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

do you do update log or version info, cant seem to find where it is if there is :p
I actually forgot to post it in here, but it's always posted in the discord.

Hello Khaine, I have got a small problem. Whenever i point my cursor towards some doors(so far commercial doors and house doors that cause the problem) the console says that the specified cast is not valid. What could be the problem? Thank you in advance :) (it seems that the doors are nuisances when they are locked)
That'll be from when I enabled the door lockpicking idea, which then didn't work as expected, so had to disable it. Only fix is to either delete the regions with the bad doors or start a new save.

I have encountered another problem where i hand in quest to eve season survivor the console says that "Null reference exception: object reference not set to an instance of an object" the menu with the rewards shows up but the rewards just cannot be clicked on hence the quest cannot be handed in.
Which quest was it?

Hi! First of all thanks for this wonderful mod! I want to ask perhaps a silly question but I´m running my own server with one friend and we always have excessive time loads to load map (me) and him entering the match (around 15m-20m) each time he connects and I´m wonder if this is natural due to the big mod or is our problem. Thanks ^^
That's pretty normal. TFP chnanged A18 so it loads basically everything into RAM.

where do i find the laser workbench on DFalls-large anyone know co-ords?
It's in the wasteland and the wasteland is in the corners. I think it's in the South East and North West.

 
Hi!

Amazin mod, love it!

But...

I play 7DTD Version Required: 18.2 Stable.

Current Mod Version: V2.4-EXPERIMENTAL-B5

1) Cant find a red-card. We play as 4, its day 67, not a single red-card dropped.

2) I found a laser workbench. To craft anything inside I need a laser multi-tool. And it could be crafted ONLY in laser workbench and ONLY if you have a laser multitool, that means Im stuck or we can find it somewhere?

 
i used "animal wolf tame",but he is don't attack enemy.Is this bug??
Yes and Sphereii is going to be looking into it, because that's his mod.

Hi!
Amazin mod, love it!

But...

I play 7DTD Version Required: 18.2 Stable.

Current Mod Version: V2.4-EXPERIMENTAL-B5

1) Cant find a red-card. We play as 4, its day 67, not a single red-card dropped.

2) I found a laser workbench. To craft anything inside I need a laser multi-tool. And it could be crafted ONLY in laser workbench and ONLY if you have a laser multitool, that means Im stuck or we can find it somewhere?
Because of the version you're on, Keycards and the Multi-tool ONLY drop in the bunkers (lockers, crates, desks).

This was altered in 2.4 release so red keycards can drop from lab zombies and hazmat zombies.

If you haven't found a single red keycard, how did you open the 3 red doors to get to the laser workbench? :p

 
Hi!
Amazin mod, love it!

But...

I play 7DTD Version Required: 18.2 Stable.

Current Mod Version: V2.4-EXPERIMENTAL-B5

1) Cant find a red-card. We play as 4, its day 67, not a single red-card dropped.

2) I found a laser workbench. To craft anything inside I need a laser multi-tool. And it could be crafted ONLY in laser workbench and ONLY if you have a laser multitool, that means Im stuck or we can find it somewhere?
If u have possibility, try fight blood moons, they often drop cards for me

 
You need maxed secret stash AND maxed charismatic nature from the scavenger, and then they're sold by caitlin in the wasteland.

 
If you haven't found a single red keycard, how did you open the 3 red doors to get to the laser workbench? :p
Drilled a network of tunnels 1-tile high under whole big lab. Crouched into them.

In this possition, due to glitch, You can attack zombies and loot/use objects across floor tile.


Silly, but I was that desperate.


Guess we will try to change to 2.4 :)

 
Hey,

Is there an updated prefablist for DF with Compo that works on 18.2 with Nitrogen? I've only seen versions that support earlier version of vanilla and DF POIs and I'm not sure whether these will work.

 
Yeah, I posted and pinned it in the discord.

Not sure if this link will work, but give it a try.

https://cdn.discordapp.com/attachments/414452645521260546/653092793207488513/prefablist.txt

However...

NITROGEN IS ABSOLUTELY NOT RECOMMENDED.

Yes it will spawn the required biomes, but it doesn't obey biome restrictions for POI's. So I can't guarantee you'll have a caitlin in the wasteland, a small bunker in the burnt biome and a large bunker in the wasteland. They could legit be anywhere.

