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


KhaineGB

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I want to clarify, is there some file that I can go into and edit to change how often horde night happens. Because the horde night every night option has vanished for me.

 

Two options, server:

 

adjust the serverconfig.xml to reflect:

 

<property name="BloodMoonFrequency"				value="1" />

 

or in case you play solo:

 

go in the registry where the settings are now located and look for:

 

"Computer\HKEY_CURRENT_USER\Software\The Fun Pimps\7 Days To Die"

where you find a key named "BloodMoonFrequency_xxxxxxx"(instead of xxxx you will see some random numbers and letters).

Change the value to "decimal" 1, that should do the trick.

 

Leave the range option as default and have fun in the night time ;)

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You can adjust the amount of animals spawned in the settings of your game, server-settings if you run dedicated.

 

Thanks for the help man,so it's not only me seeing those trader and captain doubles..

yes playing solo and killing them does not help with FPS,but killing most of the guards solves the problem completely :)

They respawn after quiting entering the game however,but i don't live near traders so it's not a problem.

 

But maybe you could tell me where exactly i need to look to change animal spawns ?

Is that somewhere in the SPAWNING.XML ? :)

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I am getting this bug. It has happened 3 times today. err exception in load chunk. Stream exception. failed to read past end of stream. stream position 42033 length compressed 42033.

 

What it is doing that is resetting the chunk and it is erasing half my base every time. I started the game went on a fetch quest, came back and got that error. looked at my base half of it gone. Redid the missing parts. went on another kill quest. some looting. upon coming to the trader, got the same error, and the same part of the base was missing along with the trees, rocks and grass all respawned.

 

Any ideas

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Thanks for the help man,so it's not only me seeing those trader and captain doubles..

yes playing solo and killing them does not help with FPS,but killing most of the guards solves the problem completely :)

They respawn after quiting entering the game however,but i don't live near traders so it's not a problem.

 

But maybe you could tell me where exactly i need to look to change animal spawns ?

Is that somewhere in the SPAWNING.XML ? :)

 

if you want the guards gone you need to use the server side xml files .. i believe it was "blocks.xml" and "entityclasses.xml" in your client.

 

Just go to KhaineGB repository and save the "blocks.xml" and "entityclasses.xml" from the "dfexperimentalserver/data/config" folder directly over your files in your "7 days to die/data/config" folder. No need to download the entire ~2.6gb servermaster.zip.

 

https://gitlab.com/KhaineGB/dfexperimentalserver/

 

There you go in data/config and load the 2 files. Ask if you have trouble saving them.

 

That way even if you play solo, you won't have all the guards spawn. Who knows, maybe you gonna want to move in after all the mercenaries left :D

 

The spawning of animals is roughly set in the serverconfig.xml and in the registry for solo.

 

serverconfig.xml:

<property name="MaxSpawnedAnimals"				value="50"/>

well go and set it lower and try.

 

registry, (use regedit.exe) search for "Computer\HKEY_CURRENT_USER\Software\The Fun Pimps\7 Days To Die":

MaxSpawnedAnimals_xxxxxxxxx (xxx placeholder for some weird letters and numbers), set it to "decimal" well lower :p

 

Good luck.

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The reason why I could't find any of those bunkers was because I was looking for them in the wasteland - but they were in radiation zone only. Quite an adventure in squeeshy full hazmat suit :) After that I found 1 smaller version in burned biome in a well ( like 5 km away )

I was using old map before you made some changes.

 

And those portals - those are nasty little "cute flying behemoths" - took me awhile to realize those portals weren't meant for traveling to friendly dimensions lol. And when I destroy them - do they respawn later?

 

Portals do respawn. Or they're supposed to. If the XML likes me. ;)

 

Does this mod work with a server hosting service? I have a hosting service but I noticed someone saying that it wasn't like the single player experience. What are the differences?

 

It does work, yes. The 2 main differences are 1 class book instead of 2 and no guards at the trader.

 

Could you tell me the fix for the wrench-bug? I'm just at the beginning of a new game and my starting professions are laborer and survivalist. After I think the first tow quest of laborer, I lost the receipts for workbenchtools. I don't want to cheat it.

 

edit: I also lost, forge ahead and iron tools

 

btw. it is possible to play with A17.4?

 

Wrench issue is fixed in the latest experimental build of the mod. Basically... I'm dumb and derped.

 

Latest experimental build also works with A17.4. :)

 

This was mentioned before by some people,but i also agree

Please kill all the animals or leave just a few man,impossible to get survival feeling when there's so much meat running around,it makes other food sources not necessary,just charred meat is enough in the game.

