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

server side or client side?

 if server side i already did that and it didnt seem to fix the issue.

 
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thanks boss ill be back soon. with an update!

UPDATE: that worked thank you lots!~

 
Last edited by a moderator:
White buildings usually means the mod updated over 19.4, not 19.5.

Check the server settings. It might be an incorrect seetting for bloodmoon.
server config was correct setting for the bloodmoon

<!-- Difficulty -->
    <property name="GameDifficulty"                    value="2"/>                    <!-- 0 - 5, 0=easiest, 5=hardest -->
    <property name="BlockDamagePlayer"                value="100" />                <!-- How much damage do players to blocks (percentage in whole numbers) -->
    <property name="BlockDamageAI"                    value="100" />                <!-- How much damage do AIs to blocks (percentage in whole numbers) -->
    <property name="BlockDamageAIBM"                value="100" />                <!-- How much damage do AIs during blood moons to blocks (percentage in whole numbers) -->
    <property name="XPMultiplier"                    value="300" />                <!-- XP gain multiplier (percentage in whole numbers) -->
    <property name="PlayerSafeZoneLevel"            value="5" />                <!-- If a player is less or equal this level he will create a safe zone (no enemies) when spawned -->
    <property name="PlayerSafeZoneHours"            value="5" />                <!-- Hours in world time this safe zone exists -->

    <!--  -->
    <property name="BuildCreate"                    value="false" />            <!-- cheat mode on/off -->
    <property name="DayNightLength"                    value="90" />                <!-- real time minutes per in game day: 60 minutes -->
    <property name="DayLightLength"                    value="18" />                <!-- in game hours the sun shines per day: 18 hours day light per in game day -->
    <property name="DropOnDeath"                    value="1" />                <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only, 4 = delete all -->
    <property name="DropOnQuit"                        value="0" />                <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only -->
    <property name="BedrollDeadZoneSize"            value="15" />                <!-- Size (box "radius", so a box with 2 times the given value for each side's length) of bedroll deadzone, no zombies will spawn inside this area, and any cleared sleeper volumes that touch a bedroll deadzone will not spawn after they've been cleared. -->
    <property name="BedrollExpiryTime"                value="45" />                <!-- Number of days a bedroll stays active after owner was last online -->

    <!-- Performance related -->
    <property name="MaxSpawnedZombies"                value="64" />                <!-- This setting covers the entire map. There can only be this many zombies on the entire map at one time. Changing this setting has a huge impact on performance. -->
    <property name="MaxSpawnedAnimals"                value="50" />                <!-- If your server has a large number of players you can increase this limit to add more wildlife. Animals don't consume as much CPU as zombies. NOTE: That this doesn't cause more animals to spawn arbitrarily: The biome spawning system only spawns a certain number of animals in a given area, but if you have lots of players that are all spread out then you may be hitting the limit and can increase it. -->
    <property name="ServerMaxAllowedViewDistance"    value="12" />                <!-- Max viewdistance a client may request (6 - 12). High impact on memory usage and performance. -->

    <!-- Zombie settings -->
    <property name="EnemySpawnMode"                    value="true" />                <!-- Enable/Disable enemy spawning -->
    <property name="EnemyDifficulty"                value="0" />                <!-- 0 = Normal, 1 = Feral -->
    <property name="ZombieMove"                        value="0" />                <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
    <property name="ZombieMoveNight"                value="2" />                <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
    <property name="ZombieFeralMove"                value="3" />                <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
    <property name="ZombieBMMove"                    value="3" />                <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
    <property name="BloodMoonFrequency"                value="7" />                <!-- What frequency (in days) should a blood moon take place. Set to "0" for no blood moons -->
    <property name="BloodMoonRange"                    value="0" />                <!-- How many days can the actual blood moon day randomly deviate from the above setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency -->
    <property name="BloodMoonWarning"                value="" />                <!-- The Hour number that the red day number begins on a blood moon day. Setting this to -1 makes the red never show.  -->
    <property name="BloodMoonEnemyCount"            value="3" />                <!-- This is the number of zombies that can be alive (spawned at the same time) at any time PER PLAYER during a blood moon horde, however, MaxSpawnedZombies overrides this number in multiplayer games. Also note that your game stage sets the max number of zombies PER PARTY. Low game stage values can result in lower number of zombies than the BloodMoonEnemyCount setting. Changing this setting has a huge impact on performance. -->

