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

hey @KhaineGB

First of all, I want to tell you that you are doing great work, and look at the one or the other Twitch as the mod is running.

I have a question where you may be right on the head stuck: D but .......: D

Is it possible to turn off the behemoth zombies with a command ???

I would like to play alone, already with zombie but not with rambo zombies: D

Would appreciate an answer very much.

Thank you.

German.... ;)

hey @KhaineGB

Erstmal mِchte ich dir sagen das du super Arbeit machst, und bei dem einen oder andere Twitch guckst wie die Mod so lنuft.

Ich habe eine frage wo du dir vieleicht direkt an den kopf fest :D aber ....... :D

Ist es mِglich die behemoth zombies aus zu stellen mit einem befehl ???

Ich mِchte in ruhe alleine spielen, schon mit zombie aber nicht mit rambo zombies :D

Würde mich über eine Antwort sehr freuen.

Danke.

 
@Mundfaul

I downloaded the mod and took a look at the xmls. There are only 12 entries in the entitygroups.xml for the behemoths so it should be pretty easy to remove them. Just search for behemoth and remove each line that has them. That would be the fastest method but would require doing it every time the mod is update. You could also make a modlet to remove them.

Create a folder named something like BehemothBegone and in that folder make a text file called Modinfo.xml and put this in it.

Code:
<?xml version="1.0" encoding="UTF-8" ?>

<xml>
<ModInfo>
	<Name value="BehemothBegone " />
	<Description value="Removes the big baddies" />
	<Author value="Your name here" />
	<Version value="1.0" />
	<Website value="http://7daystodie.com" />
</ModInfo>
</xml>
Next in that folder make a folder named Config and in that folder make another text file called entitygroups.xml and put this code in there. This should remove the behemoths although, I have not tried the remove xpath with entities yet but it works for recipes without a problem.

Code:
<configs>
   <remove xpath="/entitygroups/entitygroup/entity[@name='DFzombieBehemothFemale']" />
   <remove xpath="/entitygroups/entitygroup/entity[@name='DFzombieBehemoth']" />
   <remove xpath="/entitygroups/entitygroup/entity[@name='DFzombieBehemothFemaleRadiated']" />
   <remove xpath="/entitygroups/entitygroup/entity[@name='DFzombieBehemothRadiated']" />
</configs>
Edit: Figured I would try my hand at adding attatchments. Also, put a z in front of it to make sure it loads after Darkness Falls. My game is too butchered to test it out properly. I did do a quick test removing burnt zombies and that seemed to work.

ZBehemothBegone.zip

 

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i got to ask, out of curiosity, has the game become more mod freindly? i feel like i been seeing more mods for alpha 17 then i did for 16... by that i mean more... intricate mods. new weapon models and stuff that doesnt need SDX. rather then adding a M16 thats just the AK model but has a different icon. have the fun pimps focused heavily on making the game far more mod-able with alpha 17? or is it still just as much a pain to make mods for.

 
i got to ask, out of curiosity, has the game become more mod freindly? i feel like i been seeing more mods for alpha 17 then i did for 16... by that i mean more... intricate mods. new weapon models and stuff that doesnt need SDX. rather then adding a M16 thats just the AK model but has a different icon. have the fun pimps focused heavily on making the game far more mod-able with alpha 17? or is it still just as much a pain to make mods for.
It has, its designed to be a "modders wet dream" <-- quote straight from the devs.

 
@KhaineGB

Attempt 2 fail-

Sadly the stuck on character creation screen still happens for other players joining, this time it happened the first time, last time it took 3 log outs to happen, so it seems worse now heh. I never seen this bug in vanilla unmodded- I know you said it can happen there but, it would seem to me, this mod has something not set right. I hope you can find what it is someday. I'll have to just run through it in single player until then, I am having a great time otherwise.

If only there was a way to fix it and keep progress, instead it's a showstopping bug. Restarting game didn't help either, it just keeps happening. =<

 
Advanced Forge works with all materials, but not with titanium. Loaded titanium in, timer counts to zero, nothing happens and timer goes away.

 
lsd- you been a member since 2016, and this was your first post? That's amazing!

Titanium not smelting, is the forge on? I think someone said you have to run electricity to it?

 
@KhaineGBAttempt 2 fail-

Sadly the stuck on character creation screen still happens for other players joining, this time it happened the first time, last time it took 3 log outs to happen, so it seems worse now heh. I never seen this bug in vanilla unmodded- I know you said it can happen there but, it would seem to me, this mod has something not set right. I hope you can find what it is someday. I'll have to just run through it in single player until then, I am having a great time otherwise.

