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

I found out that Resarch prefabs are missing from my map, is there a way to add them to already existing server based game or it is only possible when re-creating the game? I have full access to game files, just need to understand how to do it so I wont corrupt the map. 

 
If you edit the prefablist of your world, you can slap it in.

Then, and this is the bit I am VERY unsure on how to do (I just know you can do it), you would re-generate the region with that prefab in it so the map has to spawn it.

 
It seems to me that they misunderstood me!
I will clarify my thoughts again, thanks for your attention.
All I wrote was a desire to make your mod the best!
I just want to consult with you and do not need to be taken as an insult!

About the weapon!
1. I'm just increasing the damage. But it seems to me that in an ordinary (non-radioactive zone) it should not be too tough, especially during the day. Better to increase damage to zombies.

2. Regarding mining (loot), it concerned the moment when I have a level above 170 and almost all classes are open!

3. Regarding the powerful army armor with radiation protection. I meant that after you start crafting it, you can safely fight in a radioactive zone!
(When I didn't know it, I went to a radioactive zone, drank pills and got it from monsters).
In my opinion this is more interesting!

4. Degradation after repair, in my opinion, is not needed. Instead of repairing, you just have to make a new one, the same color! That at high LVL is not so difficult.
 

3. About the language.
If you needed help, I would be happy to help!
Please contact.

Please answer about titanium blocks.
Why haven't I found them anymore?
And the laser is only done in bunkers?

Thank you for your work!

 
Hi Khaine,

A couple of items that my group noticed that seem out of place;
-all three 7.62 coilrifle round recipes are exactly the same
-eating something that gives the buff "buffAverageFood" will override the high tier "buffGoodFood" causing your food to decrease at faster rate then expected
 

Nice work with this version though. Some really nice improvements over the a18 version.

Cheers

 
The heatmap is actually kinda buggy, so i'm looking at adjusting that.

Primarily looking at adjusting pistols/rifles so they're less likely to attract screamers. :)
mining plutonium i stick with the pick axe as every time i use the auger i get about a minute in before a screamer shows up. M60 seems to have the same effect even w/ a silencer. irradiated area seems to have calmed down. found Eve and the bunker quest. she gave me 2 reward quests to the same bunker. exploring the irradiated area found the labs and Caitlan, she seemed less well stocked than 18 unless that was a random thing. finding a lot of plutonium boulders, and so far a little titanium in my first plutonium mine. Haven't found a titanium boulder yet. journal says that is the primary ore in the irradiated area but for whatever reason that isn't the case w/ me so far. 

 
Hi Khaine,

A couple of items that my group noticed that seem out of place;
-all three 7.62 coilrifle round recipes are exactly the same
-eating something that gives the buff "buffAverageFood" will override the high tier "buffGoodFood" causing your food to decrease at faster rate then expected
 

Nice work with this version though. Some really nice improvements over the a18 version.

Cheers
I do need to fix the coilrifle rounds.

Will look at those buffs. IIRC I did it so you couldn't stack something, but I don't remember what the hell it was. :D

mining plutonium i stick with the pick axe as every time i use the auger i get about a minute in before a screamer shows up. M60 seems to have the same effect even w/ a silencer. irradiated area seems to have calmed down. found Eve and the bunker quest. she gave me 2 reward quests to the same bunker. exploring the irradiated area found the labs and Caitlan, she seemed less well stocked than 18 unless that was a random thing. finding a lot of plutonium boulders, and so far a little titanium in my first plutonium mine. Haven't found a titanium boulder yet. journal says that is the primary ore in the irradiated area but for whatever reason that isn't the case w/ me so far. 
Seen a few people say that with the titanium, which confuses the hell out of me tbh.

 
Is there something wrong with the Lab prefab? I get this every time in game instead of lab, a bit chunk of rock. Got newest game files A19 and newest modpack. 

Capture.PNG

 
I really like the new item degradation.  I was under the impression this was to stop one item from lasting forever.  But sticking a single point in your tool/weapon crating perks just seems to defeat it.  I would like items to continue to break regardless of my skills.  The skills would still be useful because items would last longer before breaking.  Is there anything I can edit in one of the XML files to do this?  I took a quick look around and saw Harmony-QualityDegradationOnRepair.DLL so I assume the code is all compiled in there.  Would you be willing to add an editable option in the future that could disable the skills stopping degradation so that items will always continue degrading until they break?

 
G'day Fellow Zombie Slayers.
Im having a problem with the Trader Eve quest chain.
I did "the test" & "The favor" and started "the reward".
I cant start the quest tho cause theres a bedroll around thats blocking it. I found a science lab under a well with indestructable walls & doors.
What are the chances of the bedroll being inside the lab cause i cant find a way to get in there or start the quest?

 
I really like the new item degradation.  I was under the impression this was to stop one item from lasting forever.  But sticking a single point in your tool/weapon crating perks just seems to defeat it.  I would like items to continue to break regardless of my skills.  The skills would still be useful because items would last longer before breaking.  Is there anything I can edit in one of the XML files to do this?  I took a quick look around and saw Harmony-QualityDegradationOnRepair.DLL so I assume the code is all compiled in there.  Would you be willing to add an editable option in the future that could disable the skills stopping degradation so that items will always continue degrading until they break?
Probably not. It'd be a pain in the ass and a TON of extra code for that.

