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

Yeah I have no idea whats going on either, there are just some spots where the plants just won't stick/plant, yet other spots right beside them as you can see in my image I put there are perfectly fine.

Like this is what happens when I try to plant on that spot, notice how the plant like falls off and slides down the side? 7DaysToDie 2018-11-09 20-57-30.jpg

 
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No idea what's happening there... it's been working fine for me.

I'll double check a few things, but I personally just use a 5x5 grid with 1 block of water in the middle and never had a problem.

 
V1.8.4B is on GitHub and the launcher! Have fun!

  • 2 class books granted in a single player world.
  • Auto Coil Turret added. Uses 7.62mm coilrounds.
  • Auto Turret should be able to use 9mm Hollow Point rounds in addition to normal rounds.
  • Added gun sounds from earlier Alphas (Pistol, AK-47 and SMG) to the P225, M4A1 and Coilcarbine.
  • Muscle car spawn rates adjusted.
  • Damaged variants of the muscle cars and ambulance added.
  • Added gas cans as something you can "harvest" from muscle cars and the ambulance. (they were supposed to have this, but I forgot)
  • V8 engine changed to use the most fuel (more than the small engine)
  • New lootable vehicles added! All have at least 2 damage stages. (Police Car, Taxi, School Bus, Mail Truck, Fire Engine, Garbage Truck, Military APC, Military Scout, Military Truck)
  • All of the above vehicles have unique loot lists, to a certain extent. (taxi and motorbike use generic car lists)
  • All new vehicles have a chance to drop the new parts for the car and roadhog when harvested.
  • Fixed a bug on the Radiated Zombie Policeman loot list.
  • Vehicle code updated so the car can destroy blocks without needing to use EntityCustomLoader, so the red text is gone. BEGONE RED TEXT!
  • Custom icons added to the Roadhog and Car UI windows, compass and map.
  • Changed the size of the inventory slots on the car so they fit on the screen better.
  • Changed the size of the car stats bar (where you refuel) so it lines up with the inventory.
  • Changed the size of the roadhog stats bar (where you refuel) so it lines up with the inventory.
  • Finally fixed the UI for the input slots on the Big Forge and Advanced Forge so it's not too big anymore.
  • Inventory issue fixed on all custom vehicles.
  • New buttons for the backpack and the vehicle storage: Stash All, Take All, Drop All. (Stash All has a variant option that ignores the TOP row of the backpack)
  • All vehicles now have custom inventory sizes and have been tweaked... see the next list.

Vehicle inventory size list.

  • Minibike is 25 slot inventory. It is the slowest vehicle and cannot run over zombies OR destroy blocks.
  • Roadhog has a 45 slot inventory. It is the fastest vehicle, can run over zombies but CANNOT destroy blocks.
  • Armoured Car has a 80 slot inventory. It is faster than the minibike, but slower than the roadhog, can run over zombies and can destroy blocks (like trash bags and cinder blocks)

Restart not required, but new cars will only spawn in unexplored areas, so bear that in mind. The inventory size adjustment won't properly take effect until you disassemble your vehicle and rebuild it. Any items in "hidden" inventory slots (which will happen with the minibike) are still there and will go to your inventory when you take the basket out. So make sure you empty your bike as much as possible, then your inventory and take it apart to get any remaining items.

 
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No idea what's happening there... it's been working fine for me.
I'll double check a few things, but I personally just use a 5x5 grid with 1 block of water in the middle and never had a problem.
Yeah I tried that but the lower right corner plant wouldn't stick, it'd fall off, until I put a block of dirt beside it, then removed it, and it seems to have stuck, unsure if it'll stay that way after I have to replant it.

Also how does one get a second class book if your continue from a old game? Like the one that you get from single player? I'm on day 15 90 min days and still don't got enough skill papers to make a second class manual, so I kinda want this lol.

I may just start a new game actually. Since it spawns in new stuff, and I've explore a fair amount so i'd have to go like 5 km out from my base for the new stuff to spawn. Now I gotta decide what second class to take, I usually take Civilian first, as those skill points are useful early game, lets me max weapon/tool craft very early. then need lv 30 to lv them to 5.

