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


KhaineGB

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Hey guys after playing the mod for more time than I'd care to admit LOL I have a few question.  First, where do I find Titanium, I'd thought it would be in the wastelands but only found Uranium and a butt ton of mobs LOL.  2nd I'm not sure if this is a bug or not but why does the Box Truck take 2 V8 Engines?  Last where is the best place to look for Research notes?

 

     Other than those minor things Great Mod @KhaineGB You mod is ALWAYS a pleasure to play keep up the great work.  :)

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@TechieZero

I've been playing multiplayer and haven't noticed any mod issues with storyline quests and auto-sharing, except that the storyline quests were not shared (Scout's quests were shared, increasing the number of Zombies spawned when activated (so seems fine), but my party split up for a bit to complete Razor and Eve quests).  I'd agree it kinda sucks that Anna's quest isn't shared, since it's a fun one to party up for, but we just did it extra times.  If the quest-issues you were running into were related to hitting the quest-starter-marker, and getting a response like "It's not available right now", then that's a Vanilla issue (still is I think, if you both took quests to the same POI and shared (or not) both quests), not sure there's anything to be done about it.

 

@Zyamaia

If you go to the DFalls Discord (link in OP), there's an informative FAQ to read, though it wouldn't cover everything you've asked.  Titanium is in Wasteland, it's not rare, so spend a couple more minutes looking (hit the large grey boulders and the resources you find besides stone are underneath as an Ore Vein (you can find these anywhere, but if they reach the surface they become a boulder)).  If you want to open up a mine in the Wasteland, it's not a bad idea to make its entrance a bit of a defensive fort (consider Robotic Turrets or Spikes for dealing with Screamers before they'd scream).  For Research Notes, my best luck is in completing Anna's quest (the SciFi desks & lockers, and bags dropped by Scientists and Hazmat guys; after 2-3 runs I had about 30 RNotes).

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  • 2 weeks later...

Searching for the UFO quest or POI

 

Anyone any hint where to get the UFO quest or find the UFO POI? 
Played through the Dr. Ana quests but no UFO? Friend of mine got it but failed and it did not show up again. He can not remember anything. Found some videos on Youtube and seems like Trader Hugh T3 quest in Forest Biome. I‚m level 300 getting T6 quests only. Any way to get the quest or location of POI?
 

Thanks

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If it's in the map (It's just a pep poi not attached to the storyline) you'll have to search through the traders for the quest for it. You could bring up the Debug Mode and use the poi teleporter to see if it is even on the map. If they say it's T3 then check the traders you have up to T4 and look for either a regular t3 or a t4 infestation....that'll be a nightmare.

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On 3/7/2024 at 4:19 PM, TechieZero said:

@KhaineGB

 

I think the new auto sharing of quests screws this mod up in multi-player.

 

The storyline quests need to be ignored by this completely. 

 

That's not fixable by me. Sharable is already set to false on the quests.

 

On 3/8/2024 at 9:11 AM, Zyamaia said:

Hey guys after playing the mod for more time than I'd care to admit LOL I have a few question.  First, where do I find Titanium, I'd thought it would be in the wastelands but only found Uranium and a butt ton of mobs LOL.  2nd I'm not sure if this is a bug or not but why does the Box Truck take 2 V8 Engines?  Last where is the best place to look for Research notes?

 

     Other than those minor things Great Mod @KhaineGB You mod is ALWAYS a pleasure to play keep up the great work.  :)

 

Wasteland for titanium. It should be the most common material there.

I'll check the box truck. That should not happen.

Kill lab zombies and search desks in both bunkers. I'm thinking of making a scout quest for lab zombies to help.

 

19 hours ago, AllUses said:

Searching for the UFO quest or POI

 

Anyone any hint where to get the UFO quest or find the UFO POI? 
Played through the Dr. Ana quests but no UFO? Friend of mine got it but failed and it did not show up again. He can not remember anything. Found some videos on Youtube and seems like Trader Hugh T3 quest in Forest Biome. I‚m level 300 getting T6 quests only. Any way to get the quest or location of POI?
 

Thanks


UFO POI is a PEP POI. So check those maps. It only spawns in the wilderness.

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  • 2 weeks later...

What is the latest DF version and where is the download link to that? Can't find it in the first post but maybe I'm blind.

 

Moreover, is it a good time to start a new DF playthrough or is there a newer version about to be released soon? Have not played DF on A21 yet.

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Experimental is out! No, it's not on the launcher.
 

