• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

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

I don't know if anyone else had problems with Bio boost and tech boost, but I could not get transhuman over level 1. Had all the requirements met.

Starting digging in the xml files and found that in the progression.xml and buff.xml file 2 perks/buff were blocking them-self's.

Transhuman was checking if $bioboosts was at 0 but it can't because transhuman is a bioboost and Gottagofast was checking if $techboosts was at 0.

Edited my xml files on my server and it's now working as intended (I hope), here is what I have modified if anyone wants to make those changes while waiting for stable.
Not sure why I didn't think to do this, kind of kicking myself now. But yeah, I went 5/5 Acc. healing, then tried to put points into the other one that wasn't greyed out (forgot which one) and lost ALL perks in both groups. I ended up having to make a new save, since using a recent backup character and putting it in the save did nothing somehow. It just ended up as a lvl 1 new character, even though I deleted all the old files and copy pasted those into the save.

 
Falaffel said:
Honey does not seem to cure infection (on B30).


Honey only has a 50% chance to start curing infection.

TribalDragon said:
Hi KhaineGB,

I haven't found a tool and die set yet and I'm on day 38 at level 126, I am pretty sure this isn't normal.  Getting tons of lathes, welding torches, calipers, tanning racks and from the loot table, they should be as frequent as lathes..

I fixed the issue with the creative menu but haven't looted one yet.

Currently using B30 no other mods installed.
Sounds like you got very unlucky.

Magnus17 said:
Looking forward to the mod coming out, was the most fun I had last time played a good amount of 7DTD, but wanted to ask something oddball someone might know; I play with someone who's an arachnophobe, and I'm generally not a big fan of giant insects either. Last time, I think A19's DF, i just commented out the two enemies from the game, both so the mob didn't exist and it never got called for spawning. At the same time, and I'm fairly sure unrelated, I could never get the scientist class because of a null error, i think? (would never be able to use the class book) I always wondered if that was because of removing the monsters, so figured I would check if anyone knows: is there anything that those two need to be in the game to allow? Is there a better way to make absolutely 100% sure they never show up?

My computer was also only about two steps above a potato for this game so there could be plenty of other reasons why; just not going to get them to play this unless I can get rid of those two enemies.


I'm scared of heights but you don't see me removing skyscrapers. 😛

I don't know if anyone else had problems with Bio boost and tech boost, but I could not get transhuman over level 1. Had all the requirements met.

Starting digging in the xml files and found that in the progression.xml and buff.xml file 2 perks/buff were blocking them-self's.

Transhuman was checking if $bioboosts was at 0 but it can't because transhuman is a bioboost and Gottagofast was checking if $techboosts was at 0.

Edited my xml files on my server and it's now working as intended (I hope), here is what I have modified if anyone wants to make those changes while waiting for stable.

I hope KhaineGB will approve of this, or I can remove the code snipet from my post!

Buff.xml

<buff name="buffOxygenOptimizationLvlUp" hidden="true" remove_on_death="false">
    <stack_type value="ignore"/>
    <duration value="1"/>
    <effect_group>
        <requirement name="CVarCompare" cvar="$techboosts" operation="Equals" value="0"/>
            <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$bioboosts" operation="set" value="1"/>
            <triggered_effect trigger="onSelfBuffStart" action="ModifySkillSDX, SCore" tag="perkTranshuman" operation="add" value="1"/>
            <triggered_effect trigger="onSelfBuffStart" action="ShowToolbeltMessage" message="Your Skill In Transhuman Has Increased!"/>
            <triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="levelup" play_in_head="true"/>
    </effect_group>
</buff>

