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

If you're doing it on a server, then don't forget the CLIENT also needs the icon files AND the localization files because the server does not push them.
It only pushes XML.
That would be the issue then. I totally forgot that the server doesn't push the icons. Thanks for the help in figuring it out.

 
That would be the issue then. I totally forgot that the server doesn't push the icons. Thanks for the help in figuring it out.
No problem :) I only remembered that because we had that problem testing the mod on our server and my wife was missing the icons.

 
You runnin a pvp server spec?if so, send me the specs

lol
Right now its closed (passworded) and pve till I get botman running, then mixed when I go public (n pvp/ s pve). Have a few people on from my discord trying it out. I'll be resetting time back to day one once I open it up.

 
I told my players to download the mod, so that should fix that, still unsure wtf is causing the lag...
Not sure on that one either. Kickz had it on his server and there were about 8 of us playing with no issues. (that was the BBM version)

 
Since I know Guppycur was lurking here, thought I'd post what I found out today.

<objective type="Goto" id="trader" value="5" /> is based off the filenames of POI's. It can be a partial filename or a complete filename, but capitilization matters.

So <objective type="Goto" id="installation_red_mesa" value="5" /> sends you to the red mesa POI. :) I tested it with a couple of custom POI's I made and Haidrgna got it working with cabins.

 
Loving this Mod

Seriously man. Excellent work, and design. I just wrapped up a SP game at night 91, and I'm looking forward to throwing 1.6 up on my dedicated for friends. I think what really appeals to me about your mod is slowing down the progression. Gating perks behind levels is a good start, but I dig the tool requirements for the additional forges, and workbenches. It was around day 80 that I finally found a sewing kit (I had to cheat and look through the xml files to find where they spawn).

Also exploding dogs. :rapture:

Looking forward to 1.6!

Also, is there another way to buy you coffee? Old mistrustful here doesn't use paypal.

 
You need a METAL workbench for a blowtorch.

You get the recipe for that and the tailoring one when you buy the Workbench perk. So you get all 3 at once. :)

- - - Updated - - -

Seriously man. Excellent work, and design. I just wrapped up a SP game at night 91, and I'm looking forward to throwing 1.6 up on my dedicated for friends. I think what really appeals to me about your mod is slowing down the progression. Gating perks behind levels is a good start, but I dig the tool requirements for the additional forges, and workbenches. It was around day 80 that I finally found a sewing kit (I had to cheat and look through the xml files to find where they spawn).
Also exploding dogs. :rapture:

Looking forward to 1.6!

Also, is there another way to buy you coffee? Old mistrustful here doesn't use paypal.
Only other way I can think of is via bits on Twitch.

Pretty much any other method of payment is insecure, so I don't touch it. :)

 
Like I said, you need a metal workbench.

Normal workbench = Hammer and Wrench.

Metal workbench = Calipers & Blowtorch.

Tailoring workbench = Sewing Kit & Tanning Rack.

All 3 are unlocked with a single purchase of the Workbench perk.

 
V1.6 update is now live and on the Launcher/GitHub!

  • Classes re-done! (see list below this for more info)
  • Larger player-crafted storage (kitchen cabinets).
  • LED Goggles and Mole Goggles now grant Nightvision.
  • New rebar shapes.
  • Day and time REMOVED from under the compass and on the map. Added to the trader window (under restock time).
  • Junction box added for invisible wires. Unlocked via electricity perk.
  • Less rad zombies during the day (hopefully!).
  • Less bomber zombies during the day (also hopefully!).
  • Bomber zombies had issue with the fire texture, so I changed it to make them more visible.
  • Slightly increased chance of behemoth spawn.
  • Behemoth slightly slower (same speed as a zombie bear) and slightly lower range (same as zombie bear)
  • Removed requirements from Scrap Tool Crafting.
  • Slightly increased XP required to level (player level, NOT skill levels).
  • Wandering hordes tweaked so you should get a little breathing room.
  • 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner).
  • Writing Desk added (halves cost of creating class papers and skill books).
  • Ink and Quill Added.
  • Grass spawns reduced in most biomes (both forest, desert, snow, plains) so it's easier to see things on the ground and for better performance.
  • Iron and Spiked knuckles added! Levels the Unarmed skill.

Class info now follows. Each class now grants items and either perks or skill points, and has a "mastery" perk which can be purchased (for 30 skill points) or you can find a rare book out in the world. Unless otherwise noted, anything gained through class mastery is UNIQUE to that class, meaning you cannot get it in any other way!

For the first time, I will be STRONGLY RECOMMENDING a restart. If you do not want to, there are books in the creative menu to give yourself any missing class perks, as they are required for learning the mastery.