Same with wood,stone axe gives so much wood that you don't need other types of axes probably.

especialy when wood traps requires so little resources.

 

By the way,how much RAM do you need for this mod ?

When i play DF custom small map my RAM(16GB) is always on max,does it mean i maybe need 32gb ?

 

p.s. Damn traders,when near them FPS goes from 60 to ~40

 

Already tweaked animals spawns. Just waiting on tester feedback. As for RAM, I do have 32GB and the experimental build is using 12GB on an 8k map. Some of my testers only have 8GB and say it runs absolutely fine, so you don't need 32GB.

 

But... I mean... if you wanna use it as an excuse to upgrade. *cough*Yes you absolutely need it*cough* ;)

 

Man i havent had fun with a mod since Undead Legacy A16, love this to death...

 

I seem to be having an issue with the Pack Mule, it doesnt seem to be working properly... I maxed it out and i only have 39 inventory slots available, not all of them. I have less than 50% total inventory with the perk maxed out...

 

Im not using any modlets that mess with the inventory nor any other mods.

 

Pack mule does not unlock all slots. This is intended. To unlock all slots you need the medium backpack, all pack mule, the Tactical Rigging and triple storage pockets installed on coat, chest clothes and pants clothes. The class-only advanced tactical rigging and class only large backpack just make it so you don't have to buy all levels of pack mule. :)

 

EDIT: Also I haven't forgotten the other posts here. The forum just wouldn't let me quote anymore. I will address those points shortly.

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Is there behemoth in the hordes?

 

Yes but it's high gamestage. However, I kinda miscalculated how gamestage works in A17 vs A16, so I need to revisit that so they turn up earlier.

 

Cant get the game to work, all i see is fog:(

 

Completely delete the game. Completely delete the mod. Reinstall both. Happens everytime there's a .X update to the game and I have no idea why. :)

 

Is it possible to restore the ability to have Horde nights every night? I'm only able to do every 3 days. I've put in a 3 day day variance, but the horde nights are so much fun :p

 

XUi_Menu/Windows.xml

 

This bit.

 

<gameoption name="BloodMoonFrequency" title="goBloodMoonFrequency" value_wrap="false" value_type="int" values="0, 3, 5, 7, 14, 21" display_names="goDisabled" value_localization_prefix="goDay" />

 

Just add a 1. I'll do it on my local copy too. :)

 

I am getting this bug. It has happened 3 times today. err exception in load chunk. Stream exception. failed to read past end of stream. stream position 42033 length compressed 42033.

 

What it is doing that is resetting the chunk and it is erasing half my base every time. I started the game went on a fetch quest, came back and got that error. looked at my base half of it gone. Redid the missing parts. went on another kill quest. some looting. upon coming to the trader, got the same error, and the same part of the base was missing along with the trees, rocks and grass all respawned.

 

Any ideas

 

That's actually a vanilla bug that TFP have CLAIMED to fix. Apparently they didn't. That's kinda frustrating.

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I'd also like to add now that demons have a red orb/light thing that completely blots them out. At a distance I can see the demon but up close the orb of light envelops them and can't see jack diddly doo dah.

 

Also bomber zombies on horde night when you have zombies numbers turned up to say 32 per person and multiple people well.. It'd be different if the bomber zombies were interspersed throughout the night but it's a wave where every damn zombies is bomber and there is smoke EVERYWHERE. If you use base designs where the zombies end up underneath of you and you're say above them shooting down through bars well.. Good luck seeing anything because I sure couldn't. Even on just flat ground running around kiting out the zombies there is just an insane amount of smoke.

 

The Titanium Machete is held in the hand completely backwards and you strike with the blunt side of the weapon. Still deals damage though.

 

Nightstalkers cannot get through 1x2 openings or even 2x2 openings. Behemoth will travel right through these openings and can even stand in 2 block tall spaces with his upper torso sticking through the roof but nightstalker gets stuck. You can just stand on the other side of an open doorway and punch them out bare handed.

 

 

I'll list more later when I get over this cold. Still absolutely adore the mod despite "Oooookay..." and a bunch of sarcasm as a reply when I try and bring some issues to your attention.

 

First thing, I replied to this last because you gave me a long response and thus I wanted to give you an appropriate amount of time. It seemed only fair.

 

Second thing, I wasn't being sarcastic. I'm just suuuuuuuuuper blunt, even in RL, and it's worse in text. So my apologies if that's how I came across. The emoji limit on the forums really does not help to try and mitigate that. ;) Not even kidding.

