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

So I see the wandering horde frequency mod was moved into the base mod.

Build 23 "- Added wandering horde mod into base DF and removed the unnecessary folder."

When creating a single player game I see the options for configuring them.

However, I have looked here in the forum and through the included server config file of the mod and I do not see those settings.

Am I overlooking the settings somewhere?

Appreciate any assistance.

 
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I have even tried a B26 generate map and issue is still the same, completely confused at this point
yeh, I have no idea either.

The game does create logs in C:\Users\[User]\AppData\Roaming\7DaysToDie\logs\, but I don't know if those deal with the kind of errors you're getting. Though, if your problem is due to something not loading properly, you'd think that would show up.
 

 
I made a boo-boo, and I thought I'd share so others wouldn't make a similar mistake. 😖😂

So, I downloaded and freshly installed the new B26 with a new RWG map and everything was dandy.
However, I noticed that the remote crafting was a bit borked.
If I didn't have mats in my backpack or toolbelt and I went to craft remotely from nearby boxes, I could craft what I liked up to the mat amount I had, but it didn't deplete what was in the box at all. So, I basically could craft infinitely.
This confused me and I went into the files to see what was up.
Upon examination, even though I made sure the mods folder in the game directory was empty with a fresh install, I forgot I had a "CraftFromContainers" mod already installed in the "AppData\Roaming\7DaysToDie\Mods" pathway!
However, removing the AppData mods stopped the in-game "RemoteCrafting" from working! Which confused me even more! lol
I'd probably need to do a fresh game to set that all straight I think... Which I'll do anyway for bug hunting.

But this is just a lesson to tell the Fun Pimps to stop moving directories around and making us forget where @%$# is! 🤣

Regardless of all that, great work as ever Khaine for the updates, thanks for all the effort. 👍❤️
ow. Last night I happened to be reading some of the discussion about mods in AppData from back when TFP introduced it. I didn't think any mods actually used it (or that it even still worked, for that matter).

That's certainly something to keep an eye out for if things get weird.

Any idea if mods in AppData take priority over those in the game folder? If they do, it might explain some weird, seemingly unsolvable problems I've seen people talk about.

 
Having some problems, got a server with DF A20, and downloaded the mod and changed steam to A20 accordingly. I try to join via IP address and its giving a weird error. any suggestions? Thanks 

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ow. Last night I happened to be reading some of the discussion about mods in AppData from back when TFP introduced it. I didn't think any mods actually used it (or that it even still worked, for that matter).

That's certainly something to keep an eye out for if things get weird.

Any idea if mods in AppData take priority over those in the game folder? If they do, it might explain some weird, seemingly unsolvable problems I've seen people talk about.


Just out of interest, if I recall Sorcery Mod uses appdata as its default installation (if you use the installer).

 
Just out of interest, if I recall Sorcery Mod uses appdata as its default installation (if you use the installer).
Thanks.

There was someone who had a really weird problem with DF where it sort of seemed like the wrong version of IDC Core was loading. Which made no sense as she'd made clean installs of everything. But maybe that could happen if there was something left in AppData (and if stuff there takes precedence over the mods folder in the game folder).

 
So I see the wandering horde frequency mod was moved into the base mod.

Build 23 "- Added wandering horde mod into base DF and removed the unnecessary folder."

When creating a single player game I see the options for configuring them.

However, I have looked here in the forum and through the included server config file of the mod and I do not see those settings.

Am I overlooking the settings somewhere?

Appreciate any assistance.


Mods\1-CustomGameOptions\SaveData\CustomGameOptions.xml

That's how you set it for servers.

why can't I spawn near my backpack?



1) Because it's a stupid option.
2) Because it breaks respawn in multiplayer.

Having some problems, got a server with DF A20, and downloaded the mod and changed steam to A20 accordingly. I try to join via IP address and its giving a weird error. any suggestions? Thanks 

View attachment 29342
Would probably need a log file for that one to work out what the issue is.

Also, apologies all for not being around much. We just had a hell of week here. Thought one of the foster kittens was about to die.

 
Was CraftFromContainers removed from Darkness Falls?

I have a B24 installation with working CraftFromContainers, but the mod + function is missing in B25 and B26.

Is it save to just copy it to my B26 game, or is something broken with it?

 
Also, apologies all for not being around much. We just had a hell of week here. Thought one of the foster kittens was about to die.
There is never a need to apologize for looking after a family member.

Spawn near backpack is almost as silly as doors that are locked in an open position.

 
Yo so I've never played DF until this testing for a21. I'm 167 now but since I've been high if I do any poi it just spawns endless screamers by the time I kill everything another screamer spawns. I can't do @%$# besides leaving the area cause it gets boring after killing 99 waves of zombies. Is this how it's supposed to be when ur high lvl?

 
Was CraftFromContainers removed from Darkness Falls?

I have a B24 installation with working CraftFromContainers, but the mod + function is missing in B25 and B26.

Is it save to just copy it to my B26 game, or is something broken with it?


Nope. It's still there.

Yo so I've never played DF until this testing for a21. I'm 167 now but since I've been high if I do any poi it just spawns endless screamers by the time I kill everything another screamer spawns. I can't do @%$# besides leaving the area cause it gets boring after killing 99 waves of zombies. Is this how it's supposed to be when ur high lvl?
Use less guns then.

 
And Build 27 is up! Notes and stuff.
 

