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


KhaineGB

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5 hours ago, Similar said:

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).

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9 minutes ago, SnowBee said:

 

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).

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16 hours ago, Fent said:

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.

 

3 hours ago, maderatorgas said:
why can't I spawn near my backpack?

 

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

 

2 hours ago, Zakarot said:

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 

Screenshot (222).png


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.

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4 hours ago, KhaineGB said:

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.

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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?

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10 hours ago, M4nt4_Undead said:

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.

 

41 minutes ago, Tuishai said:

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.

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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

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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?

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49 minutes ago, Lostgunman said:

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

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4 hours ago, M4nt4_Undead said:

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.

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2 minutes ago, Lostgunman said:

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.

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14 hours ago, M4nt4_Undead said:

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.

 

14 hours ago, Lostgunman said:

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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Just wanted to say I watch Neebs Gaming and have been watching them religiously for over 5 years and imo their Darkness Falls series is one of their best 7 Days series so far, I'm quite jealous that you get to play with them 🙃. Thanks for making this man, keep up the amazing work! ☺️

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2 hours ago, Minnigin said:

Just wanted to say I watch Neebs Gaming and have been watching them religiously for over 5 years and imo their Darkness Falls series is one of their best 7 Days series so far, I'm quite jealous that you get to play with them 🙃. Thanks for making this man, keep up the amazing work! ☺️

I really liked when Dora and @KhaineGB were going at it :D

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So can you not go out during night time now? I was watching Guns,Nerds and Steel play the mod and he had those demons that are kinda translucent during his horde nights but never seen them otherwise. I have them on day 1 and 2 at night all around my base. They are pretty much unkillable. Is this how it's supposed to be?

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51 minutes ago, Onyxgem said:

I downloaded a new install again, and now downloaded the newest B27 file and copied my 7D2D folder and moved the mod to the copied folder.

 

I opened the program again and still having the same dang issue...

 

Any ideas on fixing this?

 

Copy your recent logfile into pastebin and post the link here.  That will help people to troubleshoot your issue.

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13 minutes ago, BFT2020 said:

 

Copy your recent logfile into pastebin and post the link here.  That will help people to troubleshoot your issue.

i went to C:\Users\[User]\AppData\Roaming\7DaysToDie\logs\ to look for log files, but I don't see any today I have gone in twice and played around and not getting any log files for it?  Anywhere else they could be?

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1 hour ago, Onyxgem said:

Thanks, blind as a bat here i guess...

 

here is the log file it took me to - https://pastebin.com/zyFzvzBY

You have a bunch of stuff in \AppData\Roaming\7DaysToDie\Mods\ (the log has it as "\AppData\Roaming/7DaysToDie/Mods", which is weird).

Most of it looks like POIs, but there are some other things too (I don't know what they are, but judging from the names they're probably not merely POIs).

Best to move everything out of that folder.

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14 hours ago, Similar said:

You have a bunch of stuff in \AppData\Roaming\7DaysToDie\Mods\ (the log has it as "\AppData\Roaming/7DaysToDie/Mods", which is weird).

Most of it looks like POIs, but there are some other things too (I don't know what they are, but judging from the names they're probably not merely POIs).

Best to move everything out of that folder.

That did it!

 

Thanks much!

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