    <!-- Loot -->
    <property name="LootAbundance"                    value="100" />                <!-- percentage in whole numbers -->
    <property name="LootRespawnDays"                value="30" />                <!-- days in whole numbers -->
    <property name="AirDropFrequency"                value="72"/>                <!-- How often airdrop occur in game-hours, 0 == never -->
    <property name="AirDropMarker"                    value="true"/>                <!-- Sets if a marker is added to map/compass for air drops. -->

    <!-- Multiplayer -->
    <property name="PartySharedKillRange"            value="1000"/>                <!-- The distance you must be within to receive party shared kill xp and quest party kill objective credit. -->
    <property name="PlayerKillingMode"                value="2" />                <!-- Player Killing Settings (0 = No Killing, 1 = Kill Allies Only, 2 = Kill Strangers Only, 3 = Kill Everyone) -->

    <!-- Land claim options -->
    <property name="LandClaimCount"                    value="1"/>                    <!-- Maximum allowed land claims per player. -->
    <property name="LandClaimSize"                    value="41"/>                <!-- Size in blocks that is protected by a keystone -->
    <property name="LandClaimDeadZone"                value="30"/>                <!-- Keystones must be this many blocks apart (unless you are friends with the other player) -->
    <property name="LandClaimExpiryTime"            value="7"/>                    <!-- The number of days a player can be offline before their claims expire and are no longer protected -->
    <property name="LandClaimDecayMode"                value="0"/>                    <!-- Controls how offline players land claims decay. 0=Slow (Linear) , 1=Fast (Exponential), 2=None (Full protection until claim is expired). -->
    <property name="LandClaimOnlineDurabilityModifier"    value="4"/>                <!-- How much protected claim area block hardness is increased when a player is online. 0 means infinite (no damage will ever be taken). Default is 4x -->
    <property name="LandClaimOfflineDurabilityModifier"    value="4"/>                <!-- How much protected claim area block hardness is increased when a player is offline. 0 means infinite (no damage will ever be taken). Default is 4x -->
    <property name="LandClaimOfflineDelay"            value="0"/>                    <!-- The number of minutes after a player logs out that the land claim area hardness transitions from online to offline. Default is 0 -->
 

it doesn't work...

 
x1990905


Do you use you mashine as server or do you have an extra rented server ?

When you use your own mashine as server, what internet connection you got, special the upload part ?

When your friends connect to you, and you have just a small upload speed (like most DSL ) it could be a bottleneck.

You should monitor the upload to verify that maybe.

If you use an external server, that server might be to weak. DF use alot more RAM compared to vanilla 7D2D.

 
<property name="BloodMoonWarning"                value="" />                <!-- The Hour number that the red day number begins on a blood moon day. Setting this to -1 makes the red never show.  -->

^ incorrect setting here. You need to put a number or -1 to turn it off, not leave it blank.

 
KhaineGB, I recently started playing Darkness Falls and just wanted to thank you for this awesome overhaul. I didn't start playing 7D2D until A17, so it's nice to experience some features similar to what my old-timer friends described. On an unrelated note, I got both the lathe and a watch mod on Day 4 while madly searching for a wrench (which I also scored). I'm never going to get that lucky again in DF, am I?

 
@KhaineGB is this a new feature or a bug? The zombies and animals are healing to full health almost immediately. It's literally game breaking. Hahaha! We were up against an unkillable bear on our first week ingame.

 
KhaineGB, I recently started playing Darkness Falls and just wanted to thank you for this awesome overhaul. I didn't start playing 7D2D until A17, so it's nice to experience some features similar to what my old-timer friends described. On an unrelated note, I got both the lathe and a watch mod on Day 4 while madly searching for a wrench (which I also scored). I'm never going to get that lucky again in DF, am I?


Glad you're anjoying it.

