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

Is it possible to change this?  I keep changing to slots that aren't the ones I want when I'm running.


Nope.

A couple of possible exploit/bugs to report -- you know you love these type of reports Khaine :)  (SP only, stable 19.0 -- didn't know about the 19.1 release until now)

1) Open trade routes can be selected as many times as you want and you will gain 500XP for each when you get to the trader.
https://streamable.com/ogosm0

2) (may be intentional?) All turrets will increase your pistol experience but you don't receive overall experience points

https://streamable.com/xtotpu

I tried the vanilla and modded turrets. In the video link, the modded turrets are on the left of the battery bank and the default turrets are on the right.  

Edit: just a heads up is all. Keep up the great work. 
Was pretty sure I fixed 1 but i'll look into it.

2 has been an issue for a while. Deployed turrets seem to level whatever is in your hand. No idea why.

I really love your additional contents.

BTW i can't throw spear or pick up arrows is this normal? just asking
Yep. That's normal.

How can I enter the wasteland with all the radiation there is?
Get a hazmat suit.

 
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first off, have to say this mod is amazing, me and my friends have had a blast playing it :) 

Just for info I did the update from v19 to 19.1 and our saved game do appear to load and work ok, but I've not explored for any great distance so there might be huge holes in the map I've not found yet :D So if you do update I'd say its worth at least having a look!

couple ideas I had, though I have no idea if even possible since I've never looked at the coding stuff, feel free to shoot me down in flames:

1. with the constant 'where do my arrows go when I shoot stuff' questions, would it be possible to add a loot bag drop for shot zombies with a chance to add each arrow you have fired into them? Though as you've said like 20 billion times, not exactly hard to make more. I'm not fussed personally but a though I had

2. any way you could pinch the turret AI and apply to the guards, if the turrets are working better? if you decided to delete them instead I wouldn't be bothered because they are completely useless as they are and if you're relying on a trader outopst for protection at night you're asking for trouble :D

3. some thoughts I had for tinned food. the way I see it most if not all tinned food should have a very low chance of food poisoning, becasue you know, its tinned food. However it should be a rare-ish drop, as if you nerfed the poisoning chance it would make the game way too easy. but what if we could increase the rarity as the stage/days/level progress? That way when you start as a fresh naked chap in the wilderness you have a bit more chance of finding decent food supplies, then you can worry a little less about starving to death and concentrate more on scavenging/building. As time passes tin drops get more and more rare but by then you should be able to fend for yourself, as you will have built up the skills and tools to do so. This also kinda makes sense in a realism setting, as the days go on all the tinned food would be looted by other survivors already...  Maybe there could be a slight wellness increase for cooked tins over cold so there is still a benefit to cooking it? plus would be nice if you could just cook the stuff in the tin on a fire, though its not hard to dig up some clay to make a bowl I guess.

just my 2p :)

 
first off, have to say this mod is amazing, me and my friends have had a blast playing it :)  

Just for info I did the update from v19 to 19.1 and our saved game do appear to load and work ok, but I've not explored for any great distance so there might be huge holes in the map I've not found yet :D So if you do update I'd say its worth at least having a look!

couple ideas I had, though I have no idea if even possible since I've never looked at the coding stuff, feel free to shoot me down in flames:

1. with the constant 'where do my arrows go when I shoot stuff' questions, would it be possible to add a loot bag drop for shot zombies with a chance to add each arrow you have fired into them? Though as you've said like 20 billion times, not exactly hard to make more. I'm not fussed personally but a though I had

2. any way you could pinch the turret AI and apply to the guards, if the turrets are working better? if you decided to delete them instead I wouldn't be bothered because they are completely useless as they are and if you're relying on a trader outopst for protection at night you're asking for trouble :D

3. some thoughts I had for tinned food. the way I see it most if not all tinned food should have a very low chance of food poisoning, becasue you know, its tinned food. However it should be a rare-ish drop, as if you nerfed the poisoning chance it would make the game way too easy. but what if we could increase the rarity as the stage/days/level progress? That way when you start as a fresh naked chap in the wilderness you have a bit more chance of finding decent food supplies, then you can worry a little less about starving to death and concentrate more on scavenging/building. As time passes tin drops get more and more rare but by then you should be able to fend for yourself, as you will have built up the skills and tools to do so. This also kinda makes sense in a realism setting, as the days go on all the tinned food would be looted by other survivors already...  Maybe there could be a slight wellness increase for cooked tins over cold so there is still a benefit to cooking it? plus would be nice if you could just cook the stuff in the tin on a fire, though its not hard to dig up some clay to make a bowl I guess.

just my 2p :)
1) I don't think I can make arrows drop after a zombie is shot. Could look into it but VERY unlikely.

2) Believe it or not... the turrets actually don't HAVE any AI. This is their code in entityclasses.

