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

I've been trying to track all of the farming changes being made to both DF and the base game, and I'm looking for a sort of compiled list of farm-related changes to A20.* that DF makes.

I know that it:

  • adds harvestable trees and more crops
  • adds an irrigation system
  • crops require water to grow and consume it as they advance in growth stages
  • adds a rain barrel that generates water to deal with the previous requirement
  • sets the crop cycle to 2 full IRL hours
  • adds scarecrows to keep farm chunks loaded on the server
  • allows the 'action' (E) key to harvest without needing to punch


1) Is that list complete?

2) Does DF use the A20 mechanic that harvesting the plant destroys it and has a base 50% chance to yield a seed from the harvest? This is totally idiotic. Every generation of plants will produce half as many as the previous without some expert intervening. That's not how plants work of could ever work and is a feeble way of balancing a game that already has active people consuming multiple entire pigs per day. And it needlessly adds even more RNG to a game already overburdened with it. There's a mod that restores farming to A19 mechanics, and I will get started extending that mod to include DF crops unless someone tells me that there is a DF-specific harvesting mechanic that differs from A20. If someone has already made a mod that is compatible with DF that reverts harvesting crops to A19 rules (or anything less stupid than A20, low bar), I'd appreciate a pointer to it.

Thanks in advance,

BDF

 
I've been trying to track all of the farming changes being made to both DF and the base game, and I'm looking for a sort of compiled list of farm-related changes to A20.* that DF makes.

I know that it:

  • adds harvestable trees and more crops
  • adds an irrigation system
  • crops require water to grow and consume it as they advance in growth stages
  • adds a rain barrel that generates water to deal with the previous requirement
  • sets the crop cycle to 2 full IRL hours
  • adds scarecrows to keep farm chunks loaded on the server
  • allows the 'action' (E) key to harvest without needing to punch


1) Is that list complete?

2) Does DF use the A20 mechanic that harvesting the plant destroys it and has a base 50% chance to yield a seed from the harvest? This is totally idiotic. Every generation of plants will produce half as many as the previous without some expert intervening. That's not how plants work of could ever work and is a feeble way of balancing a game that already has active people consuming multiple entire pigs per day. And it needlessly adds even more RNG to a game already overburdened with it. There's a mod that restores farming to A19 mechanics, and I will get started extending that mod to include DF crops unless someone tells me that there is a DF-specific harvesting mechanic that differs from A20. If someone has already made a mod that is compatible with DF that reverts harvesting crops to A19 rules (or anything less stupid than A20, low bar), I'd appreciate a pointer to it.

Thanks in advance,

BDF
1) Yep, looks complete. There's fertalizer as well to skip a growth stage, but it's currently bugged (fix scheduled for 4.1)
2) No, it does not. It uses the A19 system where the plant goes back to seed.

 
A noob question about agriculture. I understand biomes have specific minerals and agriculture associated with them. I want to know whether fruit plants can only be grown in the biome in which they are found. Put another way, can I plant apple trees in a desert biome and expect them to produce fruit consistently - as trees do not require irrigation to grow. 

Thanks

P.S. Those vultures in the desert are no joke. Serious as a heart attack !!

 
I've cleaned up recent posts, so that the thread can stay on the topic of the Darkness Falls mod without distractions.  The last thing I want to say about it is that the forum does have a block/ignore feature, as described in the Explanation of Features and Guidelines.

4.    Blocking/Ignoring Users


If you and another user aren’t getting along, you can block specific users so that you don’t see their posts. Understand that by blocking users, you may miss out on important parts of a discussion.


 


On the official forum, add or remove users from your ignore list by clicking on your user name at the top of the page and selecting Ignored Users.


On Steam, go to a user’s Profile -> More -> Block All Communication.

 
A noob question about agriculture. I understand biomes have specific minerals and agriculture associated with them. I want to know whether fruit plants can only be grown in the biome in which they are found. Put another way, can I plant apple trees in a desert biome and expect them to produce fruit consistently - as trees do not require irrigation to grow. 
They do, plant them as usual.

 
A noob question about agriculture. I understand biomes have specific minerals and agriculture associated with them. I want to know whether fruit plants can only be grown in the biome in which they are found. Put another way, can I plant apple trees in a desert biome and expect them to produce fruit consistently - as trees do not require irrigation to grow. 
Biome's don't matter, for your own farming.

I planted Apple seed's on ice, and my potato's and corn grows well at the ice biome too.

Don't forget to place a new scarecrow next to your water needed plant's, that let them grow even when you are far away.

@KhaineGB, it is intended that Z's attach the scarecrows ? They are  good distraction targets.

 
Biome's don't matter, for your own farming.

I planted Apple seed's on ice, and my potato's and corn grows well at the ice biome too.

Don't forget to place a new scarecrow next to your water needed plant's, that let them grow even when you are far away.

@KhaineGB, it is intended that Z's attach the scarecrows ? They are  good distraction targets.
Yep

 
Alright folks, here's an early access dev build! Honestly, there's not a lot of change from 4.03, it's mostly just tweaks to allow DF to work from the new modfolder location for folks who want to do that.

V4.03A-DEV-B1

- Added Krunch's 8k map and required POI's.
- Scoutsmod updated to run from any folder, and compiled into the main DF DLL file.
- Scoutsmod now configurable via blocks.xml (info is at the bottom of the file).
- Darkness Falls XML updated to allow it to run from any folder (including the new mod folder).

Link: https://drive.google.com/file/d/1zPkbTcnn9LOlpWbQPoGX0tqN2ywgskan/view?usp=sharing
 

This IS save compatible. I tested it. However the amount of zombies the screamers spawn is... a bit high. If you wanna change it, it's at the bottom of blocks XML in 0-DarknessFallsCore/Config

If you don't wanna change it... good luck? :D

 
Hugh should have them as well.

However I did intend for all traders to at LEAST have wood, stone, clay and sand. So I'll be looking into that.

Other people have said removing the quest, rebooting the game and talking to him again fixes it. No idea why.

TFP always recommend a wipe when you update to a new alpha. There's not a lot I can do about it.
Can this be a feature? That honestly sounds like a blast! could you imagine if too many demons stay in a spot too long on horde night a portal spawns. 

Also, the map i was using is dfmeduim 1, NOCP. So not sure why eve did not spawn. I am on the big krunch map and i like it better so it all works out. 

 
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