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

Another issue I'm currently having is I can't make cement, when I do go to a forge and have the required perks, it's showing I have 0 stone when I do have stacks in my inventory.

 
More Dev Build findings:  

Level 5 of Stealth Assassin says Trash no longer makes noise when stepped on. This is true while you are sneaking, but it still makes noise when you are not sneaking. Many POIs will have trash surrounding the exit of a ladder which you can't sneak while climbing up. If you could clarify in the perk description that trash is only noiseless while sneaking, or make it so trash is noiseless regardless of sneak state that would be great.  

You can turn all dyes into black dye via recipes except JaWoodlePurple, which only has a recipe for a bundle of purple dye. Any chance of a recipe to turn it into black dye like the other dyes?  
 
I also just found the recipe for Super Corn in a random sink cabinet, I thought Super Corn was exclusive to Farmers not sure if it is supposed to be a random drop so just a heads up if that is the case.
I'll probably make the trash silent regardless tbh. I think that's a better solution.

That's intended on both the jawoodle purple and the super corn

Another issue I'm currently having is I can't make cement, when I do go to a forge and have the required perks, it's showing I have 0 stone when I do have stacks in my inventory.
Are you sure the perk doesn't have a red tick? Actually i'm pretty sure cement isn't locked. I'll have to check

 
Are you sure the perk doesn't have a red tick? Actually i'm pretty sure cement isn't locked. I'll have to check
The concrete mixing perk is 0/1 with a red tick but I have science crafting 4, mining tools is 67, Im player level 76, and I completed my laborer class questline, so I should be able to make concrete, no?

 
If you finished laborer then you may need the laborer specific perk for it, which I think is hammer and forge.

Yep, it is. Hammer and Forge 4. When you take laborer, you get locked out of other perks because people complained they "wasted points" buying them.

So I refund those points so people can just buy hammer and forge.

 
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Yes, you can fill and wire the turrets up to fortify it. That's been a thing since A20 started but no one bothered.
 


When i saw them i was like "Sweet, i can fill them up and power them and live safe at the trader", but then i remembered what game i am playing and realized that by the time i can fill them up with the ammo needed, i already have my own base with a spike moat that is safer and doesn´t need ammo anyways. Not even bothering with the LCB trick to pick them up. But i can see why you did it this way as the guards where a problem. Some people may use it, it´s just not my prefered solution. 

 
If you finished laborer then you may need the laborer specific perk for it, which I think is hammer and forge.

Yep, it is. Hammer and Forge 4. When you take laborer, you get locked out of other perks because people complained they "wasted points" buying them.

So I refund those points so people can just buy hammer and forge.
sorry to keep bothering you but I did just check my game again, I have hammer and forge maxed out and advanced engineering maxed out but it’s still telling me I don’t have the required resources to craft it and shows 0 stone in my inventory. 

 
sorry to keep bothering you but I did just check my game again, I have hammer and forge maxed out and advanced engineering maxed out but it’s still telling me I don’t have the required resources to craft it and shows 0 stone in my inventory. 
You mention "Stack" before, do you have stone at your inventory or stacked stone ?

Since the recipe need normal stone and not the stacked one, ofcouse you have 0 stone.

 
Alright nerds, I've been working my arse off the past few days, so it's time for a big boy download. This is builds 11, 12 and 13, so I'll be including the patch notes for all 3 builds so you can see what's changed.

It MIGHT be save compatible, but I make no promises. Be aware of that.

V4.1.0-DEV-B11
- Fixed Forge Ahead localization.
- Forge Ahead book should now correctly unlock all 3 levels when read several times.
- Slightly lowered level requirements of Technology Crafting.
- Re-tagged survivors and adjusted SCore config so the player should be able to damage them again.
- Fixed Living Off The Land and Iron Hoe stacking issues. Again. Because 7DTD still can't math.
- Fixed 7th Curse in Blademaster firing when using a spear as this was not intended.
- Fixed fish pie being unable to be cooked in the campfire.
- Scrap tool crafting can no longer be purchased. It is automatically granted to the player at level 5.
- Doors that require keycards can no longer be picked.
- Tweaked the dialog window so hopefully quest names should show up properly now.
- Legendary weapons now have "tiers" again so mod slots will still work, however they have the same stats no matter what "tier" they are, so this can effectively be ignored.
- Moved all "crafting" perks related to tools/weapons/etc off individual traders and onto the scout, so players can learn all perks just by getting scout faction. (10/20/30/40/50)
- Trader Caitlin now also teaches all "crafting" perks, and all class masteries. (50 rep required)
- Removed the scout from Caitlin's prefab as it only offers an overlap of skills to teach.
- Anna's locked room has been slightly reinforced.
- Anna's locked room now has a laser workbench.
- Jen no longer sells the laser workbench.