<entity_class name="junkTurretGun">
<property name="Tags" value="turret,turretRanged,deployed"/>
<property name="Class" value="EntityTurret"/>
<property name="Parent" value="NPC"/>
<property name="Prefab" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab"/>
<property name="ModelType" value="Standard"/>
<property name="SurfaceCategory" value="metal"/>
<property name="IgnoreTrigger" value="true"/>
<property name="LootListAlive" value="0"/>
<property name="IsEnemyEntity" value="false"/>

<property name="WakeUpTime" value="0.5"/>
<property name="FallAsleepTime" value="10"/>

<property name="YawRange" value="90"/> <!-- horizontal swivel range. Keep under 180. -->
<property name="PitchRange" value="70"/>
<property name="TurnSpeed" value="22.5"/>
<property name="MaxDistance" value="15"/>

<property name="RaySpread" value="5"/>
<property name="BurstRoundCount" value="1"/>
<property name="BurstFireRate" value="1"/>
<property name="CooldownTime" value="1"/>
<property name="OvershootTime" value="0"/>
<property name="MaxOwnerDistance" value="16"/>

<property name="TargetingSound" value="turret_retarget_lp"/>
<property name="OverheatSound" value="turret_overheat_lp"/>
<property name="WakeUpSound" value="turret_windup"/>
<property name="FireSound" value="junkturret_fire"/>

<property name="ParticlesMuzzleFire" value="gunfire_junkturret"/>
<!-- <property name="ParticlesMuzzleSmoke" value="nozzlesmokeuzi"/> -->

<property name="TimeStayAfterDeath" value="0"/>
<property name="Explosion.ParticleIndex" value="6"/>
<property name="Explosion.RadiusBlocks" value="1"/>
<property name="Explosion.RadiusEntities" value="1"/>
<property name="RotateToGround" value="true"/>
<property name="Faction" value="none"/>

<!--<property name="MapIcon" value="ui_game_symbol_electric_turret"/>-->
<property name="MapIcon" value="ui_game_symbol_map_player_arrow"/>
<property name="NavObject" value="junk_turret" />
<property name="TrackerIcon" value="ui_game_symbol_assemble"/>
</entity_class>


So their code is.... somewhere in the DLL. Makes it a nightmare to find.

3) Already done. Food/water obey the gamestage loot system so you find more when you start, less as time goes on. :)

 
With 3 I guess we should just play some more then we would've figured this one out 😄 to be fair so far we haven't managed to get all that far as we only play every now and again, with all the new builds and having to start over.

thanks for taking the time to reply 🙂

 
ERR Model '#Entities/Vehicles?Truck/ambulanceTruck01Prefab.prefab' not found on block with name cntAmbulanceTruck01



Error, this needs a clean reinstall according to the darkness falls mod discord.

A lot of people on the DF Discord are reporting the issue. They'll be a few without it, but that just means that prefab file never got created on their rwg ( RWG will pick a load of prefabs to load, in this case you seemed to have a map that has one loaded that no longer exists)

The above were messages from my server customer support. After mod launcher updated to darkness falls 19.1 and i updated steam and darkness falls mod on my control panel my server stopped working. the server customer support can't fix it and told me i would need to reinstall and lose my world and progress. why did 19.1 mess up my world so now i have to start from scratch? 19.0 was working just fine for me.

 
I did say, VERY CLEARLY in the release notes that a new save is REQUIRED for the 19.1 version of the mod.

ALWAYS assume that going between game versions (18.0 -> 18.1 and 19.0 -> 19.1) requires a new save. Always.

 
Last edited by a moderator:
i didn't even know there was a new 19.1 update. i woke up in the morning. started mod launcher. it must have updated itself after the start and then i got notified the mod is 19.1 and game is 19.0. so i went to the server and updated there and all that happened. where do i find your release notes? don't assume all your players know where your release notes are.

 
i started a new 7 days to die 19.1 stable with a new game server coompany and i'm still getting this error message trying to join my new server, same error as my old server from this morning. My map is navezgane.  how do i fix this error launching the server from mod launcher? sorry i am a noob with computer and gaming.

ERR Model '#Entities/Vehicles?Truck/ambulanceTruck01Prefab.prefab' not found on block with name cntAmbulanceTruck01
should i try another map?

 
Sorry if this asked already, but how is it possible to get only one starting class after the spawning? If i play on a server, i always get only one class paper after spawning. But if i start a game for myself, i get two class papers all times. Is there a legit way to start with only one class other than destroying a second one? :D

 
neo2000 said:
i started a new 7 days to die 19.1 stable with a new game server coompany and i'm still getting this error message trying to join my new server, same error as my old server from this morning. My map is navezgane.  how do i fix this error launching the server from mod launcher? sorry i am a noob with computer and gaming.

ERR Model '#Entities/Vehicles?Truck/ambulanceTruck01Prefab.prefab' not found on block with name cntAmbulanceTruck01


should i try another map?
That means SOMETHING is still running 19.0. Try single player. If it works, then the server isn't updated.

Sorry if this asked already, but how is it possible to get only one starting class after the spawning? If i play on a server, i always get only one class paper after spawning. But if i start a game for myself, i get two class papers all times. Is there a legit way to start with only one class other than destroying a second one? :D
I mean, you could get the entityclasses.xml file from the server build and drop that into your SP game. That'd do it.

 
i tried playing single but it didn't work either. it's giving me this message in red on launch..

"NullReferenceException: Object reference not set to an instance of an object" when i click to join my server.

 
We updated to the 19.1 version did a clean install deleted old saves but after playing the game and then leaving and trying to reenter the game the load screen gets stuck at crerating character and does not finish loading.  If I delete the map save and load a different map it will work ok until we leave the game and then later return.  The mod worked fine with 19.0.  All of this started immediately after the update.  Any suggestions

 
You've got the old toolbelt DLL still in your Mods/1-DarknessFalls/Harmony folder.

Should be something like harmony-10 slot toolbelt.dll.

Delete it.

Also just pushed a small hotfix to gitlab for titanium not being harvested.

 
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