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

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.
Nice so its now 2 blocks out in any direction. so my wppwppwppw is now wppppwppppwppppw.

Also thank you for giving them silenced weapons, they made SO much noise.

Also looking at the classes doesn't the miner seem the best choice overall? you get the forge unlocked, which is ok I guess its only 5 skill points normally, but the bigger bonus is the iron tools unlock that for other classes they need to wait till lv 50 to craft. You can't even repair iron tools like the iron pickaxe till level 50, so buying them off a trader has limited use early game.

As for the hornets do they have any loot? i've killed a few and never seen them drop anything, and all butchering gave me was rotten flesh.

 
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1) 5) Classes.... oh boy. All I'm gonna say is this.

It's not getting changed. You can make class papers for half the cost in a writing desk. There's other mods out there where you need 200 OR MORE of their equivalent of skill notes to make a new class. Part of the point is to try and ensure players have other goals to pursue at higher levels as well. Lowering the cost would negate that.
You do get a bit more than defensive when people give input that is not in line with your own plan... I, and others, are/was only giving my/their view of what I/they think about the mod and how it works, nothing else. I did think you might have liked the input.. but what do I know.

Anyways, still like the mod but won't give any input here anymore.

Peace and out.

 
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.
You need an Iron Hoe. I made the scrap iron hoe unable to "upgrade" (which is what fertilising the ground counts as) so non-farmers have to find an Iron Hoe.

Only your class gets the recipe, and you should've gotten it for finishing your class quest. :)

Nice so its now 2 blocks out in any direction. so my wppwppwppw is now wppppwppppwppppw.
Also thank you for giving them silenced weapons, they made SO much noise.

Also looking at the classes doesn't the miner seem the best choice overall? you get the forge unlocked, which is ok I guess its only 5 skill points normally, but the bigger bonus is the iron tools unlock that for other classes they need to wait till lv 50 to craft. You can't even repair iron tools like the iron pickaxe till level 50, so buying them off a trader has limited use early game.

As for the hornets do they have any loot? i've killed a few and never seen them drop anything, and all butchering gave me was rotten flesh.
Miner only gives you the Iron Pickaxe and the Iron Shovel... if my memory is correct. I don't really think that's a massive bonus. I'm actually finding quite a few people prefer the civilian for the 45 skill points you get. It's VERY front loaded, but you get 0 perks.

Construction also gets scrap iron tools, the forge perk but they also get the Nailgun + recipe now as well. I may revisit that and give the miner the auger recipe instead (not the tool though) so they can build one if they find all the parts rather than having the iron stuff. That would put it somewhat in-line with Construction then.

As for the hornet, yes they are supposed to give you honey if you harvest the corpse. :) It was copied directly from A15, but doesn't always seem to work with the bone shiv. It does work with the hunting knife and the machete, not sure why.

You do get a bit more than defensive when people give input that is not in line with your own plan... I, and others, are/was only giving my/their view of what I/they think about the mod and how it works, nothing else. I did think you might have liked the input.. but what do I know.
Anyways, still like the mod but won't give any input here anymore.

Peace and out.
Firstly, going to apologise as I was a little blunt with a few folks that day. Totally not appropriate in any medium, forum, discord or RL (my poor wife got her head bitten off a few times that day!).

The class thing I am particularly defensive over, because I think the cost is quite reasonable when I've seen other mods require 200 of whatever their version of skill notes is to make a new class... and that usually requires using a custom workstation (where as the custom workstation is entirely optional and just halves the cost in this mod).

Your point about classes getting something every level HAS been noted though, and I'm actually looking at going through them for 1.8. The reason I'm leaving it that late is because a restart will be highly recommended for that version, so any changes to classes will properly take effect. :) I've tweaked the Construction class already so they get something every level now.

 
You need an Iron Hoe. I made the scrap iron hoe unable to "upgrade" (which is what fertilising the ground counts as) so non-farmers have to find an Iron Hoe.
Only your class gets the recipe, and you should've gotten it for finishing your class quest. :)

Miner only gives you the Iron Pickaxe and the Iron Shovel... if my memory is correct. I don't really think that's a massive bonus. I'm actually finding quite a few people prefer the civilian for the 45 skill points you get. It's VERY front loaded, but you get 0 perks.

Construction also gets scrap iron tools, the forge perk but they also get the Nailgun + recipe now as well. I may revisit that and give the miner the auger recipe instead (not the tool though) so they can build one if they find all the parts rather than having the iron stuff. That would put it somewhat in-line with Construction then.

As for the hornet, yes they are supposed to give you honey if you harvest the corpse. :) It was copied directly from A15, but doesn't always seem to work with the bone shiv. It does work with the hunting knife and the machete, not sure why.

Firstly, going to apologise as I was a little blunt with a few folks that day. Totally not appropriate in any medium, forum, discord or RL (my poor wife got her head bitten off a few times that day!).

The class thing I am particularly defensive over, because I think the cost is quite reasonable when I've seen other mods require 200 of whatever their version of skill notes is to make a new class... and that usually requires using a custom workstation (where as the custom workstation is entirely optional and just halves the cost in this mod).

Your point about classes getting something every level HAS been noted though, and I'm actually looking at going through them for 1.8. The reason I'm leaving it that late is because a restart will be highly recommended for that version, so any changes to classes will properly take effect. :) I've tweaked the Construction class already so they get something every level now.
I myself don't mind the classes taking a bit to learn it gives me something to aim for once I am well established. Also yeah I was thinking of going civvie for the skill points too. But not having access to antibiotics could be painful early on. Its especally good because you increased exp to level and also lowered the skill points per lv by 2.

