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

Hit my first blood moon with this mod and the zombies keep respawning... I probably killed a hundred or so before I started wondering if this is intended?

 
@ KhaineGB

OK m8 totaly understand.

I need a replacement trader because the block he was stood on was removed after i moved him to new location and now when i re-join SP the trader is no longer there?.

Kinda messed that up also happend with a couple ok guards on the wall are now fallen down and are out side the main compound... lolz

OK so i guess i will have to restart once again and be more careful this time... :smile-new:

 
Meh, i can´t load the mod. Clicked Presync in the ModLauncher now it is "Refreshing mods" for an hour already.

Manually putting that 3 folders in gives me a blackscreen when starting the game, i only see the game mouse pointer.

WIN 7 ain´t a problem i hope?

 
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Meh, i can´t load the mod. Clicked Presync in the ModLauncher now it is "Refreshing mods" for an hour already.
Manually putting that 3 folders in gives me a blackscreen when starting the game, i only see the game mouse pointer.

WIN 7 ain´t a problem i hope?
My wife is playing on W7. But mods in 7DTD eat a crapton of RAM. Make sure you have nothing open. It can take a LONG time to load a mod if your on a slow HDD as well.

And DL this took a long time the first time i did the synchronization.

 
Hey question,

In the perks tab you got all the things that take books and the ones related to skills.

But how do the skill ones work?

In particular the workbench ones, that ones really limitting what I can do right now.

 
You said you didn't want to add a way to have more guards because you prefer turrets but WHAT IF. You put a crafting box like for the animals where you require to feed them or craft their bullets. That way it's harder to maintain. Less cheap but more powerfull or something along those lines.

btw are "workbench/campfire" icons hardcoded ? Would be neet for all the workstation to have their own icon.

EDIT : saw my first spider. Run quite fast but outrunable. Size is kind of like the small ones in Skyrim for those like me kinda arachnophobic but still like to kill them

 
@ KhaineGB
OK m8 totaly understand.

I need a replacement trader because the block he was stood on was removed after i moved him to new location and now when i re-join SP the trader is no longer there?.

Kinda messed that up also happend with a couple ok guards on the wall are now fallen down and are out side the main compound... lolz

OK so i guess i will have to restart once again and be more careful this time... :smile-new:
I didn't even know it was POSSIBLE to destroy the trader block.

Well I just learned something. :D

Food that gives "health" like can of pears or chicken ratio does not give health
Yes it does.

Code:
<item name="foodCanBeef">
<property name="HoldType" value="31"/>
<property name="DisplayType" value="food"/>
<property name="Meshfile" value="Items/Misc/parcelPrefab"/>
<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
<property name="Material" value="Mmetal"/>
<property name="Weight" value="5"/>
<property name="EconomicValue" value="60"/>
<property name="Stacknumber" value="50"/> <!-- STK food -->
<property class="Action0">
	<property name="Class" value="Eat"/>
	<property name="Delay" value="1.0"/>
	<property name="Use_time" value="..."/>
	<property name="Sound_start" value="player_eating"/>
	<property name="Create_item" value="drinkCanEmpty"/>
</property>
<property name="Group" value="Food/Cooking,Food/Cooking2"/>

<effect_group tiered="false">
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/>
</effect_group>
</item>

<item name="foodCanChicken">
<property name="Extends" value="foodCanBeef"/>

<effect_group tiered="false">
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/>
</effect_group>
</item>

<item name="foodCanLamb">
<property name="Extends" value="foodCanBeef"/>

<effect_group tiered="false">
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
	<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/>
</effect_group>
</item>
It's just not instant.

Meh, i can´t load the mod. Clicked Presync in the ModLauncher now it is "Refreshing mods" for an hour already.
Manually putting that 3 folders in gives me a blackscreen when starting the game, i only see the game mouse pointer.

WIN 7 ain´t a problem i hope?
Sphereii found an issue with the launcher and large mods. He's working on fixing that.

Regarding black screen and manual install, turn EAC off. The mod uses edited DLL's and EAC is not happy with that. ;)

Hey question,
In the perks tab you got all the things that take books and the ones related to skills.

But how do the skill ones work?

In particular the workbench ones, that ones really limitting what I can do right now.
Mouse over the lock icon and it'll tell you what you need. Pretty sure workbenches are Construction Tools 15 & Tool Crafting 1 (for level 1) and Construction Tools 30 and Tool Crafting 2 (for Level 2)

You said you didn't want to add a way to have more guards because you prefer turrets but WHAT IF. You put a crafting box like for the animals where you require to feed them or craft their bullets. That way it's harder to maintain. Less cheap but more powerfull or something along those lines.
btw are "workbench/campfire" icons hardcoded ? Would be neet for all the workstation to have their own icon.