If only there was a way to fix it and keep progress, instead it's a showstopping bug. Restarting game didn't help either, it just keeps happening. =<
This seems to only happen on some servers. We've played every single experiemental A17 build for DF on a server with a dozen+ people. We haven't run into this, not even once. Additionally, I've been experimenting for a Let'sPlay and have probably generated 20+ worlds (with and without HDHQ) and never once hit the issue, whether I leave stuff on my hotbar or not. *shrug*

 
@KhaineGBAttempt 2 fail-

Sadly the stuck on character creation screen still happens for other players joining, this time it happened the first time, last time it took 3 log outs to happen, so it seems worse now heh. I never seen this bug in vanilla unmodded- I know you said it can happen there but, it would seem to me, this mod has something not set right. I hope you can find what it is someday. I'll have to just run through it in single player until then, I am having a great time otherwise.

If only there was a way to fix it and keep progress, instead it's a showstopping bug. Restarting game didn't help either, it just keeps happening. =<
Being a bit blunt, tell TFP.

I haven't messed with anything on the server side, other than patching the DLL with my various mods otherwise you wouldn't be able to connect. It's absolutely a vanilla issue and mods make it worse.

Whatever they did to the dedi network code... it's made it WAY worse. I've basically done everything I can to minimize it and I'm washing my hands of dedi issues as of this point.

It's not worth the stress headache.

 
Ok, Subquake pointed out something I missed.

So all cvars for action skills have now been converted to LOCAL instead of networked. That means less data being sent to the server, so it will hopefully minimize the Creating Player issue.

Threw up a test build, XML only, in the discord server for anyone brave enough to try it out. :)

 
Hi,

Curious question regarding an additional modlet I saw added - how did you get the UI to display Zombie HP? I've been looking around for ages trying to figure this out or where to look in the XML but no luck.

 
@Mundfaul
I downloaded the mod and took a look at the xmls. There are only 12 entries in the entitygroups.xml for the behemoths so it should be pretty easy to remove them. Just search for behemoth and remove each line that has them. That would be the fastest method but would require doing it every time the mod is update. You could also make a modlet to remove them.

Create a folder named something like BehemothBegone and in that folder make a text file called Modinfo.xml and put this in it.

Code:
<?xml version="1.0" encoding="UTF-8" ?>

<xml>
<ModInfo>
	<Name value="BehemothBegone " />
	<Description value="Removes the big baddies" />
	<Author value="Your name here" />
	<Version value="1.0" />
	<Website value="http://7daystodie.com" />
</ModInfo>
</xml>
Next in that folder make a folder named Config and in that folder make another text file called entitygroups.xml and put this code in there. This should remove the behemoths although, I have not tried the remove xpath with entities yet but it works for recipes without a problem.

Code:
<configs>
   <remove xpath="/entitygroups/entitygroup/entity[@name='DFzombieBehemothFemale']" />
   <remove xpath="/entitygroups/entitygroup/entity[@name='DFzombieBehemoth']" />
   <remove xpath="/entitygroups/entitygroup/entity[@name='DFzombieBehemothFemaleRadiated']" />
   <remove xpath="/entitygroups/entitygroup/entity[@name='DFzombieBehemothRadiated']" />
</configs>
Edit: Figured I would try my hand at adding attatchments. Also, put a z in front of it to make sure it loads after Darkness Falls. My game is too butchered to test it out properly. I did do a quick test removing burnt zombies and that seemed to work.
Wow

Thank you, really great of you.

 
I am using the 7D2D mod launcher but it launched with the old version of the mod. How can I have it update the mod without erasing my existing game?

EDIT - Think I found the option - "Refresh Mods AUtomatically"

 
Hi,
Curious question regarding an additional modlet I saw added - how did you get the UI to display Zombie HP? I've been looking around for ages trying to figure this out or where to look in the XML but no luck.
I had to patch the DLL.

I am using the 7D2D mod launcher but it launched with the old version of the mod. How can I have it update the mod without erasing my existing game?
EDIT - Think I found the option - "Refresh Mods AUtomatically"
That sounds like the correct option. :)

 
Some of the crafting recipes have a hammer next to them. These hammers are sometimes white and sometimes grayed out. What do they mean? I'm trying to make the cheaper forged iron and I have the white hammer next to it but the craft option isn't available.

 
It means it's available in a more advanced workstation.

So in that case, it's the advanced forge.

I do have a workaround for that, but can't use it yet since the workaround needs SDX 0.7.4, and the health bar doesn't work on that version.

 
Ok, Subquake pointed out something I missed.
So all cvars for action skills have now been converted to LOCAL instead of networked. That means less data being sent to the server, so it will hopefully minimize the Creating Player issue.

Threw up a test build, XML only, in the discord server for anyone brave enough to try it out. :)
I will give it a go tonight, anything special with installing / setting it up ?

Cheers for your effort :)

 
I will give it a go tonight, anything special with installing / setting it up ?
Cheers for your effort :)
Just replace the XML on the server with the one from the server download in the announcements channel. That SHOULD be all you need.

It will NOT fix currently existing Creating Player issues. It should just reduce the amount in the future. :)

Calipers and torch? Where is the best place to find them? They do not occur in any crafting menus I can see.
Construction Supplies crates.

Car parts shipping crates.

Cars.

Working Stiff Tools crates.

Broken workbenches.

Potential zombie loot drops.

I think that's all of them. :)

 
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