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

What? no. You make that block ID a loothelper, and make a list for what can spawn in loot.xml.

ETA: and I just realized that it'd be even easier just changing the lootlist to be like trash or cardboard boxes, then it doesn't matter as much when a POI (e.g. check out the CP Asylum) has loads of storage chests or crates.

 
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Only main thing I dislike about darkness falls is the fact I need a water source near the plants for farming, How close does it have to be? I usually build my bases underground in the desert so... This is kinda messing with it. The time not showing kinda bugs me, but I usually listen for the sound that happens when night and day starts, so I got used to it. Though I do admit I don't see the purpose to removing the time from the UI in the first place.

For the water could I dig like a channel in between each row of plants and drop 1 bucket of water there and hope it fills it up? Maybe like this.

W=water P=plant

wppwppwppwppw

To stop people going on about the time, why not post how to add the time back into the UI for people who want to in the main post, since it seems to be brought up quite a bit.

 
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What? no. You make that block ID a loothelper, and make a list for what can spawn in loot.xml.
ETA: and I just realized that it'd be even easier just changing the lootlist to be like trash or cardboard boxes, then it doesn't matter as much when a POI (e.g. check out the CP Asylum) has loads of storage chests or crates.
Um, yes. You have to go edit every single POI with those blocks in and change all the block ID's.

So my point stands.

But I'm going to be looking at the loot lists in general anyway.

Only main thing I dislike about darkness falls is the fact I need a water source near the plants for farming, How close does it have to be? I usually build my bases underground in the desert so... This is kinda messing with it. The time not showing kinda bugs me, but I usually listen for the sound that happens when night and day starts, so I got used to it. Though I do admit I don't see the purpose to removing the time from the UI in the first place.
For the water could I dig like a channel in between each row of plants and drop 1 bucket of water there and hope it fills it up? Maybe like this.

W=water P=plant

wppwppwppwppw

To stop people going on about the time, why not post how to add the time back into the UI for people who want to in the main post, since it seems to be brought up quite a bit.
Water has to be next to the plant, so your plan should work.

However I'm looking at changing that so it goes out roughly 2-3 blocks. Need to test it first though.

Also, adding the time back isn't going to be as easy as it was since I've used the space under the compass for the players core temp value and their level.

The POINT in removing it was for 2 reasons.

1) To make players actually stop and think about what they're doing. Everyone settled in to the routine of hiding near their doors until the daylight sound starts and then going straight out to loot or whatever, knowing it means they've got roughly 17-ish hours to get all that done (allowing for travel time there and back).

Instead of just going "I'm gonna loot the crap out of that town until 9pm, then I'll head home" people are now going "Okay, there's a POI with a vending machine. I want to stay near that so I can check the time once I've finished a building" and they often head back to base sooner and work on other projects.

The intent is to literally force you to play in a different way than you've been used to for the past god knows how many alphas (I say that because everyone started at different times. I started in A7 with the minimap on the HUD, as an example).

2) Extra realism. Most people, as already mentioned, use their phones and computers to tell the time. They'd be dead in days. Hardly anyone has a watch now, and if they do it's usually some kind of smart watch. Honestly, if I had the option, I'd allow the time for say.... the first 3-7 days, and then have it disappear like your battery died.

But that isn't possible. It's on or off. So I chose off.

 
I think you're probably misunderstanding what I meant: the chest/crate block IDs could really be made into loothelpers via blocks.xml and loot.xml only (adding a placeholder list for those blocks there), just like you exchanged them for new chests/crates with a different lootlist. No editing of POIs necessary at all. This method has been used plenty in other mods. But for your purpose, randomizing that lootlist to contain way more junk than good hidden stash loot would be easier and a better solution anyway.

ETA: I also tried it myself with changing the potted plant ID to a loothelper, so I'd get random plants (using the new Ravenhearst models).