<buff name="buffGottaGoFastLvlUp" hidden="true" remove_on_death="false">
    <stack_type value="ignore"/>
    <duration value="1"/>
    <effect_group>
        <requirement name="CVarCompare" cvar="$bioboosts" operation="Equals" value="0"/>
            <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$techboosts" operation="set" value="1"/>
            <triggered_effect trigger="onSelfBuffStart" action="ModifySkillSDX, SCore" tag="perkGottaGoFast" operation="add" value="1"/>
            <triggered_effect trigger="onSelfBuffStart" action="ShowToolbeltMessage" message="Your Skill In Gotta Go Fast Has Increased!"/>
            <triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="levelup" play_in_head="true"/>
    </effect_group>
</buff>

progression.xml


<perk name="perkTranshuman" parent="skillBioBoosts" name_key="perkTranshumanName" desc_key="perkTranshumanDesc" base_skill_point_cost="0" min_level="0" max_level="5" icon="ui_game_symbol_run">
    <level_requirements level="1"><requirement name="PlayerLevel" target="self" operation="GTE" value="125" desc_key="reqPlayerLevel125"/><requirement name="ProgressionLevel" progression_name="attTechnology" operation="Equals" value="1" desc_key="reqattTechnology"/><requirement name="CVarCompare" cvar="$techboosts" operation="Equals" value="0" desc_key="reqNoTechBoost"/></level_requirements>
    <level_requirements level="2"><requirement name="PlayerLevel" target="self" operation="GTE" value="125" desc_key="reqPlayerLevel125"/><requirement name="ProgressionLevel" progression_name="attTechnology" operation="Equals" value="1" desc_key="reqattTechnology"/><requirement name="CVarCompare" cvar="$techboosts" operation="Equals" value="0" desc_key="reqNoTechBoost"/></level_requirements>
    <level_requirements level="3"><requirement name="PlayerLevel" target="self" operation="GTE" value="125" desc_key="reqPlayerLevel125"/><requirement name="ProgressionLevel" progression_name="attTechnology" operation="Equals" value="1" desc_key="reqattTechnology"/><requirement name="CVarCompare" cvar="$techboosts" operation="Equals" value="0" desc_key="reqNoTechBoost"/></level_requirements>
    <level_requirements level="4"><requirement name="PlayerLevel" target="self" operation="GTE" value="125" desc_key="reqPlayerLevel125"/><requirement name="ProgressionLevel" progression_name="attTechnology" operation="Equals" value="1" desc_key="reqattTechnology"/><requirement name="CVarCompare" cvar="$techboosts" operation="Equals" value="0" desc_key="reqNoTechBoost"/></level_requirements>
    <level_requirements level="5"><requirement name="PlayerLevel" target="self" operation="GTE" value="125" desc_key="reqPlayerLevel125"/><requirement name="ProgressionLevel" progression_name="attTechnology" operation="Equals" value="1" desc_key="reqattTechnology"/><requirement name="CVarCompare" cvar="$techboosts" operation="Equals" value="0" desc_key="reqNoTechBoost"/></level_requirements>

<perk name="perkGottaGoFast" parent="skillTechBoosts" name_key="perkGottaGoFastName" desc_key="perkGottaGoFastDesc" base_skill_point_cost="0" min_level="0" max_level="5" icon="ui_game_symbol_run">
    <level_requirements level="1"><requirement name="PlayerLevel" target="self" operation="GTE" value="125" desc_key="reqPlayerLevel125"/><requirement name="ProgressionLevel" progression_name="attTechnology" operation="Equals" value="1" desc_key="reqattTechnology"/><requirement name="CVarCompare" cvar="$bioboosts" operation="Equals" value="0" desc_key="reqNoBioBoost"/></level_requirements>
    <level_requirements level="2"><requirement name="PlayerLevel" target="self" operation="GTE" value="125" desc_key="reqPlayerLevel125"/><requirement name="ProgressionLevel" progression_name="attTechnology" operation="Equals" value="1" desc_key="reqattTechnology"/><requirement name="CVarCompare" cvar="$bioboosts" operation="Equals" value="0" desc_key="reqNoBioBoost"/></level_requirements>
    <level_requirements level="3"><requirement name="PlayerLevel" target="self" operation="GTE" value="125" desc_key="reqPlayerLevel125"/><requirement name="ProgressionLevel" progression_name="attTechnology" operation="Equals" value="1" desc_key="reqattTechnology"/><requirement name="CVarCompare" cvar="$bioboosts" operation="Equals" value="0" desc_key="reqNoBioBoost"/></level_requirements>
    <level_requirements level="4"><requirement name="PlayerLevel" target="self" operation="GTE" value="125" desc_key="reqPlayerLevel125"/><requirement name="ProgressionLevel" progression_name="attTechnology" operation="Equals" value="1" desc_key="reqattTechnology"/><requirement name="CVarCompare" cvar="$bioboosts" operation="Equals" value="0" desc_key="reqNoBioBoost"/></level_requirements>
    <level_requirements level="5"><requirement name="PlayerLevel" target="self" operation="GTE" value="125" desc_key="reqPlayerLevel125"/><requirement name="ProgressionLevel" progression_name="attTechnology" operation="Equals" value="1" desc_key="reqattTechnology"/><requirement name="CVarCompare" cvar="$bioboosts" operation="Equals" value="0" desc_key="reqNoBioBoost"/></level_requirements>


