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

Thats just because the trader have no trader area, therefore the ! is in the wrong place. Talking to any trader in the POI completes the quest.

 
Thats just because the trader have no trader area, therefore the ! is in the wrong place. Talking to any trader in the POI completes the quest.
i dont know anything about that. but i reinstalled the game and DF and i no longer have twin guard captains but trader joel is no longer active, cant talk to him or what not. but i can hit him. so i guess there is that' how do i fix it?

oh also talking to the guard captain completed the talk to the trader quest for some reason

image.png

 
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Alright, i'm gonna say this one more time, because i'm starting to get annoyed.

ALL of the trader issues you're experience is because TRADER PROTECTION IS OFF!!!! Double captains? No trader protection. ! under the world? No trader protection. Can't talk to traders? No trader protection.

The ! thing doesn't matter. The double captains and/or traders? Kill one. Can't talk to one? Reboot your game.

All of this has been brought up several times in this thread and fixes explained.

 
Alright, i'm gonna say this one more time, because i'm starting to get annoyed.

ALL of the trader issues you're experience is because TRADER PROTECTION IS OFF!!!! Double captains? No trader protection. ! under the world? No trader protection. Can't talk to traders? No trader protection.

The ! thing doesn't matter. The double captains and/or traders? Kill one. Can't talk to one? Reboot your game.

All of this has been brought up several times in this thread and fixes explained.
ah. sorry about that. i fixed it by deleting the region files. i can now talk to joel.  sorry about anoyying you. guess i should google first 

 
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is the stone hammer like special in a way better than all the other repair tools? i noticed when i get the claw hammer that it takes two swings while the hammer takes one for each level just to get to cobblestone from base frame

being that its exclusive to DF i think

 
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is the stone hammer like special in a way better than all the other repair tools? i noticed when i get the claw hammer that it takes two swings while the hammer takes one for each level just to get to cobblestone from base frame

being that its exclusive to DF i think
Stone hammer can't upgrade beyond cobblestone, as I recall. So, there's that.

 
I apologize if it's been discussed but..
I'm very interested in the buff 

buffResetPlayerOnRespawn


However I'm confused as to what the trigger for this actually is. I think this could be a really interesting option to torment my friends with but I tried killing myself and also relogging to trigger the buff, to no avail.
I am fairly sure the line
 

<requirement name="NotHasBuff" buff="buffNewbieCoat"/>


is where I want to start investigating, but figured I would try my luck here before getting in over my head.

I do have neardeathtrauma disabled and am wondering if there's supposed to be a trigger on death, that might be the issue?

It did come in really useful for resolving an issue we had with someone going from 16 to max level instantly (as a result of my own @%$# up), but that involved me enabling the buff within the xml, restarting the server, applying the buff to player, disabling buff, restarting server once again. 

Really appreciate any insight @KhaineGB!

 
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It's disabled by default.

This is the code I use to enable it in my current youtube series.

Code:
	<!-- This is all code for hardcore mode. Uncomment to enable it -->
	<append xpath="/entity_classes/entity_class[@name='playerMale']/effect_group[@name='playerMale']">
		<triggered_effect trigger="onSelfDied" action="ResetSpawnPoints, Harmony-0-DarknessFallsCore" target="self">
			<requirement name="NotHasBuff" buff="buffNewbieCoat"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfDied" action="RemoveLandClaims, Harmony-0-DarknessFallsCore" target="self">
			<requirement name="NotHasBuff" buff="buffNewbieCoat"/>
		</triggered_effect>	
		<triggered_effect trigger="onSelfDied" action="RemovePlayerVehicle, Harmony-0-DarknessFallsCore" target="self">
			<requirement name="NotHasBuff" buff="buffNewbieCoat"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfDied" action="ResetPlayerQuests, Harmony-0-DarknessFallsCore" target="self">
			<requirement name="NotHasBuff" buff="buffNewbieCoat"/>
		</triggered_effect>					
		<triggered_effect trigger="onSelfRespawn" action="ResetProgression" reset_books="true">
			<requirement name="NotHasBuff" buff="buffNewbieCoat"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfRespawn" action="ResetPlayerLevel, Harmony-0-DarknessFallsCore" target="self" value="15835">
			<requirement name="NotHasBuff" buff="buffNewbieCoat"/>
		</triggered_effect>				
		<triggered_effect trigger="onSelfRespawn" action="ResetPlayerSkills, Harmony-0-DarknessFallsCore" target="self" value="0">
			<requirement name="NotHasBuff" buff="buffNewbieCoat"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfRespawn" action="ClearMapSDX, Harmony-0-DarknessFallsCore">
			<requirement name="NotHasBuff" buff="buffNewbieCoat"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfRespawn" action="GiveQuestSDX, SCore" target="self" quest="quest_PlayerRespawn">
			<requirement name="NotHasBuff" buff="buffNewbieCoat"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfRespawn" action="AddBuff" target="self" buff="buffNewbieCoat">
			<requirement name="NotHasBuff" buff="buffNewbieCoat"/>
		</triggered_effect>
	</append>
 
Not sure if it's DF related or just vanilla but i'll try my luck here:

I use other mods beside DF and 3 times now (1 while editing another mods block texture and forgetting a space, 2 while installing the POI light enabler dll and 3. after install ing an outdated mod that added deco blocks)

i got the issue that my game wouldn't load. And interestingly it wasn't the blocks xml that showed errors but the Biomes xml couldn't be loaded stating that "terrsnow" could not be found

Why terrsnow? I don't think any of the mods even touched the biomes and its always terrsnow

 
The POI light enabler wont work because, as far as I know, it's an edited main DLL file.