V4.1.0-DEV-B12
- Backend reorganization of POI's ready for the POI Expansion Pack (and so players can remove that if they so wish).
- Added Laser Spear.
- Added Power Fist.
- The "fittings" mods can now be installed in padded armor.
- Armor Specialist now applies it's mobility reduction to padded armor (because I forgot to do that).
- Power armor no longer benefits from the mobility penalty and stamina penalty reduction of armor specialist. It DOES benefit from the degradation reduction.
- Radiation Ready mods have been moved off Master Scientist and to Science Crafting 5, because I meant to do that and forgot.
- Lowered mobility penalty of Radiation Ready mods from 3% to 2% so they can be offset with ski goggles or fittings mods.
- Science Crafting perk is now slightly easier to level. 10/20/30/40/50 instead of 1/10/20/40/80
- A lot of class specific perks that require level 20 to unlock have been lowered to level 10.
- Master Laborer is now level 40 in line with other masteries.
- Doubled the stack size of anti-rad pills.
- Increased drop chance of hazmat fiber.
- Resized a lot of textures for a lot of different items/blocks/zombies as there were WAY too many 4k textures. This should help with disk usage, RAM usage and possibly load times. (Saved around 700MB to 1GB!)
- Reworked some iffy zombie textures so they look better.

V4.1.0-DEV-B13
- Small adjustment to beehive loot table.
- Left power fist now fixed thanks to grumpybeard reminding me how unity works.
- Added missing recipes for Laser Spear and Power Fist.
- Added icons for Laser Spear and Power Fist.
- White River Quests now work and also shouldn't be repeatable for infinite ammo.

Link: https://drive.google.com/file/d/1suw7vI87rqZPVVWU6KpRtG_swwb8Nx9F/view?usp=sharing

 
HI been playing your mod for while and saw that you have the dev build and figure id give it a go to test but i seem to be doing something wrong. When i start a new game it goes through the process of creating a new world but right as i would load in the debug menu pops up with prompts that is could not place certain things at POIs and and the the game is launching however the game crashes to desktop a few moments later. I might be picking the wrong map seed i assume?  I can get the B9 version up and running again with no issues but I'm not sure if its the map i am trying to pick (DFmed no-cp) or if i did not install the mod correctly. Would a total uninstall and mod deletion help or am i not picking a map that is compatible with the dev build?  I can try and get a screenshot of the debug menu before it crashes if that would help but i think im not doing something right on my end

 
I installed DF 4.1.0 B13 (along with the updated SCore DLL) today on Alpha 20.6. Seems to work well, I do get some missing POI errors and something about not being able to load SciFi blocks at startup.

No other anomalies other than the scrap iron tools never unlocked. I'm level 10+ and I still can't make them, I can't spend a point to unlock the skill, and I can't creative-mode in a schematic to unlock them.

One note: the new food costs are kind of... insane. Quadruple cost. So ~420 coin to make 20 points of food via cans. Over $1k coin per day minimum for food until your farm gets off the ground, and no sane way to choose any other class in single-player. I'm not sure what the rationale is but it hurts on week 1 really bad. I usually live out of the vending machine on week 1 and that's gone now. I'd say merely double price instead of quadruple seems more sensible, though I appreciate the parity between vending machine and trader now.

I spent two in-game days searching for apple trees but only found 2, but apparently orange trees were taking over the planet (boo RNG). If I hadn't spawned near a desert (yay for yucca) I'd have just cheesed it and died to regain food every few days. Am I missing some kind of new food meta? Aside from liberating a lot of potatoes I don't recall your videos doing much differently. The prices would work if you didn't need to cook 2 cans to not die of food poisoning. Oh, and I don't know if it's a bug or not but peas are still 70 coin, quite the bargain.