 

1) I'll check grease monkey. I was sure I'd put it in the localization but eh... it's me. I often end up missing localization. But you don't need to craft wheels because you can wrench tyres to get them just like you could in A16.

 

EDIT: Confirmed localization was missing. Now fixed locally.

 

Best thing to remember with Darkness Falls. I tried to make it more like A16 with A17 bits bolted onto it. Ignore vanilla A17, think about where you used to find stuff and how stuff worked in A16... but with prettier graphics.

 

2) I did remove the protection increase from titanium and went and gave all armour a bit of a balance pass. It wasn't showing that much for me at all, so when I said mods... I mean armor mods. Not modlets.

 

What I've got right now, is slightly lower protection but an increased protection vs bad buffs, like stun and bleed. I felt that was a good trade off. :)

 

Regarding classes and time completion, yes 60 minutes is about right.

 

EDIT: Didn't want to fully delete this, but wanted to clarify that was before I changed a lot of stuff from craft to gather, so 30-40 is probably about right.

 

That doesn't mean I'm playing my mod wrong, it means I'm playing it in the way I figure most people would... which means grab a couple of classes, work out what they need and complete them while ALSO doing other stuff that you would need to do in the first 1-2 days... like resource gathering and looting. I also play on 60 min days, which seems to be rare. Most folks seem to play 90 min, which would make it a lot easier. If YOU are doing them in about 5 minutes... then congrats? You're playing it in a way you feel is most optimal.

 

I don't do that. I like to explore and do other things while also working on the classes. Example, I usually take civilian, because the skill points are very helpful from a testing standpoint, +1 other. My first day is getting the starter quest done, hit the trader, work on civilian to the point I need dukes, go do a trader quest. By the time I've done all that, it's nearly night time due to 60 min days, I've got civilian pretty much done and I've probably half-finished the other class.

 

And the reason I changed everything to gather was because craft sometimes wasn't firing and RARELY caused an NRE. :p

 

3) Can you tell me which guns specifically? If one is the combat shotgun then I'm afraid you're gonna have to deal with that one. I lined up the iron sights as best I could on that and everyone complained the folding stock of the model was in the way, so I just had to make do on that. I think the M4A1 is ok because I was messing with that earlier for testing something. Same with the laser rifle... but if you can give me a list of any others, I'll go poke it.

 

4) The mod is supposed to make EARLY and MID game a little more difficult. When you get towards end game, with stuff like titanium armor, I want the player to feel a little OP and like they can take on the world.

 

Think of it like playing an MMO. You start out, stuff is kicking your ass. After a few levels and better gear, you can go back to the old location and absolutely murder everything. That's the sort of feel I'm trying to go for. Honestly... if I could get RWG working how I want, then I'd actually seperate it all out so the biomes are essentially "tiers" of difficulty.... so forest would be more like T1, desert/snow more like T2, then Burnt for T3, wasteland for T4 and radiated for T5.

 

I'm REALLY hoping I can do that with the new RWG in A18 because then it'll feel less jarring. Gamestage control over biome spawns would also be really, really nice, but that requires some advanced DLL nonsense that I honestly don't have the experience for.

 

Also I'm currently tweaking the levelling rate so that might make it a little more difficult to get titanium. I'd love it if I could have level requirements for actually wearing stuff, again like MMO's, but such is life. May see if I can limit the passive effects with requirement=progressionlevel but no promises.

 

5) Blunderbuss. Looking into it. The problem is you're saying it's base damage of 11 is OP, yet every single player I've spoken to REFUSED to use it because they said it was underpowered and crap. Soooo... who's right there? I don't mean that to be sarcastic or rude, but I've got one guy telling me it's overpowered even before I altered it, and a LOT of other people telling me it just isn't.

 

6) Will revisit the schematics. I tweaked the loot drop a while back so they should be as common as paper.... yet paper is still dropping more often and I'm not sure why. I may need to give them a slight prob bump.

 

7) What do you mean on the demons? I only gave them the fire particle effect. Can you grab a screenshot to illustrate it for me?

 

8) Bomber zombies doing that is intended. Folks loved it in A16 because it made them hard to see/hard to hit. I recommend excessive amounts of explosions and/or molotovs. ;)

 

9) The machete being the wrong way around is interesting.... because the way it's orientated in-game is correct from a unity standpoint. What I mean by that, is that the blade is facing the correct way in the unity editor. Might be a shader issue I need to look into.