 
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I think you're probably misunderstanding what I meant: the chest/crate block IDs could really be made into loothelpers via blocks.xml and loot.xml only (adding a placeholder list for those blocks there), just like you exchanged them for new chests/crates with a different lootlist. No editing of POIs necessary at all. This method has been used plenty in other mods. But for your purpose, randomizing that lootlist to contain way more junk than good hidden stash loot would be easier and a better solution anyway.
ETA: I also tried it myself with changing the potted plant ID to a loothelper, so I'd get random plants (using the new Ravenhearst models).
Yep, I did misunderstand. I thought you meant replacing the block ID's in the actual prefabs themselves rather than blocks.xml.

Basically, and correct me if I'm wrong, you're talking about doing what the trader does where the prefab has a loothelper for the workstations, and then it decides if you get a destroyed or working workstation once the world is generated... so it's totally random.

I probably COULD do that, but it'd definitely be something for 1.8 so I don't break existing worlds. Like I said, I'm gonna be going through loot.xml anyways because I want to tweak that specific loot list and introduce levelled loot across the board.

 
Yep, exactly. :) It can even be done during an existing game, but all those blocks that were already spawned will be stuck as neon loothelper blocks, only ones in cells that haven't been visited yet will spawn in properly. I found it's also important to watch the block format, exchanging a piece of furniture or such that's 1x1 with something that's 2x1 usually leads to ugly clipping.

 
I have big issue with crafting lag (mod version with big bag).

I know that the mod should have SDX integration for:

  • Auto-Favourite Mod! Whenever you craft something, it will automatically be added to your favourites list. This is to help with crafting lag.
  • Crafting Lag Fix! This is mostly for forges to help with the annoying stutter when you're trying to move things around & craft items, but it does help in the inventory.




but it seems not working on my installation; I have the issue with single play and multi play.

what I need to check?

P.S.

SDX integration means that I need to install something else other than the Darkness Falls mod?

 
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It's patched directly into the DLL, so as long as you are using the bigger backpack version, which should be version 1.7.3 (you can check by pressing ESC and looking for the version number above the menu), then it is included.

 
It's patched directly into the DLL, so as long as you are using the bigger backpack version, which should be version 1.7.3 (you can check by pressing ESC and looking for the version number above the menu), then it is included.
Yes it is BBM 1.7.3

What is the .dll file name? I want to try to delete it and sync the files.

 
Well I died my first death in this mod and it wasn't what I figured would have killed me. I was by a trader outpost fighting a zombie, and well.. The guard npcs 2 shoted me while "trying" to hit the zombie.. So yeah just a heads up... Don't go near zombies if they in the range of those trader guard npcs, cuz their aim sucks.

 
Bugs in red for me, fix

Version and log

Alpha 16.4, 45-slot BBM Version Download (Not EAC friendly, also includes 45 slot minibike and dropped backpack increase)

2018-05-17T14:59:18 123.113 ERR Adding file C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die Darkness Falls/7DaysToDie_Data/../Mods\SDX/ItemIcons\ElevatorShaft.png failed:


2018-05-17T14:59:18 123.114 EXC An element with the same key already exists in the dictionary.



ArgumentException: An element with the same key already exists in the dictionary.



at System.Collections.Generic.Dictionary`2[system.String,UnityEngine.Texture2D].Add (System.String key, UnityEngine.Texture2D value) [0x00000] in <filename unknown>:0



at ModManager+RH.MoveNext () [0x00000] in <filename unknown>:0



UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)



UnityEngine.DebugLogHandler:LogException(Exception, Object)



UnityEngine.Logger:LogException(Exception, Object)



UnityEngine.Debug:LogException(Exception)



Logger:masterLogException(Exception)



Logger:Exception(Exception)



Log:Exception(Exception)



RH:MoveNext()



UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)


 


(Filename: Line: -1)


 


2018-05-17T14:59:18 123.133 ERR Adding file C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die Darkness Falls/7DaysToDie_Data/../Mods\SDX/ItemIcons\ElevatorShaftSmall.png failed:



2018-05-17T14:59:18 123.134 EXC An element with the same key already exists in the dictionary.



