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

Hi KGB when there were no bandits in A17 I uninstalled 7DTD. Now thanks to your work I'm coming back. They are only in your experimental version right? Do you have notes posted for that version?

 
Clients have the mod installed too? Also, if it's a game server provider, make sure they allow 8k maps. :) Some don't. They have a 6k limit.
they allow an 8k we ran 8k prior to this mod everyone has it installed and can load up in sp

when we try to join it goes all the way to create player we hear the little sound and cricket and nothing happens, it doesnt crash we just sit there.

 
Does experimental and the regular version have the same game options as vanilla? I like making blocks stronger and the more random horde nights.

 
they allow an 8k we ran 8k prior to this mod everyone has it installed and can load up in sp when we try to join it goes all the way to create player we hear the little sound and cricket and nothing happens, it doesnt crash we just sit there.
I'd check what's in your output_log and see if there's any hints there. If not, it might be worth talking to your host and see if they have any ideas. It sounds like the SUPER old creating player bug I had that was resolved with an SDX patch.

Does experimental and the regular version have the same game options as vanilla? I like making blocks stronger and the more random horde nights.
Experimental actually has slightly more options for the horde nights than the regular version, and I'm likely going to be adding some more. :)

 
What are behemoth zombies? Do they only show up at much higher day range or something?
No, it's tied to your gamestage... and the wasteland. I've encountered one on day 9 (45min/day) with a GS of about 50. Bad luck.

And I don't think they should move slower, you can outrun them by smart movement. That's how I've escaped and glad I didn't die.

 
No, it's tied to your gamestage... and the wasteland. I've encountered one on day 9 (45min/day) with a GS of about 50. Bad luck.And I don't think they should move slower, you can outrun them by smart movement. That's how I've escaped and glad I didn't die.
Cool. How do you tell what your gamestage is?

 
Just stopped by to say I've been playing this in SP (Metropolis) and it's by far the best 7D2D experience I've had to date (I've been playing since early A16).

The long game provides so much replay ability, since it takes a focused effort to unlock all of the classes. There's always some new goal to chase. I'm in the 'endgame' for the first time and simply loving the advanced tools and guns. I have a gigantic base and also an enormous mine for that elusive titanium.

Don't get me wrong - I died a bunch during the first two weeks or so. I believe I'm now on Day 49 with 13 deaths, most of which occurred in the first 30 days (which I see as a good thing). It took me awhile to figure out how to overcome some challenges (behemoths, bees and in the inestimable words of Games4Kickz 'holy balls', the wastelands are scary! At least half my deaths were there). It reminds me a lot of the play of Dark Souls where you have to pay close attention, learn and improve.

Kudos and thanks for all your hard work on this fantastic mod, KhaineGB. It truly feels like what 7D2D A17 should have been. (Edit: Found your Patreon & subbed up).

 
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Glad you're enjoying it :) Hopefully 2.1 should bring a few extra challenges and end game goals for folks to chase.

Currently dealing with some minor bugs and balance issues right now.

 
Glad you're enjoying it :) Hopefully 2.1 should bring a few extra challenges and end game goals for folks to chase.
Currently dealing with some minor bugs and balance issues right now.
Any changes to farming? I was ok with needing water nearby, but I've pretty much stoped farming in your mod since you made it actually use up the water. I did notice that block (forgot the name) that creates water blocks nearby, but what radius does it make them in? and what would a farm plot look like around one? My main issue with the farming is it makes me have to force mybase to be by a water source. Which in a17.2, can be hard to find.

 
I think I changed the plants to look for water within 4 blocks. Otherwise, no.

The reason I'm using that code is because it makes it WAY less likely for plants to just randomly die than the old code. Instead of dying when there's no water, they just don't grow.

Most folks take the rain catcher, dig 2 blocks down, place it at the bottom and just let the game do it's thing.

This is how one player has been doing all of their farms on 2.04 and says it works great. :)

A17.2_2019-03-05_18-53-17.jpg


 
Hi thx for ink tip, founded ! there is posible bug in tailor workstation , you can multiply endessly leather put there 1 and you get 4 put there 4 and you get 16 and so on. Dont think that pose to happen. :playful: Also i noticed that you have disabled caliber tool in items .xml any reason for that?

 
Actually the disabled caliper is the original one that's in the vanilla XML. I just didn't notice when I added my own.

And yeah, I know about the leather. That's likely gonna get disabled. :)

 
Hello, nice MOD and great work.

I have a question, during the game we unlock some skills points, but i don't know if they are applied to my character or if that only makes them unlocked and I must buy them with the skills books.

For example, I have the level 100 in guns unlocked, the icon of the cart in green, but I can buy the skills, I have done the test of making 10 books and apply them, but I have not seen that any improvement has been applied to the stats of the gun.

Thanks for all the work!!!!!!!!.

 
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