 
That's commitment right there. Can't even be mad. :D
Dunno what is already implemented in 2.4 (will test it at evening, DLing right now) but from experimental some late feedback:

- If you read a book "bikes for dummies" while you have already 3/3 skill in mechanic, You will gain a skill from book but Your mechanic will be lowered to 1/3 (no skill points refunds)

- If aim was to make a coil-weapons a upgrade from classic firearms, cost of coil weapon ammo (plastic!) have to be adjusted - IMO cost lowered 10 times or alternate source of plastic to be made (eg: craft from oil). At our current state, even when we have quite large farm of corns, we cannot use it as standard ammo.

- TURBO mod for bikes gives so small improvement that noone bothers to craft it. We have resources, we have workbenches, but its so meaningless that noone cares.

- Muscle car is useless anywhere except ultra flat terrain. It have problems even on small slopes on game-made roads. We crafted one and noone likes to use it, bikes are superior even if far "lower in technology"

- Muscle car crafting recipe, to use 3x stearing mechanizm is just lol. Advice: make it 1x, and if necessary increase crafting its crafting costs accordingly.

-Forges - advice is to make "better forge" able to do exactly same crafts as "lower one". Right now we need all 3 in base (we still miss fusion) to be able to have full access to recipes.

- LAB - block above doors can be destroyed, and zombies can be killed tru that hole. Due to glitch one zombie can RARELY push tru (during 7th night for example).

- LAB - small lab (the one that have 4 rooms only) have multiple weak spots. Minimal use of Auger and you can access it without cards. Due to block-above-doors glitch it makes easy farm of EVE lab quest.

- Zombie soldiers - around day 50 they begin to become bulletproof. Coil weapon have to be used or a poke'n'run tactic with titanium spears. Shotgun shells are useless at any range for example (slugs still penetrate) for any ammo trype cost vs gain from soldiers is unprofitable.

- Radiation zone - quantiy of iron bars scattered around causes excessive hate toward game-designer.

 
Dunno what is already implemented in 2.4 (will test it at evening, DLing right now) but from experimental some late feedback:
- If you read a book "bikes for dummies" while you have already 3/3 skill in mechanic, You will gain a skill from book but Your mechanic will be lowered to 1/3 (no skill points refunds)

- If aim was to make a coil-weapons a upgrade from classic firearms, cost of coil weapon ammo (plastic!) have to be adjusted - IMO cost lowered 10 times or alternate source of plastic to be made (eg: craft from oil). At our current state, even when we have quite large farm of corns, we cannot use it as standard ammo.

- TURBO mod for bikes gives so small improvement that noone bothers to craft it. We have resources, we have workbenches, but its so meaningless that noone cares.

- Muscle car is useless anywhere except ultra flat terrain. It have problems even on small slopes on game-made roads. We crafted one and noone likes to use it, bikes are superior even if far "lower in technology"

- Muscle car crafting recipe, to use 3x stearing mechanizm is just lol. Advice: make it 1x, and if necessary increase crafting its crafting costs accordingly.

-Forges - advice is to make "better forge" able to do exactly same crafts as "lower one". Right now we need all 3 in base (we still miss fusion) to be able to have full access to recipes.

- LAB - block above doors can be destroyed, and zombies can be killed tru that hole. Due to glitch one zombie can RARELY push tru (during 7th night for example).

- LAB - small lab (the one that have 4 rooms only) have multiple weak spots. Minimal use of Auger and you can access it without cards. Due to block-above-doors glitch it makes easy farm of EVE lab quest.

- Zombie soldiers - around day 50 they begin to become bulletproof. Coil weapon have to be used or a poke'n'run tactic with titanium spears. Shotgun shells are useless at any range for example (slugs still penetrate) for any ammo trype cost vs gain from soldiers is unprofitable.

- Radiation zone - quantiy of iron bars scattered around causes excessive hate toward game-designer.
Do full suit of hazmat clothes defend from radiation? Or i need to find something else to not die in 15 seconds

 
Dunno what is already implemented in 2.4 (will test it at evening, DLing right now) but from experimental some late feedback:
- If you read a book "bikes for dummies" while you have already 3/3 skill in mechanic, You will gain a skill from book but Your mechanic will be lowered to 1/3 (no skill points refunds)

- If aim was to make a coil-weapons a upgrade from classic firearms, cost of coil weapon ammo (plastic!) have to be adjusted - IMO cost lowered 10 times or alternate source of plastic to be made (eg: craft from oil). At our current state, even when we have quite large farm of corns, we cannot use it as standard ammo.

- TURBO mod for bikes gives so small improvement that noone bothers to craft it. We have resources, we have workbenches, but its so meaningless that noone cares.

