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Darkness Falls: They mostly come out at night...

Hi, first i would like to say thanks for all your time you all put in to this.
One thing that's been bothering me(us) how do you get the energy cells if you cannot make them ?, so in turn to be able to make the fusion forge.

Except for lag we do enjoy the mod a lot and play pretty much daily or at least when possible.
You should get plenty looting the bunkers. :)

Hey Khaine, question. I could probably figure this out for myself, but to save some time and frustration... when you invoke the debug menu there's an option about half way down called "Speed". I like my games to be as long as possible (of course I turn everything to max slow in the regular menu) but this setting really makes a difference in game time. Default is 3 but I like a setting of 1. Unfortunately, it's not persistent so I have to change it every time I fire the game up. How would I make that setting permanent? Is it possible? Any guidance is much appreciated. Thanks!
Also, I'm using DUST2DEATH's HDHQ Overhaul in 4k. Man, really great if you have the hardware. Thanks for making them work together and kudos to him for a great mod too. If anybody out there hasn't tried the two together I highly recommend it. He also has a 2k version. Just thought I would throw that out there. The two mods together are truly sweet! Did I say how awesome they work together? LOL! Thanks again!
I know exactly which speed thing you mean. If you ever get bored, give yourself god mode, fly and set it to max just to see what happens to the zombies. It's pretty funny. ;)

However, I do not recommend using that to set game speed. The reason for that is because it somehow messes things up so the game is totally out of sync with effects based on seconds and minutes (like buffs and plant growing times). You'd be better off going into Data/Config/XUi_Menu and editing windows.xml with notepad++

Then find this...

Code:
<gameoption name="DayNightLength" title="goDayLength" value_wrap="false" value_type="int" values="15, 30, 45, 60, 75, 90, 105, 120" display_names="" value_localization_prefix="goMinute" />
And just add some extra numbers. That's in minutes. However the mod is absolutely not balanced for anything beyond 90 miniutes. That's why I haven't added any extra options beyond 120. :)

Where's that dang steel crafting perk? My big forge is up and running and when I try to craft steel I see that I need to get the steel crafting perk. But for the life of me I don't see a steel crafting perk. There's steel tools crafting, steel armor crafting and titanium crafting but no perk that just says "steel crafting." My science crafting is 3, tools crafting is 3 and weapons crafting is 2 and I'm level 52 so I'm pretty sure I meet any requirements. What am I missing?
It's called Steel Tool Crafting. I need to fix the localization. :) Requires Tool Crafting 3, Science Crafting 2, Weapon Crafting 2.

 
Thanks, Khaine! I've been running it at 120 since I started this latest game. Don't think I'll mess with going beyond that. Too bad about the "Speed" setting - I thought I'd found an easy way to make the game even longer. Oh well, I guess that makes sense that changing it would throw all the timing out of wack. No worries, I'll just leave it alone for now. Longer days and nights are definitely on my wish list though. Cheers!

 
It's because messing with the speed setting only adjusts the server tickrate (in SP, it's basically a 1 player server, no idea why).

So that throws out the portal spawning, the plants have issues, zombie spawn/despawn gets screwed up, etc. :)

 
Hey Guys we have a Problem with our Server. Our Server Crashes all Time. Once after 2min and another Time after20 min. After the Server Crashed we cant spawn in our Sleeping Bags again and must repick them. Anyone can Help us with that Problem why the Server Crahes?

Here are the Logs: https://pastebin.com/CmH62JqV

 
Anyone else having problem with hired soldier?I first hired Archer,now soldier.both drink too much water,like too much.i gave soldier 200+ water jar,before horde,after horde he had none.

 
Is 2.3A the most up to date Darkness Falls file? I log in today and find the mod no longer working so thinking reinstalling the mod might work. Any ideas? Thanks!

 
You should get plenty looting the bunkers. :)
We only found a well atm, but that's pointless untill you find a place that allows you to use the cells.

Your not willing to give any more info on were these maybe ?. then again not sure if i want to find a bigger bunker than the last as the game was only running 3fps until we could get the numbers down.

Well thanks for the little info. Can they be in any bio ?.

 
Sorry if this is an obvious question but I couldn't find an answer after searching the thread. I'm trying to buy the Workbenches perk but it is grayed out. Which requirement do I need to achieve in order for it to become available?

 
Hey Guys we have a Problem with our Server. Our Server Crashes all Time. Once after 2min and another Time after20 min. After the Server Crashed we cant spawn in our Sleeping Bags again and must repick them. Anyone can Help us with that Problem why the Server Crahes?
Here are the Logs: https://pastebin.com/CmH62JqV
There's no crash noted in that log, so I have no idea.

Anyone else having problem with hired soldier?I first hired Archer,now soldier.both drink too much water,like too much.i gave soldier 200+ water jar,before horde,after horde he had none.
Will double check but pretty sure I fixed that. Mine were drinking one water maybe every 2-3 hours, which seems reasonable.

Is 2.3A the most up to date Darkness Falls file? I log in today and find the mod no longer working so thinking reinstalling the mod might work. Any ideas? Thanks!
2.30A is the most up to date, yes. :)

We only found a well atm, but that's pointless untill you find a place that allows you to use the cells.
Your not willing to give any more info on were these maybe ?. then again not sure if i want to find a bigger bunker than the last as the game was only running 3fps until we could get the numbers down.

Well thanks for the little info. Can they be in any bio ?.
No it's not pointless. Hoard them.

Burnt biome for the small one. Wasteland for the large one.

Sorry if this is an obvious question but I couldn't find an answer after searching the thread. I'm trying to buy the Workbenches perk but it is grayed out. Which requirement do I need to achieve in order for it to become available?
Put your mouse cursor over the lock icon and it'll tell you what you need.

