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


KhaineGB

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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

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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.

 

 

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On 9/1/2022 at 7:51 PM, Oathbound said:

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.

 

On 9/2/2022 at 3:40 PM, kamineko said:

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.

 

23 hours ago, Arastir said:

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


Fixed locally.

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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

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6 hours ago, frika said:

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.

 

Quote

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.

 

Edited by kamineko (see edit history)
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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.

 

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8 hours ago, Simos MCmuffin said:

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 :)

 

1 hour ago, kamineko said:

 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. 😛
 

1 hour ago, guilgamesh said:

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.

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3 hours ago, KhaineGB said:

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.

 

You're right about the "Working Player Oven". I made another one and it took the pot/grill. I don't know what happened the first time, maybe I had 2 of each and didn't notice.

 

About the screamer: I went back to my base and did a test. I have my screamer spawn count set to min 5, max 20 (thank you so much BTW for putting those options in). I did a killall to empty the area then summoned a screamer using a bunch of running forges. She showed up, screamed, and summoned six or seven enemies (according to the log). Then after running around for a few seconds, she screamed again, and another six or seven showed up. Rinse, repeat until I had over 45 very angry zombies attempting to examine my entrails. I quit at that point since I saw the pattern.

 

I know from past experience screamer hordes will just keep going until it hits the max zombie limit. I guess I didn't understand that the original screamer just keeps screaming and looping the summoning process. I thought it was new screamers. Overall in DF I find it near impossible to defeat a screamer horde at any point in the game. I usually run then sneak back and pick them off but this time I was in my horde base, and thought I could handle it... ha... ha. :)

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5 hours ago, KhaineGB said:

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.

 

Not to bug you again but I looked into this after the screamer test.

 

I spawned in a zed and let it hit me until I got infected (started at 0.3%), then killed it and reset the game clock to day 1, 00:00. At 24 in-game hours (1 real hour), infection hit 48%. I ran this twice and the numbers are about the same each time, with some odd minor inconsistency at 12 in-game hours (7 days can't math).

 

I do think my previous panic moment about fast infection was probably from not only the faster progression but getting extra bonus infection tacked on from getting smacked a few extra times.

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26 minutes ago, kamineko said:

One small bug I noticed in the 4.1.0 DEV B13... you can't boil canned water in player ovens. Only campfire.


That's intended. You shouldn't be needing to boil canned water in the oven when you can make the normal water

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Got a new dev build for anyone who wants to mess around with it. Make sure to read the important note, cos it's important.
 

V4.1.0-DEV-B14

- Updated SCore to version posted on 6th September which fixes the linux issue.
- Added Bad Window Replace by Grumbleman/Games'n'Grumble because they asked me to take a look at it and include it if it seems good.
- Did some tweaking so rad display shouldn't go higher than 100%.
- Breaking and Entering now works properly with the crowbar.
- Arc gun can now take the thermal cooling mod so it's less of a screamer attractor.
- Scrap Tool Crafting is now properly granted to the player at level 5.
- Drone healing should now be working. Again. (except the paramedic kit and I still don't know why)
- Buffs from mastery food that didn't work properly (like blackstrap coffee) should now work properly.
- Fixed an incorrect asset file reference in sounds.xml.
- Slightly lowered the craft time of cans of boiled water.
- Razor's quest dialog should now be fixed.
- Desks and Chairs in the bunkers now give titanium like they were supposed to.
- Desks in the bunker no longer give leather.
- Trying a new method to disable trader protection, which I hope will resolve the "camera issue" on servers because you lot love to complain about MP crap.
- Side note, Caitlin is now protected.
- Deleted all "NoCP" maps and made new ones that now end in "NoPEP".

 

IMPORTANT NOTE: Due to the NoCP maps being gone, you WILL need a new save. No if's. No but's. No, i'm not going to walk you through putting the old maps back so you can continue your save. If you choose to download this, you acknowledge that this is a DEV build and that you WILL need a new save.

Previews of the maps are included in their folders.

 

Link: https://drive.google.com/file/d/1AJr5LDPhU0NvkDBIwvthI6zhbQyJf5My/view?usp=sharing

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Heya Khaine, first off I love the mod ever since the first time I saw JaWoodle scream his way through it. I've had plenty of hours playing around with both alpha 19 and 20 DF. My brother and I play 7d2d a couple hours a week together and we are about to start a DF run (I finally talked him into it) but I'd like to up the chance for MStg Porkins to drop. Personally, I'm a builder not a shotgun guy but my brother loves them (much to the woe of our bases). Anyway, I've gone entire games without seeing a legendary but I want my brother's first experience with DF to be special (yes I want to "rig the deck" but I don't want to just spawn in one). Please point me at the correct xml file and I can do the rest, I hope.

