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

Just a quick question if anyone knows, I have been playing this mod with a buddy, we love it so far but on the 1st horde night (7th day) it was absolutely unmanageable.
There is no possible way we could deal with that amount. At one point there were like 30-40 glowing dogs, like 5 bears as soon as horde night started, 4-6 demons, and the normal continuous zombies.

Blood moon count was set to 16, theres no way that was the count.

Is there something we're missing?
Wait till you get the second horde... 40 glowing dogs was easy (we died on first horde night too :p ) Second one... We did it thanks to trader guards because we are fools and won't leave until it resets us and we cry :p

 
Khaine,

The Invalid Layer 1 is also happening in burnt forest. I've tested two different Biomes. One goes from desert to Burnt Forest and it immediately starts spitting the error. Another goes from forest to burnt forest and same thing. Exiting the area (burnt forest) fixes it. I'll look for zombies in the area when I see it again and see which ones are there.

 
Alright, being blunt, I'm not gonna be able to fix all of the layer 1 issues.

Burnt forest means it's likely Eve, and she's not my model.

All the stuff in the normal forest is fixed EXCEPT for the archer, which also isn't my model.

I've re-done all of mine with new controllers to try and fix it. If that doesn't fix it, TFP need to sort out their god awful server code.

EDIT: I WILL try some XML tweaks to see if I can do anything about it, but as mentioned, I remade all of my models to fix it, so it might be a case of "Sorry, deal with it"

 
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Yeah the layer error doesn't bother me. I'm running 2.2 RWG and when I move far away from my "base" Zombies just stop spawning. Have to kill the server and restart it. No idea what's causing it other than weird chunk issues?

 
So without knowing about only being able to choose Biological Boosts and Technological Boost. Is there no way to switch back from Technological to Biological? If not, might just stop playing since i 100% have a preference.

 
So without knowing about only being able to choose Biological Boosts and Technological Boost. Is there no way to switch back from Technological to Biological? If not, might just stop playing since i 100% have a preference.
What do you mean ? You cannot pick points in the two trees ? Guess it's modifiable in Xmls if that's it but i don't know

 
Yeah the layer error doesn't bother me. I'm running 2.2 RWG and when I move far away from my "base" Zombies just stop spawning. Have to kill the server and restart it. No idea what's causing it other than weird chunk issues?
Aha. Now THAT is an easy fix.

You're hitting the max zombie limit. Find this in your server config.

Code:
<property name="MaxSpawnedZombies"				value="60"/>
Increase it to 75 or 100

So without knowing about only being able to choose Biological Boosts and Technological Boost. Is there no way to switch back from Technological to Biological? If not, might just stop playing since i 100% have a preference.
No you can't. It does state you have to have one or the other on the lock icons for the perks.

Hi guys,back to this mod again. hich should I play; stable or exp version?

thanks!
Stable. Experimental is currently unused.

 
Aha. Now THAT is an easy fix.
You're hitting the max zombie limit. Find this in your server config.

Code:
<property name="MaxSpawnedZombies"				value="60"/>
Increase it to 75 or 100

No you can't. It does state you have to have one or the other on the lock icons for the perks.

Stable. Experimental is currently unused.
Thanks!

Btw, any good seed? :p

 
Is there anything we can do with a destroyed demon portal or was I not supossed to be hitting it with my pickaxe? Also, is there any environmental reason to take them all down (demons-b-gone)?

Cheers!

 
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Thank you. The Zombies not spawning makes sense I guess, traveling a distance with stuff spawning does add up. I think I had set it to 65 when I launched, I'll crank that up :>

- - - Updated - - -

Is there anything we can do with a destroyed demon portal or was I not supossed to be hitting it with my pickaxe? Also, is there any environmental reason to take them all down (demons-b-gone)?
Cheers!
You can loot them after for Demon Essence for making the shots in the Technology skill line. there are plenty of them, so killing a few is no big deal.

 
Khaine,

Getting an error when trying to log into my server. Will not let me in :/ Error loading assetbundle MechanicGarage.unity3d failed.

