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

Just a heads up. Away for the weekend. My only internet access is my old Note 2 phone (because my decent phone is RIP until I can get it fixed), so I likely will not be replying here.

Didn't want anyone to think I was ignoring them. :) However I -will- try to reply to anything in discord as that works on this phone.

Except Guppy. I always ignore him. ;)

 
Yeh, we'll see...

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Alright guys. You heard him... I'm the captain now! Redirect all your patreons to me!

 
With KhaineGB unable to access this site it is naturally a great time to make a suggestion.

So the main tediousness of the game is the low-level zeds that wander everywhere, they are no threat (even at level 1) and there is a ton of them.

Is there some way to make them more of challenge?

Maybe every week or few days there are less of them but they are more dangerous?

 
Ha! Got it working on this poor, old phone :D

I -wish- I could have variety in biome spawn based on time elapsed. I might talk to Stompy about it once A17 is out as that's something we may be able to add via C# patch script.

As for the other zombies, the only way to really make them more dangerous would be to play with sight/sound distance to sense you, increase damage, apply nasty buffs on hit, etc.

I did consider doing the "scratched" system from WotW but I think that might just get annoying if every zombie does it. What I may do is redo how antibiotics and infection work, so there's a chance of getting outright infected OR it builds up over time the more you get hit.

 
How about making them move faster, not run mind you but a fast walk.

The idea is that you can get overwhelmed, you have the numbers so maybe just need a little speed so they converge faster.

 
I've made a couple of post over the last week about issues with the RWG since the last 1.8.1 update, well I have discovered something I cannot explain. I have tried this 3 time to make sure it wasn't a one off.

I load up 7DTD and start a new game and I have the issue the partly vacant cities, no army camps and every city comprised of the almost exactly the same 20 POI's.

I then exit the game and reload the game but before starting a new game I load an old game I started when it was 1.8, when I now start a new game it will generate the world with the 1.8 RWG settings not the newer 1.8.1

I don't know yet if the new game is ignoring all the changes with 1.8.1 or if only the RWG is affected.

I also came across Kage's Book for the 1st time yesterday and had a good chuckle at the messages when you read it, great response to his scrap happy tendencies.

 
Questions

Really loving the mod, enjoy all that you have done. I have a few questions. I cannot seem to find anywhere or an item to learn titanium arrowheads with. Have all classes unlocked and level 185 and do not have the recipe. Another thing I have ran into is that when using the flamethrower or shotgun incen rounds, pretty much anything with fire it desyncs other people on the server and they have to completely relog. Not sure if this is a new issue or not. Anyways, thanks for such a great mod.

 
Well, I had the 1.8 rwgmixer backed up on my server, so I've tossed it into discord for people to try out.

Faster is certainly possible. I know 1.3 is "running zombie" territory, so I could try 1.1 or 1.2 (can't remember the default off the top of my head)

 
Love the mod, thought I made this post earlier but I guess it did not go through as I do not see it. I have two questions in regards to the mod. The first is in regards to titanium arrows. I have al lclasses unlocked and I am at level 190 or so but cannot craft them nor see any book in creative menu. Second was that anytime a fire item such as the flamethrower or shotgun incend rounds light something on fire, other people desync and then cannot access anything and I see them running in place even though my game is fine. Thanks for the great mod though.

 
Questions

Love the mod, thought I made this post earlier but I guess it did not go through as I do not see it. I have two questions in regards to the mod. The first is in regards to titanium arrows. I have al lclasses unlocked and I am at level 190 or so but cannot craft them nor see any book in creative menu. Second was that anytime a fire item such as the flamethrower or shotgun incend rounds light something on fire, other people desync and then cannot access anything and I see them running in place even though my game is fine. Thanks for the great mod though.

 
Yep. Just make the class book, do that then get the mastery book.

You can master every single one if you want to put the time in. :)

Also folks, got home yesterday, passed out for like... 18 hours. Only just woke up an hour and a half ago so I'm slowly going through messages and stuff.

I need more coffee... thank god the shop is 24hr.,

 
Great Mod - Well Done.

A couple of suggestions...

1) there's too much food! Probably not the mods fault but everywhere you roam there's potatoes, tomatoes, fruit trees etc.

I think it would be better to make these much more scarce including tinned food when looting and on Z's and also eggs in bird nests. This would mean more emphasis on the need for gardens etc to stay alive and healthy. Im thinking a 75% drop in overall food availability. Or maybe an option to adjust this?

2) Advanced Forges and Ovens etc. Wouldnt it be better to have these only work when connected to a generator bank?

Just ideas ;) Keep up the good work!

 
The plants/trees/etc I do want to decrease the spawn rate on. What REALLY annoys me is they love to spawn in clumps, so you won't see one for ages and there will suddenly be 5 of the buggers. :D

Food actually decreases in spawn rate as you level. Otherwise it's the same as vanilla values. I think turning loot abundance down in your game options would help on that.

Regarding Forges/Ovens needing power... tried that. It was one of the first things I tried actually. Broke the game. ;) But something I want to look into for A17 as we MIGHT be getting to mess with the electric system a little more.

 
Yep. Just make the class book, do that then get the mastery book.
You can master every single one if you want to put the time in. :)

Also folks, got home yesterday, passed out for like... 18 hours. Only just woke up an hour and a half ago so I'm slowly going through messages and stuff.

I need more coffee... thank god the shop is 24hr.,
That is awesome. But it needs a lot of skill points to get mastery in specific class. Iam just curious, with the lvl cap to 200, do we will be able to have some other skills on decent levels? So far, I have noticed that there is no skill points for doing quest from trader. We only get 4 skill points per lvl. So we need to choose carefully on what we want to spend points, I guess it was intened isnt it? :)

 
It is intended.

The survivalist class gets a radio that lets you craft ANY quest from the vanilla game, and those give skill points. There's also a book in the mod that gives +1 generic skill point, and you can craft that for 60 skill notes (30 at the writing desk). :)

So plenty of ways to get skill points. Also those 30 point perks DO drop as books. It's just rare and I wanted to give players multiple ways to obtain them.

 
Ok, current plan for this week now windows is reinstalled again...

Looking at dual-booting with Ubuntu so I can test out the mod on Linux. I'm also planning a possible patch for friday. Only a small one, going to put the 1.8 rwgmixer back in since people seem to be having issues with that, may also patch biomes to decrease some of the plants a bit and I'm gonna work on trying to make sure each wilderness has 1 military camp if possible.

So only minor things. :)

 
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