• 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...

Another update!

Folks have asked for this... so I've done it.

Compo pack is now included in the mod! I've also included Tin's POI's from his 16.3 rwgmixer thread, so make sure you give him some love. :) I did disable the a-frame houses, because... honestly... I personally don't like them. Too much free loot and the doors that don't go anywhere really irritate me.

 
Another update!
Folks have asked for this... so I've done it.

Compo pack is now included in the mod! I've also included Tin's POI's from his 16.3 rwgmixer thread, so make sure you give him some love. :) I did disable the a-frame houses, because... honestly... I personally don't like them. Too much free loot and the doors that don't go anywhere really irritate me.
Question .. Is it included totally .. OR .. as an add-on ??

And has it already been Updated in the Mod Launcher ........... "new game = Yes or No" ...... I guessing New Game to be on the safe side.

Have a great weekend .... the Old Gamer .. :02.47-tranquillity:

 
It has been included totally, not as an addon.

Simply because it was a headache trying to incorporate it and I'm tired. ;) I can muck around with things and put up a non-version if people wish.

New game is NOT needed as far as I know. You just won't find any POI's until you go to an unexplored area, if I'm right with how rwg works.

EDIT: Actually, sort-of done. I've put the original rwgmixer file in the Data folder. If you don't want to use the compo pack, just copy that into the Config folder. :)

This way it gives users a choice, and I have a backup as well. Which is good, because I'm dumb and I've overwritten files by accident once already!

 
Last edited by a moderator:
If you changing the mixer from a vanilla to tins the new game is going to be required as the newly explored chunks are going to be vastly different and have really sharp Cliffs compared to the vanilla mixer. But I'm only assuming that you're coming from a vanilla mixer.

 
If you changing the mixer from a vanilla to tins the new game is going to be required as the newly explored chunks are going to be vastly different and have really sharp Cliffs compared to the vanilla mixer. But I'm only assuming that you're coming from a vanilla mixer.
Nah. It's the same mixer from a few pages ago, but with the new POI's added.

So no odd cliffs... though the sharp cliffs look cool. I miss having cliff-side bases carved into the rock. :)

 
Darkness Falls Bug Report from Horth

Bug Report Darkness Falls

1. Killing a lumberjack with a titanium fireaxe does not update the Kill Lumberjacks with a Fireaxe Quest

2. The blue Pistol Tips and Tricks book cannot ever be read to update pistol skill - It can only be scrapped.

Notes from Horth

February 24, 2018

 
Bug Report Darkness Falls
1. Killing a lumberjack with a titanium fireaxe does not update the Kill Lumberjacks with a Fireaxe Quest

2. The blue Pistol Tips and Tricks book cannot ever be read to update pistol skill - It can only be scrapped.

Notes from Horth

February 24, 2018
1) Working locally. Please make sure you have the latest version because I was an idiot and labelled the pistol recipe perk the same name as the pistol SKILL. So either book would teach you the recipe and then not work for the skill. I fixed that a few days ago. :)

2) Fixed and pushed to github. Scrap Iron Fireaxe was also missing, so I added it.

Thanks for the info! :)

 
Tiny update!

Radiated Earth blocks in Hub City now apply a radiation debuff when walked on. Lasts for 30 seconds, -1 health/water per 3 seconds, -10 stamina per 3 seconds, -1 wellness per 10 seconds.

So be careful where you walk! (they show as red on the map, green in-game)

EDIT: Also removed the perk requirements for the Forge perk, Farming perk and Leather Tanning perk. You can now buy these at game start, if you want, or read the book without buying tool crafting/armour crafting.

 
Last edited by a moderator:
Loving the mod so far, Just one question tho.. Since you did the update with the compo pack etc, it does not seem to load any of it in?, Still seems to be vanilla buildings etc. Updated through the mod launcher no success, tried manual but do not think that worked either.

 
Loving the mod so far, Just one question tho.. Since you did the update with the compo pack etc, it does not seem to load any of it in?, Still seems to be vanilla buildings etc. Updated through the mod launcher no success, tried manual but do not think that worked either.
Odd. Was working for me and some other folks on stream...