And yes, that's very good luck. Don't expect it again. :D

@KhaineGB is this a new feature or a bug? The zombies and animals are healing to full health almost immediately. It's literally game breaking. Hahaha! We were up against an unkillable bear on our first week ingame.
Only demon ones should be doing that. It's not doing it for me or anyone else.

 
@KhaineGBI want to play DF with friends and rent a server, I installed the server version of the mod and whenever I try to use one of the DF maps, I end up with no land except for the buidlings poled up on. Neither map does work. Only Navezgane was working with the mod, but I want to use a DF map. Do you have any advice?

 
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<property name="BloodMoonWarning"                value="" />                <!-- The Hour number that the red day number begins on a blood moon day. Setting this to -1 makes the red never show.  -->

^ incorrect setting here. You need to put a number or -1 to turn it off, not leave it blank.
oh i fix it , but it didn't work :(

2021-06-07T22:23:06 277.638 INF PlayerSpawnedInWorld (reason: JoinMultiplayer, position: -716, 95, -3531): EntityID=1768, PlayerID='76561198103412276', OwnerID='76561198103412276', PlayerName='YeeLin'
2021-06-07T22:23:06 277.687 INF Party of 1, game stage 247, enemy max 900, bonus every 1000
2021-06-07T22:23:06 277.687 INF Party members: 
2021-06-07T22:23:06 277.687 INF Player id 1768, gameStage 247
2021-06-07T22:23:10 282.355 INF BloodMoonParty: SpawnZombie grp 0 BMHordeGS240 (count 1, numToSpawn 125, maxAlive 60), cnt 1, legendaryZombieUtilityWorkerBM, loot 0.3, at player 1768, day/time 43 23:27
2021-06-07T22:23:12 284.451 INF BloodMoonParty: SpawnZombie grp 0 BMHordeGS240 (count 2, numToSpawn 125, maxAlive 60), cnt 2, zombieSoldierRadiatedBM, loot 0.3, at player 1768, day/time 43 23:28
2021-06-07T22:23:13 285.409 INF BloodMoonParty: SpawnZombie grp 0 BMHordeGS240 (count 3, numToSpawn 125, maxAlive 60), cnt 3, zombieMaleHazmatRadiatedBM, loot 0.3, at player 1768, day/time 43 23:28
2021-06-07T22:23:14 286.509 INF BloodMoonParty: SpawnZombie grp 0 BMHordeGS240 (count 4, numToSpawn 125, maxAlive 60), cnt 4, zombieArleneRadiatedBM, loot 0.3, at player 1768, day/time 43 23:28
2021-06-07T22:23:16 287.703 INF BloodMoonParty: SpawnZombie grp 0 BMHordeGS240 (count 5, numToSpawn 125, maxAlive 60), cnt 5, zombieYoFeralBM, loot 0.25, at player 1768, day/time 43 23:28
2021-06-07T22:23:16 288.423 INF BloodMoonParty: SpawnZombie grp 0 BMHordeGS240 (count 6, numToSpawn 125, maxAlive 60), cnt 6, legendaryZombieUtilityWorkerBM, loot 0.3, at player 1768, day/time 43 23:29
2021-06-07T22:23:18 289.888 INF BloodMoonParty: SpawnZombie grp 0 BMHordeGS240 (count 7, numToSpawn 125, maxAlive 60), cnt 7, zombieStripperFeralBM, loot 0.25, at player 1768, day/time 43 23:29
2021-06-07T22:23:19 290.747 INF BloodMoonParty: SpawnZombie grp 0 BMHordeGS240 (count 8, numToSpawn 125, maxAlive 60), cnt 8, zombieSnowFeralBM, loot 0.25, at player 1768, day/time 43 23:29
 

server windows show last command and it LAG.  it's to much zombie?

 
@KhaineGB Hey there,

First off, let me just say that I have been playing 7DTD since Alpha 16, and this mod has re-energized my enthusiasm for the game.

I have an issue when playing DF however. Anytime i go into the trader, as soon as I hit "E" to speak with the trader, my game freezes and eventually crashes on me. I have forced it to open in Direct X 10, turned my video settings to the lowest possible iteration, and downloaded and reinstalled DF and 7DTD multiple times now. Any ideas what might be causing my client to crash. I only play in single player, so its not a server issue for sure.