DF-V5.1.0-DEV-B1 to B7 patch notes
 

- Updated Quartz.
- (IDC) Updated IDCCore.
- (IDC) Updated Trader Overhaul.
- (IDC) Added V.O.I.D.
- (IDC) Added patch to allow icon tint to show in ammo selection wheel.
- (Myth) Updated PEP.
- The Lord of Hell now has a unique ability.
- Removed unintended extra damage on Incubi/Succubi.
- Removed some unnecessary code and patches from the main DF DLL file as it wasn't being used.
- Removed all references to the nightvision "eye" item in loot so it cannot drop anymore as that was not intended.
- Removed the gamestage bonus to Hell on Earth and made it the same as Insane as it has plenty of other changes as-is.
- Fixed missing tag on Porkins Shotgun which meant it couldn't take a magazine extender.
- Fixed Liquid Nitrogen not scaling with Demolition Expert when it's supposed to.
- Fixed missing unlockedby on the two reconstructor repair kits.
- Fixed incorrect spelling of craft_tool on the 4x4 parts.
- Fixed incorrect spelling of always_unlocked on one of the steel crossbow bolt recipes.
- Fixed overcharged energy cell MOD being installable in ranged weapons.
- Fixed Fusion Forge being outside of the "placement" box.
- Fixed Master Hunter Localization.
- Fixed upgrading to Titanium Log Spike needing Forged Steel instead of Forged Titanium.

- Fixed Titanium Log Spike being repaired with Forged Steel instead of Forged Titanium.
- Fixed numerous bundle localization issues.
- Fixed Incubus regen getting "stuck" occasionally so they became immune to damage.
- Fixed some localization issues.
- Fixed customized fittings mods not being installable in power armor (which was only the case due to an old, vanilla bug which is now fixed).
- Fixed incorrect noise values on sounds used by the Thermal Cooling mod.
- Fixed "young" coconut tree's (the stage between seedling and grown) having incorrect model.
- Fixed missing Scrap Sledgehammer recipe.
- Fixed missing coffee recipe from loot lists.
- Fixed buckets of water created from sources other than collecting water, not being able to place water.
- Fixed the stamina regen issue when the player has less than 75 water.
- Fixed coilammo bundle amounts.
- Added extra difficulty beyond Insane - Hell on Earth.
- Added extra animal feed recipes using plant fibre and tree seeds.
- Added ability for sap to be gathered from player planted trees that have started to grow (NOT the seedlings).
- Added back MOST of grumpybeard's expanded lockable storage (some models don't exist anymore, so those blocks were removed).
- Added ability for larger zombies to crouch so they can fit through doors.
- Added more knives and machetes so they scale fully from bone up to laser.
- Added IDC's ammo disassembly.
- Added IDC's Trader Overhaul.

- Added IDC's patch that returns fuel from vehicles if you modify them (like when you add/remove mods to guns and it returns the ammo).
- Added IDC's hydroponics.
- Added new Legendary Icons by Tobi so they stand out more.
- Added Crucible unlock to Forge Ahead 3.
- Added biome limitations to vanilla traders so they won't spawn in the wasteland in RWG.
- Added a gore block for demons that will drop demonic essence on harvest.
- Added Titanium Log Spike recipe so they can just be crafted.
- Added lower degradation use for light melee weapons to Flurry of Blows.
- Added a new perk to Security: Mobile Gunner. Increases ammo capacity and reduces kick and spread of auto weapons.
- Added 10% run speed bonus while holding automatics to Security mastery.
- Added class book to give the player a random class, rather than picking one, for people who want more of a challenge.
- Added some benefits to using sledges as weapons to Breaking and Entering.
- Added some extra T6 quests to Caitlin just so the quest list can fill out and hopefully not bug her out.
- Added "Good To Be Home" Buff that grants extra benefits to the player when nearby their campfire while indoors and in a land claimed area.
- Added Scrap Iron Sledgehammer (shut up Tobi).
- Added armor scaling on zombies based on difficulty and the tier of the zombie.
- Added bonus XP to action skills on hit/kill headshots.
- Added magazine increase for bows to the Robin Hood perk.
- Added screamers specifically for the scout quests that now actually spawn zombies. Have fun!
- Added new Food Poisoning buff that works more like Dysentery so it's less severe and curable.