 
He's probably posted their location a half dozen times in this thread. Just saying. :)
That would not surprise me, but as this is all done under one thread maybe the 1st post should contain this info, at least the most asked questions ( but maybe the char limit is the problem with that).

There's no crash noted in that log, so I have no idea.


Will double check but pretty sure I fixed that. Mine were drinking one water maybe every 2-3 hours, which seems reasonable.

2.30A is the most up to date, yes. :)

No it's not pointless. Hoard them.

Burnt biome for the small one. Wasteland for the large one.

Put your mouse cursor over the lock icon and it'll tell you what you need.


Thank You.

 
Yeh but where does it stop? He puts the coordinates of every poi? Gives quest answers? I dunno, slippery slope. I wouldn't want the answers...

 
I double check but pretty sure I fixed that. Mine were drinking one water maybe every 2-3 hours, which seems reasonable.
It only happens when I set him on guard in base,When he follow me outside,he drink as you mentioned.Also when I place animal(every type),they just follow me,I even placed haybale as bed and food storage box for them.

 
It only happens when I set him on guard in base,When he follow me outside,he drink as you mentioned.Also when I place animal(every type),they just follow me,I even placed haybale as bed and food storage box for them.
Looks like they might be another problem with the animals that I need to look into.

I'll look into the guard function. That definitely shouldn't be using that much. I'll see if there's something I can hook into to put a custom buff on when guarding to balance things out.

 
The bleeding effect I cannot confirm OR reproduce. It's working absolutely fine for me locally and I have confirmed the ranged attacks DO NOT proc bleeding in the XML. I used the cop as a base to get the hand items all working, and they don't proc bleeding either.

The second isn't a bug. It's an effect of the Mutated Wight. All mutated zombies have some kind of special effect... that's the wights. He makes you throw up. You can thank my wife for that idea. :p

EDIT: Potential fix for Holo. Go on to the server, open buffs.xml and search for buffIsOnFire.

Replace it with this.

Code:
	<buff name="buffIsOnFire" name_key="buffIsOnFireName" description_key="buffIsOnFireDesc" tooltip_key="buffIsOnFireTooltip" icon="ui_game_symbol_fire" icon_color="255,0,0" icon_blink="true">
	<damage_type value="Heat"/>
	<stack_type value="ignore"/>
	<duration value="0"/>
	<update_rate value="1"/>
	<!-- bookkeeping for all burning buffs -->

	<effect_group> <!-- extinguish any fire if wet or if buffExtinguishFire is executed -->
		<requirements compare_type="or">
			<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,1" operation="LTE" value="@_wetness"/>
			<requirement name="HasBuff" buff="buffExtinguishFire"/>
		</requirements>

		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningFlamingArrow"/>
		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningMolotov"/>
		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningMolotov2"/>
		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningEnvironmentHack"/>
		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningEnvironment"/>
		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningElement"/>
		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurning"/>
		<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryBleeding"/>
	</effect_group>

	<effect_group> <!-- terminate only if all burn buffs are gone -->
		<requirements>
			<requirement name="NotHasBuff" buff="buffBurningFlamingArrow"/>
			<requirement name="NotHasBuff" buff="buffBurningMolotov"/>
			<requirement name="NotHasBuff" buff="buffBurningMolotov2"/>
			<requirement name="NotHasBuff" buff="buffBurningEnvironmentHack"/>
			<requirement name="NotHasBuff" buff="buffBurningEnvironment"/>
			<requirement name="NotHasBuff" buff="buffBurningElement"/>
			<requirement name="NotHasBuff" buff="buffBurningElement2"/>
			<requirement name="NotHasBuff" buff="buffBurning"/>
		</requirements>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffIsOnFire"/>
	</effect_group>

	<effect_group> <!-- run particles -->
		<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0.75,0"/>
		<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0.75,0"/>

		<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>
		<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire" />

		<triggered_effect trigger="onSelfBuffStart" action="AddJournalEntry" journal="onFireTip"/>

		<passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffInjuryBleeding"/>
	</effect_group>
</buff>
That should remove the bleeding buff and make you immune while on fire. I haven't tested it beyond "It doesn't break the game" so I make no promises. :p
Thanks! That removes the bleeding when I use a waterdrink! Should be doable to survive the bunker now!

I wonder if it's something to do with the uuhh. that demonic perk to negate some physical damage.

I -think- it started happening around the same time i bought into 5 ranks in that perk, but on the otherhand, it happens to my buddy to which has choosen the tech tree instead. I did notice I am immune to spikes now though :p

Ah. I see. Would it be possible to have the effect's like that puke-wight showup in the buffs? Would have made it more clear :)

(and about the demonportals from earlier, I wasn't gonna farm XP, I was gonna farm for gyroparts :D )

((actually, how about having those gyrocomponents craftable as the perk for the completionist instead of the increased XP?))

 
A few of us have been testing out the bleeding thing and honestly cannot get it to reproduce at all. So I have no idea what's going on in your case.

And that's with either all tech or all demon too. So.... no clue.

The puke buff is an instant-effect, so not really. I can trigger a tooltip though (shows above the hotbar).

You can still farm the rad biome itself for gyro parts. The respawn rate is pretty fast. And no, it's not going to be a perk you can just get.

 
Hey Khaine love the mod and what it brings into 7dtd. I don't have any issues when I am playing and everything seems to be working fine, but i do have an odd issue that i can't seem to "fix". I don't get any output logs when I play this mod. Is that a normal thing or should I re-download the mod?

 
If you're using the mod launcher, I think that stores logs somewhere else.

Otherwise it's in %AppData%\LocalLow\The Fun Pimps\7 Days To Die :)

 
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