• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

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

Hi

I could not find it so letting you know here, Living off the land perk lvl5 is saying there is an additional item gathered from wild plants, but it still gives 1.

 
Hello, I need help, we have the game bugged with the lab and we want to update the latest files to remove the error, we are on a dedicated gtx gaming server.
should we simply overwrite the new modified files in the 0-DarknessFallsCore folder in the server files or the entire 0-DarknessFallsCore folder?
Is it necessary to do a region reset? In that case, how is it done? Is there a tutorial?
We have searched and we do not know how to do it and it is the 3rd time that we started with Darkness falls, we even tried to find someone to pay them and do it, but we did not find anyone.
Isn't there any other way to get the laser workbench? We go to all vendors and they don't sell it.
Thank you very much, if someone can help us, we will make a payment by paypal for the help, I do not understand how there is so little information for people who do not know how to touch files in the hosting, not even a game update procedure without always having to start from 0 .
Thanks and best regards

 
Hi

I could not find it so letting you know here, Living off the land perk lvl5 is saying there is an additional item gathered from wild plants, but it still gives 1.
You have to punch them

Hello, I need help, we have the game bugged with the lab and we want to update the latest files to remove the error, we are on a dedicated gtx gaming server.
should we simply overwrite the new modified files in the 0-DarknessFallsCore folder in the server files or the entire 0-DarknessFallsCore folder?
Is it necessary to do a region reset? In that case, how is it done? Is there a tutorial?
We have searched and we do not know how to do it and it is the 3rd time that we started with Darkness falls, we even tried to find someone to pay them and do it, but we did not find anyone.
Isn't there any other way to get the laser workbench? We go to all vendors and they don't sell it.
Thank you very much, if someone can help us, we will make a payment by paypal for the help, I do not understand how there is so little information for people who do not know how to touch files in the hosting, not even a game update procedure without always having to start from 0 .
Thanks and best regards
Dev version explicitly states you MUST restart in order to fix the lab issue

 
Yes, unless you can find someone to walk you through how to properly do a region reset.

Which is definitely not me. But I'm saying restart required for my own sanity ;)

 
Do you mean reset the whole game and start from 0 again?
When you are the server admin, you should take a look at page 416 of this thread to find a video to add/modify POIs.

That explains pretty good how to fix your lab problem, you just need to put it a few blocks higher.

 
Love the mod, pretty much the only way I play now.  But I have a question/wish list.  When you don't have the ability to craft something and you hover your mouse over the red checkmark and it says "Requirements Not Met", it'd be nice if it would tell you what requirements you need.  For example, I just made and used the master scientist book hoping I could make anti-radiation pills because a lot of my quests are in the wasteland.  But when I try to make them, all I'm told is requirements not met¯\_(ツ)_/¯

 
Most perks already tell you if you click them and read the description. ALL masteries are level 40 + finish class.


I believe they're talking about when you get something before you're able to use it like buying a skill off the scout or getting all the vehicle for dumb@%$#s then speccing into mechanic. The text removes the "must be XX level" because you have it.

 
Last edited by a moderator:
Started using this mod with a buddy for the first time recently and it's fantastic, having that "Oh that's new" feeling for a game we normally know inside and out is great to have again.

Couple little oddities I noticed, Trader Rekt's compound is missing turrets on one side and a spotlight on another. Robotics Technician for the Mechanic also seems a bit off balance-wise; three active, craftable level 51+ robot turrets by level 10 if you focus the points into it. A bit much considering just one turret can make early horde nights manageable with a good position.

 
I believe they're talking about when you get something before you're able to use it like buying a skill off the scout or getting all the vehicle for dumb@%$#s then speccing into mechanic. The text removes the "must be XX level" because you have it.
And like I said, in MOST CASES, it's in the perk description. That people never check.

Mastery is the exception because it's the same for all classes. Level 40, finish class quest..

 

Started using this mod with a buddy for the first time recently and it's fantastic, having that "Oh that's new" feeling for a game we normally know inside and out is great to have again.

Couple little oddities I noticed, Trader Rekt's compound is missing turrets on one side and a spotlight on another. Robotics Technician for the Mechanic also seems a bit off balance-wise; three active, craftable level 51+ robot turrets by level 10 if you focus the points into it. A bit much considering just one turret can make early horde nights manageable with a good position.
I'm not faffing with the traders more. I've heeard they're being re-done in A21.

And the turrets aren't as useful as you think. They HELP, but they're not OP. Having said that I put all perks back to level 20 for max level for the dev version.

 
I've had the same issue with the larger bunker in the wasteland spawning 5 block lower into the ground and the last floor spawning in the sky. My friend was able to get the portal power source still by interacting with the portal that spawned in the sky. However; when we try to use it on Anna's door it doesn't open so we can't access the laser workbench. Any fixes or workarounds anyone can suggest? We are playing on a server and not peer-to-peer.

