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

Currently having an error only when trying to join my friend hosting this mod. It gets stuck on recieving and loading config during the loading screen and spams this message with the time ticking up.

https://gyazo.com/7d6db5cb82cd01a1fdd9267b294f3393

Can anyone help? I've attempted reinstalling, verifying cache and reinstalling the mod files, join other vanilla AND darkness falls servers just fine, and she reset her server, built it from scratch again, and sent me the version of the mod she was using. I also cleared out my saves and other files in %appdata%, so I'm at a loss of what to do. One of my other friends can join her just fine with the mod, so not quite sure what's going on for me.

 
Is it intentional that you can't mix and match hazmat and power armor to protect against the radiation?

I only ask, as I'm almost level 150 and have yet to find hazmat gloves(found at least 10 of the rest of the hazmat gear). I managed to get power armor gloves from a random demon and thought I'd be fine going into the wasteland, but I still got radiation damage.

 
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Hello KhaineGB

Maybe already asked, but, does log traps are more like some kind of decorating now? Deals 20dmg no matter wood, iron or steel, and do not slow movement.
They're exactly the same as they were in earlier alphas. I haven't adjusted the numbers, just put the recipes back.
Lets investigate, and compare blocks.xml from 17 and 18 Alphas mod versions:

A17

Code:
<block name="steelLogSpike6"> <!-- log spike 6 Steel -->
   <property name="Class" value="TrunkTip"/>
   <property name="CreativeMode" value="Dev"/>
   <property name="Damage" [color=#f1c40f][b]value="40"[/b][/color]/>
...
</block>
A18

Code:
<block name="steelLogSpike6"> <!-- log spike 6 Steel -->
   <property name="Class" value="TrunkTip"/>
   <property name="CreativeMode" value="Dev"/>
   <property name="Damage" [color=#f39c12][b]value="7"[/b][/color]/>
...
</block>
Overall damage changes with upgrade:

A17 - 10 - 15 - 20 - 25 - 30 - 40

A18 - 3 - 4 - 5 - 6 - 7 - 7 !

So truth is - Its not in changes list, but log spikes are for decorations purposes now :smug: . Looks like trolling of players who relied too much on passive defence when plays previous versions.

P.S. Mod is great anyway

 
Good lord man, this is no joke. I usually play insanity, full nightmare and then I met DF. Night 1 I see radiated?? I cowered within the safety of the trader

guards until light and dropped difficulty to warrior. 3 days later learned using a the scrap pistol in the wild brings all the zeds to my yard. Whacked 2x trying to clear a L2 POI. On the way back a 3rd time to get my BP I run into this unholy thing that was in all black that had 900 HP. Dead again.

I'll be dropping down to default settings next session. This is great, I haven't been challenged like this in forever. I didn't think I was going to like classes, but ive quickly become a convert and the way you handled skills in general. All good stuff so far. Thanks for the great work!

 
This is great, I haven't been challenged like this in forever. I didn't think I was going to like classes, but ive quickly become a convert and the way you handled skills in general. All good stuff so far. Thanks for the great work!
I turned mine down a bit as well. I enjoyed the challenge but didn't like the bullet sponge aspect it introduces (not the mod's issue at all). I'll likely increase it again once my weapons get too strong. Only thing really killing me are ferals now that get the jump on me.

 
Long shot but, there wouldn't happen to be a modlet out that that just added Darkness Falls style traders and guards, would there? IE, open all night, but not damage proof, and all that goodness.

Looking at firing up a kind of "newbie" server to go with the mix of 17 and 18 DF servers I already have, for folks who aren't quite Darkness Falls ready. Yet.

 
Any idea why my health would be low. I have the health perk at 2 but it says my max health limit is only 90
The mod reintroduces wellness. You have to eat good food like meals with meat in them to raise wellness. Dying or getting hit (i think) can reduce wellness. You can put points in those perks so it doesn't reduce wellness below x but you still have to restore it to get it to max.