G'day Fellow Zombie Slayers.
Im having a problem with the Trader Eve quest chain.
I did "the test" & "The favor" and started "the reward".
I cant start the quest tho cause theres a bedroll around thats blocking it. I found a science lab under a well with indestructable walls & doors.
What are the chances of the bedroll being inside the lab cause i cant find a way to get in there or start the quest?
There isn't a bedroll in the lab. Unless someone decided to make it their base.

Also, person with the lab issue was in my discord. It was a corrupted prefab file, so we got it fixed.

 
So...I just had my horde night.  Day 7, I play 120 minute days, so my gamestage was somewhere in the mid 30s.  Maybe it's just because I haven't really played much since A17, but it seemed a little...excessive.  I had at least 6 cops, 8-10 Night Stalkers, a zombie bear, a radiated (feral?  I didn't get a close look at it) wight along with tons of other stuff...and then the screamers started showing up (is screamers showing up on horde night a new thing?)  There must have been at least 10 of them.  I almost made it through the night (I'm playing with Sorcery too and a sorcery mob set me on fire and killed me), but I used up all the ammo I'd managed to find/make.  My base was pretty much trashed (I'd even upgraded some of the most important bits to reinforced concrete), and I just logged off after it was over.

Anyway, I think I'm going to play some vanilla (-ish) for a bit.  I like a lot about the mod, but I think I need to re-learn base building for A19 or something, because that was just way beyond what I was prepared to deal with.

 
Just had my first horde night as well. My old strategy no longer works (I normally play on Insane). The Pimps have been bad, very bad. Seriously, man? Teleporting, acid puking vultures that fly at warp speed.? In groups of 8 or more?  The Pimps have been very bad indeed. Bad Pimps! Now I have to find a new strategy. Hmm.

*Edit - I found the vulture speed settings in the .xml file and changed it back to 18.4 levels. They had it set to 2.5x normal if you're in (or on) a vehicle. I think TFP should quit trying to manipulate the way people play the game. I've  put up with digging zombies, jumping zombies, and climbing zombies, but I draw the line at jet powered, acid spitting flocks of zombified super-vultures. 🙄

 
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Probably not. It'd be a pain in the ass and a TON of extra code for that.

There isn't a bedroll in the lab. Unless someone decided to make it their base.
Yeah this means theres one lying around randomly cause its a private server and no one has been there yet.

 
Loving this mod so far, (about 10ish hours in) I was wondering if there was an easy way to disable the zombie health UI element? I find it more fun/immersive not to know the exact health of the enemies I'm fighting, makes fights much more tense having no idea how close something is to death.

 
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Loving this mod so far, (about 10ish hours in) I was wondering if there was an easy way to disable the zombie health UI element? I find it more fun/immersive not to know the exact health of the enemies I'm fighting, makes fights much more tense having no idea how close something is to death.
Go to 7 Days To Die\Mods\0-SphereIICore\Config. Open blocks.xml with Notepad++ or whatever and change property value of line 73 (UnlockEnemyHealthBar) to false. Save and close.

 
Go to 7 Days To Die\Mods\0-SphereIICore\Config. Open blocks.xml with Notepad++ or whatever and change property value of line 73 (UnlockEnemyHealthBar) to false. Save and close.
Thanks, deeply appreciated! :)

One other quick question, where do I go to adjust items degrading [SIZE=15.68px]every time[/SIZE] they are repaired?  (Ideally i want to change it so the max level of armor crafting and similar skills to have item below quality 71 no longer degrades on repair)

 
One other quick question, where do I go to adjust items degrading [SIZE=15.68px]every time[/SIZE] they are repaired?  (Ideally i want to change it so the max level of armor crafting and similar skills to have item below quality 71 no longer degrades on repair)


That I don't know. I think Khaine might have answered a similar question a page or two back, though.

 
Anyway, I think I'm going to play some vanilla (-ish) for a bit.  I like a lot about the mod, but I think I need to re-learn base building for A19 or something, because that was just way beyond what I was prepared to deal with.


I think Khaine has mentioned to me previously that 90mins is the top end of what he recommends.  That's because like you found the game ramps up and you run into nightmare scenerios without being properly geared or prepared for the curve you find yourself in.  The traditional bases do not work in Darkness Falls so that isn't your fault.  The user kind of needs to undo some of the vanilla habits to make darkness falls viable solo because horde nights are tough. 

At GS30 solo after a week you would need to do a ton of prep and have a lot looted to have a good time imho.  I personally use a lot of bases that path zombies away from me and back to me constantly in a maze type kill base with as many slows as you can build up (barb wire, log spikes, hatch barricades, water, etc).  But I will say that A19 is harder than A18 was and I played a lot of it.

 
Can anyone confirm if the following is intentional and working correctly?

I began with Farmer and Mechanic classes and proceeded to spend points to unlock Steel Crafting. I eventually then unlock the Laborer class and find that I have now lost the ability to craft steel.

The day 56 horde did a pretty good number on my steel reinforced horde base when a demolisher exploded and I now can't make steel for the day 70 horde and am still quite a way off being able to spend 10 points to unlock Titanium in the Laborer class. Reinforced concrete just isn't going to cut it for day 70!

If this is working as designed then I have a real problem upgrading blocks to titanium if I can't make steel. Is this how it is supposed to work?

 
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