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    Anyone have an issue with this pack where you can play for 10 minutes to an hour tops then it locks locks up and crashes? Any idea on how to fix it if you have experienced it?

    I have 6 players (7 including me) and one of our players is experiencing this lock up but only with this modpack. We've gone through most of the standard settings changes to try to improve FPS and whatnot for him but its just not helping. Any ideas would be great, we all want to keep playing but if he cant get stable we will probably have to switch to something else (I will still play this solo if I have to, love this pack!).

    Comment


      Hi KhaineGB.

      I have some chests and workstations in a distant trader and last time I visited him I noticed that the guards and the captain aren't there.

      I reload the game and the captain respawn but the guards not.

      I know they can die but I only be there 3 or 4 nights in 50 days and no zombie break in.

      Is this a bug or intentional to prevent living in the trader?

      PD:

      Last time I was there I put a land claim to move the workbench and forgot to remove it before. Don't know if may be related or no...

      Comment


        What version are you playing? I ask because I did add some extra benefits to the various weapon action skills.
        I'm not 100% sure because it seems like the folders you upload don't appear to have the name of the versions in it, but we are playing on the 18.3 exp version BEFORE the newest one where you fixed the superman punch, changed quests and told everyone they'd have to make new saves. (I think that's the newest one anyway.)




        I'm not sure if I added an ROF to it. Don't forget the combat shotgun is also a fully-auto weapon, so if you're in a zombies face, just hold down fire and melt it.
        I know it's fully auto and I do hold fire but for it to be accurate and do full damage (all pellets hit ) you basically have to be in the zombies face and that hurts when it's 3 big guys, you're basically guaranteed to take damage with multiple zombies coming at you. With the automatic rifles you can be much further back at a safe range and your clip is 50+ so they have a huge advantage when their damage is similar (like I said I believe a modded M4 is 150+ damage)

        I don't want to seem like I'm complaining, really like the mod and the crazy amount of new stuff, especially skills/recipes you've added! Thank you for your time.
        Last edited by Zentri; 02-12-2020, 05:46 AM.

        Comment


          Originally posted by Izbenn View Post
          Anyone have an issue with this pack where you can play for 10 minutes to an hour tops then it locks locks up and crashes? Any idea on how to fix it if you have experienced it?

          I have 6 players (7 including me) and one of our players is experiencing this lock up but only with this modpack. We've gone through most of the standard settings changes to try to improve FPS and whatnot for him but its just not helping. Any ideas would be great, we all want to keep playing but if he cant get stable we will probably have to switch to something else (I will still play this solo if I have to, love this pack!).
          That can be lack of RAM, specifically lack of VIRTUAL RAM. 7DTD starts hitting virtual memory when it hits 8GB, regardless of how much you have in your system. So the person crashing may want to make sure they have a sufficiently large pagefile.

          Originally posted by RBN View Post
          Hi KhaineGB.

          I have some chests and workstations in a distant trader and last time I visited him I noticed that the guards and the captain aren't there.

          I reload the game and the captain respawn but the guards not.

          I know they can die but I only be there 3 or 4 nights in 50 days and no zombie break in.

          Is this a bug or intentional to prevent living in the trader?

          PD:

          Last time I was there I put a land claim to move the workbench and forgot to remove it before. Don't know if may be related or no...
          Guards don't respawn. It's possible it might be land claim related, but never tested it to confirm since I don't use the trader for more than 2-3 days.

          Originally posted by Zentri View Post
          I'm not 100% sure because it seems like the folders you upload don't appear to have the name of the versions in it, but we are playing on the 18.3 exp version BEFORE the newest one where you fixed the superman punch, changed quests and told everyone they'd have to make new saves. (I think that's the newest one anyway.)

          I know it's fully auto and I do hold fire but for it to be accurate and do full damage (all pellets hit ) you basically have to be in the zombies face and that hurts when it's 3 big guys, you're basically guaranteed to take damage with multiple zombies coming at you. With the automatic rifles you can be much further back at a safe range and your clip is 50+ so they have a huge advantage when their damage is similar (like I said I believe a modded M4 is 150+ damage)

          I don't want to seem like I'm complaining, really like the mod and the crazy amount of new stuff, especially skills/recipes you've added! Thank you for your time.
          Don't worry, I didn't take it as a complaint. More like.... valid criticism.

          I added an ROF increase to the pistol and shotgun action skills.

          Comment


            And on that note, Darkness Falls V2.5 is now STABLE. Here's your patch notes.