And that reminds me, the canned water is also painful. IMO it should only take 30 seconds to boil instead of a full minute, considering it's only 5 water per and you're looking at a fresh player with only a stone axe to cut a lot of wood for that. And run a second dedicated campfire or run it overnight just to grind out 15 cans for a day's worth of water.

 
HI been playing your mod for while and saw that you have the dev build and figure id give it a go to test but i seem to be doing something wrong. When i start a new game it goes through the process of creating a new world but right as i would load in the debug menu pops up with prompts that is could not place certain things at POIs and and the the game is launching however the game crashes to desktop a few moments later. I might be picking the wrong map seed i assume?  I can get the B9 version up and running again with no issues but I'm not sure if its the map i am trying to pick (DFmed no-cp) or if i did not install the mod correctly. Would a total uninstall and mod deletion help or am i not picking a map that is compatible with the dev build?  I can try and get a screenshot of the debug menu before it crashes if that would help but i think im not doing something right on my end


The POI errors I now about. Any other errors? May also be worth increasing virtual memory.

I installed DF 4.1.0 B13 (along with the updated SCore DLL) today on Alpha 20.6. Seems to work well, I do get some missing POI errors and something about not being able to load SciFi blocks at startup.

No other anomalies other than the scrap iron tools never unlocked. I'm level 10+ and I still can't make them, I can't spend a point to unlock the skill, and I can't creative-mode in a schematic to unlock them.

One note: the new food costs are kind of... insane. Quadruple cost. So ~420 coin to make 20 points of food via cans. Over $1k coin per day minimum for food until your farm gets off the ground, and no sane way to choose any other class in single-player. I'm not sure what the rationale is but it hurts on week 1 really bad. I usually live out of the vending machine on week 1 and that's gone now. I'd say merely double price instead of quadruple seems more sensible, though I appreciate the parity between vending machine and trader now.

I spent two in-game days searching for apple trees but only found 2, but apparently orange trees were taking over the planet (boo RNG). If I hadn't spawned near a desert (yay for yucca) I'd have just cheesed it and died to regain food every few days. Am I missing some kind of new food meta? Aside from liberating a lot of potatoes I don't recall your videos doing much differently. The prices would work if you didn't need to cook 2 cans to not die of food poisoning. Oh, and I don't know if it's a bug or not but peas are still 70 coin, quite the bargain.

And that reminds me, the canned water is also painful. IMO it should only take 30 seconds to boil instead of a full minute, considering it's only 5 water per and you're looking at a fresh player with only a stone axe to cut a lot of wood for that. And run a second dedicated campfire or run it overnight just to grind out 15 cans for a day's worth of water.


Scrap Iron Tools I have fixed locally.

You can live off charred meat you know. 😛

And I'll look into the water craft time. I think I just grabbed that time from A16 and went "Yeah, that seems fine". Will probably lower it to 30 seconds.

Having the same issue as above, Scrap Tool Crafting not unlocking at level 5.
Fixed locally.

 
I have very big issue with the mod and i was wondering if someone can give me a hand. Basically after i leveled up my  physical conditioning/gotta go fast perks i started getting laceration/broken arm when attacked hell of a lot more often as a result my max hp drops to the point where I am currently  down to 254 from 350. Considering that I am geared with power armor level 79 with all the possible mods and the fact that i am hosting a server for me and 2 friends who don't have this issue at all I am pretty sure it isn't a normal thing.  I literally get laceration on every 5-10 hits from mobs which is insane in my estemate. I am pretty sure it isn't an issue with the armor since i was with titanium before and the issue was still there. Please give me any pointers to what i can do to remedy the situation. Thanks

 
Started a new map on V4.1.0-DEV-B13, Nomad difficulty, otherwise default settings apart from some max zombie counts, but noticed that wild trees bear fruit again about every day. Seems a bit too fast.

Is this intentional?

 
I literally get laceration on every 5-10 hits from mobs 
 I had this happen once and found out my armor was at 0% health/durability. So no actual armor.

noticed that wild trees bear fruit again about every day.
Same here. I'm enjoying the extra orange tea but it's probably a bug.