- Added new buff for the flamethrower at Demo Expert 1 or higher so it's useful against demons (but ONLY with Demo Expert).
- Added new armor events when taking critical hits (sprain/break/concussion/laceration/fall damage)
- (Dobbers) Adjusted armor protection values for better scaling.
- Adjusted the degradation use bonus from Well Maintained so it won't hit -100% when stacked with mods and Flurry of Blows. This only applies to weapons, not tools.
- Adjusted XP amounts for levels. 1-50 will be a little slower, while 51-150 will be a bit faster. This is a first pass and may need further adjustment (I have concerns 100-150 is too fast atm)
- Adjusted junk turret so iron and titanium darts do less damage when used as ammo.
- Adjusted iron and titanium darts so they do more damage when used in dart traps.
- Adjusted loot stage of titanium items so they drop later.
- Adjusted gun safe loot (ONLY lockpicked version, not smashed open version).
- Adjusted cash register loot to remove casino coins and increase old cash since vending machines now need it.
- Adjusted buy value of items in vending machines.
- Adjusted ingredient requirements of vegetable soup.
- Adjusted drop rate of some books.
- Adjusted spear stamina usage so it's more like sledgehammers (attack speed NOT changed).
- Adjusted knives to do damage similar to knuckles.
- Adjusted machetes to do damage similar to clubs.
- Adjusted clubs lower than titanium for better damage scaling.
- Adjusted machete attack speeds again (especially Jason's that I forgot about).
- Adjusted armor penetration of spears to be less obscene.
- Adjusted gunpowder requirements for AP/HP ammo.

- Adjusted fertilizer to trigger plant growth nearby on left click rather than being used as an upgrade item. (this uses a game event)
- Adjusted Scrap Iron Arrowhead recipe.
- Adjusted Behemoth, Titan, Incubus, Succubus, all variants of the previous AND Lord of Hell loot.
- Adjusted wellness loss for Hell on Earth difficulty when you die (you WILL be set to 50 wellness, no matter the perks).
- Adjusted HP ammo so it now has a -50% effective range rather than adding armor to whatever you're shooting.
- Adjusted mod slots of bdubs vehicles to better match DF vanilla vehicle scaling.
- Adjusted the effect that triggers from Feel The Heat so it should fire more consistently.
- Adjusted hardened chest loot (end POI for T4/T5) as it was a bit insane.
- Adjusted rain catcher to work like a dew collector, except it creates buckets of water and needs buckets (iron buckets, not clay) as fuel.
- Adjusted the Crossbow Autoloader to add a small damage penalty (like silencers) for balance reasons.
- Adjusted beer drop rate as it was too common.
- Adjusted all drink drop rates for better scaling regarding wellness.
- Increased duration of slow down from Liquid Nitrogen mod so it's similar to the shotgun stun.
- Increased stack size of irrigation pipes to 25.
- Increased stack size of boiled water/water to 125 like murky water/empty jars.
- Increased amount of Iron/Steel/Titanium arrowheads made per recipe.
- Increased Leather and Duct Tape requirements for Hazmat clothing, but did not increase the Hazmat Fiber.
- Increased all coin rewards of all traders to make them more profitable vs scout quests when considering time investment.
- Increased durabuility of the junk turret.
- Increased crafting cost of Improved Heating Element since people kept @%$#ing it was OP.

- Increase HP of both demonic behemoths so they're a little more threatening.
- Increased dirtbike storage since it lost a lot of mod slots.
- Slightly increased XP from injuring things when using archery weapons.
- Slightly lowered spear attack speed.
- Slightly lowered wellness increase from vitamins.
- Slightly lowered the duration of vitamins.
- Slightly increased dart trap fire rate.
- Slightly increased the amount of empty jars made from the recipe.
- Lowered coin rewards of "go here, kill these" quests on the scout, and fixed some T6 coin rewards that were FAR too low.
- Lowered the damage fall off range of shotgun SHELLS, but increased the damage fall off range of shotgun SLUGS. This is to make shells less OP and give slugs a point.
- Lowered bonus run speed from Automatics Action skill to 10% from 20%.
- Moved Improved Heating Element from Hammer and Forge to Master Laborer as level 10 is too early.
- Vending machines now require old cash to purchase items. Amounts may need adjustment, so looking for feedback on that.
- Drastically lowered Hazmat Fiber requirements for making Radiation Ready mods.
- Behemoths can now crouch and will no longer get stuck in the bunker.
- Dog Days Are Over T5 has been changed to Hellwolves. Have fun.
- Rewrote all scout item quest rewards for better scaling.
- Swapped over First Aid Kit and Herbal Antibiotics in the Physician perk.
- Moved Crossbow Autoloader from Science Crafting 3 to Science Crafting 5.
- Archery action skill no longer grants a reload speed bonus to crossbows (but still does for bows) for balance reasons.