- Muscle car is useless anywhere except ultra flat terrain. It have problems even on small slopes on game-made roads. We crafted one and noone likes to use it, bikes are superior even if far "lower in technology"

- Muscle car crafting recipe, to use 3x stearing mechanizm is just lol. Advice: make it 1x, and if necessary increase crafting its crafting costs accordingly.

-Forges - advice is to make "better forge" able to do exactly same crafts as "lower one". Right now we need all 3 in base (we still miss fusion) to be able to have full access to recipes.

- LAB - block above doors can be destroyed, and zombies can be killed tru that hole. Due to glitch one zombie can RARELY push tru (during 7th night for example).

- LAB - small lab (the one that have 4 rooms only) have multiple weak spots. Minimal use of Auger and you can access it without cards. Due to block-above-doors glitch it makes easy farm of EVE lab quest.

- Zombie soldiers - around day 50 they begin to become bulletproof. Coil weapon have to be used or a poke'n'run tactic with titanium spears. Shotgun shells are useless at any range for example (slugs still penetrate) for any ammo trype cost vs gain from soldiers is unprofitable.

- Radiation zone - quantiy of iron bars scattered around causes excessive hate toward game-designer.
- I'm actually re-doing the books now for 2.41/2.5/whatever it ends up being. Now, if your skill is maxed, it doesn't add to the skill and returns the book to you with a tooltip saying "Your skill is already at max. Book refunded"

- Coilweapons got an adjustment, specifically the battery recipe.

- Will look into the turbo mod. The problem is I can't have it too fast or the world doesn't load and you fall off (not even kidding)

- 4x4 has the same problem as the muscle car. It's not something I can easily fix.

- That steering assembly is definitely a derp on my part. Will fix. :)

- Advanced forge (which is the better forge) DOES make exactly the same as the others, and the Big Forge uses the same craft list as the normal forge. You can check that in blocks.xml to see what crafting area it uses. (DFBigForge)

- Intended in the big lab. It's painted concrete to tell you what keycard you need. If folks want to use that as a strat to deal with zombies, that's fine.

- Meh. Don't care. You need 2 green cards to access the small lab, which ain't hard to get.

- Soldiers aren't supposed to be easy. Use normal guns with AP ammo or a coilgun with the armor shredder mod. (mod also works on shotguns)

- Good. It's a hell hole. :p

 
Do full suit of hazmat clothes defend from radiation? Or i need to find something else to not die in 15 seconds
Yea, equip all parts and you will gain a buff (green Ionizing radiation sign) that will prevent red-zone radiation but not a out-of-map radiation

 
- 4x4 has the same problem as the muscle car. It's not something I can easily fix.
Not really in 2.4 exp.

4x4 is a little bit clumsy but usable, we run it from time to time as resque mission (to drive a fresh victim of zombies back to his backpack)

Muscle car, while I proofed to my colegues that it can make it between grassland town to desert town, is useless for anything other then ramming zombies inside town roads. Actually, due that plow at front, its usable only to remove debris from town (you need an extra bored player to do so)

 
Yes and Sphereii is going to be looking into it, because that's his mod.


Because of the version you're on, Keycards and the Multi-tool ONLY drop in the bunkers (lockers, crates, desks).

This was altered in 2.4 release so red keycards can drop from lab zombies and hazmat zombies.

If you haven't found a single red keycard, how did you open the 3 red doors to get to the laser workbench? :p
I see.

Thx KhaineGB:fat:

 
Hello Khaine,

1) It seems that adam the soldier does not deal ranged damage, only melee damage (although sometimes even melee does not work), the same with Season survivor eve it seems that sometimes they just do not deal any damage

2) Is it intended that % increase of damage in the action skills only affect the base damage of the tool/weapon (lets say that the damage of the M6 is 200 with the mods and without the mods it is 60 so if all the action skills are unlocked the damage increase is supposed to be by 75% (350) but the thing is that 75% is only affecting the 60 not the 200 so the actual damage is (245 ), this thing is kind of annoying as the incentive to upgrade the weapon skills is not the damage increase it is the fire rate and the reloading speed.

3) Will there be an increase in xp gained from demonic zeds? from what i saw they give approx 800 xp

4)Is it maybe possible in the future that you would increase the dismemberment % of the shotgun skills, as it would provide greater incentive to use the shotgun rather than automatic weapons.