 
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Khaine is there any chance of releasing a version that doesn't use the custom vehicle code please?
Any reason why? I'm just curious. Pretty sure the creator of said code allows it to be used in other mods, you could just not build the custom vechicles.

 
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Khaine, did you notice the issue I posted at https://github.com/KhaineGB/DarknessFallsServerBBM45/issues/1 ?
I've run the mod up to 1.8.3 successfully on a server, but beginning with 1.8.4 (and also 1.8.4B) it fails during startup with some repeating error (see issue for details).

Is that a known problem?

Any hints on how to avoid that or things to try?
I'm not the mod creator nor did I work on it, but did you by any chance modify anything in either of the xui directories? or using another modified dll for example? As I tried to use simple UI with Darkness Falls for a bigger backpack and i'd get a init error at launch due to custom codeing the .dll in Darkness Falls has that is not present in the vanilla dll so it errors out. If you've edited the xui's, or used a diffrent assembly_csharp.dll that could be causing it.

Thats my stab at the issue anyway.

 
I'm not the mod creator nor did I work on it, but did you by any chance modify anything in either of the xui directories? or using another modified dll for example? As I tried to use simple UI with Darkness Falls for a bigger backpack and i'd get a init error at launch due to custom codeing the .dll in Darkness Falls has that is not present in the vanilla dll so it errors out. If you've edited the xui's, or used a diffrent assembly_csharp.dll that could be causing it.
Thats my stab at the issue anyway.
Thanks for that comment Siveria.

I'm using just the plain vanilla mod (as cloned from github), so no customizations from my side there.

 
Hello! After the last update in the moped reduced storage to 25 cells. I want to ask him TO even increase. Or tell me how I can do it myself. Wasn't enough, now VERY little. With that volume, it's a waste of time and gasoline. The rest very much. And by the way, I have 24 cages in my mini-bike right now. Very sad.

 
Khaine is there any chance of releasing a version that doesn't use the custom vehicle code please?
Give me a good reason why, because I really don't want to maintain ANOTHER code base. :p (and I'd need 1 for single player and 1 for servers)

Khaine, did you notice the issue I posted at https://github.com/KhaineGB/DarknessFallsServerBBM45/issues/1 ?
I've run the mod up to 1.8.3 successfully on a server, but beginning with 1.8.4 (and also 1.8.4B) it fails during startup with some repeating error (see issue for details).

Is that a known problem?

Any hints on how to avoid that or things to try?
No, I hadn't seen that error. However that NRE seems to be related to power issues... and I have absolutely no idea how or why you're getting it because the ONLY thing I've messed around with on the power side is the new turret (which went into 1.8.4B). The build is/was running fine for me on my server.

I say is/was because I had the great idea of formatting it to install windows.... but it was running fine on a Ubuntu 18.04 server.

Hello! After the last update in the moped reduced storage to 25 cells. I want to ask him TO even increase. Or tell me how I can do it myself. Wasn't enough, now VERY little. With that volume, it's a waste of time and gasoline. The rest very much. And by the way, I have 24 cages in my mini-bike right now. Very sad.
No. I'm not going to increase it.

The roadhog is 45 slot. The car is 80 slot. It's called a "Progression system."

Increasing it is in windows.xml (which I don't recommend messing with) or XUi (try swapping <window name="windowVehicleStorage" /> for either <window name="VehicleRoadhogStorage" /> (45 slot, same as minibike before this update) or <window name="VehicleCarStorage" /> (80 slot).

However you would be defeating the point of the progression system I have put in place AND the current minibike storage is still larger than vanilla values.

 
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Khaine, a little bit of my thinking.

1. Coil turret does not require the skill of turrets to create.

2. I just can not understand the creation of a laser workbench. It is created in the laser workbench itself. And how to loot it or is it installed somewhere? Can you create it in lathe? ;-)

3. I tried to understand the gamestages.xml file, but my brain exploded. My vision is this: with 112 nights, dangerous zombies from BaseBreakersNoBears disappeared. If I understand correctly, these are the ones that have smoke like an airdrop. Radioactive, fiery zombies are weak and not dangerous, they have no long-range attack and do not explode. But succubus, demons, Behemoth are present. Can you add this spawn BaseBreakers to every next horde?

