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

Played two short getting-acquainted plays of 10-15 days, currently well into my third playthrough and on day 43, level 91.  I have two questions.  I searched through the screens for an answer to the second one, in particular, but couldn't find it.

First, I started as farmer and mechanic, spent perk points within those areas, and eventually got most of the other classes, where I spent almost no points.  But I've noticed that some of the other classes now have the first or second skill checked on some of those class sub-skills, even though I didn't buy them.  What's happened that some of these skills have been checked, even though I didn't spend any perk points?  I'm wondering how to make this happen on purpose, rather than apparently by accident.

Second, I'm playing in PREGEN03 world.   I have started looking around, spent several days mapping the edges of the wasteland and making several loops into it, looking for buildings and the Caitlin trader.  Was startled to find it looked very different than some of the "let's play" videos I'd seen - I've found no roads, and only a couple small prefabs right on the border.  Otherwise it's only got the occasional remnant or telephone pole.  I finally checked how to look in the prefabs.xml to ensure that the traders and bunkers were there - I'd avoided doing this because I wanted to explore and find them myself.  But they're not there.  I checked a couple of the other worlds xml files for comparison - the medium and large worlds, and PREGEN01, all showed the Dfalls_settlement_trader, bunker, and research lab locations - but PREGEN02 and PREGEN03, don't have these locations at all.  I'd read this was sometimes a problem in randomly generated worlds, which is one reason I'd played on one of the default worlds.  So as far as I can tell, I'm stuck.

I'm reluctant to throw away my progress to date, but not having these locations seems to lose a lot of the end game.  Is there a way to insert these in the xml file, without making them appear somewhere in the ground, the sky , or an inaccessible location?   How would I do that?  Please help - thanks. 

 
So, I just downloaded this server via the Mod Launcher and, every time I even try to open it, it takes me to a blank 7D2D main menu with literally nothing but the Main logo and music playing...

Any help?

 
Did you solve this? I ve the same issue. I cant call the elevator.

Another question I have: In the technology tree I could spend skillpoints to 1/3 of the perks (laser weapons / power armor). 2/3 of the skilltree is locked. It says "NA" when I hover the mouse over the icon / shopping card to buy. (I am level 158) - Any idea on that ?


Heads up... currently dealing with the after effects of a migraine. So if something is worded wrong, or sounds annoyed, not intended. Just didn't wanna leave you folks without answers. :)

You use the numpad to control the elevator.

Hey have a problem

If I go to a generator or solar panel with a cable tool and attach a cable, the server crashes and I don't know why. can someone help me?


Not sure on this one but I remember someone else having the same issue... and then it just... worked. No idea how/why. I haven't messed with the power stuff AT ALL because the last time I tried I really broke something.

How do the animal snare and the chicken thing work?

They spawned once after i placed them. Hammer says i need animal food to repair them, however even if i have this in my inventory, it doesn't repair them.


put the animal food in your hotbar and right click to up grade on it


^ that.  You have to "re arm" them. DF for 19.3 will have a journal entry explaining this when you first make one.

Played two short getting-acquainted plays of 10-15 days, currently well into my third playthrough and on day 43, level 91.  I have two questions.  I searched through the screens for an answer to the second one, in particular, but couldn't find it.

First, I started as farmer and mechanic, spent perk points within those areas, and eventually got most of the other classes, where I spent almost no points.  But I've noticed that some of the other classes now have the first or second skill checked on some of those class sub-skills, even though I didn't buy them.  What's happened that some of these skills have been checked, even though I didn't spend any perk points?  I'm wondering how to make this happen on purpose, rather than apparently by accident.

Second, I'm playing in PREGEN03 world.   I have started looking around, spent several days mapping the edges of the wasteland and making several loops into it, looking for buildings and the Caitlin trader.  Was startled to find it looked very different than some of the "let's play" videos I'd seen - I've found no roads, and only a couple small prefabs right on the border.  Otherwise it's only got the occasional remnant or telephone pole.  I finally checked how to look in the prefabs.xml to ensure that the traders and bunkers were there - I'd avoided doing this because I wanted to explore and find them myself.  But they're not there.  I checked a couple of the other worlds xml files for comparison - the medium and large worlds, and PREGEN01, all showed the Dfalls_settlement_trader, bunker, and research lab locations - but PREGEN02 and PREGEN03, don't have these locations at all.  I'd read this was sometimes a problem in randomly generated worlds, which is one reason I'd played on one of the default worlds.  So as far as I can tell, I'm stuck.