I did put up a couple mechanic benches before I logged last night. Restarting the server doesn't seem to help.

Edit:

Pre-synced and got in. hrmf

 
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Hey Khaine, I got a few errors Array out of bounds while travelling (was naked a followed by a Vulture so i didn't take time to Screenshot) but question is what do you need when encoutering such errors ?

Screenshots ? Logs ? Location ? Time of day ? something like this ?

 
Hey again!

We have discovered a few new bugs, and an update on the birdnest named Air.

*The Birdnest named Air that causes nullref's seems to be part of POI's, found a sort of parkinglot with a large trailer that contained a few of those nests.

*The mutant zombie (i think it is, not using the HPbar modlet) seems to be having animation problems and mostly floats around in it's default T-Shape

*Some recipes like the metalTrussingBlockOld is missing from the advanced forge.

*The powered door seems to have some issue, this is a weird one and hard to duplicate I'd guess, this is how I did:

I built the iron door powered, and the relay. and then looked up on how to hookthem up, so i placed the door, and the relay two blocks underneat. and it closed when i hooked it up to my powergrid.

Then I placed a motion sensor above the door and hooked the cabling up and set the sensor to output when triggered. The door works fine.

I set the sensor to always output signal so I can leave the room, and in the morning I go out looting. (there is fuel left for days in the generator)

when I get to a building which was about 1Km from the base, I got nullrefsspamming on the server, so I restarted that one and logged back in.

after just a few minutes in the same building, I started getting nullref's on my client and had to shut down. This time I checked the log on my client and there was a bunch of

NullReferenceException: Object reference not set to an instance of an object

at BlockPoweredDoor.DoorAnimator (.BlockEntityData blockEntityData) [0x00000] in <filename unknown>:0

at DoorAutoTrigger.PlayAnimation (Boolean isOpen) [0x00000] in <filename unknown>:0

at DoorAutoTrigger.Update () [0x00000] in <filename unknown>:0

The same nullrefs were in the serverlog from the first restart.

I assume those are related to that powered door. I logged in, hurried back to base (didnt nullref anymore so I think it might be something that happens after a time at a certain distance from the door.

I removed the door and the relay, and have since not had the error. (even went back to the same building I got the errors in first, no troubles)

And the last for now. The advanced wire tool gives an error when trying to leftclick to remove cables.

 
Thanks!
Btw, any good seed? :p
Well we just reworked RWG again... sooooo... probably not. :D

Hey Khaine, I got a few errors Array out of bounds while travelling (was naked a followed by a Vulture so i didn't take time to Screenshot) but question is what do you need when encoutering such errors ?
Screenshots ? Logs ? Location ? Time of day ? something like this ?
Output_log would be good. But I wouldn't be surprised if it were something to do with RWG chunk corruption, which is sadly a vanilla issue. >_<

Hey again!We have discovered a few new bugs, and an update on the birdnest named Air.

*The Birdnest named Air that causes nullref's seems to be part of POI's, found a sort of parkinglot with a large trailer that contained a few of those nests.

*The mutant zombie (i think it is, not using the HPbar modlet) seems to be having animation problems and mostly floats around in it's default T-Shape

*Some recipes like the metalTrussingBlockOld is missing from the advanced forge.

*The powered door seems to have some issue, this is a weird one and hard to duplicate I'd guess, this is how I did:

I built the iron door powered, and the relay. and then looked up on how to hookthem up, so i placed the door, and the relay two blocks underneat. and it closed when i hooked it up to my powergrid.

Then I placed a motion sensor above the door and hooked the cabling up and set the sensor to output when triggered. The door works fine.

