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

I ended up finding some gloves a few hours after this post. Was frustrating being so high and being held back by hazmat gloves.
The boulders underground in the wasteland was quite a surprise. Is that the reason they are so rare above ground in the wasteland?
I think there's too much general... well... crap in the wasteland for them to spawn properly. I'm gonna lower the amount of cinder blocks, iron and MAYBE cars so things like boulders and portals have more room to spawn. :)

i cant seem to access the skill tab, it just says that the 'object reference not set to an instance of an object'. i have foound the config folder but i dont see anything wrong with it
You may have a modlet installed that alters skills, or a UI modlet installed. DF is an overhaul and NOT friendly with most modlets.

Hi KGB I love your mod it runs great on my pc. Honestly your mod is the only reason I keep playing 7DTD. Couple of questions for you or anyone: Does starting a new class mean you no longer progress in the previous one? I heard there are NPC's I can hire, how do I hire them and what can they do? Will retrievable arrows ever be in your mod? Does your mod have less towns and cities on the map than vanilla? Any chance in the future that you can mod NPC community recruitment and community management into the game? Building a cool base with no one else to live in it is very blah. Starvation mod had brought this aspect into the game. Thanks for all your work on the game you really are a creative genius! Take care.
Glad you're enjoying it :)

Starting a new class does NOT stop progression in previous classes.

You'll know when you find a hireable NPC. There's a talk interaction, and a conversation option called "Come with me." They're a little bit buggy in the current release, so i'm going to be revisiting that because sphereii has improved the AI a LOT.

Highly unlikely retrievable arrows will ever be in the mod due to bugs with non-vanilla 3D models (like the hornet, behemoths, spider, etc)

Depends on the map. The medium maps have a LOT of small towns and cities, but they also use a LOT of RAM.

Community stuff? Possibly in the future. I know sphereii has been doing more NPC work for exactly this purpose since folks miss it from starvation. So it is something I want to integrate and expand on.

And i'm definitely not a genius. I'm an idiot with a laptop and too much free time. ;) But thank you!

Anyone know why it won't allow me to use my controller? And yes, I have controller enabled in the menu
I'm assuming you are using the mod launcher. If so, I THINK you have to add it to steam as a non-steam game and then it works. I make no guarantees how well it'll work with the expanded toolbelt though as I don't use a controller.

Hey, KGB,
I'm new to running/owning a server, and tried to follow your instructions for installing the mod into the server, but I am running into a rolling error where the class'BlockPlantGrowingWithWater, Mods' not being found. do you have a thorough guide on installing the mod on a server? or can anyone help with this error? I really want to try this mod out.

Edit: After leaving the server running while trying to load in, it seems like the server is caught in a death loop trying to load the plants in and failing. I can't find a reference to this yet in the documents, so if anyone can help I would greatly appreciate it.

Thank you

--- second post ---

After going back a few months in the forum i found where KGB says that clients need to install the mod their side, as well as server-side. Is this still true?

I'm rolling back my server to vanilla in the meantime. Is there an Install guide for server-side? or am I just overthinking this?
Have you ever picked an online name and not considered how folks might abbreviate it? Then see it happen and go "Oh... oh dear." Yeah, this is one of those moments. :D

Yes, Clients AND Servers need the mod installed. DF is an overhaul mod with a lot of C# code changes, so it is required. It won't run like a modlet.

To install it, you would open your server folder so you see all the main files. So you should be looking at 4 folders (7DaystoDieServer_Data, Data, Licences, MonoBleedingEdge) and a ton of files.

Then open the mod zip file for the server. You MUST use the server build. You should see 3 folders in the zip file: 7DaystoDieServer_Data, Data, Mods.

Drag those 3 folders into the server folder you have open. When asked to overwrite, click yes.

DO NOT UNZIP THEM INTO ANY KIND OF SUB FOLDER! I see folks put them in a /Mods folder regularly and then wonder why it doesn't work. It's not a modlet. It won't work like that. ;)

 
I have no idea then. As I mentioned, I don't use a controller with 7DTD. I know it works cos other folks have done it, just no idea how.

 
Hey Khaine! First off, thanks for all the effort and hard work you put into this mod. In my opinion, you deserve to be put in the credits for the game for keeping it alive over all these iterations. I love the mod and think it's awesome.

