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

I just had a player on my dedicated server fall through the map and now is having trouble logging back on. Does anybody know of some work-around for this?

I have tried rebooting the server. He still cant get pass loading screen.

I'd prefer not to delete his player .ttp files and make him reset if possible.

Thank you.

 
I mostly play coop with 1 other player. Our perk progression is different somehow, specifically in the advanced engineering line. My AE requires tier 3 and level 60 to allow cement mixer production, but his only requires tier 2 and level 30. Is one of us running a previous build somehow?

 
I just had a player on my dedicated server fall through the map and now is having trouble logging back on. Does anybody know of some work-around for this?
I have tried rebooting the server. He still cant get pass loading screen.

I'd prefer not to delete his player .ttp files and make him reset if possible.

Thank you.
Are you using any server tools? I think there's a way to teleport an offline player if so.

I'm REALLY bad with the server-side of things, so I'm just going by what other folks have told me. :)

I mostly play coop with 1 other player. Our perk progression is different somehow, specifically in the advanced engineering line. My AE requires tier 3 and level 60 to allow cement mixer production, but his only requires tier 2 and level 30. Is one of us running a previous build somehow?
I believe I was told about that. Sounds like it's just a localization issue.

Feel free to ignore. I'm re-doing a lot of that anyways so I will make absolutely sure that it's correct for 2.1. Any incorrect XML will be pushed from the server, so you're good. :)

Also, just a bit of an update for everyone regarding what's going on right now.

7th was my wedding anniversary, so I spent the whole day with the wife. Next week I'm away at a festival for 4 days, 14th to 17th, so any messages during that time won't be answered since I'll be in the middle of Wales with a potato for internet signal on my phone.

I -will- try to hop in the discord. But I might be drunk. So you've been warned. ;)

 
We are playing the experimental version on a dedicated server. One our player suddenly had his console open with a scrolling stack overflow error. The fat zombie in front of him would swing at him and was unable to hit him and the animation seemed jerky/odd. He was unable to close the console and had to Alt-Tab out to be able to close the game. During this no one else had any trouble and could continue to play unhindered. Now this player is unable to log back in and his console just opens with the stack overflow error.

Does anyone know if I have any options short of a wipe of his player info loosing all his progress?

 
I'll need the output_log to find out what the issue is there. I also need confirmation you're definitely using the 2.1 experimental build.

It sounds like the armor use skill might be bugging out, but I haven't had anyone else report that yet.

And yeah, you might have to delete his profile to fix it. That's why the experimental has a big warning on it. ;)

 
Any idea @KhaineGB what could be causing this error? I just upgraded my OS to Windows 10 last night / this morning, was playing Darkness Falls the latest non-experimental with others through the mod launcher yesterday, no issue. If I click the pictured 'okay' button, the green syncing meter ( Refreshing Mods for Darkness Falls - Cancel Sync ) shown below stops, like the process has quit working.

I even reloaded .net framework 3.5 and 2.0 via Windows Features. Suppose all I can do is.. wait a while and see if the issue resolves itself.

https://imgur.com/a/m2RTufP

 
Absolutely no idea. I don't use the mod launcher.

Could try making sure all the .NET 4.0 or higher framework is up to date. Failing that, beg master Sphereii for help. :)

 
Try running the launcher as administrator if you haven't already. One thing windows continually fails at is user account controls. A person would think if there is only one user and they are set as administrator that everything they launch would be launched as administrator but they would be wrong. The way windows assumes everyone who uses it is an idiot that can't be trusted is quite annoying. Some days I miss dos. One simple command from you and it will kill itself. Thats how machines should be. You start letting them question our every actions and we are one step closer to skynet.

 
^ This is actally a good point.

I've had 7DTD say it can't find steam unless I run 7DTD as an admin... and then other times it just works.

 
Try running the launcher as administrator if you haven't already. One thing windows continually fails at is user account controls. A person would think if there is only one user and they are set as administrator that everything they launch would be launched as administrator but they would be wrong. The way windows assumes everyone who uses it is an idiot that can't be trusted is quite annoying. Some days I miss dos. One simple command from you and it will kill itself. Thats how machines should be. You start letting them question our every actions and we are one step closer to skynet.
I looked into it, and I'm running 7 Days to Die as admin, and also enabled the older .NET 3.5 / 2.0 options in Windows 10. I'm not sure what fixed it.. did install the launcher again after posting that the other night with Admin level privilege, but its working again, so thank you regardless.

As for the mod, yeah. Its really fun to play, especially with others like I've been doing. Almost can't wait to see what changes 2.1 will give us players. Thanks again KhaineGB, and Scwanobi.

 
Seeing this in logs over and over,

BlockSpawnEntity:: Spawn New Trader.

17.2 no modlets and running cpm, and my mod for server side

 
So... 2.1 is going to be delayed.

I realised I HATE the A17 progression system. Absolutely hate it.

So I downloaded A16 and I'm converting that over as a base to start with, then adding in A17 perks that I like, mod specific stuff, etc.

- - - Updated - - -

Seeing this in logs over and over,
BlockSpawnEntity:: Spawn New Trader.

17.2 no modlets and running cpm, and my mod for server side
That's the vanilla trader spawning block I think.