I'm reluctant to throw away my progress to date, but not having these locations seems to lose a lot of the end game.  Is there a way to insert these in the xml file, without making them appear somewhere in the ground, the sky , or an inaccessible location?   How would I do that?  Please help - thanks. 


1) I think one of the classes may have given you points when it shouldn't have.
2) PREGEN01-03 are not edited for DF compatibility, so the POI's you need aren't there. You can't just add them unless you also regenerate the chunks they're in. Navezgane IS edited with the DF prefabs.

So, I just downloaded this server via the Mod Launcher and, every time I even try to open it, it takes me to a blank 7D2D main menu with literally nothing but the Main logo and music playing...

Any help?


Turn off EAC.

 
1) I think one of the classes may have given you points when it shouldn't have.
2) PREGEN01-03 are not edited for DF compatibility, so the POI's you need aren't there. You can't just add them unless you also regenerate the chunks they're in. Navezgane IS edited with the DF prefabs.


Is there any practical way to "regenerate the chunks they're in," and add those POI's?  Or some other alternate ways of getting access to the laser weapons, laser workbench, fusion forge, etc., that will allow me to cope with end-game demon zombies?  Or have I reached the end when the demons start showing up and I can't kill them, so time to start a new game?  

BTW, appreciate your willingness to offer answers and serve those who take advantage of this cool mod you've created, even when you've got a migraine.  That's quite a gift to people you don't know.  Thanks. Me and I'm sure many of the rest of DF players, appreciate it.  

 
There's a way to do it. I don't know exactly how, because i've never messed with it.

But basically you need to position the POI's, then find the chunk (there's online tools for this IIRC), then you can just delete the chunk from your save and that SHOULD force the game to regenerate it when you next visit.

Obviously back up saves beforehand.

 
And I know people keep saying "Oh, you can do a 9x9 or a 7x7." and I keep telling them "Don't do that, do a 5x5 with the rain catcher in the middle."
 


fwiw i've always done a 9x9 with the rain catcher in the middle BUT i make it myself and build up the dirt two high (i suppose I could dig down two also).  I also leave the very middle channels open and the outer 10th row perimeter open so the water flows around the perimeter and the middle channels.  I think that allows the water to keep accumulating and might make a difference with the ticks having water available.

 
My friend used tree sap in a bowl to make sterile bandages. The bowl was appearently consumed in the process.
Is that intended?

Note: We used the clickable recipes mod.

 
Not sure on this one but I remember someone else having the same issue... and then it just... worked. No idea how/why. I haven't messed with the power stuff AT ALL because the last time I tried I really broke something.
OK. I tried to fix it but unfortunately that didn't work. The interesting thing is that it works in single but not in multi on a server.

 
fwiw i've always done a 9x9 with the rain catcher in the middle BUT i make it myself and build up the dirt two high (i suppose I could dig down two also).  I also leave the very middle channels open and the outer 10th row perimeter open so the water flows around the perimeter and the middle channels. 
I did another test with a 9x9 and it seemed to work, however i can't tell if it also works reliable all the time.

I supported the dirt layer with as few wood frames (or wooden bars) as possible, both don't block the water. Don't know if it counts as water block too, but at least the water flows through it and also fills blocks behind.

Another finding was, you should really build that on flattened terrain, because the smoothed natural terrain seems to close gaps between the self built dirt layer and the original ground and water won't get through them anymore, depending how much the smoothed terrain is raised from its original block structure. However if the terrain is lowered (wood frames seem to hover), doesn't seem to be a problem.

 
Yes that's intended since I can only give you 1 item back from a recipe.

So it'd be the bandage OR the bowl.
Hmm. That kinda sucks because it makes them too annoying to craft. Wouldn't there be an option to make the tree sap be added as a harvested item instead of filling up the bowl?

Also does anyone know where to get a beaker?
I am running around with M4A1s and M60s have mechanical traps and 260 skill pages but no bloody chemistry station because no beaker.

 
Update on my farming experiments:

Using farming plots with irrigation pump and pipes under daylight seems to work without modified seeds and without farming lights. Pipes seem to work as water source, because stuff grew also with 3 blocks distance. But they don't deplete (or are immediately refilled), so it works very reliable.

Haven't tested pump & pipes with tilled soil yet.

 
OK. I tried to fix it but unfortunately that didn't work. The interesting thing is that it works in single but not in multi on a server.


Ok, so I have good news and bad news.

APPARENTLY it's also happening on Ravenhearst and Undead Legacy, but ONLY on servers. I'm not sure if it still happens on vanilla, but it's not just a DF thing.

