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

Will be posted tomorrow. Was making room on my google drive for it and didn't want people downloading something that's planned to be replaced in a few hours.

 
Heyo! I noticed while playing today when placing any of the vehicles  besides the bike I receive  a null reference error, Is this something with the mod right now or on my end?

 
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It's technically tomorrow for me and I want to post this before I go out and get drunk and forget. I wasn't planning a new build, but this fixes some game-breaking issues.

Same caveat applies. It's a dev build, expect broken stuff, only play if you are ok with this, etc.

V4-DEV-B30

- Updated Sphereii-Core.
- Survivors swapped to using UAI instead of EAI as it's smarter.
- Added Xyth's NPCCore mod (mostly disabled for now).
- Fixed coffee giving you stamina regen of the gods.
- Wall Safe loot should now be less insane.
- Weapons Bags loot should now be less insane.
- Removed casino coins from cash registers and increased old cash amount.
- Adjusted hand range values as per Jax's zombie reach modlet so zombies should feel more like earlier alphas.
- Fixed some zombies (strong ones mostly) having a 100% chance to place debuffs on the player no matter the difficulty.
- onSelfExplosionDamagedOther now works, so changed demon fireballs to use this as it should reduce the "going through walls" stuff.
- RWG DivideByZero error should now be resolved (managed to make a couple of maps, 8k and 10k).
- Fixed some more sleeper NRE's.
- Removed the code that disables vehicles on bloodmoon for now as it causes server errors.
- Moved all the White River Scouts so they're now penned in and can't move.
- Changed sledgehammers to have a CHANCE to knockdown (stone - 20%, iron - 30%, steel - 40%, titanium - 50%, power - 60%).
- Stun batons should no longer perma-stun stuff.
- Being stoned should no longer be permanent (still a bit iffy but seems ok).
- Fixed elevators breaking the game for the metal workstation.
- Steroids now work.
- Meat Burrito can now be eaten.
- Fixed the Laser Workbench not being able to accept tools.
- Fixed the output and combine windows on the laser workbench overlapping.
- Honey description adjusted to state it only has a 50% chance of curing infection.
- All zombies that naturally spawn in the world should now have correct localization, models and particle effects (where necessary).
- Loot pass on zombie loot bags (amounts, tiers, etc.
- Drone crafted quality now levels off the Yeah, Science! perk.
- Implemented workaround for drone spawning with only 1hp and dead.

MANUAL INSTALL ONLY. Delete your old mods folder. Copy the mods folder from in the zip to your 7DTD folder and you're done. Also make sure EAC is off, just like previous versions of DF.

Link: https://drive.google.com/file/d/1aWSgGP6loSEnQHvoDeZqZuc8Bh2Ug5U7/view?usp=sharing

 
It's technically tomorrow for me and I want to post this before I go out and get drunk and forget. I wasn't planning a new build, but this fixes some game-breaking issues.

Same caveat applies. It's a dev build, expect broken stuff, only play if you are ok with this, etc.

V4-DEV-B30

- Updated Sphereii-Core.
- Survivors swapped to using UAI instead of EAI as it's smarter.
- Added Xyth's NPCCore mod (mostly disabled for now).
- Fixed coffee giving you stamina regen of the gods.
- Wall Safe loot should now be less insane.
- Weapons Bags loot should now be less insane.
- Removed casino coins from cash registers and increased old cash amount.
- Adjusted hand range values as per Jax's zombie reach modlet so zombies should feel more like earlier alphas.
- Fixed some zombies (strong ones mostly) having a 100% chance to place debuffs on the player no matter the difficulty.
- onSelfExplosionDamagedOther now works, so changed demon fireballs to use this as it should reduce the "going through walls" stuff.
- RWG DivideByZero error should now be resolved (managed to make a couple of maps, 8k and 10k).
- Fixed some more sleeper NRE's.
- Removed the code that disables vehicles on bloodmoon for now as it causes server errors.
- Moved all the White River Scouts so they're now penned in and can't move.
- Changed sledgehammers to have a CHANCE to knockdown (stone - 20%, iron - 30%, steel - 40%, titanium - 50%, power - 60%).
- Stun batons should no longer perma-stun stuff.
- Being stoned should no longer be permanent (still a bit iffy but seems ok).
- Fixed elevators breaking the game for the metal workstation.
- Steroids now work.
- Meat Burrito can now be eaten.
- Fixed the Laser Workbench not being able to accept tools.
- Fixed the output and combine windows on the laser workbench overlapping.
- Honey description adjusted to state it only has a 50% chance of curing infection.
- All zombies that naturally spawn in the world should now have correct localization, models and particle effects (where necessary).
- Loot pass on zombie loot bags (amounts, tiers, etc.
- Drone crafted quality now levels off the Yeah, Science! perk.
- Implemented workaround for drone spawning with only 1hp and dead.

MANUAL INSTALL ONLY. Delete your old mods folder. Copy the mods folder from in the zip to your 7DTD folder and you're done. Also make sure EAC is off, just like previous versions of DF.

Link: https://drive.google.com/file/d/1aWSgGP6loSEnQHvoDeZqZuc8Bh2Ug5U7/view?usp=sharing
This New update fixed the issue with the vehicles thank you so much Khaine!!

 
There's a 'max zombies alive' setting in the game difficulty options, that might do it ?

Khaine, is it recommended / mandatory / a good idea that we start a new save for each build ? I have anyway, hadn't got that far with b29 :)

 
Recommended but not mandatory
At least in one case (mine 😒) the savegame from B29 wouldn't load after installing b30 (after "creating world" while "Creating player", last Log-entry: "EXC NullReferenceExeption" ).

Edit: Again I was too fast: A second attempt to load worked. Seems to work. I leave this post to (hopefully) help others.

 
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At least in one case (mine 😒) the savegame from B29 wouldn't load after installing b30 (after "creating world" while "Creating player", last Log-entry: "EXC NullReferenceExeption" ).

Edit: Again I was too fast: A second attempt to load worked. Seems to work. I leave this post to (hopefully) help others.
In case anyone else has this, I ALSO had this problem, except it was a clean save.

Rebooting my machine fixed it. No idea why.

 
Just noticed that the power armour can't take the ablative armour mods - does power armour already provide a 10% per piece reduction to chance to be set on fire?

Assume customized fitting mods can't be installed as they'd clash with the inherent mobility bonus compared to titanium armour?

Thanks!

 
Nope. It has 15% instead of 10% per piece. ;) That's why it can't be installed.

Customized fittings, if my memory is correct, can't be installed because it actually gave a mobility BONUS when you had a suit full to the point stuff couldn't catch you.

 
Nope. It has 15% instead of 10% per piece. ;) That's why it can't be installed.

Customized fittings, if my memory is correct, can't be installed because it actually gave a mobility BONUS when you had a suit full to the point stuff couldn't catch you.


Oh nice. Thanks!

 
if I look down or up, all objects become invisible, such as barrels, chairs, rubbish, cars, workbenches. is there any fix for this?

this does not happen everywhere, but for the merchant it happens at every step

 
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if I look down or up, all objects become invisible, such as barrels, chairs, rubbish, cars, workbenches. is there any fix for this?

this does not happen everywhere, but for the merchant it happens at every step


Go back to menu, enter settings and disable Occlusion (culling). That will make performance worse, but that's the trade off. 

 
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