Which means either people are moving traders around... which I do NOT recommend because the block constantly spawns traders, or something else is messing with it.

 
Yea we understand the experimental just trying to report bugs as we find them and fixes if the exist.

StackOverflowException: The requested operation caused a stack overflow.

at MinEffectGroup.ModifyValue (.EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, Single level, FastTags _tags, Int32 _multiplier) [0x00000] in <filename unknown>:0

at MinEffectController.ModifyValue (.EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, Single _level, FastTags _tags, Int32 multiplier) [0x00000] in <filename unknown>:0

at BuffClass.ModifyValue (.EntityAlive _self, PassiveEffects _effect, .BuffValue _bv, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x00000] in <filename unknown>:0

at EntityBuffs.ModifyValue (PassiveEffects _effect, System.Single& _value, System.Single& _perc_val, FastTags _tags) [0x00000] in <filename unknown>:0

at EffectManager.GetValue (PassiveEffects _passiveEffect, .ItemValue _originalItemValue, Single _originalValue, .EntityAlive _entity, .Recipe _recipe, FastTags tags, Boolean calcEquipment, Boolean calcHoldingItem, Boolean calcProgression, Boolean calcBuffs) [0x00000] in <filename unknown>:0

at ProgressionClass.GetCalculatedLevel (.EntityAlive _ea, .ProgressionValue _pv) [0x00000] in <filename unknown>:0

at ProgressionLevel.IsValid (MinEventParams _params) [0x00000] in <filename unknown>:0

 
So... 2.1 is going to be delayed.
I realised I HATE the A17 progression system. Absolutely hate it.

So I downloaded A16 and I'm converting that over as a base to start with, then adding in A17 perks that I like, mod specific stuff, etc.

- - - Updated - - -

That's the vanilla trader spawning block I think.

Which means either people are moving traders around... which I do NOT recommend because the block constantly spawns traders, or something else is messing with it.
You're not using the one shot trader spawn? Want it, if you don't already have it?

 
Yea we understand the experimental just trying to report bugs as we find them and fixes if the exist.

StackOverflowException: The requested operation caused a stack overflow.

at MinEffectGroup.ModifyValue (.EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, Single level, FastTags _tags, Int32 _multiplier) [0x00000] in <filename unknown>:0

at MinEffectController.ModifyValue (.EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, Single _level, FastTags _tags, Int32 multiplier) [0x00000] in <filename unknown>:0

at BuffClass.ModifyValue (.EntityAlive _self, PassiveEffects _effect, .BuffValue _bv, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x00000] in <filename unknown>:0

at EntityBuffs.ModifyValue (PassiveEffects _effect, System.Single& _value, System.Single& _perc_val, FastTags _tags) [0x00000] in <filename unknown>:0

at EffectManager.GetValue (PassiveEffects _passiveEffect, .ItemValue _originalItemValue, Single _originalValue, .EntityAlive _entity, .Recipe _recipe, FastTags tags, Boolean calcEquipment, Boolean calcHoldingItem, Boolean calcProgression, Boolean calcBuffs) [0x00000] in <filename unknown>:0

at ProgressionClass.GetCalculatedLevel (.EntityAlive _ea, .ProgressionValue _pv) [0x00000] in <filename unknown>:0

at ProgressionLevel.IsValid (MinEventParams _params) [0x00000] in <filename unknown>:0
90% sure that's the armor skill...

And pretty sure it's because it was accessing an incorrect cvar.

EDIT: Fixed the errant cvar and pushed to gitlab. No idea if it will fix it, but I'm basically re-writing the progression file anyways... soooooo... :D

 
Last edited by a moderator:
Hi Khaine,

You know I'm a fan so please don't take this as a complaint. I just want to mention that we seem to be having a lot of issues with blocks turned around on the Magoli Compo Prefab packs,) I didn't load it separately I loaded your Mod clean). Its not usually a huge issue except quite often it's the book cases and we all know how important books are in your Mod.

Thanks for all your work!

 
That's probably why then.

Not much I can do about that because the spawn trader block is a vanilla function.

However I'm absolutely be going to recommend folks use the maps I'm including from now on, just because I'm having so many problems with getting the RWG to do what I want regarding POI and biome distribution.

I honestly wish they'd just put the A16 one back for now.

 
Unsure what is happening

I have a few questions, if anyone can help:

1) I have laborer class and level 3 in Hammer and Forge, which "at a workbench you can craft iron armor and a crucible" - though my crucible recipe is unknown currently. This is stopping me from making forged steel. I am unsure what I am missing, or what else needs done before I can make forged steel. Is there a level requirement to make forged steel? I can make the workbench just fine. I have resorted to tearing apart power lines.

1.a) Crucible also requires a "welding tool" which I have looted for weeks and never seen. Is this a looted item, is it included with something, or something else? I am not sure what I am missing on this one as well. EDIT - I have seen in this forum that the torch is just rare. I will keep looking.

2) Is the only way to get "bundle of skill notes" to salvage mod schematics? To get the required 120 (60 @ station) at only 3 a pop seems like it would take ages to get a new class skill. I am ok with the grind, I just want to make sure I am not overlooking other ways.

 
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