Someone else in the thread mentioned that they were having trouble with installing DF, and I'm having the same problem. After transferring the vanilla 7 days folder, I try to pre-sync the mod to download it for the first time and the launcher seems to be stuck on "Performing Full clone." while the progress bar in the corner says refreshing mods for darkness falls. I even left my rig up overnight and when I came back, the log said clearing corrupted files and tried to download the mod again. So here's my actual question: I have downloaded the master zip file, and am wondering how to manually install the mod to a mod launcher-created 7 Days installation. Is it as simple as copying the zip's files to the Mod Launcher's DF installation folder, or is it more involved than that? I'm not familiar with whether the mod launcher does some black-magic trickery in its keeping files/saves/mods separated, and was hoping you could shed a little light on the situation.

Sorry for the large post, and thanks again for your time and patience.

 
Hey there,

Been playing this overhaul for a few months now. has been quite a learning curve, especially finding out how to mine for titanium in the wasteland with radiation, and not dying in the process...suffice it to say, I found the answer in the buffs.xml.

Anyways, the reason for this post is, I have just come across a constant console message which states:

"getposition

running on server

random poi near world pos not null"

This I assume is connected to a seasoned survivor 3rd quest in the chain, which tells me to retrieve the supplies at the position of "0,0".

I have tried removing said quest, and spawning a new seasoned survivor with no change.

I hope I am able to fix this, as I am too far in to restart.

 
Hi Khaine, thanks a lot for the great work you´ve done on this mod so far. Just wanted to let you know that 3 of my friends who play with me are having the same issue as mentioned above, they get stuck on the pre-sync phase with a never ending loading bar that is supposed to be cloning it. Re-installing everything does not work so i´m thinking it might be the launcher or the files, but hopefully it gets fixed soon.

 
Hello

Can anyone tell how to use the DF maps on a dedicated server? Asking for a friend who, to my understanding, couldn't figure how they are named as it wasn't similarly as in the game when picking a map for single player, or something.

 
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Would like to take a quick pulse to see if our multiplayer server experience in DF is what is expected or if there is something abnormal happening.

Basically from the get-go we've been absolutely rofflstomped by the zombies. I read in an earlier post that night #1 is generally savage, which is fine, but every night since then has also been savage. Even the days are savage.

In general I like savage. This is the first overhaul we've played were we have felt challenged and I love it, but it's day 18 and we had something called a Demon Spider spawn and we threw everything we had at it (Sniper Rifles, Grenades, RPG, Pump Shotguns, harsh language) at it and we couldnt' break it's tank. It regenerated too fast.

I had to beat on it with a machete and lure it away from our base far enough that it would just de-spawn.

We've got the game difficulty set at '2'. Our player levels currently range from 20 to 40.

From the beginning we've had glowing ferals running in packs every night, some with 1,000hp.

We have what I thought was a pretty good base, started in square building POI that has 4 floors with the ground floor being 8 large pillings to support the upper levels with a melee column cage in the center. It's also got a roof top garden area. Anyway right away we filled the ground level with spikes in prep for the first bloodmoon. We had mainly bows and hunting knives with some light firearms support (blunderbuss, pistol). 4 or 5 of us on that night. TOTAL PARTY KILL! Glowing Ferals galore as well as multiple night stalkers. We just couldn't DPS them down fast enough. They moon walked over the spikes and then wrecking balled the melee cage on the ground floor in about 15 seconds. Respawning, hiding and and quietly sobbing seemed to help.

We refocused our efforts on the base for the 2nd blood night. Fully upgraded iron spikes, built a very steep upgraded concrete slope at the base, sniper rifles, shotguns, 9mm's, better melee weapons, and then we waited. We felt nervous but... you know... a little confident that we would represent, honor the names of our fathers before us. Literally 30 in-game minutes before Bloodmoon there was a microburst of feral zombies, like a scouting party for the hoard to come. At first they were bemused with the ramp, it was working. Then one block on the ramp failed and they opened our base like a can opener. They moved in. They drank our beer. They threw bricks through our new TV. They left the toilet seat up. After feeding the zombies (with ourselves) we fled, hopped on bicycles and went on a mad caper through the forest being chased by our house-guests. We went to ask the local trader for help. This, in hind site, was a poor choice for everyone involve as our house guests proceeded to remodel his base as well.

Is this just the way of things or have we done something wrong?

I'd also just like to restate that I really love this overhaul.

 
Hey Khaine! First off, thanks for all the effort and hard work you put into this mod. In my opinion, you deserve to be put in the credits for the game for keeping it alive over all these iterations. I love the mod and think it's awesome.
Someone else in the thread mentioned that they were having trouble with installing DF, and I'm having the same problem. After transferring the vanilla 7 days folder, I try to pre-sync the mod to download it for the first time and the launcher seems to be stuck on "Performing Full clone." while the progress bar in the corner says refreshing mods for darkness falls. I even left my rig up overnight and when I came back, the log said clearing corrupted files and tried to download the mod again. So here's my actual question: I have downloaded the master zip file, and am wondering how to manually install the mod to a mod launcher-created 7 Days installation. Is it as simple as copying the zip's files to the Mod Launcher's DF installation folder, or is it more involved than that? I'm not familiar with whether the mod launcher does some black-magic trickery in its keeping files/saves/mods separated, and was hoping you could shed a little light on the situation.