            - Updated for A18.3b4
            - Updated SphereII's GotoPOISDX which fixes Eve's quest 3 on servers.
            - Fixed Turret perk not adding to magazine size.
            - Can no longer just chug/food drink to spam wellness increases. You must wait for the average/good buff to expire.
            - Traders now greet the player when within 3 blocks. This currently has a buff to prevent the greeting being repeated for 10 minutes.
            - A couple of traders now have "idle" sounds.
            - Fixed "UnlockedBy" for Mega Crush.
            - M4A1/M60 guns and parts now have the correct 'UnlockedBy'
            - Fusion Forge and Laser Workbench now have the correct 'UnlockedBy'
            - Moved the acid recipe from Master Scientist to Yeah, Science 1.
            - Updated localization for Yeah, Science 1.
            - Added 'UnlockedBy' to Acid.
            - Steel bullet casing can now be made in the Big Forge.
            - Door lockpicking re-enabled.
            - Doors are now randomized on Locked/Unlocked status.
            - Tweaked a couple of trader prefabs to prevent issues with doors due to new lockpicking.
            - Removed tier's from batteries to see if it fixes issues with battery banks.
            - Fixed up some minor UI alignment issues.
            - Added a legendary cow (RIP JD).
            - Added Desert Eagle.
            - Added Master Scavenger perk (which unlocks the Desert Eagle recipe)
            - Fixed missing Pure Mineral Water recipe for the oven.
            - Fixed Forged Steel occasionally not unlocking for the Advanced Forge.
            - Added an attack speed modifier to blunt/bladed weapons skill, so levelling those means you now attack faster.
            - Added a reload speed modifier to all gun action skills, so levelling those means you reload faster (55% with max skill + bandolier).
            - Lowered the amount of meat on rabbits and chickens.
            - Increased Stag/Doe movement speed.
            - Adjusted Coilgun damage so it should scale a little better.
            - Books/schematics should now be refunded, with a tooltip, if the player is at max skill (some may be missing this code)
            - Added Irrigation.
            - Re-organised display for some perks.
            - Moved Mortar and Pestle off Workbenches 1 perk and into Basic Farming 1.
            - Reworked the basic farming perk unlocks a little bit.
            - Reading the laborer class book later on during your game will now reset and refund skill points for perks that you would be locked out of.
            - Slightly increased XP required to level.
            - Reworked gamestage so it's more forgiving on solo players/very small groups.
            - Slightly increased gamestage multipliers for Adventurer, Nomad and Warrior difficulties.
            - Added cooked versions of most canned food. Uses more cans, but removes food poisoning chance.
            - Added 25% XP penalty for harvesting to both augers to stop people power levelling.
            - Removed the iron club schematic and the need to learn it in order to make an Iron Reinforced Club.
            - Slightly decreased the damage of spears.
            - Slightly increased the damage of iron knuckles.
            - Slightly increased the attack speed of all knuckle weapons.
            - Removed the schematic requirement for the Iron Reinforced club.
            - Changed Laborer 6 to "Craft Iron Reinforced Club."
            - Porkins shotgun should now display it's stats correctly.
            - Combat shotgun and Porkins shotgun should now take the same mods as other shotguns.
            - Added Demolitions Expert to the Scientist class.
            - Moved Self Medicated from the Scientist class to the Survivalist class.
            - Moved Stealth Assassin from the Survivalist class to the Hunter class.
            - Removed the 3-level perks that some action skills have. Added their effects to the 5-level perks instead.
            - Reduced the cost of making action skill books and generic skill point books.
            - Added working hydroponics system.
            - Cooked food now has localization.
            - Action skill tooltips now have localization.
            - Re-done Yeah, Science localization to account for changed recipe unlocks.
            - Living off the Land localization edited to reflect new unlocks.
            - Sous Chef localization edited to reflect new unlocks.
            - Master Farmer localization edited to reflect new unlocks.
            - Big Forge description changed to say it's only made in the Workbench.
            - Wasteland Treasures benefits should now work correctly.
            - Rebalanced food/drink so only Sous Chef 4 or higher food/drink gives 5 wellness.
            - Medical items should now work with Physician.
            - Antibiotics (both types), painkillers and codeine should now work with self medicated.
            - Added slower regen buff for the weak rad zombies.
            - Most ammo can now be disassembled for some of it's parts.
            - Added a SpawnEntity patch by Myth that should HOPEFULLY stop duplicate traders.
