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

I have a few questions, if anyone can help:1) I have laborer class and level 3 in Hammer and Forge, which "at a workbench you can craft iron armor and a crucible" - though my crucible recipe is unknown currently. This is stopping me from making forged steel. I am unsure what I am missing, or what else needs done before I can make forged steel. Is there a level requirement to make forged steel? I can make the workbench just fine. I have resorted to tearing apart power lines.

1.a) Crucible also requires a "welding tool" which I have looted for weeks and never seen. Is this a looted item, is it included with something, or something else? I am not sure what I am missing on this one as well. EDIT - I have seen in this forum that the torch is just rare. I will keep looking.

2) Is the only way to get "bundle of skill notes" to salvage mod schematics? To get the required 120 (60 @ station) at only 3 a pop seems like it would take ages to get a new class skill. I am ok with the grind, I just want to make sure I am not overlooking other ways.
I have found at least 8 welding torches, it's not that rare. . As for the skill notes you can salvage schematics and books and I've been able to make two class books so far and have only been playing about 10 days I guess.

 
I have a few questions, if anyone can help:1) I have laborer class and level 3 in Hammer and Forge, which "at a workbench you can craft iron armor and a crucible" - though my crucible recipe is unknown currently. This is stopping me from making forged steel. I am unsure what I am missing, or what else needs done before I can make forged steel. Is there a level requirement to make forged steel? I can make the workbench just fine. I have resorted to tearing apart power lines.

1.a) Crucible also requires a "welding tool" which I have looted for weeks and never seen. Is this a looted item, is it included with something, or something else? I am not sure what I am missing on this one as well. EDIT - I have seen in this forum that the torch is just rare. I will keep looking.

2) Is the only way to get "bundle of skill notes" to salvage mod schematics? To get the required 120 (60 @ station) at only 3 a pop seems like it would take ages to get a new class skill. I am ok with the grind, I just want to make sure I am not overlooking other ways.
1) Localization error. Crucible is level 4, which you need to have completed your class quest for and be player level 30.

2) Scrap recipes and books you don't need.

 
I've run into a problem today. When I continue my game, I get red exceptions while loading that state "Loading and parsing 'biomes.xml' failed" and "Block with name 'DFterrRadiated' not found." The loading continues but then I get a whole screen of yellow exceptions telling me that Biome image contains unknown biome color RGBA(#,#,#,#) at x/y.

If the game I'm loading is the first one I've continued since launching the mod, I then complete the loading and can carry on as usual. If I have left a different savegame and try to load a 2nd savegame without relaunching, the yellow exceptions loop infinitely and I have to altF4.

Additionally, once I successfully load (after receiving the exceptions listed above), my regular playing partner receives the same red exception while loading and then freezes completely.

I looked at the biomes.xml file and found references to DMterrRadiated, but I don't know what to do with them and am afraid to tinker too much.

Does anybody know what's up or how to fix this?

 
Try updating. Apparently I commented out something i shouldn't have when trying to fix an NRE.

So just updated the file. Specifically blocks.

 
I'm running a Darkness Falls Server PVE if anyone is looking for one. Great map. 90 block landmarks, 17.1 Server . Come join us. Called Tahoenvy Friends

 
My 17.1 world that I updated to 17.2 has a few glitches... Not too many (floating trees, POI's spawning on top of each other, quest markers to nowhere), but enough that I'm thinking it's time for a new world. But, I'd like to wait for a big mod update to do it. I'm especially looking forward to the new biome you teased. How far off do you think that update is? If it's not too far, I'll just mess around in my existing world and wait for it.

 
My 17.1 world that I updated to 17.2 has a few glitches... Not too many (floating trees, POI's spawning on top of each other, quest markers to nowhere), but enough that I'm thinking it's time for a new world. But, I'd like to wait for a big mod update to do it. I'm especially looking forward to the new biome you teased. How far off do you think that update is? If it's not too far, I'll just mess around in my existing world and wait for it.
Legend just an FYI in case you aren't aware but there are 3 Darkness Falls Seeds you can play right now. There are two small seeds and one medium seed. Start a new game, select the seed you want to play, name it and you're all set.

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the max amount of materials in advanced forge is 29999 how can i change this?
You don't. The game has a max stack limit before it starts to do strange things. 30k is the accepted safe maximum, 50k is the absolute maximum. Anything over 30k can cause issues.

However if you want to risk breaking it, you need to find unit_iron in items.xml and increase the number there. Most of the others extend from that, so changing that one should fix the rest. Absolutely NOT recommended though.

My 17.1 world that I updated to 17.2 has a few glitches... Not too many (floating trees, POI's spawning on top of each other, quest markers to nowhere), but enough that I'm thinking it's time for a new world. But, I'd like to wait for a big mod update to do it. I'm especially looking forward to the new biome you teased. How far off do you think that update is? If it's not too far, I'll just mess around in my existing world and wait for it.
I'm hoping 2 weeks max. I would like 2.1 to be out by the end of the month. :)

You're welcome to try the experimental though. Going by tester feedback so far, I don't expect many game-breaking changes at this point.

 
I'm hoping 2 weeks max. I would like 2.1 to be out by the end of the month. :)

You're welcome to try the experimental though. Going by tester feedback so far, I don't expect many game-breaking changes at this point.
I might just do that. Are the new biomes in the experimental branch?

Also, would I have to restart to take my world to stable? (It's been a while since I've played in an experimental branch.)

