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

Yeah that is interesting, I didn't even know that was there, I was just poking the dll to find a specific issue, but now I wanna explore it more.I only altered xml's to get scouts to spawn more scouts.Now we're gonna see some real action lol. Thanks so much for pointing that out.

[EDIT] New form of English......for Nerds.............lol

 
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When you switch the mod over to 17 can you reduce the stun resistance from 100% to like 30% for alcohol?
Honest answer? I don't know.

With the way buffs are NOW? Nope. Stun resistance is a buff that basically makes the player completely immune to the stun condition.

So I need to see what they do for the buffs system.

What I COULD do is leave it as-is for stuns, but make the player slower. So you regen stamina, you're immune to stuns, but you're a slow and staggering drunk. :D

(I wish I could implement a stagger effect in terms of movement as well)

 
While I'm at it would it be possible to make the zeds run faster than the player at night, that combined with only 30% stun resist chance should make night activities terrifying (as they should be).

 
While I'm at it would it be possible to make the zeds run faster than the player at night, that combined with only 30% stun resist chance should make night activities terrifying (as they should be).
Well I can't make it a 30% resist chance. What I can do is make it so alcohol only reduces the speed penalty of being stunned. So you still get it, but you can possibly get away from a stun lock (which is the main thing that most people hate).

Speed I need to play around with. I have to do something like increase the max speed allowable before I can increase speed even more.

 
Just throwing out ideas. It pisses me off watching lets plays and they are running around mining and looting at night like it was an easter egg hunt.

 
Just throwing out ideas. It pisses me off watching lets plays and they are running around mining and looting at night like it was an easter egg hunt.
Hey, they're good ideas. :) I just need this headache to bugger off so I can think properly.

 
Alright, so I did a tweak.

I added a second stun buff that isn't as severe as the first. Only grain alcohol makes you immune to BOTH, but it also makes you slower because you become instantly drunk.

Should be interesting to see how that goes. :)

 
Grain alcohol is very easy to make and it's easy to get corn so I'd not make it not 100% resist for both.

Seriously I have grain alcohol from day 1 on (use it to help with mining).

 
The problem is, I CANT make it not 100%.

It's either 0 or 100. And grain alcohol is only easy to make for a Scientist class. No-one else can.

 
Um, I'm the hunter class and I make it as soon as I have the mortar and pestle.

Corn grain and water on the campfire right?

If it is only 0 or 100, have you tried with 0?

 
Really? Huh. It should be locked. I will double check that.

Making it 0 means you'll just always be stunned. Right now I have it tied to the "drunk" buff, so you have to be drunk (6 beers or 1 grain alcohol) to be immune to stunned... but it SHOULD also reduce movement speed by 50%.

 
V1.8.2B is on GitHub and your launchers! Changes as follows:

  • Laser Multi-Tool issue in multiplayer SHOULD be fixed.
  • Fusion Forge and Laser Workbench have unique recipes only now to help with lag.
  • Tweaked loot again to reduce the chances of double weapons.
  • Fixed a bug with the Super Coffee quest.
  • Changed XP. Most zombies give slightly less, feral rads give more, behemoths give a LOT more (at least double).
  • XP required to level slightly decreased. (from 11,000 to 10,000)
  • Level cap increased to 250 to help with lack of skill points.
  • Spikes should slow down zombies a little more.
  • "Buzzed" buff no longer makes you immune to stun! You need to be "Drunk" for that. (6 beers, or 1 grain alcohol, and it slows you down)
  • Increased the range of the sledgehamer, cos it's a 2-handed weapon. (still less than the spear but more than all the clubs)
  • Increased behemoth spawn chance in the wasteland.
  • Grain alcohol is now scientist mastery only. (first aid kit doesn't use it)
  • Cleaned up lots of localization issues.
  • Reduced Research Note cost to make the Future Technology book.

That's it! Go have fun. :)

 
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Flamwthrower

Hi KhaineGB

we found out yesterday that the Flamethrower is not really working. After you use it the game crashes for the Player.

I looked on my Server and there come a Error Message

Exception: Buff named 'Burning' does not exist!

In SP it works perfect but not in MP.

Maybe you can fix this.

Thx and great work we love your Mod

 
I've tried something out on Survival MP and didn't have any errors.

Threw the edited file in the discord so server owners can try out it and let me know. :)

 
hi! i have an issue, it keeps telling me error loading account, but i never had this problem when i played on 1.7.x . i tried with vanilla and other mods and i have no problem

 
No idea on that one. I'd make sure you have steam running, make sure you are NOT running EAC and if that doesn't work, try validating the initial 7DTD install and then reinstalling the mod.

But that doesn't sound like a mod-related issue.

 
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