Will you be making a version of this mod when a17 hits stable? I rather like it, its the first time i've died early game on survivalist diffculty. This time I was running at 4 am from a feral soldier zombie, trying to shoot it, and well, I backpeddled over a zombie corpse slowing my speed as it usually does and I was dead before I cleared that block XD. I usually play dead is dead so.. yeah.. I might have to revise that, maybe as long as i don't drop below 100 wellness (or 100+whatever wellness skill I have that ups min/max) I get a "life" Which means I have to hit 110 max health before dying the first time.

I do have a question, when you harvest say a coconut plant, if you leave the harvested tree there will it eventually regrow the fruit and I can harvest it again a few days later? Same for all the other trees, can I harvest the fruit then leave the fruitless tree there to regrow fruit again?

 
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I myself don't mind the classes taking a bit to learn it gives me something to aim for once I am well established. Also yeah I was thinking of going civvie for the skill points too. But not having access to antibiotics could be painful early on. Its especally good because you increased exp to level and also lowered the skill points per lv by 2.
Will you be making a version of this mod when a17 hits stable? I rather like it, its the first time i've died early game on survivalist diffculty. This time I was running at 4 am from a feral soldier zombie, trying to shoot it, and well, I backpeddled over a zombie corpse slowing my speed as it usually does and I was dead before I cleared that block XD. I usually play dead is dead so.. yeah.. I might have to revise that, maybe as long as i don't drop below 100 wellness (or 100+whatever wellness skill I have that ups min/max) I get a "life" Which means I have to hit 110 max health before dying the first time.

I do have a question, when you harvest say a coconut plant, if you leave the harvested tree there will it eventually regrow the fruit and I can harvest it again a few days later? Same for all the other trees, can I harvest the fruit then leave the fruitless tree there to regrow fruit again?
I will absolutely be updating the mod for A17. I am SO looking forward to the new buff and quest system! I'll actually be able to make the hazmat suit work for the rad zone! :D

Wild tree's should regrow their fruit after approx 1 RL hour, though I may revise that. Not sure yet. They'll definitely still regrow, I'm just not sure if 1 hour is too quick.

 
Put down a claim block and pick it up.

Don't mean to be rude, but if you like playing nomad style, then you may want to look into the mods designed for it. I designed this one about settling down and building bases.

 
Put down a claim block and pick it up.
Don't mean to be rude, but if you like playing nomad style, then you may want to look into the mods designed for it. I designed this one about settling down and building bases.
Yes, of course, I quite forgot, claim block!

I'm sorry if I offended, English is not my native language, apparently lost in translation. I have been playing this game for a long time, so I'm looking for new sensations, including a nomadic lifestyle.

I really like your mod, I want to Express my gratitude.

 
Oh no, not offended. :)

I just don't play nomad myself. So I never considered this mod to be a good fit for that play style.

 
Oh no, not offended. :)
I just don't play nomad myself. So I never considered this mod to be a good fit for that play style.
Play nomad is not easy, because of the abundance of tools and workbenches. Before getting a mini-bike is almost impossible, but as soon as it is a mini-bike, it becomes much easier. And from a certain period of the game, a large amount of resources becomes unnecessary. If you do not collect everything, but only the necessary resources, you can feel good. You can also save space on common materials, and make small stops on the production of ammunition.

 
Just noticed on Kickz stream that there might be some alignment issues with the numbers and the stat bars on the UI.

If anyone has this, can you let me know what screen resolution you are running? I'm pretty sure it was fine on my laptop, but I will look into it properly once I have slept. :)

 
Just noticed on Kickz stream that there might be some alignment issues with the numbers and the stat bars on the UI.
If anyone has this, can you let me know what screen resolution you are running? I'm pretty sure it was fine on my laptop, but I will look into it properly once I have slept. :)
Yes, there is a slight shift left and right as in the screenshot from @Jazual

My resolution is 1920x1080

 
Thanks folks! Had a couple of people in discord say the same thing, so I'll look into that tonight and push out a very small patch to fix it later. :)

 
Thanks folks! Had a couple of people in discord say the same thing, so I'll look into that tonight and push out a very small patch to fix it later. :)
This is not a critical error, I think we can leave it for now, and deal with more important issues. Don't you?

 
BTW: the M41A rifle, doesn't have a schematic, or a price set on the complete gun, To sell it you need to take it apart. Just thought I should let ya know. its a nice gun and actually gives 9mm rounds some use.

 
Already knew about the M4A1. I left it like that so folks could test it out and give me some feedback. :)

I thought I had set a price on it though, so that's definitely an oversight. Thanks for the heads up!

EDIT: Yep, checked it. No economic value on the gun. It now has a price, but I'll leave it as-is for the moment. :)

 
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Already knew about the M4A1. I left it like that so folks could test it out and give me some feedback. :)
I thought I had set a price on it though, so that's definitely an oversight. Thanks for the heads up!

EDIT: Yep, checked it. No economic value on the gun. It now has a price, but I'll leave it as-is for the moment. :)
For feedback I feel it hits a tad too hard for 9mm ammo, then again its a pretty hard to get gun. I wish it had a silencer though.

 
I -think- it's the same damage as the AR-15, but I will double check that.

I basically intended it to be an AR-15 with no recoil.

 
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