 
Last edited by a moderator:
Both Bugs are known and AFAIK fixed in the dev-version 4.1.2b3. There is no solution to Annas door, so you have to cheat to get to the laser workbench: Debug mode, turn collision off, build your things, leave and turn collision on again. I did it that way - just to end that game and start the Dev-version with the fantastic map (https://www.nexusmods.com/7daystodie/mods/2630) from Cpt_Krunch and Lemonpie :)

 
And the turrets aren't as useful as you think. They HELP, but they're not OP. Having said that I put all perks back to level 20 for max level for the dev version.
Indeed but it seems like I have a lot more fun w/ them in DF than in vanilla. 😃 We do find them useful AF sometimes but not in all situations of course. It's a minor bummer that you need to have the mechanic class to have any skill with them? Any thought of a "robot hobbyist" perk that allows some skill w/ turrets as far as damage or even manufacture? Kinda like Farming Basics gives some farming skills. An early game thing - in the cases where no one starts as mechanic and thinking of a different 2nd class. Again, having a blast w/ DF, just a random thought yesterday as I was hauling my lvl 1 junk turret around, lol. Luckily a tree stump set me right: dayum, folks stash a lot of good turrets in stumps. Not complaining. 😆

 
Indeed but it seems like I have a lot more fun w/ them in DF than in vanilla. 😃 We do find them useful AF sometimes but not in all situations of course. It's a minor bummer that you need to have the mechanic class to have any skill with them? Any thought of a "robot hobbyist" perk that allows some skill w/ turrets as far as damage or even manufacture? Kinda like Farming Basics gives some farming skills. An early game thing - in the cases where no one starts as mechanic and thinking of a different 2nd class. Again, having a blast w/ DF, just a random thought yesterday as I was hauling my lvl 1 junk turret around, lol. Luckily a tree stump set me right: dayum, folks stash a lot of good turrets in stumps. Not complaining. 😆
Mechanic is the first class I unlock because all the others especially security is sooooo much easier with turrets. Kill 5 zombies with a club, get a scout quest, set up turrets, grab club, trigger quest bing bang boom done. Need to kill 5 animals with a pipe rifle, go to bobs boars, trigger the pig with a pipe rifle in hand and run back to the firing line. I love that turrets complete the quests, after I saw Khaine do it.

 
Last edited by a moderator:
Indeed but it seems like I have a lot more fun w/ them in DF than in vanilla. 😃 We do find them useful AF sometimes but not in all situations of course. It's a minor bummer that you need to have the mechanic class to have any skill with them? Any thought of a "robot hobbyist" perk that allows some skill w/ turrets as far as damage or even manufacture? Kinda like Farming Basics gives some farming skills. An early game thing - in the cases where no one starts as mechanic and thinking of a different 2nd class. Again, having a blast w/ DF, just a random thought yesterday as I was hauling my lvl 1 junk turret around, lol. Luckily a tree stump set me right: dayum, folks stash a lot of good turrets in stumps. Not complaining. 😆
No, I'm not planning to un-class-lock them.

 
Mechanic is the first class I unlock because all the others especially security is sooooo much easier with turrets. Kill 5 zombies with a club, get a scout quest, set up turrets, grab club, trigger quest bing bang boom done. Need to kill 5 animals with a pipe rifle, go to bobs boars, trigger the pig with a pipe rifle in hand and run back to the firing line. I love that turrets complete the quests, after I saw Khaine do it.


It's often mine too and if not, likely second. Like, the next time we log in I'm more than likely taking mechanic as a second class - some has to. 😃 More vehicles, yeah but gotta have the turrets. I love when two or more "pin" a zombie. Not everyone in a group is going to want to start/second class a mechanic though so thought it may be cool if non-mechanics got more use out of turrets like non-farmers can make chicken coops and farm plots w/ perks.  

 
Last edited by a moderator:
It's often mine too and if not, likely second. Like, the next time we log in I'm more than likely taking mechanic as a second class - some has to. 😃 More vehicles, yeah but gotta have the turrets. I love when two or more "pin" a zombie. Not everyone in a group is going to want to start/second class a mechanic though so thought it may be cool if non-mechanics got more use out of turrets like non-farmers can make chicken coops and farm plots w/ perks.  
My brother's first encounter with a titan was anticlimactic, because even though he went mechanic to play around with the cars I told him to get robotics. Six turrets firing darts made mincemeat out of him. He held off getting robotics until we did his Razor's dig quest which spawned in the wasteland. I set up my turrets and guarded him. After that he said, "Now I see why you have one forge dedicated to making darts."

 
 "Now I see why you have one forge dedicated to making darts."


I'm glad that you said that 'cause I'm literally building forges next time I play. I actually have a crazy plan for dart trap placement on a horde base - see if I can pull it off over the next week if I'm lucky. Currently a laborer so that won't be an issue: I was *kinda* thinking of scientist for mods next because the gamestage still catches us before we're ready. ...but we have a crazy amount of skill notes so I'll think I'll end up doing mechanic + scientist likely. (Partner rlly wants hunter next and farmer too would be nice what  whatevs.) Lol, I guessed I've rlly missed my turrets. Perhaps it was the dying yesterday.  SMH 

 
Back
Top