 

10) Which behemoths? Is it the female ones or male ones? Reason I ask is because then I can compare the night stalker to the male ones for colliders if the males fit but he doesn't. It might also be the size scale property I was using in the XML. So a little more info there would be super helpful so I can try and track it down.

 

Finally, just to reiterate, I wasn't trying to be sarcastic or offensive... and I hope your cold buggers off soon. I hate colds. They always make you feel absolutely miserable for no reason at all. :)

 

EDIT: Also I'd consider removing the grass and loot bag modlets. I already reduced the grass and increased loot bag time.... and increased loot bag time AGAIN on the experimental branch. Longer loot bags = more entities = more lag. Subquake tested that out because we were both curious just how long you can push the loot bag timer before lag is an issue. :)

Edited by KhaineGB (see edit history)
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Traders don't have guards on servers. That was intentional due to a bug. You can copy the trader files from the client version to the server to restore them because I THINK the bug is fixed, but it's an at your own risk thing.

 

I keep telling people NOT to use the trader as a base. :p

 

You could always run the dedicated server files from steam on a PC and play it like that instead. It actually helps with lag a bit too.

 

 

@khainGB Thanks for the info and we will try it. Any reason why it spawned us in the same layout of a world each time we tried a new game (spawn point was even the same spot) or why there were way more survivor and bandits?

 

We were just visiting the trader on day 1 for the quest and at least 15 zombies came (in daylight) and they were taking it out, we weren't using it as a base. We were on the scavenger difficulty. Any ideas?

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Well That is very disappointing. and extremely frustrating. Love the Mod. Keep up the good work

 

It really is. I hope they fix it soon.

 

Traders don't have guards on servers. That was intentional due to a bug. You can copy the trader files from the client version to the server to restore them because I THINK the bug is fixed, but it's an at your own risk thing.

 

I keep telling people NOT to use the trader as a base. :p

 

You could always run the dedicated server files from steam on a PC and play it like that instead. It actually helps with lag a bit too.

 

 

@khainGB Thanks for the info and we will try it. Any reason why it spawned us in the same layout of a world each time we tried a new game (spawn point was even the same spot) or why there were way more survivor and bandits?

 

We were just visiting the trader on day 1 for the quest and at least 15 zombies came (in daylight) and they were taking it out, we weren't using it as a base. We were on the scavenger difficulty. Any ideas?

 

Did you change seed at all? I'm not sure why it constantly picks the same spawn point... it seems like the game picks 1 spawn spot and then gets OBSESSED with it.

 

And yeah, I know what that is.

 

For some reason, and I don't know why the AI is programmed to do this, any zombies near a POI... like the trader... will INSTANTLY path towards it when you enter it. I've tested it myself and watched the buggers do it by sitting on a roof.

 

So it's something coded into vanilla AI behaviour. I absolutely wish I could stop it doing that.

 

Not sure on survivors/bandits, but I am playing with the spawning numbers a bit right now.

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Two questions......

 

1. Is anyone else experiencing blocks where you can't place anything there? I have two blocks vertical, nothing there, and can't place anything there.

 

2. I can place titanium block frame but even with forged titanium,I can't upgrade them. Keeps telling me I don't have forged titanium.

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Alright folks. A17.4 went stable, so I just uploaded Darkness Falls v2.11. :) Changes as follows.

 