I set the sensor to always output signal so I can leave the room, and in the morning I go out looting. (there is fuel left for days in the generator)

when I get to a building which was about 1Km from the base, I got nullrefsspamming on the server, so I restarted that one and logged back in.

after just a few minutes in the same building, I started getting nullref's on my client and had to shut down. This time I checked the log on my client and there was a bunch of

NullReferenceException: Object reference not set to an instance of an object

at BlockPoweredDoor.DoorAnimator (.BlockEntityData blockEntityData) [0x00000] in <filename unknown>:0

at DoorAutoTrigger.PlayAnimation (Boolean isOpen) [0x00000] in <filename unknown>:0

at DoorAutoTrigger.Update () [0x00000] in <filename unknown>:0

The same nullrefs were in the serverlog from the first restart.

I assume those are related to that powered door. I logged in, hurried back to base (didnt nullref anymore so I think it might be something that happens after a time at a certain distance from the door.

I removed the door and the relay, and have since not had the error. (even went back to the same building I got the errors in first, no troubles)

And the last for now. The advanced wire tool gives an error when trying to leftclick to remove cables.
Ooof. Lot of info, but it's all good, so thank you. :)

1) Me and Mythixdino actually reworked a lot of the compo pack POI's, so HOPEFULLY that error is now fixed.

2) That sounds like the night stalker. Also fixed. :)

3) Aha! Will check and add those later.

4) The powered doors mod actually isn't mine. So unfortunately there isn't too much I can do to actually fix it.

However I will see if I can reproduce it locally, and then see if me or Myth can fix up the C# scripts to stop it happening again. No promises though!

5) Advanced wire tool has had it's ability to disconnect power removed in 2.21. The normal wire tool can do it though. I have absolutely no idea why, so this is a temp fix until I can fix it properly. :)

 
Hey,

Thanks for this awesome mod!

Me and my gf seem to have a problem in MP where no traders spawn, no matter what map we try to play on.

We've tried different spots and all trader spots are just empty.

Is there a solution for this issue? I've seen other people reporting the same problem.

Thank you!

 
Heya,

Couple things.

Is there something I can do to speed up login times? It seems we sit on "Waiting for server" for a long long time. Server is a 12 Core Dell Power Edge with 128 GB of Ram an a GB connection.

(Actually just timed it, 2 minutes and 33 seconds).

Is there a pretty easy way to update the server with all the fixes you are putting in place? I use the mod launcher for the client, but for some reason my 2016 server does not like it. Copy Pasta the download for the server work fine? (from your link).

 
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Hey,
Thanks for this awesome mod!

Me and my gf seem to have a problem in MP where no traders spawn, no matter what map we try to play on.

We've tried different spots and all trader spots are just empty.

Is there a solution for this issue? I've seen other people reporting the same problem.

Thank you!
It's an issue if using Linux for your server. This is the fix.

Temp fix for linux. It's a DMT bug.

Go into Mods/DarknessFalls. Copy ModInfo.xml and paste it into that same folder. Rename the copy to modInfo.xml (with the small m).

Issue is fixed in 2.21 experimental as DMT was updated. :)

Heya,
Couple things.

Is there something I can do to speed up login times? It seems we sit on "Waiting for server" for a long long time. Server is a 12 Core Dell Power Edge with 128 GB of Ram an a GB connection.

(Actually just timed it, 2 minutes and 33 seconds).

Is there a pretty easy way to update the server with all the fixes you are putting in place? I use the mod launcher for the client, but for some reason my 2016 server does not like it. Copy Pasta the download for the server work fine? (from your link).
In this instance, it's less the server being slow and more that the client needs to load all the files.

What's happening is it's trying to connect to the server, going "I need to receive the XML", recieves it and then starts loading all of the unity bundles.

I made the decision to force the game to load a lot of the extra assets into RAM because it was either that or a TON of lag while playing. The only thing I can recommend to decrease the load time would be to run the game off an NVME drive, but even then it's not exactly fast.

Mod launcher won't work for servers because that's client files, which are COMPLETELY different DLL's to the server build. You could try using a git program to clone the repo and that should keep it up to date.

in a big lab demon zombies shoot through walls till the upper floor
That's because of TFP's AOE/Explosion code. Happens on molotovs, rocket launchers and pipe bombs on the player side too.

AKA: Not fixable until TFP give us a way to stop stuff going through blocks.

 
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