But it's likely some of the other mods might be doing an insertBefore on the blocks file that's making it crash.

 
oh ok, so simply uncommenting the buff in 1-DarknessFallsConfig > Config > buffs.xml will just make it available in the buffs list but not triggered by any event outside of an admin manually applying it to someone unless I also uncomment the block above, or is that an updated version you currently use?

incase I explained it ass backward like I sometimes do; I enabled the buff and can manually set the buff to a player in game, but don't know how or when it may automatically activate and wipe a player.

 
No, I found out it doesn't work properly. That's why I shared the code above that goes on playerMale in entity classes.

 
oh oh I see. Well it does seem to work perfectly fine for anyone looking to just have a way to admin reset someone instead of removing their profile and having them join as a newbie.

 
It is a little buggy. Like it wasn't resetting wellness for me, and it's not properly removing map waypoints.

So i'll look into that later. :)

 
There was no 7d2d/steam update in the last day or so that would prevent running DF was there? I'm assuming not, as there's nothing posted about it here.

I'm not a complete novice when it comes to installing mods, and feel confident that DF was installed correctly as I've had the server up and running over a week issue free.

I've now been unable to access the server for over 24 hours because it shows as running, but does not show in the server list, and is in an endless initialization loop if I try to direct connect. All the fixes Nitrado has come up with so far (most of which I had already done while troubleshooting) failed to work.

I just now attempted to start a new game save after altering the config xml, and low and behold it populates the server list. However it's just stuck on receiving and loading configs. All Googled results pointed toward the server provider having a different/outdated version of either the mod or game. That really doesn't sound like the issue here being that I was playing problem free on Wednesday (yesterday), restarted the server before leaving the house around 4pm EST and came back to it infinitely initializing.

Now, here's the caveat and reason why I emphasized on 'complete novice', because I am still very much within the novice spectrum.

I was testing a few modlets to see if they would work with DF out of the box/without the need for customization; everything went just fine per usual.

The last modlet I added also worked without any hiccups but because this one required client side install, I removed it in full from the Mods folder and restarted (final restart before issue and last known stable state of the server). When I got home I was informed the server couldn't be found in the list, and have been dealing with the above ever since.

My question: although no overwrite files were required for this modlet (dropped everything in Mods and then removed in full), could it have overwritten something in the save files somewhere? With that underlaying thought, I opted to restore the server to the last known stable restore point (created yesterday afternoon while I was on the server) prior to adding the modlet; that did nothing.

*The modlet in question is a video player/billboard addition from Xyth*

My last-ditch idea is to reinstall the modlet on both sides and see if the server will at the very least appear in the server list.

I don't know why that would work but I feel like I've tried everything else and it does seem like it happened immediately following the restart after removing the modlet.

I understand the issue likely does not reside with the DF overhaul, but I thought it couldn't hurt to share my struggle with minds that far exceed my own in hopes someone might have some insight or direction to provide.

Thanks so much in advance for anyone who even attempts to assist a very defeated me.

 
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There was no 7d2d/steam update in the last day or so that would prevent running DF was there? I'm assuming not, as there's nothing posted about it here.

I'm not a complete novice when it comes to installing mods, and feel confident that DF was installed correctly as I've had the server up and running over a week issue free.

I've now been unable to access the server for over 24 hours because it shows as running, but does not show in the server list, and is in an endless initialization loop if I try to direct connect. All the fixes Nitrado has come up with so far (most of which I had already done while troubleshooting) failed to work.

I just now attempted to start a new game save after altering the config xml, and low and behold it populates the server list. However it's just stuck on receiving and loading configs. All Googled results pointed toward the server provider having a different/outdated version of either the mod or game. That really doesn't sound like the issue here being that I was playing problem free on Wednesday (yesterday), restarted the server before leaving the house around 4pm EST and came back to it infinitely initializing.

Now, here's the caveat and reason why I emphasized on 'complete novice', because I am still very much within the novice spectrum.

I was testing a few modlets to see if they would work with DF out of the box/without the need for customization; everything went just fine per usual.

The last modlet I added also worked without any hiccups but because this one required client side install, I removed it in full from the Mods folder and restarted (final restart before issue and last known stable state of the server). When I got home I was informed the server couldn't be found in the list, and have been dealing with the above ever since.

My question: although no overwrite files were required for this modlet (dropped everything in Mods and then removed in full), could it have overwritten something in the save files somewhere? With that underlaying thought, I opted to restore the server to the last known stable restore point (created yesterday afternoon while I was on the server) prior to adding the modlet; that did nothing.

*The modlet in question is a video player/billboard addition from Xyth*

My last-ditch idea is to reinstall the modlet on both sides and see if the server will at the very least appear in the server list.

I don't know why that would work but I feel like I've tried everything else and it does seem like it happened immediately following the restart after removing the modlet.

I understand the issue likely does not reside with the DF overhaul, but I thought it couldn't hurt to share my struggle with minds that far exceed my own in hopes someone might have some insight or direction to provide.

Thanks so much in advance for anyone who even attempts to assist a very defeated me.


Changing from novice to pro involves reading the logfile as the first step of any problem solving. 😉.

Generally if you remove a mod, that mod could already have added assets into the game which after removing the mod are referenced somewhere but there isn't any code which knows what to do with it.

I would assume a much saver way to remove mods is disabling whatever they do in the xml they usually add. For example if a mod adds a buff, remove any effect activations inside the buff's definition but not the buff itself.

 
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