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

Good day KhaineGB,
Is the optional thing for flashing in the Update and how do I get to it OR use it ?? … I just got done playing for about an hour and in my game it is still there … very annoying problem .. like I said all shadow relayed stuff is turn off.

Thank you … the Old Gamer .. :02.47-tranquillity:
Just a long shot but turning off shadows and turning on antialiasing option (forget what it called exactly) fixed it for me.

 
Getting crashes with 1.7.2 - had no issues with 1.7.1 or earlier versions.
Possibly on my end, if no one else has issues with CTD.
Need more info, like a log file.

But 99% sure it's nothing to do with what I changed since it was only blocks, items, recipes, loot, trader, entitygroups, localization and spawning.xml.

Good day KhaineGB,
Is the optional thing for flashing in the Update and how do I get to it OR use it ?? … I just got done playing for about an hour and in my game it is still there … very annoying problem .. like I said all shadow relayed stuff is turn off.

Thank you … the Old Gamer .. :02.47-tranquillity:
Optional zip file within the download literally called rwgmixer. Should download automatically. You just need to unzip and replace the one included as default in the download.

 
Okay, so there's good news and bad news.

The good news is that it doesn't seem to be the mod crashing 7DTD.

And that's also the bad news, because it looks like it's a generic driver crash as it's referencing DX9 a LOT in those log files... which also means it's something I can't easily fix. The only time I ever had a crash like that was on vanilla and my GPU was overheating due to cat fur...

Sooooo... I know that's not very helpful, but it's putting out a lot of Visual Studio and Unity-related errors... so that's a pretty serious crash.

Does the game run fine on vanilla?

 
Yeah, I know what the issue is - did something wrong when I overclocked after bios update.

Rolled back the overclock and everything runs fine, sorry for wasting your time.

 
Yeah, I know what the issue is - did something wrong when I overclocked after bios update.
Rolled back the overclock and everything runs fine, sorry for wasting your time.
Been there, done that a million times. ;)

My main PC is an i7-6800K running at 4.4ghz so I totally get the stability issue stuff.

 
Been there, done that a million times. ;)
My main PC is an i7-6800K running at 4.4ghz so I totally get the stability issue stuff.

Heh, thats what i have.

Been having issues with overclocking but I think its with the gskills mem I have.

 
How come all maps are mainly wasteland? Very steep cliffs leading into wastelands... Intentional?
I think the cliffs are just random. They depend on what random terrain is next to the wasteland. The wasteland itself is intentional.

 
How come all maps are mainly wasteland? Very steep cliffs leading into wastelands... Intentional?
Here try my map seed …. ( DarkHollow669df ) in my game it spawned me in the forest or woods near a town/city and several others in the area. …. AND this is with 1.7.2

Have Fun and Enjoy … the Old Gamer .. :02.47-tranquillity:

 
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Wasteland ONLY spawns in the middle of the map.

There shouldn't be any huge cliffs unless a POI is nearby, but that's not intentional. The wasteland being in the middle of the map is.

EDIT: Speaking of wastelands... been playing around with things...

7DaysToDie_2018-05-11_03-34-21.png


 
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I can look into it!

I tried to increase the stick chance of corpse blocks via XML to help out with that anyways. I think it's helped, but if that mod does it better then it might be worth integrating.

 
That one is a maybe. It needs 6 new blocks so I need to check how many spare ones I have first.

EDIT: Ok, it's a "I can add this." Checked and I have at least 35 blocks spare, if not more.

 
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That one is a maybe. It needs 6 new blocks so I need to check how many spare ones I have first.
EDIT: Ok, it's a "I can add this." Checked and I have at least 35 blocks spare, if not more.
Very nice, I'll keep my eyes peeled for an update then! :02.47-tranquillity:

 
I wanna try this mod but I got a question: How annoying did you make the recipies? Many modders feel the need to add completly pointless steps to making even the simplest items, Which just results in even more inventory tetris than we already have to play as it is. So how bad is it?

 
Might wanna be a little more specific. :p

Most of the "basic" things can still be made as normal, but they may take more resources. As a general rule, if two crafting areas are listed, one will save you resources (seeds are a good example).

As an example for a more recent recipe I put in, fruit juice is just fruit + glass jar made in a mortar and pestle. But like... wood frames are the same, bandages are the same, etc.

Some things have been moved to new workbenches, but they are still mostly the same. I think one of the big ones I changed was rebar. It's now made in the metal workbench with short iron pipes (I think there's a forge recipe too, but I've gone cross-eyed from looking at code). The idea there was to actually make the damn things useful since most people end up with sodding hundreds of them after taking cars apart!

So yeah, very early game? It's going to be fairly similar. Mid to later game? Then it gets a little more complicated but I tried not to go stupid with it.

 
Might wanna be a little more specific. :p
Most of the "basic" things can still be made as normal, but they may take more resources. As a general rule, if two crafting areas are listed, one will save you resources (seeds are a good example).

As an example for a more recent recipe I put in, fruit juice is just fruit + glass jar made in a mortar and pestle. But like... wood frames are the same, bandages are the same, etc.

Some things have been moved to new workbenches, but they are still mostly the same. I think one of the big ones I changed was rebar. It's now made in the metal workbench with short iron pipes (I think there's a forge recipe too, but I've gone cross-eyed from looking at code). The idea there was to actually make the damn things useful since most people end up with sodding hundreds of them after taking cars apart!

So yeah, very early game? It's going to be fairly similar. Mid to later game? Then it gets a little more complicated but I tried not to go stupid with it.
Sounds good. I don't mind it getting more complacated in mid/late game, but some tend to overdo it in the early game making the mod just not very fun to start off in.

As for the short iron pipes.. yeaaah I have a stack of a few hundred of those from taking apart cars, so I can see what ya mean. Other than using for minibike parts I don't see much else use for them in the base game.

I also like the idea where you can craft the item without the proper workbench but it uses more mats and takes longer for some of the items. I am all about efficency, so that will be nice. Like in the base game I try to avoid doing much mining until I hit steel or find an auger, as the stone axe and iron pickaxe less so, give noticably less than the steel. I kinda prefer the old way where they all gave the same, but iron/steel was just so much faster at harvesting due to better block damage.

 
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I kinda prefer the old way as well, but I can see why TFP changed it. Makes it a very clear upgrade path.

Just FYI, Stone Axe isn't a construction tool and doesn't build. You need a Stone Hammer for that (small stone, wood, plant fiber). But that's because I made Axe's a skill to try and turn them back into a viable weapon again.

 
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