 
Sorry for the delay in answering folks. Had a few bad days, so just threw myself into some C# tutorials and hid from the world.

Also i'm not sure if multi-quote works on the new site, so apologies for the lack of names when quoting people. I'm doing it manually. :)

After 2 hours of exploration, I don't see this bunker in wasteland ...
someone can give me the location of the bunker? (in the wasteland, Dfall-small 4)
Go to Worlds/DFalls-Small4 and open prefabs.xml. You can search for DFalls and look for the prefab. It'll have the co-ords listed. It's either DFalls_military_bunker or DFalls_resarch_lab.

Is it intentional that you can't mix and match hazmat and power armor to protect against the radiation?
I only ask, as I'm almost level 150 and have yet to find hazmat gloves(found at least 10 of the rest of the hazmat gear). I managed to get power armor gloves from a random demon and thought I'd be fine going into the wasteland, but I still got radiation damage.
Yes, for now.

They use invisible buffs for radiation immunity control. I'm gonna look at potentially re-writing that.

Hello KhaineGB
Overall damage changes with upgrade:

A17 - 10 - 15 - 20 - 25 - 30 - 40

A18 - 3 - 4 - 5 - 6 - 7 - 7 !

So truth is - Its not in changes list, but log spikes are for decorations purposes now . Looks like trolling of players who relied too much on passive defence when plays previous versions.
Looks like TFP changed it then. Mmmkay, we can look at some tweaking.

Good lord man, this is no joke. I usually play insanity, full nightmare and then I met DF. Night 1 I see radiated?? I cowered within the safety of the traderguards until light and dropped difficulty to warrior. 3 days later learned using a the scrap pistol in the wild brings all the zeds to my yard. Whacked 2x trying to clear a L2 POI. On the way back a 3rd time to get my BP I run into this unholy thing that was in all black that had 900 HP. Dead again.

I'll be dropping down to default settings next session. This is great, I haven't been challenged like this in forever. I didn't think I was going to like classes, but ive quickly become a convert and the way you handled skills in general. All good stuff so far. Thanks for the great work!
Something important to remember is that the rads at night are NOT the same as vanilla. They aren't feral, have half the HP and regen slower. You can totally kill them with a spear/club if you feel brave. ;)

Also sounds like you ran into one of the legendary zombies. They're actually in vanilla, but don't spawn. I just added them to the spawn list because i'm a sick person.

I turned mine down a bit as well. I enjoyed the challenge but didn't like the bullet sponge aspect it introduces (not the mod's issue at all). I'll likely increase it again once my weapons get too strong. Only thing really killing me are ferals now that get the jump on me.
I patched out the bullet sponge thing. Increasing difficulty means zombies still take the same damage. They just do MORE damage to you.

Long shot but, there wouldn't happen to be a modlet out that that just added Darkness Falls style traders and guards, would there? IE, open all night, but not damage proof, and all that goodness.
Looking at firing up a kind of "newbie" server to go with the mix of 17 and 18 DF servers I already have, for folks who aren't quite Darkness Falls ready. Yet.
No, because I had to add some custom code to make the guards actually work, and build some custom assets... and custom blocks... and edit the trader prefabs.

 
Hi KhaineGB.

Mining in the wasteland I found a great hole underground full of titanium boulders, like the one in the surface.

Curious I enter in dm and flying under the surface i noticed that there are a lot of formations like this.

https://forums.7daystodie.com/member/142159-khainegbCOMocrs.jpg

The first time I saw them the console gives a lot of red lines of errors.

This time I was replaced the blocks file with the last you upload to your discord and the error was gone in the console but the strange formations are still there, (I delete the chunk file to test it, the mine was right there)

 
Yeah, i've noticed that happening as well, but not on all maps and not all the time.

I'm trying to find out why that's a thing.

 
I forgot to say that is the DF large map.

4946 S 420 W

r.-1.-10.7rg

But they are everywhere in wasteland in my map.