4. What do bunkers look like that open red and blue cards(or what prefab for them?)? The same water wells as the green cards? And there is no spawn zombies in them, but it would be good. And the first door after the descent is open. I think it's wrong.

 
Khaine, a little bit of my thinking.1. Coil turret does not require the skill of turrets to create.

2. I just can not understand the creation of a laser workbench. It is created in the laser workbench itself. And how to loot it or is it installed somewhere? Can you create it in lathe? ;-)

3. I tried to understand the gamestages.xml file, but my brain exploded. My vision is this: with 112 nights, dangerous zombies from BaseBreakersNoBears disappeared. If I understand correctly, these are the ones that have smoke like an airdrop. Radioactive, fiery zombies are weak and not dangerous, they have no long-range attack and do not explode. But succubus, demons, Behemoth are present. Can you add this spawn BaseBreakers to every next horde?

4. What do bunkers look like that open red and blue cards(or what prefab for them?)? The same water wells as the green cards? And there is no spawn zombies in them, but it would be good. And the first door after the descent is open. I think it's wrong.
1) That was an oversight on my part cos I'm kinda dumb. ;)

2) You need to find the big bunker in the wasteland to create a laser workbench (it has a working laser workbench and fusion forge).

3) Welcome to my world. ;) The problem is that telling me you had 112 nights doesn't tell me what gamestage you were at, so I can't easily do that. Also the fire zombies DO have ranged attacks... which they don't always use for some reason. It does a lot of block damage and not much player damage (which is intended). I think a better alternative might be to change how difficulty settings adjust the gamestage... something to look into for sure.

4) That's the wasteland one. Look for an army camp. The well door being open is intended so folks have a way to get more keycards fairly easily... and they do spawn zombies. Just not all of the time for some reason because apparently the sleeper system hates me.

 
I am worried about the wasteland how balanced are the bandits guns? I am worried because those npcs guarding the traders seem to have infinite ammo and never seem to ever need to reload, not to mention they are super accurite like a aimbot. They also seem to hit like trucks. I've actually gotten killed by said trader guards in earlier games when I first started the mod to try it as they don't check if a player is in the way before they shoot. Either that or I got clipped by stray shots, needless to say I died before I even knew wth hit me.

 
That's the problem... they will straight up aim and shoot you. Most people tend to only encounter pistol bandits though.

Basically it's not wise to go there without some armour and at least a minibike so you can just drive straight past them.

And yes, trader guards have infinite ammo intentionally, because people were complaining when they didn't.

 
Did a quick creative tour on the most recent version and driving the armored car through the center of the map was a blast. Gives us something to aim for as the wife and I play a new game of it.

Thanks for all your work on the mod!

 
I found this big bunker in the wasteland !!! The future has come ;-)

It was wonderful. How many times have I driven around them. Facepalm. If you do not know where he is, then it is very difficult to find him.

 
By any chance did you remove Antibiotics from Pill case and Medicine cabinet loot lists? I've looted 5 pop-n-pills and that huge 8-10 floor hospital and I haven't found one Antibiotic yet.

 
Did a quick creative tour on the most recent version and driving the armored car through the center of the map was a blast. Gives us something to aim for as the wife and I play a new game of it.
Thanks for all your work on the mod!
Glad you like it! There's something just... cathartic about running over tree's and stuff with it. :)

I found this big bunker in the wasteland !!! The future has come ;-)It was wonderful. How many times have I driven around them. Facepalm. If you do not know where he is, then it is very difficult to find him.
My only concern is that it's a bit laggy. Still trying to track down why but I know it's not due to new textures used.

By any chance did you remove Antibiotics from Pill case and Medicine cabinet loot lists? I've looted 5 pop-n-pills and that huge 8-10 floor hospital and I haven't found one Antibiotic yet.
I did not. Sounds like RNG just really hates you. :)

 
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