EDIT : saw my first spider. Run quite fast but outrunable. Size is kind of like the small ones in Skyrim for those like me kinda arachnophobic but still like to kill them
I actually want to do that with the guards eventually, but currently having issues with EntityAliveSDX + ranged attacks...

...to the point my ranged NPC ran up to a behemoth and started kicking it in the crotch instead of using her bow. Soooooo.... yeah. :D

 
I am having a issue no zombies in the game even when i go do a clear quest or a fetch quest. How do I get them back in game? Please need help

 
Are night stalker what you call behemoth ?

And what about the metalworkebench or tailoring station in recipies. Is htat possible to add ?

For the food that's pretty strange because i ran 1km with 14 health. Chugged two cans with "health" and when i arrived at my base, i was still at 14. Weird

 
I did not see this in the lastest update notes, but may have missed it. The compound bow at level 8 has a lower damage and projectile speed than it's level 6 counterparts without any in-game mods applied to either version.

 
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I am having a issue no zombies in the game even when i go do a clear quest or a fetch quest. How do I get them back in game? Please need help
You hit the max zombie count. Working on a way to add this to the main menu as a user-configrable option. In the mean time, press F1 to open the console and do this.

Code:
sg MaxSpawnedZombies 80
You can set it to 100 if you want, but be aware it can impact performance. :)

Are night stalker what you call behemoth ?
And what about the metalworkebench or tailoring station in recipies. Is htat possible to add ?

For the food that's pretty strange because i ran 1km with 14 health. Chugged two cans with "health" and when i arrived at my base, i was still at 14. Weird
Nope, night stalker is the night stalker. You'll know the behemoth when you see it. ;)

Those two recipes are already in. They're workbenches level 2.

I did not see this in the lastest update notes, but may have missed it. The compound bow at level 8 has a lower damage and projectile speed than it's level 6 counterparts without any in-game mods applied to either version.
Will double check the code for that. May have derped. I'm pretty sure those are NOT tier-related, but you never know. Always worth a check.

EDIT: Ok, me and a couple of the testers tried this out. Compound Bow is working absolutely fine locally at T6 and T8. We had a suspicion there might be an issue and then found it was related to the difficulty level.

But base damage, without mods, is working fine.

If you're using a modlet that changes weapons to have different damage based on tier, that might be why.

 
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Hi Sphereii thanks for asking about my controller issue, it is very frustrating and keeping me from playing DF. My controller works okay on the base game now, up until recently it also malfunctioned on the base game. I don't know about any associated logs. The controller just acts very slugglish. I often have to double tap the left stick to rotate view. Even on the highest sensitivity settings in game looking around is slow. Looking up and down is very jerky and imprecise. In times past there seemed to be a conflict between Steam big box mode and controller settings on my non steam games. I have been able to resolve those issues but not for DF. I wish I could tell you more but I'm not really pc savvy. I really appreciate your launcher I use it all the time.

 
Hi Sphereii thanks for asking about my controller issue, it is very frustrating and keeping me from playing DF. My controller works okay on the base game now, up until recently it also malfunctioned on the base game. I don't know about any associated logs. The controller just acts very slugglish. I often have to double tap the left stick to rotate view. Even on the highest sensitivity settings in game looking around is slow. Looking up and down is very jerky and imprecise. In times past there seemed to be a conflict between Steam big box mode and controller settings on my non steam games. I have been able to resolve those issues but not for DF. I wish I could tell you more but I'm not really pc savvy. I really appreciate your launcher I use it all the time.
Which controller are you running? Are you starting the Mod Launcher through Steam's Big Picture mode? You can add the Mod Launcher as a non-Steam game.

 
Those two recipes are already in. They're workbenches level 2.

=> No sorry i meant special icons for recepie. Like there's a campfire icon, a tool for forge etc... Custom icon for the requiried workbench

Ah and Guards do not fire at dogs

 
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Those two recipes are already in. They're workbenches level 2.
=> No sorry i meant special icons for recepie. Like there's a campfire icon, a tool for forge etc... Custom icon for the requiried workbench

Ah and Guards do not fire at dogs
Possible to do that? Yes.

Am I going to? No, because I'd have to rebuilt the ENTIRE UI_icon atlas and have it all as seperate icons in the mods folder.

I did that in A16. It was an absolute pain in the arse. :D

 
I know they are very attractive and it's hard not to abuse them :p Anyway this is intended.
I don't get why. Especially RadDogs. It's really really hard to kill them solo at our level. Because they regenerate faster than solo dps. So i guess it's because Dogs are "animal class" and guards would should at everything including does, stags, cows etc...

So i need to find a way to build turrets at level 15 :p

Possible to do that? Yes.
Am I going to? No, because I'd have to rebuilt the ENTIRE UI_icon atlas and have it all as seperate icons in the mods folder.

I did that in A16. It was an absolute pain in the arse. :D
Oh that's too bad. Sometimes things that looks really easy to do are the most time consuming :p i get that.

 
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