Fixed locally and tested already.

 
Sorry If I missed it but has the stable A20 version of DF been released yet or is it still workin??
I assume that as soon as a stable/full build of DF for A20 is ready, the 1st page of this thread will be updated to say as such. I believe i read somewhere earlier here that it'll be the 4.0 release, but i could be wrong on the release#. In any case it'll def change from 3.6 to something higher when it's released. A cple of pages back khaine released a beta version of the updated mod, obviously a work in progress, you'll experience bugs, ect. 

If you can't wait on the stable vers to get back into df, try that out.

 
Sorry If I missed it but has the stable A20 version of DF been released yet or is it still workin??


I assume that as soon as a stable/full build of DF for A20 is ready, the 1st page of this thread will be updated to say as such. I believe i read somewhere earlier here that it'll be the 4.0 release, but i could be wrong on the release#. In any case it'll def change from 3.6 to something higher when it's released. A cple of pages back khaine released a beta version of the updated mod, obviously a work in progress, you'll experience bugs, ect. 

If you can't wait on the stable vers to get back into df, try that out.
^ this is correct. It's not out yet. First page will be updated when it is.

Also I tested positive with COVID yesterday, so that's fun. :D

 
Does the new A20.1 beta break anything with the current (early) DF A20.0 release?

/hoping to play tonight for the first time in about two weeks

 
Having an issue with game launch.  Null Reference Exception : object not set to an instance of an object  right after loading player.XML   Creating player on the screen. I have deleted player profile , all saves, pulled fresh 7days build and reloaded DF into it and still same error at the same spot every time.  Trying to load B30 

 
Does the new A20.1 beta break anything with the current (early) DF A20.0 release?

/hoping to play tonight for the first time in about two weeks


Nope! I actually tried B30 and B36 (my current test build) on 20.1 experimental and both work. Right now i'm making dev builds against 20.1 and then testing them on 20.0 and... so far, so good :)

Having an issue with game launch.  Null Reference Exception : object not set to an instance of an object  right after loading player.XML   Creating player on the screen. I have deleted player profile , all saves, pulled fresh 7days build and reloaded DF into it and still same error at the same spot every time.  Trying to load B30 
Reboot your machine. And make sure saves ARE deleted. Even if they aren't in the game list, sometimes they can still be in your save folder.

 
Last edited by a moderator:
Hi guys, i know everyone is still asking, but is there any estimated date of the "stable" release? Or at least month? :)
I have over 900 hours in 7 days, but 90% of it is DF lol, so I am suffering now because I had to install warzuk mod, which is not that good.

Also I wanted to ask if it would be possible to add something similar to this:
https://www.nexusmods.com/7daystodie/mods/1310?tab=files

We are playing usually with my brother so after so many hours of playing we are seeking for challenges (i am not saying DF is easy, no its not at some point :D ) But would be nice to have such option to change the server a bit at the begining.