5) WIll there be any modifications to coil ammo/cells as they use too much resources hence it is better of using standard weapons, also will there be an addition to cell guns as the damage is good but the firerate is slow hence not that good compared to "Standard auto Guns"

6) Where do i find Laser workbench? (I have looked everywhere in a creative mode and did not see any underground bunkers)

7) Will there be stronger zeds in the future(similar to demonic behemoth but would possibly not slow down when shot(perhaps move faster) or maybe would require certain weapon/recog to kill due to high regeneration or zombies that would have alot of hp that would act as bullet sponges to protect perhaps demolishers or other zombies that would explode hence even at the bases players would not feel 100% safe). current zombies pose no threat as they cannot get to you(if you have a base then it is almost impossible for them to kill you unless you have a base made of wood) it would be awesome if in the future you would add zombies and scenarios that even end game players would find difficult to complete and at the same time rewarding. Thank you in advance :)

 
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Is there some information... across mod development... on how or if the people of nitrogen doing work on the poi restricitions per biome to get that functional with darkness falls and nitrogen? Since nitrogen already has an explicit setting for darkness falls?

Do you guys talk to each other?

Just asking, because the original RWG is just garbarge atm and i don't want to play on an rwg map with darkness falls.

 
Hello Khaine, 1) It seems that adam the soldier does not deal ranged damage, only melee damage (although sometimes even melee does not work), the same with Season survivor eve it seems that sometimes they just do not deal any damage

2) Is it intended that % increase of damage in the action skills only affect the base damage of the tool/weapon (lets say that the damage of the M6 is 200 with the mods and without the mods it is 60 so if all the action skills are unlocked the damage increase is supposed to be by 75% (350) but the thing is that 75% is only affecting the 60 not the 200 so the actual damage is (245 ), this thing is kind of annoying as the incentive to upgrade the weapon skills is not the damage increase it is the fire rate and the reloading speed.

3) Will there be an increase in xp gained from demonic zeds? from what i saw they give approx 800 xp

4)Is it maybe possible in the future that you would increase the dismemberment % of the shotgun skills, as it would provide greater incentive to use the shotgun rather than automatic weapons.

5) WIll there be any modifications to coil ammo/cells as they use too much resources hence it is better of using standard weapons, also will there be an addition to cell guns as the damage is good but the firerate is slow hence not that good compared to "Standard auto Guns"

6) Where do i find Laser workbench? (I have looked everywhere in a creative mode and did not see any underground bunkers)

7) Will there be stronger zeds in the future(similar to demonic behemoth but would possibly not slow down when shot(perhaps move faster) or maybe would require certain weapon/recog to kill due to high regeneration or zombies that would have alot of hp that would act as bullet sponges to protect perhaps demolishers or other zombies that would explode hence even at the bases players would not feel 100% safe). current zombies pose no threat as they cannot get to you(if you have a base then it is almost impossible for them to kill you unless you have a base made of wood) it would be awesome if in the future you would add zombies and scenarios that even end game players would find difficult to complete and at the same time rewarding. Thank you in advance :)
1) NPC's are not my mod. That's sphereii. The AI is setup correctly as far as I can tell so I don't know why it's not working, but I believe he's looking into it agan soon.

2) Not really but I also can't do anything about it. It's how 7DTD calculates damage modifiers, which are weapon (with ammo) first, then perks (which would increase the 60 by 75%) THEN mods. Also it is worth nothing the UI display is often wrong and doesn't always take into account perks.

3) I think they're actually 1000, so probably not.

4) No, but i'm looking at combining some perks so folks spend less points. Shotguns should have an almost guaranteed chance to stun (pretty sure that was added in A18.2)

5) Yes and it's in testing. Resources needed for the batteries are the same, but you get more.

6) Large bunker, at the bottom. If you don't have a large bunker on your map, you won't have a laser workbench.

7) So the problem with "new zombies" is that they love playing their "pain" animation when shot. I'm looking into a way to either disabling that or making it a VERY small chance. Aside from that, me and the testers have been throwing around ideas for boss fights that will require you to use some tactics to beat them... then A18 came out. Soooooo... that's still just an "idea" right now. :)

Is there some information... across mod development... on how or if the people of nitrogen doing work on the poi restricitions per biome to get that functional with darkness falls and nitrogen? Since nitrogen already has an explicit setting for darkness falls? Do you guys talk to each other?

Just asking, because the original RWG is just garbarge atm and i don't want to play on an rwg map with darkness falls.
As far as I know, the POI problem is a problem even just on nitrogen WITHOUT DF specific stuff. I did speak to Dam about it, and I know there was a reason why it doesn't work. I just don't remember what it is.

But it was a problem in A17 too cos I found snow traders in the forest biome.

 
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