ArgumentException: An element with the same key already exists in the dictionary.



at System.Collections.Generic.Dictionary`2[system.String,UnityEngine.Texture2D].Add (System.String key, UnityEngine.Texture2D value) [0x00000] in <filename unknown>:0



at ModManager+RH.MoveNext () [0x00000] in <filename unknown>:0



UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)



UnityEngine.DebugLogHandler:LogException(Exception, Object)



UnityEngine.Logger:LogException(Exception, Object)



UnityEngine.Debug:LogException(Exception)



Logger:masterLogException(Exception)



Logger:Exception(Exception)



Log:Exception(Exception)



RH:MoveNext()



UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)


 
Well I died my first death in this mod and it wasn't what I figured would have killed me. I was by a trader outpost fighting a zombie, and well.. The guard npcs 2 shoted me while "trying" to hit the zombie.. So yeah just a heads up... Don't go near zombies if they in the range of those trader guard npcs, cuz their aim sucks.
I'll give you one guess how I died the first 2 times on the server I setup... ;)

Bugs in red for me, fixVersion and log

Alpha 16.4, 45-slot BBM Version Download (Not EAC friendly, also includes 45 slot minibike and dropped backpack increase)

2018-05-17T14:59:18 123.113 ERR Adding file C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die Darkness Falls/7DaysToDie_Data/../Mods\SDX/ItemIcons\ElevatorShaft.png failed:


2018-05-17T14:59:18 123.114 EXC An element with the same key already exists in the dictionary.



ArgumentException: An element with the same key already exists in the dictionary.



at System.Collections.Generic.Dictionary`2[system.String,UnityEngine.Texture2D].Add (System.String key, UnityEngine.Texture2D value) [0x00000] in <filename unknown>:0



at ModManager+RH.MoveNext () [0x00000] in <filename unknown>:0



UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)



UnityEngine.DebugLogHandler:LogException(Exception, Object)



UnityEngine.Logger:LogException(Exception, Object)



UnityEngine.Debug:LogException(Exception)



Logger:masterLogException(Exception)



Logger:Exception(Exception)



Log:Exception(Exception)



RH:MoveNext()



UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)


 


(Filename: Line: -1)


 


2018-05-17T14:59:18 123.133 ERR Adding file C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die Darkness Falls/7DaysToDie_Data/../Mods\SDX/ItemIcons\ElevatorShaftSmall.png failed:



2018-05-17T14:59:18 123.134 EXC An element with the same key already exists in the dictionary.



ArgumentException: An element with the same key already exists in the dictionary.



at System.Collections.Generic.Dictionary`2[system.String,UnityEngine.Texture2D].Add (System.String key, UnityEngine.Texture2D value) [0x00000] in <filename unknown>:0



at ModManager+RH.MoveNext () [0x00000] in <filename unknown>:0



UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)



UnityEngine.DebugLogHandler:LogException(Exception, Object)



UnityEngine.Logger:LogException(Exception, Object)



UnityEngine.Debug:LogException(Exception)



Logger:masterLogException(Exception)



Logger:Exception(Exception)



Log:Exception(Exception)



RH:MoveNext()



UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
That's just duplicate item files I thought I had already deleted and therefore can be ignored.

If they bother you, go to the SDX directory and just delete the ItemIcons folder. In the meantime, I'll make sure it's removed from GitHub and local directories.

EDIT: GitKraken says it's done so those files should now be removed, in theory.

 
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Well I died my first death in this mod and it wasn't what I figured would have killed me. I was by a trader outpost fighting a zombie, and well.. The guard npcs 2 shoted me while "trying" to hit the zombie.. So yeah just a heads up... Don't go near zombies if they in the range of those trader guard npcs, cuz their aim sucks.
Heh, that happened to me too a few versions ago... I wait until the gunfire stops before I peek my head out now. :)

Also, should we be able to fill buckets with the Working Sink? I can fill bowls, cans, and bottles, but sadly no buckets.