Sorry but i don't remember the console error

 
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Hi ,

First of all i very much like this mod. But there is a small but , which concerns the trader outposts and prefab + guards. I must admit i only encountered 3 different ones till now but 2 of them have holes in their defense.

I am sorry for the lack of info , but maybe describing works :

One prefab , build out of wood , with a cave below and having towers. Some of the guards have totally no view towards certain sides , due to the towers and walls in the way and thus are pretty useless in defense. I needed to break down a major part of the trader in order for them to be able to do at least something.

For the others , they have guards at certain places that are way up , which due their range have a hard time shooting anything.

One small lets call it request :) Some kind of respawn for the guards in case they get killed , for instance during the day , or even let me pay for it? :)

What i also noticed , light sources at the outposts do not actually give light , until i remove them and place them back.

 
Hi ,
First of all i very much like this mod. But there is a small but , which concerns the trader outposts and prefab + guards. I must admit i only encountered 3 different ones till now but 2 of them have holes in their defense.

I am sorry for the lack of info , but maybe describing works :

One prefab , build out of wood , with a cave below and having towers. Some of the guards have totally no view towards certain sides , due to the towers and walls in the way and thus are pretty useless in defense. I needed to break down a major part of the trader in order for them to be able to do at least something.

For the others , they have guards at certain places that are way up , which due their range have a hard time shooting anything.

One small lets call it request :) Some kind of respawn for the guards in case they get killed , for instance during the day , or even let me pay for it? :)

What i also noticed , light sources at the outposts do not actually give light , until i remove them and place them back.
They aren't intended to be bases for you to hole up in for more than 1-2 nights in first few days of gameplay. Pretty sure Khaine said the reasoning behind them not respawning is because it would make horde nights too easy. I've never had a guard die, even when I spent the first 3 nights hiding there until I found a suitable place to set up my base.

 
Sorry for the delay in answering folks. Had a few bad days, so just threw myself into some C# tutorials and hid from the world.
Also i'm not sure if multi-quote works on the new site, so apologies for the lack of names when quoting people. I'm doing it manually. :)

Yes, for now.

They use invisible buffs for radiation immunity control. I'm gonna look at potentially re-writing that.

.
I ended up finding some gloves a few hours after this post. Was frustrating being so high and being held back by hazmat gloves.

The boulders underground in the wasteland was quite a surprise. Is that the reason they are so rare above ground in the wasteland?

 
i cant seem to access the skill tab, it just says that the 'object reference not set to an instance of an object'. i have foound the config folder but i dont see anything wrong with it

 
Hi KGB I love your mod it runs great on my pc. Honestly your mod is the only reason I keep playing 7DTD. Couple of questions for you or anyone: Does starting a new class mean you no longer progress in the previous one? I heard there are NPC's I can hire, how do I hire them and what can they do? Will retrievable arrows ever be in your mod? Does your mod have less towns and cities on the map than vanilla? Any chance in the future that you can mod NPC community recruitment and community management into the game? Building a cool base with no one else to live in it is very blah. Starvation mod had brought this aspect into the game. Thanks for all your work on the game you really are a creative genius! Take care.

 
Hey, KGB,

I'm new to running/owning a server, and tried to follow your instructions for installing the mod into the server, but I am running into a rolling error where the class'BlockPlantGrowingWithWater, Mods' not being found. do you have a thorough guide on installing the mod on a server? or can anyone help with this error? I really want to try this mod out.

Edit: After leaving the server running while trying to load in, it seems like the server is caught in a death loop trying to load the plants in and failing. I can't find a reference to this yet in the documents, so if anyone can help I would greatly appreciate it.

Thank you

 
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After going back a few months in the forum i found where KGB says that clients need to install the mod their side, as well as server-side. Is this still true?

I'm rolling back my server to vanilla in the meantime. Is there an Install guide for server-side? or am I just overthinking this?

 
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