- Most recipes (Food and Resources) that use jars/bowls should now return jars/bowls on CRAFT.
- Changed gore block that can drop on zombie death, and adjusted resource drop amounts when harvested.
- Re-ordered the Advanced Engineering perk so things unlock slightly earlier so it's better balanced vs the Electric Traps perk.
- Coilturrets are now unlocked with Advanced Engineering 5.
- Combined Pain Tolerance and Armor Training into 1 perk, and renamed Armor Training to Martial Training. Also added Sprained arm and concussion resistance in addition to the other pain tolerance effects.
- Changed Nightvision to Black and White.
- Reduced military fiber cost of the tactical rigging mods.
- Rewritten all trader rewards to make them more unique on a per-trader basis and hopefully fix the random NRE we've never been able to track down.
 

Main Download: https://drive.google.com/file/d/1PgKPNmnHSV0L56RmRD3pOW82JNXqFTha/view?usp=sharing
Backup Download 1: https://drive.google.com/file/d/109aqCGFo0-i9zYpW8v5NMT7lGUdOc8JT/view?usp=sharing
Backup Download 2: https://mega.nz/file/liMxAbAB#Z_sBpNQAp96l8BAku4LLFDdWS51QV9h5pqTvl1JyQhk (you will need to copy and paste this)

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On Day 172 everything max,  Upgraded to 5.1 so far everything is working with existing save.  Just added all the points needed for the new items I have over 300+ available.

Built the V.O.I.D and remote toke a min or two to get it to link the remote.  had to point at the bottom of the V.O.I.D to link it.  Going to see if I can access it from my Wasteland mine which is over 4.9 KM away and on top of a mountain.

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So with this new update can we not play with existing save?

I've verified the integrity of my files AND confirmed the files within the new DF-V5 download are all good and the game keeps bugging hard. Not only am I running into bugs where zombies are becoming frozen in place and nothing can be looted including your own storage containers, but the game keeps stating my fellow partners within the game are leaving when they are still in the game and ultimately doesn't allow you to do anything until you reset client.

I'm just wondering if anyone else is running into these issues and if maybe I have to wipe my DF server and start fresh again completely or what?

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13 hours ago, DrDerp said:

So with this new update can we not play with existing save?

I've verified the integrity of my files AND confirmed the files within the new DF-V5 download are all good and the game keeps bugging hard. Not only am I running into bugs where zombies are becoming frozen in place and nothing can be looted including your own storage containers, but the game keeps stating my fellow partners within the game are leaving when they are still in the game and ultimately doesn't allow you to do anything until you reset client.

I'm just wondering if anyone else is running into these issues and if maybe I have to wipe my DF server and start fresh again completely or what?

Khaine has said a new save is required. However, there are those saying they have not had a problem. It maybe related to various quests or skills that were not taken during the playthrough.

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Thanks Khane for this huge update. 

A release note kept me wondering...

"Adjusted gun safe loot (ONLY lockpicked version, not smashed open version)."

 

Does this mean that you get other/better loot when you open ATMs/safes/police cars with a lockpick?

because I always use pickaxe for this job 😁

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16 hours ago, AndromedaXP said:

Thanks Khane for this huge update. 

A release note kept me wondering...

"Adjusted gun safe loot (ONLY lockpicked version, not smashed open version)."

 

Does this mean that you get other/better loot when you open ATMs/safes/police cars with a lockpick?

because I always use pickaxe for this job 😁

 

As far as I remember it's been like that for some time now.   I think it's like 25% less loot or just not as good quality.

On 4/13/2024 at 5:44 PM, madmikep said:

On Day 172 everything max,  Upgraded to 5.1 so far everything is working with existing save.  Just added all the points needed for the new items I have over 300+ available.

Built the V.O.I.D and remote toke a min or two to get it to link the remote.  had to point at the bottom of the V.O.I.D to link it.  Going to see if I can access it from my Wasteland mine which is over 4.9 KM away and on top of a mountain.

Until I added the Patch to 5.1  then about 1/2 of my base reset to default ground setting.  Lost about 95% of the storage including the VOID I setup under ground.  