DF-V5.0.0-DEV-B27

- (IDC) Fixed a random biome NRE that shouldn't happen.
- Fixed a couple of warnings regarding hand items.
- Fixed sell prices on hatches and the helipad.
- Fixed missing tags on armor so the armor specialist perk can work properly.
- Fixed Master Hunter localization stating it unlocks titanium arrows/bolts, when it doesn't. It's Bow Crafting 5.
- Fixed Titanium Arrows not being locked when they should be.
- Fixed Mk2 turrets floating slightly.
- Fixed players being able to stuff tools into the empty tool slots and still getting the benefits.
- Fixed missing buff for the arc gun so that should now shock properly and also chain to other zombies.
- Fixed that annoying bit of overlapping grey when an item is selected in the backpack.
- Fixed missing sound on Black Sky when using full auto mod.
- Fixed incorrect sound on Black Sky when using a silencer.
- Fixed occasional empty lootbags on zombies.

- Added an "upgrade" path to buried treasure chests to fix issues with players using the crowbar on it, which shouldn't work ANYWAY but there we go.
- Added resistance and immunity to fatigue to the security Pain Tolerance perk.
- Added tomato seed unlock to Basic Farming.
- Added a sell price to titanium spears.
- Added flaming arrow/bolt and explosive arrow/bolt recipes to Bow Crafting.
- Added 25% resource gathering bonus to the Laborer Class and Laborer Mastery.
- Added stun baton (and pipe baton) damage increase to Yeah Science.
- Adjusted Salvage Operations and Mechanic Mastery. Ratchet now unlocks at Salvage Operations 4 instead of 5, and Impact Driver now unlocks with Salvage Operations 5 instead of Mechanic Mastery.
- Adjusted Metal Spikes mod so it can now be installed in all blunt weapons (clubs, sledges, knuckles, batons).
- Adjusted trader inventory regarding resources (wood, clay, etc).
- Removed working vending machines, ovens and sinks from the bunkers in case of POI reset issues in multiplayer.
- Lowered max sap duration to 15 mins as 30 was a little nuts. Should still be useful.
 

Main Download: http://darknessfallsmod.co.uk/DF-V5-DEV-B27.zip (you will need to copy and paste this)
Backup Download 1: https://drive.google.com/file/d/1GfPeLsBywyyYbJNEfd9aKVb4nG7U8GtB/view?usp=sharing
Backup Download 2: https://drive.google.com/file/d/1g4Dsj-sdoSS8-X1ngvZcwsZXWxLH9ka4/view?usp=sharing

 
I still have problems with CraftFromContainers.

There is no CraftFromContainers folder in any of my B25, B26 and B27 archives.

After I copied my CraftFromContainers from my B24 installation I can craft from containers, but I don't use up any of my recources.

 
Couple of questions. Gave it a full 64 day run through...took like a week. Most of my issues I found were fixed. (Good job, this is my fav mod by far)

1. Is everything supposed to scrap to iron? If it's not made from iron...shouldn't it scrap to it's base materials? Titanium armor for instance. Shouldn't it scrap to titanium? Or is that a balance issue?

2. I noticed a distinct lack of the ability to make hazmat materials? There was a huge amount of time trying to find hazmat items to scrap or use to make my own before I could go anywhere near wasteland. Was I missing something?

 
2. I noticed a distinct lack of the ability to make hazmat materials? There was a huge amount of time trying to find hazmat items to scrap or use to make my own before I could go anywhere near wasteland. Was I missing something?
Get master scientist, make anti-rad pills

 
I still have problems with CraftFromContainers.

There is no CraftFromContainers folder in any of my B25, B26 and B27 archives.

After I copied my CraftFromContainers from my B24 installation I can craft from containers, but I don't use up any of my recources.
If it's the separate mod, Khaine has said to not try other mods while testing.  There is a broadcast option built into DF though.

 
So in your words...if you don't have master scientist you cannot go into radiation zones?
Hazmat suit parts didn't seem that rare in B25. I think I had a full set around level 35-40 or so. And later I got enough fiber for two of the anti-rad mods (so I could keep my helmet light when mining). Granted, I usually take Survivalist as my second class, so I can put points into Wasteland Treasures and the loot bonus from that might have helped me get more hazmat suit parts. Not sure.

I've never managed to get enough fiber for a full set of mods in any version of DF and that's probably the same in recent versions. They are rather expensive.

 
I still have problems with CraftFromContainers.

There is no CraftFromContainers folder in any of my B25, B26 and B27 archives.

After I copied my CraftFromContainers from my B24 installation I can craft from containers, but I don't use up any of my recources.


It's part of SCore. It's not a separate mod.

Stop copying things between versions. It's in B27, it's on. It works.

Couple of questions. Gave it a full 64 day run through...took like a week. Most of my issues I found were fixed. (Good job, this is my fav mod by far)

1. Is everything supposed to scrap to iron? If it's not made from iron...shouldn't it scrap to it's base materials? Titanium armor for instance. Shouldn't it scrap to titanium? Or is that a balance issue?

2. I noticed a distinct lack of the ability to make hazmat materials? There was a huge amount of time trying to find hazmat items to scrap or use to make my own before I could go anywhere near wasteland. Was I missing something?


1) That's because the titanium "material", which is needed to allow you to scrap titanium to titanium, doesn't play sounds when you hit stuff. That's also why titanium stuff has iron in the recipes so it makes sense why you get iron when you scrap stuff. You can thank TFP for that (unless they FINALLY fixed that, but they hadn't in A16/A17/A18).

2) Nope. Why should you be able to make it? Either find/buy hazmat and scrap what you don't need, or make anti-rad pills.

 
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