 
Is the only way to get "bundle of skill notes" to salvage mod schematics? To get the required 120 (60 @ station) at only 3 a pop seems like it would take ages to get a new class skill. I am ok with the grind, I just want to make sure I am not overlooking other ways.
These insane requeriments are ruining the fun for me. The grind to get new class books is obnoxious. Day 26 and still didn't craft one.

To the modder: change this, the unlock of new classes is one of the major features of the mod and is behind an annoying grind.

 
These insane requeriments are ruining the fun for me. The grind to get new class books is obnoxious. Day 26 and still didn't craft one.
To the modder: change this, the unlock of new classes is one of the major features of the mod and is behind an annoying grind.
I'd recommend hitting bookstores. By day 20, I'd made two additional class books.

 
I might just do that. Are the new biomes in the experimental branch?
Also, would I have to restart to take my world to stable? (It's been a while since I've played in an experimental branch.)
In THEORY... no. You won't need to restart.

New biome is in the experimental branch but I can only get the bloody thing working on the maps I've made. It isn't playing nice with RWG right now.

These insane requeriments are ruining the fun for me. The grind to get new class books is obnoxious. Day 26 and still didn't craft one.
To the modder: change this, the unlock of new classes is one of the major features of the mod and is behind an annoying grind.
And here's an example of how to get me NOT to change something.

It's not supposed to be easy. It's supposed to be a grind. It's designed to keep you constantly looking.

Short answer: It's not getting changed. You don't need all the classes. Rethink how you're playing the mod, or don't play it. But don't come in and try to make a demand because that's not gonna go well.

eager to see the changes in the food
I love this mod
Food/drink changes are currently desgined to mitigate the new Near Death debuff, which makes the farmer class WAY more useful. :)

 
These insane requeriments are ruining the fun for me. The grind to get new class books is obnoxious. Day 26 and still didn't craft one.
To the modder: change this, the unlock of new classes is one of the major features of the mod and is behind an annoying grind.
Demanding ANY modder to change something because you do not like it is a practice that needs to go away. Its fine to discuss alternate solutions and make suggestions bt its a free world. Khaines intentions are his intentions. Just like with my mod, if you go into this with vanilla expectations prepare to be disappointed in an awesome way.

Khaine has put a LOT of work into making sure balance and progression play out a certain way. RNG can be tough sometimes, and mods, especially Khaines and mine, are intended to extend gameplay.

Why do people bother to download mods that literally say "Im challenging love me" and then demand easier?

 
And here's an example of how to get me NOT to change something.
It's not supposed to be easy. It's supposed to be a grind. It's designed to keep you constantly looking.

Short answer: It's not getting changed. You don't need all the classes. Rethink how you're playing the mod, or don't play it. But don't come in and try to make a demand because that's not gonna go well.
An example of what?

Did I hurt your feelings stating an obvious flaw of your mod?, in my opinion, indeed, perhaps I am wrong but I am just a player of your mod, giving feedback to improve it, you can ignore it or think about it in more depth.

You need to understand the difference of "easy/hard" and "grindy", also you need to understand the flow of 7Days to Die and how to catch the interest of players in the late game. In early game we are plebs in rags, but soon we are fine, we solve easily the feeding, the house, the anti BM horde base and the game gets stale. With your classes system you can give some purpose to the player in late game but you hide it behind a grind wall, and perhaps you will lose the interest of the player in the meantime.

I am demanding nothing, I am requesting a change.

Demanding ANY modder to change something because you do not like it is a practice that needs to go away. Its fine to discuss alternate solutions and make suggestions bt its a free world. Khaines intentions are his intentions. Just like with my mod, if you go into this with vanilla expectations prepare to be disappointed in an awesome way.
Khaine has put a LOT of work into making sure balance and progression play out a certain way. RNG can be tough sometimes, and mods, especially Khaines and mine, are intended to extend gameplay.

Why do people bother to download mods that literally say "Im challenging love me" and then demand easier?
The same, I demanded nothing, I requested a change, he can ignore it or think about it. I think I have adressed the same issue in my reply to him but I repeat it, you can extend gameplay with a well thought mechanic or with an annoying grind, the later is never a good idea.

This doesn't make the mod harder, only grindy, an artificial wall to make the progression longer, but not specially satisfying.

 
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An example of what?
Did I hurt your feelings stating an obvious flaw of your mod?, in my opinion, indeed, perhaps I am wrong but I am just a player of your mod, giving feedback to improve it, you can ignore it or think about it in more depth.

You need to understand the difference of "easy/hard" and "grindy", also you need to understand the flow of 7Days to Die and how to catch the interest of players in the late game. In early game we are plebs in rags, but soon we are fine, we solve easily the feeding, the house, the anti BM horde base and the game gets stale. With your classes system you can give some purpose to the player in late game but you hide it behind a grind wall, and perhaps you will lose the interest of the player in the meantime.

I am demanding nothing, I am requesting a change.
No, you didn't request. You demanded.

Your post literally could've been summed up as "I don't like this. Change it." That's not a request. It's not even a suggestion on how to make it better.

Also the fact you seem to think my feelings were hurt by that is... kinda laughable. The fact ONLY YOU seem to think it's a flaw when it's been in the mod for over a year speaks volumes IMO.

It's still not getting changed. There are extra ways to get skill notes being put into the mod because I had them in A16 and couldn't find an acceptable way to do it when A17 came out. I now DO have an acceptable way to do it. You're still going to have to work for it. That is intended.

You. Don't. Need. Every. Class.

You just want several of them. That's not a mod-design issue. That's a you issue.

 
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