 
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Move workstations

Hey man liking the mod so far but ran into a problem. I am trying to move bases and tried to pick up my metal workstation but it was damage. I can't repair it and can't pick it up until I do. I haven't checked for any other stations but if it's not working for one I assume for any others you added. Also, just a suggestion, but add that you can see the time in vending machines on the main Darkness Falls page. Right now it just say you can see time in traders, I didn't realize vending machines counted as traders. 16 days in and I just learned while trying to figure out farming from the fourms. Since losing the clock is a big change it'd be nice if where it can be viewed was more accessible. Again enjoying the mod and thanks for all your hard work.

 
Not gonna lie, forgot to add buckets to it.
I shall do that later. Makes sense you should be able to.

All is forgiven. I have the memory, and focus of a gnat, so no judgement here. ;)

So if I wanted to make the change myself, would I simply add the following lines (taken from emtpyJar) to the bucket item?

<property name="Focused_blockname_6" value="workingGraniteSink"/>

<property name="Focused_blockname_7" value="workingOldSink"/>

Or would there be more to it?

Thanks man! (I totally get it though if you don't want to guide a dope such as myself through xml editing).

 
Hey man liking the mod so far but ran into a problem. I am trying to move bases and tried to pick up my metal workstation but it was damage. I can't repair it and can't pick it up until I do. I haven't checked for any other stations but if it's not working for one I assume for any others you added. Also, just a suggestion, but add that you can see the time in vending machines on the main Darkness Falls page. Right now it just say you can see time in traders, I didn't realize vending machines counted as traders. 16 days in and I just learned while trying to figure out farming from the fourms. Since losing the clock is a big change it'd be nice if where it can be viewed was more accessible. Again enjoying the mod and thanks for all your hard work.
So I didn't see this when I replied. My apologies!

Yes I will add the thing about the clock & trading machines to the first post. I REALLY need to re-write that anyway, but thank you for the reminder. :)

I will also check the workstations and see if I did something REALLY dumb... like forget to add repair items to them... cos it's me... and I probably did.

All is forgiven. I have the memory, and focus of a gnat, so no judgement here. ;)
So if I wanted to make the change myself, would I simply add the following lines (taken from emtpyJar) to the bucket item?

<property name="Focused_blockname_6" value="workingGraniteSink"/>

<property name="Focused_blockname_7" value="workingOldSink"/>

Or would there be more to it?

Thanks man! (I totally get it though if you don't want to guide a dope such as myself through xml editing).
That is exactly how you would do it. :) If playing on a server, you can just do it to the server side and the XML will be pushed to the players.

 
V1.7.4 is up! Few bug tweaks.

  • Duplicate icons removed from Mods/SDX/ItemIcons folder.
  • Trader guards given silenced weapons, because that was insane (may require new world for them to be properly equipped).
  • Working Sink, Working Oven, Metal Workstation and Tailoring Workstation given proper repair items... cos I cocked it up.
  • Buckets can now be filled from Working Sinks.
  • Numerical stats added to the stat bars (Originally wanted to do this, couldn't get it working, finally worked it out!).
  • Water can now be TWO blocks from your plants for farming! (See below)

Ok, so the plant thing has been tested and works. To give you an example, this is how I tested. W for water, P for plant.

P P P P P

P P P P P

P P W P P

P P W P P

P P W P P

P P W P P

P P W P P

P P P P P

P P P P P

That arrangement works great. :) Hopefully that should help stop some of the farming issues and make people a little happier. It also doesn't seem to cause any extra CPU load, which was the original concern with having plants scan for water.

 
Most excellent! Thank you.

Ok, last question (for the day), and I'll leave you alone. I have the farmer mastery now, and I'm still unable to use fertilizer. I'm using a scrap iron hoe, and I have 30+ fertilizer in my inventory, however, when I attempt to till earth (grassy ground), I'm getting the "ding" and the icon stating that I don't have fertilizer.

 
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