TIA for any assistance anyone may be able to render regarding this issue.

MarlboroMan67

 
Try increasing the max spawned zombies setting to 100 and see if that helps

@KhaineGB Hey there,

First off, let me just say that I have been playing 7DTD since Alpha 16, and this mod has re-energized my enthusiasm for the game.

I have an issue when playing DF however. Anytime i go into the trader, as soon as I hit "E" to speak with the trader, my game freezes and eventually crashes on me. I have forced it to open in Direct X 10, turned my video settings to the lowest possible iteration, and downloaded and reinstalled DF and 7DTD multiple times now. Any ideas what might be causing my client to crash. I only play in single player, so its not a server issue for sure.

TIA for any assistance anyone may be able to render regarding this issue.

MarlboroMan67


Are you on linux? Doesn't sound like it since you mention DX10 but thought it was worth an ask.

 
First off, let me just say that I have been playing 7DTD since Alpha 16, and this mod has re-energized my enthusiasm for the game.

I have an issue when playing DF however. Anytime i go into the trader, as soon as I hit "E" to speak with the trader, my game freezes and eventually crashes on me. I have forced it to open in Direct X 10, turned my video settings to the lowest possible iteration, and downloaded and reinstalled DF and 7DTD multiple times now. Any ideas what might be causing my client to crash. I only play in single player, so its not a server issue for sure.

TIA for any assistance anyone may be able to render regarding this issue.


Hey bud, have u tried checking the output log to see if theres anything u can see there that might be crashing the game. does it crash or  does it send u back to the main menu, a couple of my buddies have this issue, through server console it says its steam side. Although u play solo technically i believe u create a server where u can still invite buddies and such.

2021-06-05T07:55:39 94917.562 INF [Steamworks.NET] Authentication callback. ID: , owner: , result: k_EAuthSessionResponseAuthTicketCanceled
2021-06-05T07:55:39 94917.563 INF [Steamworks.NET] Kick player for invalid login: 
2021-06-05T07:55:39 94917.563 INF [Auth] Steam authorization failed: EntityID=5576, PlayerID

 
KhaineGB said:
Try increasing the max spawned zombies setting to 100 and see if that helps

Are you on linux? Doesn't sound like it since you mention DX10 but thought it was worth an ask.
I will try increasing the number of spawns.  I am not on Linux. I am on Win10. 64bit, update 20H2.

zeke24 said:
Hey bud, have u tried checking the output log to see if theres anything u can see there that might be crashing the game. does it crash or  does it send u back to the main menu, a couple of my buddies have this issue, through server console it says its steam side. Although u play solo technically i believe u create a server where u can still invite buddies and such.

2021-06-05T07:55:39 94917.562 INF [Steamworks.NET] Authentication callback. ID: , owner: , result: k_EAuthSessionResponseAuthTicketCanceled
2021-06-05T07:55:39 94917.563 INF [Steamworks.NET] Kick player for invalid login: 
2021-06-05T07:55:39 94917.563 INF [Auth] Steam authorization failed: EntityID=5576, PlayerID
I have not checked the output log yet, but I will do that now.

 
Hey there, newcomer to this mod. I run a vanilla server and the group decided to try this mod. So far they're really liking their plays in client-hosted mode, and have asked me to put up the server so they don't have to keep running it themselves.

I'm running Ubuntu 20.04 with 10 GB of RAM, plenty of swap (because I saw how much this thing gobbles). However I'm apparently having issues getting the server to do such simple tasks like loading the core XML files.

I've submitted a ticket on the GitLab project but I guess that's not the place to solicit help so here I am. :D

In summary, server essentially falls over because it can't load things like blocks.xml, and even though it lists itself and clients can (try to) join, it basically doesn't work. No explicit crash (well, besides the exception handler swallowing things will unhelpful messages), and I'm not sure what I could be doing wrong.

Log pastebin for the server is https://pastebin.com/ckAcXvGf

Server config xml is https://pastebin.com/Ub0YWACy

Steps I followed was duplicate the Steam vanilla server files, git clone the repo and copy everything into the copy, adjust the serverconfig.xml file and attempt to start the server.

Any idea on how I can begin diagnosing the issue?

 
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