Sorry for the large post, and thanks again for your time and patience.
Sometimes the mod launcher doesn't seem to fully clone the mod, no idea why. I'm going to assume it's probably a gitlab issue, like too many folks issuing requests or not (which makes me sound stupidly egotistical) or just having issues connecting.

You should just be able to unzip the 3 folders in the zip to the 7DTD folder... and I see no reason why it SHOULDN'T work on the copy the launcher made.

Hey there,Been playing this overhaul for a few months now. has been quite a learning curve, especially finding out how to mine for titanium in the wasteland with radiation, and not dying in the process...suffice it to say, I found the answer in the buffs.xml.

Anyways, the reason for this post is, I have just come across a constant console message which states:

"getposition

running on server

random poi near world pos not null"

This I assume is connected to a seasoned survivor 3rd quest in the chain, which tells me to retrieve the supplies at the position of "0,0".

I have tried removing said quest, and spawning a new seasoned survivor with no change.

I hope I am able to fix this, as I am too far in to restart.
Huh. I'll have to check that. It was working fine for me on my test server though.

Hi Khaine, thanks a lot for the great work you´ve done on this mod so far. Just wanted to let you know that 3 of my friends who play with me are having the same issue as mentioned above, they get stuck on the pre-sync phase with a never ending loading bar that is supposed to be cloning it. Re-installing everything does not work so i´m thinking it might be the launcher or the files, but hopefully it gets fixed soon.
Good chance the launcher is having difficulty downloading it for whatever reason. It's why I always recommend folks manually install instead.

HelloCan anyone tell how to use the DF maps on a dedicated server? Asking for a friend who, to my understanding, couldn't figure how they are named as it wasn't similarly as in the game when picking a map for single player, or something.
If you look in serverconfig.xml, it tells you how to do it.

Would like to take a quick pulse to see if our multiplayer server experience in DF is what is expected or if there is something abnormal happening.
Basically from the get-go we've been absolutely rofflstomped by the zombies. I read in an earlier post that night #1 is generally savage, which is fine, but every night since then has also been savage. Even the days are savage.

In general I like savage. This is the first overhaul we've played were we have felt challenged and I love it, but it's day 18 and we had something called a Demon Spider spawn and we threw everything we had at it (Sniper Rifles, Grenades, RPG, Pump Shotguns, harsh language) at it and we couldnt' break it's tank. It regenerated too fast.

I had to beat on it with a machete and lure it away from our base far enough that it would just de-spawn.

We've got the game difficulty set at '2'. Our player levels currently range from 20 to 40.

From the beginning we've had glowing ferals running in packs every night, some with 1,000hp.

We have what I thought was a pretty good base, started in square building POI that has 4 floors with the ground floor being 8 large pillings to support the upper levels with a melee column cage in the center. It's also got a roof top garden area. Anyway right away we filled the ground level with spikes in prep for the first bloodmoon. We had mainly bows and hunting knives with some light firearms support (blunderbuss, pistol). 4 or 5 of us on that night. TOTAL PARTY KILL! Glowing Ferals galore as well as multiple night stalkers. We just couldn't DPS them down fast enough. They moon walked over the spikes and then wrecking balled the melee cage on the ground floor in about 15 seconds. Respawning, hiding and and quietly sobbing seemed to help.

We refocused our efforts on the base for the 2nd blood night. Fully upgraded iron spikes, built a very steep upgraded concrete slope at the base, sniper rifles, shotguns, 9mm's, better melee weapons, and then we waited. We felt nervous but... you know... a little confident that we would represent, honor the names of our fathers before us. Literally 30 in-game minutes before Bloodmoon there was a microburst of feral zombies, like a scouting party for the hoard to come. At first they were bemused with the ramp, it was working. Then one block on the ramp failed and they opened our base like a can opener. They moved in. They drank our beer. They threw bricks through our new TV. They left the toilet seat up. After feeding the zombies (with ourselves) we fled, hopped on bicycles and went on a mad caper through the forest being chased by our house-guests. We went to ask the local trader for help. This, in hind site, was a poor choice for everyone involve as our house guests proceeded to remodel his base as well.

Is this just the way of things or have we done something wrong?

I'd also just like to restate that I really love this overhaul.
The more of you there are in a party, the tougher the zombies will be. It's like that in vanilla too, it's just... worse here.