Will test it later or tomorrow depending on how soon I go to bed.

EDIT: Yep. Definitely working, and the default file includes the compo pack POI's in the rwgmixer. There's a lot more in cities than the wilderness though. :)

 
Last edited by a moderator:
Odd. Was working for me and some other folks on stream...
Will test it later or tomorrow depending on how soon I go to bed.

EDIT: Yep. Definitely working, and the default file includes the compo pack POI's in the rwgmixer. There's a lot more in cities than the wilderness though. :)
Hey Khain, I am actually having the same problem, non of the new Poi's are there, I have tried 3 different seeds, with no luck. I deleted the mod and reinstalled it, I even tried the bbm mod, and still no new Poi's. I'm not really tech savy, so I'm sorry I can't be more help.

 
Okay, there was a problem, and I fixed it.

Basically I had the original rwgmixer.xml file in the Data folder. This wasn't an issue with the old mod launcher because I've seen people playing with the compo pack.

The new version was copying that original file into the config directory and overwriting the one that's supposed to spawn the new compo pack POI's.

So I've zipped up the original file and deleted the XML file. That way, compo pack is the default but the original is still there in-case anyone needs it. So the issue is now sorted.

@sphereii is the launcher SUPPOSED to do that? ;)

 
Hey Khaine. Can you check in the farming perk(s).. After changing & removing some of those requirements, it still seems that for example farming which needed the scraptools perk (but you had it for free from construction or mining) it still wanted that perk bought. Now my scraptools perk is already done and in farming, its checked next to having all the requirements for farming, but if I try to buy the farming perk, it won't allow it with a message saying not all requirements are met.

I imagine its something small that missing...

Thanks!!

 
Okay, there was a problem, and I fixed it.
Basically I had the original rwgmixer.xml file in the Data folder. This wasn't an issue with the old mod launcher because I've seen people playing with the compo pack.

The new version was copying that original file into the config directory and overwriting the one that's supposed to spawn the new compo pack POI's.

So I've zipped up the original file and deleted the XML file. That way, compo pack is the default but the original is still there in-case anyone needs it. So the issue is now sorted.

@sphereii is the launcher SUPPOSED to do that? ;)
I looked at the history of the repos, and see where the files were. I am not sure what caused the issue with the bad one copying over.

For replacement files like compo pack, I usually recommend creating a top level folder with the file in, and I can modify the configuration to either use the default or compo pack.

 
Greetings!

I just thought you'd like to know that out of the 4 mods I showcased the past month, your one is the most popular by a landslide :D So, if nothing changes by tomorrow, your mod will be getting a full streamed let's play series starting from tomorrow night (and this is highly likely as yours is miles ahead). I've been following the thread closely and looks like there's some more awesome stuff I have to try out when we get there :D

I did have an idea for some interesting hordes... If you've got bandits in the game already, well chances are that some of them would have become zombies after a while when the infected finally got them. So maybe at some specific gamestage ranges, on horde nights you could have bandit zombie hordes or mix zombie bandits in with the regular hordes for a bit of extra oomph. Maybe bandit zombies could be a boss zombie type? You could also find them roaming around the cities too and in high rooms in POIs that have the loot.

Looking forward to seeing the base-crushing zombies as well, I usually don't build much in the early game since I find melee works a treat, but I'll see if I can focus in this series on building defensively to give your zeds a test drive.

... and optionally for us real horde lovers... maybe add SphereII's nightly blood moons mod with Gup's blood moon trickle as a variant for a 'they REALLY come out at night!' sort of feel? Would love to give that a shot as well if you'd consider trying that... It would probably work only on a 2 hour day cycle, but it would give you 90 mins looting and fortifying, with 30 min hordes. I can see that making early base building a challenge and you'd have to hold up in POIs the first week to harvest enough resources whilst being constantly beaten down by the hordes :) Just a thought, could be awesome and if you wanted to go REALLY nuts, all the hordes could be at a minimum feral zombies ;) :D BUT that's just a thought...

 
Back
Top