Civilian Class.

Grants the following:

  • Quest 1 - Full black suit.
  • Quest 2 - 2 murky water, 2 red meat, +5 skill points.
  • Quest 3 - 1 painkiller, 1 bandage.
  • Quest 4 - Flashlight and +5 skill points.
  • Quest 5 - 1 painkiller, 1 bandage.
  • Quest 6 - +5 skill points.

Class mastery: You MUST find a book to master your class, but doing so grants +30 skill points to spend however you like.

Construction Class.

Grants the following:

  • Quest 1 - White t-shirt, brown denim pants, worn boots, mining helmet.
  • Quest 2 - 2 boiled water, 2 beef rations, Scrap Iron Tool Perk.
  • Quest 3 - 2 first aid bandage.
  • Quest 4 - Forge Perk.
  • Quest 5 - No reward.
  • Quest 6 - No reward.

Class mastery: Gaining the Construction Mastery perk grants the following:

  • Titanium frame recipes for building bases.
  • Titanium bar recipes (normal and centred).
  • Titanium clawhammer (only way to upgrade to Titanium).

Farmer Class.

Grants the following:

  • Quest 1 - Black cowboy hat, red t-shirt, denim pants, black cowboy boots.
  • Quest 2 - 2 boiled water, 2 beef rations, Scrap Iron Hoe Recipe.
  • Quest 3 - 2 first aid bandage, Farming Perk Level 1.
  • Quest 4 - Animal Coops and Snares Perk.
  • Quest 5 - Mortar and Pestle Perk, Farming Perk Level 2, Sawed-off Shotgun, 50 shells.
  • Quest 6 - Farming Perk Level 3, Iron Hoe Recipe.

Class mastery: Gaining the Farming Mastery perk grants the following:

  • Fertilizer Recipe.
  • Wheat Seed Recipe.
  • Carrot Seed Recipe.
  • Coffee Seed Recipe.
  • Hops Seed Recipe.

Hunter Class.

Grants the following:

  • Quest 1 - Black t-shirt, black denim pants, worn boots.
  • Quest 2 - 2 boiled water, 2 chicken rations, Leather Tanning Perk.
  • Quest 3 - 2 first aid bandage.
  • Quest 4 - Leather Armor Perk (all 5 levels).
  • Quest 5 - Hunting Rifle, 75 7.62mm Bullets, Hunting Knife Perk.
  • Quest 6 - Hunting Rifle Perk.

Class mastery: Gaining the Hunter Mastery perk grants the following:

  • Titanium Hunting Knife Recipe.
  • Titanium Combat Axe Recipe.
  • Mole Goggles Recipe.
  • LED Goggles Recipe.
  • Nightvision Goggles Recipe.
  • Repeating Crossbow Recipe.
  • Repeating Crossbow (Scoped) Recipe.
  • Jerky Recipe.

Mechanic Class.

Grants the following:

  • Quest 1 - ZU Football T-Shirt, Overalls, Ball Cap, Worn Boots.
  • Quest 2 - 2 first aid bandage, Wrench Perk.
  • Quest 3 - Wrench.
  • Quest 4 - 2 boiled water, 2 chicken rations, Gas Can Recipe.
  • Quest 5 - No reward.
  • Quest 6 - +5 skill points.

Class mastery: Gaining the Mechanic Mastery perk grants the following:

  • Titanium Handlebars Recipe.
  • Titanium Minibike Chassis Recipe.
  • Titanium Minibike Seat Recipe.
  • Titanium Minibike Handlebars Recipe.
  • Oil Pump Recipe.
  • Large Battery Recipe.
  • Large Engine Recipe.

Miner Class.

Grants the following:

  • Quest 1 - Brown t-shirt, denim pants, worn boots, mining helmet.
  • Quest 2 - 2 first aid bandage, Scrap Iron Tools Perk.
  • Quest 3 - 2 boiled water, 2 beef rations.
  • Quest 4 - Forge Perk.
  • Quest 5 - No reward.
  • Quest 6 - Iron Shovel and Iron Pickaxe recipes.

Class mastery: Gaining the Miner Mastery perk grants the following:

  • Titanium Tools Recipies (Shovel, Fireaxe, Pickaxe).
  • Titanium Auger Recipe (including blade and parts).
  • Titanium Chainsaw Recipe (including blade and parts).
  • Titanium Handlebars Recipe.

Scientist Class.

Grants the following:

  • Quest 1 - White jacket, black t-shirt, suit pants, suit shoes.
  • Quest 2 - Medical Perk Level 1.
  • Quest 3 - 2 boiled water, 2 chicken rations.
  • Quest 4 - Hunting knife, Medical Perk Level 2.
  • Quest 5 - Mortar and Pestle Perk.
  • Quest 6 - Medical Perk Level 3.