 

Now I do auto backup my player profile on every logon by Hash.   So I could have deleted the Mods folder and just unzip the 5.1 back and restore the player profile and I would be fine.  But since I was on Day 17x it was time to start a new map

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On 4/14/2024 at 12:53 AM, madmikep said:

The Dll on your discord is being marked as a virus not only on Microsoft Defender.   But also under Symantec Endpoint Protection

 

On 4/14/2024 at 1:44 AM, madmikep said:

On Day 172 everything max,  Upgraded to 5.1 so far everything is working with existing save.  Just added all the points needed for the new items I have over 300+ available.

Built the V.O.I.D and remote toke a min or two to get it to link the remote.  had to point at the bottom of the V.O.I.D to link it.  Going to see if I can access it from my Wasteland mine which is over 4.9 KM away and on top of a mountain.

 

On 4/14/2024 at 2:11 AM, madmikep said:

I renamed the V.O.I.D   "StarGate"

 

 

How do we change the Night Vision back to Red don't like the black and white makes it hard to see in the real dark areas

 

The DLL thing is a false positive. Several of us have checked it and it's fine. It's been reported to Microsoft.

V.O.I.D is still undergoing updates.

You don't change nightvision back.

 

On 4/15/2024 at 6:56 AM, DrDerp said:

So with this new update can we not play with existing save?

I've verified the integrity of my files AND confirmed the files within the new DF-V5 download are all good and the game keeps bugging hard. Not only am I running into bugs where zombies are becoming frozen in place and nothing can be looted including your own storage containers, but the game keeps stating my fellow partners within the game are leaving when they are still in the game and ultimately doesn't allow you to do anything until you reset client.

I'm just wondering if anyone else is running into these issues and if maybe I have to wipe my DF server and start fresh again completely or what?

 

No, you can't. 5.1 is a save killer due to quest and progression changes.

 

21 hours ago, AndromedaXP said:

Thanks Khane for this huge update. 

A release note kept me wondering...

"Adjusted gun safe loot (ONLY lockpicked version, not smashed open version)."

 

Does this mean that you get other/better loot when you open ATMs/safes/police cars with a lockpick?

because I always use pickaxe for this job 😁

 

Yes. It's been like that for all of A21. I just made the loot better.

 

3 hours ago, Vinner_ said:

How to deploy on the server


Same way as you would for single player

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Running 5.0.1 (release):

Thought I'd report some quirks I've encountered.

1 - trees stop producing after several harvests. Example: I planted an orchard of apple, orange, banana and coconut trees (about 6 of each). After a few weeks (and perhaps 4 or 5 harvests) they have now all stopped producing, being stuck in their 'harvested' state. I placed a scarecrow in the area, but that has not fixed them. I plan to replant new seeds but this may be a bug. I have had a crash or two in the current game, maybe something but corrupted in the process and the counters got messed up. I know they are not taking damage as I had some on a roof that did the same thing.

 

2 - I had one instance of an animal trap instantly filling with meat and such after loading it with feed. I think it had all three upgrades installed. I just stopped filling it until a few days went by, but something was up.

 

3 - very few demons if any outside of the wasteland zone, even when over level 140. Is this normal. In a19 I'd start finding demons in the other biomes once I got past 100 and had to adjust accordingly (upgrading to coil weapons, carrying water, etc). Even within the wasteland biome POI's for quests have very few demons. Please note i'm not asking for more demons, just curious when I can expect them.

 

Thanks, and looking forward to more.

Edited by walkingwounded
typos (see edit history)
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On 4/23/2024 at 8:44 AM, KhaineGB said:

1) That sounds like your map may have some chunk issues that's screwing things up. I've noticed chunk corruption seems WAY worse in a21.

2) Known and fixed.

3) Depends on your difficulty. Demons should start popping up around GS 250-300

So, i have been playing 7 days to die without mods, this is actually the first one we play, and we are facing some issues at the time of playing together at a server, i'll try to explain myself as good as possible. I first started the server, and no problems at all connecting and playing in general but upon doing certain actions one of my two friends keeps getting the attepted to read past the end of stream error , it makes the console pop and does not let him keep playing unless he does alf+F4

we tried: creating a new world, flushing all the data from the launcher but the error keeps going. To see if this was my issue, he started hosting the server and i started getting randomly disconnected. So after reseting again the playthrough i decided to create a dedicated sever where both of my friend are getting the attempted to read past the end of stream error again. So Today i will try to reinstall my game and my data as i'm pretty sure that has to be something going with me. but i wanted to ask if any of you had faced any of this issues and know WHY and how to fix it. It really bothers me when i can't find why things are happening so apreciate the help as we just want to enjoy playing the mod and is the third day and we didn't even start playing ^^

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