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18 hours ago, wanderinpaladin said:

Heya Khaine, first off I love the mod ever since the first time I saw JaWoodle scream his way through it. I've had plenty of hours playing around with both alpha 19 and 20 DF. My brother and I play 7d2d a couple hours a week together and we are about to start a DF run (I finally talked him into it) but I'd like to up the chance for MStg Porkins to drop. Personally, I'm a builder not a shotgun guy but my brother loves them (much to the woe of our bases). Anyway, I've gone entire games without seeing a legendary but I want my brother's first experience with DF to be special (yes I want to "rig the deck" but I don't want to just spawn in one). Please point me at the correct xml file and I can do the rest, I hope.


Go into loot.xml and find DFgunPorkinsShotgun

Increase the number. There will probably be a few entries

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Bro @KhaineGB, as I have repeatedly told you, this mod is really awesome. We have been playing and enjoying it for a very long time now.

 

The thing is, by this time, everybody has by hearted   the 2 wasteland bunkers and knows how to clear them easily. As you modifying this mod on a regular basis, would like to ask and request you if we can change something in that context and make it different and more challenging. Its going to be a surprise. I am sure you also have given it a thought and there must be something in your mind too.

 

Pls let us know. Thanks.

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I got an error pop up today. I had a "restore power" mission given by the scout that I left hanging for several in-game weeks. I finally did it and returned to her and when I opened a dialog I got the following errors:

 

- ERR [XUi] Error while updating window group 'radial'

- EXC Object reference not set to an instance of an object

 

The "reward selection" dialog window popped up (under the error log) and was empty. I tried again and got the same error. I then hit the confirm button on the (empty) selection dialog and it re-opened, this time with actual quest rewards, but the window cut off part of the reward choices. I was able to pick one that was visible and carry on as normal.

Edited by kamineko (see edit history)
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44 minutes ago, Ganeshakw said:

Bro @KhaineGB, as I have repeatedly told you, this mod is really awesome. We have been playing and enjoying it for a very long time now.

 

The thing is, by this time, everybody has by hearted   the 2 wasteland bunkers and knows how to clear them easily. As you modifying this mod on a regular basis, would like to ask and request you if we can change something in that context and make it different and more challenging. Its going to be a surprise. I am sure you also have given it a thought and there must be something in your mind too.

 

Pls let us know. Thanks.


One of the testers is actually looking at rebuilding the lab, except for the bottom floor.
 

32 minutes ago, kamineko said:

I got an error pop up today. I had a "restore power" mission given by the scout that I left hanging for several in-game weeks. I finally did it and returned to her and when I opened a dialog I got the following errors:

 

- ERR [XUi] Error while updating window group 'radial'

- EXC Object reference not set to an instance of an object

 

The "reward selection" dialog window popped up (under the error log) and was empty. I tried again and got the same error. I then hit the confirm button on the (empty) selection dialog and it re-opened, this time with actual quest rewards, but the window cut off part of the reward choices. I was able to pick one that was visible and carry on as normal.


Which version? As far as I know, that's an issue with compo pack but I did redo the restore power quests for the scout recently.

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20 hours ago, KhaineGB said:

Which version? As far as I know, that's an issue with compo pack but I did redo the restore power quests for the scout recently.

 

4.1.0 DEV B14. But I'm still on the DFalls-Small1-NoCP map that I started on DEV B13 release. So might be a ignorable error.

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One more bug I noticed: I created four pieces of the Radiation Ready mod (helmet, gloves, chest, legs) and I am seeing whenever I either enter or exit my motorcycle, the 80% effect gets re-added to my total. (E.g. I start with 80% as expected, hop on motorcycle, now have 160%, get off motorcycle, now have 240%). I went to the wasteland to see if it was real or a numerical formatting thing and oddly I can run around in the wasteland for several seconds unharmed then the radiation kicks in as expected. Previous behavior was that anything not 100% radiation resistance resulted in immediate radiation debuff applied when you stepped on wasteland ground.

 

Edit: one other bug that is cosmetic and probably a base game issue: when modifying arm armor (adding or removing mods) equipped with a watch while wearing it, the displayed time disappears until you either add/remove another mod again, or remove/wear the arm armor piece.

Edited by kamineko (see edit history)
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