Hmm. That kinda sucks because it makes them too annoying to craft. Wouldn't there be an option to make the tree sap be added as a harvested item instead of filling up the bowl?

Also does anyone know where to get a beaker?
I am running around with M4A1s and M60s have mechanical traps and 260 skill pages but no bloody chemistry station because no beaker.


It does suck. I honestly wish I could give multiple items back on recipe completion. I may have to look into that as a potential harmony patch.

Beakers can be found in the lab boxes, medical piles, the medical cabinets and I think the supply crates.

Update on my farming experiments:

Using farming plots with irrigation pump and pipes under daylight seems to work without modified seeds and without farming lights. Pipes seem to work as water source, because stuff grew also with 3 blocks distance. But they don't deplete (or are immediately refilled), so it works very reliable.

Haven't tested pump & pipes with tilled soil yet.
Yep, normal plants will work with the pipes. The underground ones need the growing light (they don't work with sun), but they also grow faster.

 
Further testing:

Irrigation with pipes also work with tilled soil. Make sure to have the water source from the irrigation pump at least 5 blocks away from the nearest plant. Otherwise it may use the water source to grow. Happend twice in my testing now. So obviously they don't use the nearest water source necessarily.

Placing a farm next to a natural water source (rivers, lakes) seems not to deplete them.

Edit: Plants next to a natural source even grew with being up to 6 blocks away from the next water block. I planted them intentionally expecting them not to grow, just for verificitation. I didn't plant anything even further away because i didn't even expect them to grow. I'm finally totally confused. :D

Fruit trees seem to grow slower on sand and snow (from grown state to harvestable). At least i harvested that one on dirt now twice, and the other two on snow and sand didn't grow to final state once. Or there is a really large number of random added.

Water depletion seems to be... random. A 9x9 field with only one rain catcher worked nice for yucca, but sucks with different kinds of seeds (potato, corn, wheat, tomatoes, pumpkin, ...).

Also my water-block-only test grew a 4x4 of potatoes fine, but sucked with corn, only grewing 1-3 plants (one stage, not to final stage) with one water source.

Don't know if that is intended. Seems to me more like a "synchronization" problem with growing states and what water source is used. If some of the plants "share" the same growing-event, one water source seems to be enough for all of them, however if they grow in different ticks, the water source is used up already.

How much area a rain catcher spills seems also to be random. From my testing it isn't even sure it spilles a 5x5 area completely. In worst case it seems only to be 3x3 for sure, but maybe up to 7 blocks on one side.

Edit: Apple tree on dirt now grew the third time to final stage. That one on snow and dirt not just once.

Seems to me like growing is more or less random. For sure it works if you plant "enough", because most of them will grow, but finally nobody seems to understand what grows and what not... and why.

 
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I did another test with a 9x9 and it seemed to work, however i can't tell if it also works reliable all the time.

I supported the dirt layer with as few wood frames (or wooden bars) as possible, both don't block the water. Don't know if it counts as water block too, but at least the water flows through it and also fills blocks behind.

Another finding was, you should really build that on flattened terrain, because the smoothed natural terrain seems to close gaps between the self built dirt layer and the original ground and water won't get through them anymore, depending how much the smoothed terrain is raised from its original block structure. However if the terrain is lowered (wood frames seem to hover), doesn't seem to be a problem.


oh I wanted to add I also use more than one rain catcher.  I usually put them at the outer corners until there is plenty of water most or all of the time.  Usually I do it on the roof of my home base.  I've never had a problem growing with this setup or needing water for drinking.  It's easy to add another 9x9 grid next to it too.  good luck

 
oh I wanted to add I also use more than one rain catcher.  I usually put them at the outer corners until there is plenty of water most or all of the time.
Being water there once doesn't seem to help. I don't watch all of that 4 hours straight just to watch what i does. But from my understanding a water block (or more) are depleted and require to respawn first, what doesn't happen necessarily immediately. Also how many water depletes seem to dependent on either the plant an/or in what order the ticks happen and how many of them happen in the same tick.

A 5x5 grid even 4 of them next to each other works better. I assume because then you have 4 sources of water to respawn at any time.

I've never had a problem growing with this setup or needing water for drinking.  It's easy to add another 9x9 grid next to it too.  good luck
Since i now have some.... understanding... how it works i don't have a problem either. But i'd like to understand how it really works. As a i said: Using huge enough farms works, because "enough" stuff will grow, however i'm interested in why some plants don't grow.

I'm the farmer in a 7-8 player group and my task is to feed them. And in this case it is not sufficient to make a 30x30 field and just hope enough of that will grow in time. :D

 
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