Class mastery: Gaining the Scientist Mastery perk grants the following:

  • Antibiotics Recipe.
  • Painkillers Recipe.
  • Paramedic Kit Recipe.
  • Coedine Pills Recipe.
  • Sunblocker Recipe.
  • Anti-Radiation Pills Recipe.
  • Reinforced Steel Upgrade Recipe.

Security Class.

Grants the following:

  • Quest 1 - Army shirt, army pants, worn boots, ball cap.
  • Quest 2 - Pistol Perk.
  • Quest 3 - 2 boiled water, 2 chicken rations.
  • Quest 4 - No reward.
  • Quest 5 - 2 first aid bandage.
  • Quest 6 - +5 skill points.

Class mastery: Gaining the Security Mastery perk grants the following:

  • Titanium Armor Recipes (Chest, Boots, Gloves, Legs, Helmet).
  • Titanium Spiked Club Recipe.

Survival Class.

Grants the following:

  • Quest 1 - Black T-Shirt, army pants, black cowboy boots, black cowboy hat.
  • Quest 2 - 2 murky water, 2 chicken rations, Leather Tanning Perk.
  • Quest 3 - 2 first aid bandage.
  • Quest 4 - No reward.
  • Quest 5 - Scrap Iron Tools Perk.
  • Quest 6 - Crossbow Perk.

Class mastery: Gaining the Survival Mastery perk grants the following:

  • Titanium Machete Recipes (Blade and completed item).
  • Survival Torch Recipe.
  • Radio Recipe.
  • Jerky Recipe.

 
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Darkness Falls V 1.6 .. for the people who can not read small print:

For the first time, I will be STRONGLY RECOMMENDING a restart.

If you do not want to, there are books in the creative menu to give yourself any missing class perks, as they are required for learning the mastery

Just a Thought and Don't Complain if your game doesn't work.

And I just got done building a Floating base ... So be it

the Old Game .. :02.47-tranquillity:

 
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No it's not possible. It's either on or off because it's a UI element.

And, TBH, it's not that hard to play without it. You're literally given the location of a trader once you make a bedroll and an axe.

ANYTHING that shows the trader window will tell you the time and day (so vending machine or the trader themselves).

Also, the crickets in the ambient sound start playing around 7pm. :p

EDIT: If you absolutely MUST turn it back on (and trust me, you get used to it pretty quick), go to Data/Config/XUi/windows.xml and look for this.

Code:
	<window name="windowCompass" style="compass.window" controller="CompassWindow">
	<sprite style="compass.window.background.border"/>
	<sprite style="compass.window.background"/>

	<sprite style="compass.window.compass.background">


	</sprite>
	<texture style="compass.window.compass.texture" name="compassTexture" rect_size="0.25,1" rect_offset=".8,0" >

	</texture>
	<!-- <sprite pos="200,-60" sprite="" color="255,255,255,255" globalopacitymod="1.8">
		<label depth="2" width="300" height="30" text="{daytitle}: {day|always}  {timetitle}: {time|always}" font_size="28" pivot="center" effect="outline" upper_case="true" justify="center"/>
	</sprite> -->
</window>
Just remove the <!-- and --> bits towards the end and it'll turn day/time back on. Code should look like this.

Code:
	<window name="windowCompass" style="compass.window" controller="CompassWindow">
	<sprite style="compass.window.background.border"/>
	<sprite style="compass.window.background"/>

	<sprite style="compass.window.compass.background">


	</sprite>
	<texture style="compass.window.compass.texture" name="compassTexture" rect_size="0.25,1" rect_offset=".8,0" >

	</texture>
	<sprite pos="200,-60" sprite="" color="255,255,255,255" globalopacitymod="1.8">
		<label depth="2" width="300" height="30" text="{daytitle}: {day|always}  {timetitle}: {time|always}" font_size="28" pivot="center" effect="outline" upper_case="true" justify="center"/>
	</sprite>
</window>
But no, it's not an option I can make for people to turn off and on as they wish.

 
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Darkness Falls V1.6

IF YOU Need a good seed or map ... Try .. [ SallyO_DF744 ] .. It started me in the woods with a Snow Biome near one side and large Town near by and a road just over a hill.

the Old Gamer .. :02.47-tranquillity: .............. my old map put me in a Burnt zone/Desert .

Update .. 6 hrs later .. the map could be better .. I have only found 1 (ONE) LIVING trader and no really big cities as of yet.

 
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