Keep up the great work and thanks a lot.

 
Got tired of not being able to use a couple of the vehicle mods with the gyrocoptor, if you wish to be able to, in the file item_modifiers.xml change

installable_tags="vengine"

to

installable_tags="vengine,vehicle"

for each vehicle mod you wish to be able to install on it. Took it for a flight, worked fine.

Edit: Can probably remove the vengine and just have vehicle as the arg, but was too lazy to launch the game twice with it taking about 5 mins to launch each time.

 
Last edited by a moderator:
Hey i was wondering how i would get access to the Alpha 20 beta? I've been using your mod for awhile and wanted to start streaming it but with alpha 20 and some other quality of life mods aswell.

 
Hi guys, i know everyone is still asking, but is there any estimated date of the "stable" release? Or at least month? :)
I have over 900 hours in 7 days, but 90% of it is DF lol, so I am suffering now because I had to install warzuk mod, which is not that good.

Also I wanted to ask if it would be possible to add something similar to this:
https://www.nexusmods.com/7daystodie/mods/1310?tab=files

We are playing usually with my brother so after so many hours of playing we are seeking for challenges (i am not saying DF is easy, no its not at some point :D ) But would be nice to have such option to change the server a bit at the begining.

Keep up the great work and thanks a lot.


When it's ready.

And no, i'm not adding that. DF already has more zombie types and more zombie spawns. You'd be htting zombie limit and FPS issues REALLY fast.

Got tired of not being able to use a couple of the vehicle mods with the gyrocoptor, if you wish to be able to, in the file item_modifiers.xml change

installable_tags="vengine"

to

installable_tags="vengine,vehicle"

for each vehicle mod you wish to be able to install on it. Took it for a flight, worked fine.

Edit: Can probably remove the vengine and just have vehicle as the arg, but was too lazy to launch the game twice with it taking about 5 mins to launch each time.


Might wanna be more specific on what mods do/don't work.

Hey i was wondering how i would get access to the Alpha 20 beta? I've been using your mod for awhile and wanted to start streaming it but with alpha 20 and some other quality of life mods aswell.


^ this

 
Is reporting a game crash considered a valid topic? I am on Ubuntu 20.04. Clean install, no save folder, EAC off. So DF B30 causes a crash just after one second of gameplay. Vanilla alpha 20, vanilla alpha 20 + other mods, DF for alpha 19 - work just  fine. Here are last few lines fron the log file:

2022-01-23T14:23:18 316.892 INF Dymesh door replacement: imposterBlock
2022-01-23T14:23:18 317.072 INF Respawn almost done
2022-01-23T14:23:18 317.081 INF PlayerSpawnedInWorld (reason: NewGame, position: -1920, 56, 475): localplayer
Caught fatal signal - signo:11 code:1 errno:0 addr:0xfffffffff2f804ff
Obtained 2 stack frames.
#0  0x007fc2ebc683c0 in funlockfile
#1  0x00000041a4fb6d in (Unknown)

Thanks for your work!

 
Is reporting a game crash considered a valid topic? I am on Ubuntu 20.04. Clean install, no save folder, EAC off. So DF B30 causes a crash just after one second of gameplay. Vanilla alpha 20, vanilla alpha 20 + other mods, DF for alpha 19 - work just  fine. Here are last few lines fron the log file:

2022-01-23T14:23:18 316.892 INF Dymesh door replacement: imposterBlock
2022-01-23T14:23:18 317.072 INF Respawn almost done
2022-01-23T14:23:18 317.081 INF PlayerSpawnedInWorld (reason: NewGame, position: -1920, 56, 475): localplayer
Caught fatal signal - signo:11 code:1 errno:0 addr:0xfffffffff2f804ff
Obtained 2 stack frames.
#0  0x007fc2ebc683c0 in funlockfile
#1  0x00000041a4fb6d in (Unknown)

Thanks for your work!
Did you use one of the test maps or attempt to use the random gen? I had the same thing happen when I attempted the random gen.

 
Back
Top