One other thing about 4.1.0 B13. I did a Day 21 horde night, nothing too scary. Then a screamer showed up just after daybreak as I was cleaning up the remnant horde and that of course kicked off something far worse than the actual blood moon horde. But long story short, I promptly got an infection from the screamer horde, and it took until about 10:00 to finish all the respawns*. By that time, my infection had already gone over 10%. Luckily I already had some herbal antibiotics but if not what seems like 50% infection in a day would be a death sentence if you're out in the middle of nowhere relying on the ~1/12 stump drop rate. There's no way to keep up with that progression early game. I doubt much can be done about it (like a gamestage-linked progression rate). Yes the scout sells honey but it's not a guaranteed treatment anymore. Maybe that's just a zomboid-like "sucks for you not everyone makes it" thing.

I agree though, infection in vanilla is poorly implemented. Instead of TFP nerfing stumps, infection should be overhauled. It's deadly week 1 and 2 then just turns into a nuisance.

I also noticed a potential bug, when I built a player oven. It didn't seem to use my cooking pot/grill even though it calls for them in the recipe.

*Screamers should not summon other screamers--nor fully radiated enemies (dog, cop, screamer) before the GS calls for them to naturally spawn. It's been so long since I played vanilla though I don't recall if this is more bad vanilla decisions or editing of the allowed enemy list XML.

 
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Having problems loading the game. Just uninstalled and reinstalled fresh. Was running version 4.03A just fine, with minor bugs. Tried to run 4.04 on Alpha 20.5 and couldn't finish loading the game. Got error: EXC NullReferenceException: Object reference not set to an instance of an object.

 
Started a new map on V4.1.0-DEV-B13, Nomad difficulty, otherwise default settings apart from some max zombie counts, but noticed that wild trees bear fruit again about every day. Seems a bit too fast.

Is this intentional?


Known. I'm still dialing in the numbers a bit :)

 I had this happen once and found out my armor was at 0% health/durability. So no actual armor.

Same here. I'm enjoying the extra orange tea but it's probably a bug.

One other thing about 4.1.0 B13. I did a Day 21 horde night, nothing too scary. Then a screamer showed up just after daybreak as I was cleaning up the remnant horde and that of course kicked off something far worse than the actual blood moon horde. But long story short, I promptly got an infection from the screamer horde, and it took until about 10:00 to finish all the respawns*. By that time, my infection had already gone over 10%. Luckily I already had some herbal antibiotics but if not what seems like 50% infection in a day would be a death sentence if you're out in the middle of nowhere relying on the ~1/12 stump drop rate. There's no way to keep up with that progression early game. I doubt much can be done about it (like a gamestage-linked progression rate). Yes the scout sells honey but it's not a guaranteed treatment anymore. Maybe that's just a zomboid-like "sucks for you not everyone makes it" thing.

I agree though, infection in vanilla is poorly implemented. Instead of TFP nerfing stumps, infection should be overhauled. It's deadly week 1 and 2 then just turns into a nuisance.

I also noticed a potential bug, when I built a player oven. It didn't seem to use my cooking pot/grill even though it calls for them in the recipe.

*Screamers should not summon other screamers--nor fully radiated enemies (dog, cop, screamer) before the GS calls for them to naturally spawn. It's been so long since I played vanilla though I don't recall if this is more bad vanilla decisions or editing of the allowed enemy list XML.
Infection: That's the point. In vanilla, it takes 7 REAL LIFE HOURS to kill you. I made it way faster. It's 3. I want it dangerous and dealy.

Oven: You're looking at the wrong recipes. Oven has specific recipes that use less materials.

Screamers: Screamers called by other screamers CANNOT CALL MORE Screamers. So... why does it matter? And screamers are gamestaged. They're just gamestaged HIGHER than POI spawns.

So yes, they will spawn rads if you're only getting ferals in POI's. You can.... y'know... run away. That's valid. 😛
 

Having problems loading the game. Just uninstalled and reinstalled fresh. Was running version 4.03A just fine, with minor bugs. Tried to run 4.04 on Alpha 20.5 and couldn't finish loading the game. Got error: EXC NullReferenceException: Object reference not set to an instance of an object.
2.04 requires A20.6. That's why it's crashing.

 
Thank you for clarifying the matter. May I suggest you update the first page with this piece of information, so no one else goes through the same problem. Keep up the good work.

 
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