Sounds like you had a wandering horde hit right before the bloodmoon, which can totally happen. I'm actually working on a patch atm that should hopefully reduce the chances of that happening.

 
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I am having issues restoring a backup. I'm running my server on an Ubuntu system using the Linux Server Management Scripts (https://7dtd.illy.bz/) and everything has been working great for 3 or 4 weeks.

After 18.4 was released, my friend messaged me and let me know he was unable to join. I updated the server to 18.4, copied the mod files back over, but we were unable to join. I decided I would start from scratch and use the backup that the management scripts created to restore the server. This has not worked. Does anyone have any advice on how to restore a server with a backup?

 
So Ive got 18.3 and DF through the mod launcher. For the life of me I can't get sap from trees? Is it still a thing?
Yep, but you have to use bowls. There was a bug with jars.

was wondering when you are going to release 18.4 stable version
It was released almost 24 hours ago.

I am having issues restoring a backup. I'm running my server on an Ubuntu system using the Linux Server Management Scripts (https://7dtd.illy.bz/) and everything has been working great for 3 or 4 weeks.
After 18.4 was released, my friend messaged me and let me know he was unable to join. I updated the server to 18.4, copied the mod files back over, but we were unable to join. I decided I would start from scratch and use the backup that the management scripts created to restore the server. This has not worked. Does anyone have any advice on how to restore a server with a backup?
Afraid I have no idea. I've never messed with trying to restore backups.

 
Khaine I could be wrong but the rebars recipe might be backwards. In the big forge I can make them for 6 iron and 1 clay and in the advanced forge it reads 7 iron and 2 clay. Just posting in case that should be the other way around.

 
Hi there this game is awesome but i was wondering why in the farming section its not giving me info on how to farm and in the quest it says use a farm plot but that wasnt growing and so i looked online and saw people using rain catcher and stuff so i tried that but it wasnt filling like the whole underside and stuff. and i dont know how the fruit trees work if im supposed to irrigate those aswell because the farming journel entry is empty/wont show up.

Also when i read specifically Chemistry station schematic but some others aswell i just dont get the unlock. I cant progress because i cant make a chemistry station.

 
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Also when i read specifically Chemistry station schematic but some others aswell i just dont get the unlock. I cant progress because i cant make a chemistry station.
chem station is still locked in the UI (cream color vs white) or clicking craft doesn't do anything?

If you are trying to craft and it doesn't do anything or the option to craft is missing make sure you are trying to make it a workbench with the wrench is installed in the workbench.

this might help for one way to farm

 
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chem station is still locked in the UI (cream color vs white) or clicking craft doesn't do anything?

If you are trying to craft and it doesn't do anything or the option to craft is missing make sure you are trying to make it a workbench with the wrench is installed in the workbench.

this might help for one way to farm

but thats irrigation im not even close to that im curious about if the fruit trees need irrigation mostly now i figured out the regular plants

 
Hi ,

I am wondering if the target list for guards is in the xml. I am asking as i noticed they do not attack zombie dogs and birds and was looking to optimize that.

greetz

 
but thats irrigation im not even close to that im curious about if the fruit trees need irrigation mostly now i figured out the regular plants
trees don`t need water. plants dig a hole within 4 blocks of plants, dump a bucket of water in.

 
Loving this mod man! The best thing I did was not read anything about it before trying it.

There I was about to stroll into an army camp when I noticed 3 figures in flames roaming around. Ooo let's go check them out. Boom, dead. Fucking demons? 3 of them. Head back out. Wait, I just unloaded a fully modded max combat shotgun into the thing, ran backward to reload and turn to finish it off.... but it's back to full health?? Dead.

3 more deaths later I managed to take down the 3 bastards. Awesome!

Oh, so now to the army barracks. Run into some higher level military guys. Combat shotgun time! Wait, no damage?? None? Dead... Come back with AP rounds...

Im playing 1 level up from standard and fear going out at night and going into large POI. I'm level 81 and in insanity vanilla im all but unkillable. Not here and I frickin love it. Most fun I've had in this game since I started playing 1500+ hours ago. I love Jax's work and really enjoyed RH. I didn't think anything could top it. They are both fantastic, but was pleasantly surprised that I enjoy this a bit more.

Thought I was going to hate the classes, but I really like it that I'm not this bad ass Jack of all trades. I haven't come across a single thing I'd change. Looking forward to hitting 100 and getting titanium.

Sorry this is so long, but just cant say enough about this (and I'm at my kids practice). I plan on contributing shortly. Great work and much appreciated!

Oh, do you havyoa discord by chance?

Maxx

 
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