  • Updated for A17.4 compatibility.
  • Added car battery crafting tier increase to science.
  • Added Titanium Hunting Knife to Titanium Crafting skill.
  • Vanilla farming journal entry altered to state water is needed for crops.
  • Vanilla mining journal entry edited to state where ore is found, including titanium.
  • Rocket launchers now gain crafting tiers from gun crafting. Scientist gets the T7 and T8 bonus.
  • Some Food/Drink now grants HP regen bonus and max HP regen bonus like the old Healing Factor perk.
  • Goldenrod tea now more effective at curing Dysentry and Food Poisoning. 75% for level 1, 50% for level 2.
  • Orange Tea cures Dysentry and Food Poisoning at 100% for level 1 and 75% for level 2.
  • Honey now cures Infection 1 and Pneumonia at 50%
  • Antibiotics and Herbal Antibiotics no longer cure Food Poisoning and Dysentry.
  • Herbal Antibiotic effectiveness reduced.
  • Fixed uranium/plutonium stack sizes.
  • Mastery book base economic value has been doubled.
  • Added nailgun recipe to the Laborer class. Gained on finishing the class quest.
  • Changed crafting perks to give a flat crafting time reduction of 1% per level, instead of on a per item basis.
  • Added perks for Iron Armor and Steel Armor so anyone can obtain them.
  • Changed feral lab zombies and hazmats to have a chance of giving Infection 2 to the player.
  • Added a new perk called The Completionist. This should be considered the "I finished the mod" perk.
  • All custom entities and new zombie textures now use the block-loading method to reduce spawning lag. Increases loading times and RAM usage, but stops spawn lag.
  • Most gun schematics moved from the normal trader to caitlin/wandering trader.
  • Lathe is now only found in behemoth loot, secret stash and airdrops.
  • Airdrops overhauled so they're more useful.
  • Turrets overhauled. They take less resources but now require the completed gun as part of the recipe.
  • Auto-turret Mk2 added. Uses 7.62mm ammo.
  • Shotgun Turret Mk2 added. Uses shotgun slugs.
  • Changed rad biome texture to ice so its more obvious.
  • Removed protection increase from all armour at T8, slightly lowered protection value of titanium armor, increased stunned/bleeding protection instead for all armor.
  • Removed mod slots from the blunderbuss and slightly lowered it's damage.
  • Changed RWG mixer back to vanilla-ish. Mostly spawns pine forest, radiated still spawns. Should help stop folks spawning in radiated biome or wasteland.
  • A unique NPC now spawns in the world and offers a quest chain to help find the small bunker.
  • Laser stuff now has T7 and T8 effects.
  • Removed forge ahead requirement from workbench tools because it screwed up crafting the wrench for laborers.
  • Remade steel, stainless steel and titanium bars to fix the "cant shoot through" issue.
  • Yeah, Science localization has been fixed regarding mod crafting.
  • Laser weapons can no longer take silencers.
  • Coconut tree now properly re-grows to fruit status.
  • Wrench is no longer considered a blunt weapon, but can level construction when upgrading/repairing
  • Made the shotgun slug cheaper to craft because I think TFP were on something at the time.
  • Lowered AR15 damage.
  • Removed the accuracy penalty from the barrel extender mod.
  • Increased knife and machete damage to make them more viable as weapons.
  • Physician perk now grants increased healing on bandages/first aid kits.
  • Power armor added. It is a light armor, with higher protection than titanium and the full suit grants radiation immunity.
  • Laser multitool was using uranium as a repair item when it should've been using energy cells.
  • Fixed the large bunker spawning in the radiated biome instead of the wasteland.
  • Increased spawn area of the body bags in the small bunker so you don't have to be humping them.
  • Cars now have car alarms.
  • All glasses items should now show the correct stat adjustments, though the ski goggles do need 1 thing tweaking.
  • Gave the hardened chest a new loot list cos it was bad.
  • Added research notes to feral lab zombies and feral hazmat workers.
  • Edited pack mule costs to be cheaper to help out in the early levels.
  • Lowered encumbrance penalty.
  • Added extra options for bloodmoon frequency and range.
  • Reduced XP from auger, chainsaw and titanium mining tools.
  • Fixed titanium tool durability.
  • Made raw titanium rarer in all biomes except radiated and wasteland.
  • Added recipes for the sandbags, chain link fences and concrete barriers.
  • Removed the leather recipe from the tailoring station.
  • Health and stamina now show the "blacked out" part so you know if you're at max or not.

 

If you see the "fog" that folks complain about, delete 7DTD. Delete the mod. Make sure there's nothing left of EITHER. Redownload 7DTD, redownload the mod.

 

And yes, this is save-game compatible according to my testers. :)

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Hi Khaine! Love the mod, me and my wife play it alot :D

I was just wondering if it is possible for you to upload the files to nexusmods or similar because we are getting really slow dl-speeds from gitlab.

Not sure if anyone else is having these issues but it would be great to have access to it asap :D

 

Again, thanks for a great mod!

 

Regards/sZ

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@KhaineGB

 

So I am having an issue where I had unlocked in the Perks menu, (Cement Mixing, Iron Tools, Steel Tools, Forge Ahead, Minibike Crafting, Bicycle Crafting and Advanced Forge) before I had mastered the associated classes. Mainly I noticed this with the Laborer class, but after I unlocked the Laborer class and completed that, I could no longer make Steel tools, Cement mixers, Iron Tools, Forges, Advanced Forges... all of them have red check marks on them saying I havent met the requirements or have a status effect (which I dont)...

 

Any ideas?

 

I have some screenshots if you want... Otherwise stop by the channel and I can show you.

 

~Pakrninja

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