            - Removed the rad biome.
            - Wasteland is now radiated.
            - Uranium and Plutonium moved to the wasteland.
            - Wasteland spawns changed (ferals/rads during the day, rads/demons at night).
            - Demon portals now spawn in the wasteland.
            - Added new RWG by myth that mostly works (may need further tweaks)
            - Added a player crafted lockable pill case. (same storage as other blocks)
            - Added a player crafted lockable toolbox. (same storage as other blocks)
            - Chainsaw, Auger, Aloe Cream and Large Backpack now all have the correct unlockedby.
            - Advanced Engineering 4 now states it unlocks the chainsaw and auger.
            - Added scrap polymer recipe to the chem station.
            - Fixed the mortar and pestle recipe for aloe cream (was supposed to be cheaper and it wasn't)
            - Edited Navezgane to be DF compatible.
            - Added AP and HP versions of coilrounds.
            - Added Entity Penetration to laser guns (requires levelling the future crafting perk).
            - Added recipes for uncraftable items/blocks, so they can be searched in the recipe list and inform the player they are loot only items.
            - Fixed Aloe cream not being locked.
            - Fixed missing empty jar name.
            - Paint brush now works like A16, so no more spam-clicks.
            - Added an EXCEPTIONALLY rare chance for Trader Caitlin to stock the Fusion Forge and Laser Workbench crating stations (secret stash needed, hopefully only a temp fix).
            - Fixed missing Shotgun Tube Extender recipe.
            - Re-added the smokestorm effect to the wasteland from previous alphas.
            - Fixed the attachments on the Deagle.
            - Zombies are now much more resistant to pain and harder to stun-lock.
            - Players have a 25% chance of causing knockdown on POWER ATTACK with ANY melee weapon.
            - Blunt Specialists have a 25% chance of causing knockdown on a NORMAL attack once they reach Blunt Weapons 60.
            - Fixed one of the inside wedge blocks not upgrading properly.
            - Tweaked Air Drop loot. Greater variance of items, less likely to get the decent food.
            - Added Titanium Knuckles.
            - Added Titanium Knuckles unlock to Master Scavenger.
            - Added craft tier increase for knuckles to the scavenger class.
            - Edited the Power Attack journal entry to inform players of the knockdown chance.
            - Fixed unlockedby on the Shotgun Tube Extender mod.
            - Added a customized version of Mecanim that removes pain animations.
            - Swapped all behemoths, succubus, incubus and night stalkers to the new mecanim.
            - Increased sight range of the Succubus so she's more likely to fly over and punch you in the balls.
            - Added AutoReload=True to a lot of the guns added by the mod. This forces the gun to reload if the clip is empty and the player attempts to fire.
            - Lockpick bundle recipe was locked when it shouldn't have been. It's now not.
            - Edited Jax's zombie hand adjustment modlet to include my new zombies, and included it in the server build.
            - Slightly adjusted player XP gain for lower than level 100.
            - Added a sleeping check to NORMAL zombies that buff other zombies (not the mutated ones). This means the buff should only apply if the nearby zombies are awake.
            - Fixed a random NRE with the trader on severs only.
            - Fixed some missing localization for animals.
            - Fixed the splinted arm buff missing an icon.
            - Trader guards no longer cause damage to blocks.
            - Removed the fergettin' elixir from creative since people keep breaking their characters. This is why you can't have nice things.
            - Fixed some books not properly levelling perks.
            - Demon zombies now have a slow regen.
            - Demon bosses (Succubus, Incubus, Demonic Behemoth) now regenerate faster... a lot faster.
            - Laser weapons can now disable demon regeneration.
            - Added a melee and archery weapon mod unlocked by future crafting that stops demon regeneration.
            - Made the laser rifle more accurate. Because it's a laser.
            - Slightly increased the reload speed of the laser rifle to be similar to other rifles.
            - FINALLY FIXED THE COMBAT SHOTGUN FIRE SOUND WHEN IN FULL AUTO MODE AFTER NEARLY 2 YEARS!!!!
            - Tuna Sandwich is now Fish Sandwich.
            - Fish sandwich can now be made with canned tuna or canned salmon.
            - Fish tacos can now be made with canned tuna or canned salmon.
            - Mods no longer give extra block damage on the auger due to an XP issue that TFP said they fixed. (they didn't)
            - Replaced the medium maps with new ones (created in nitrogen) due to terrain issues. Please be aware these have BIG cities and thus use more RAM.
            - Added bundles for sand and clay.
            - Radiation buff is now removed on leaving the wasteland if you don't have hazmat/power armor.
            - Shorter duration (10 second) buff is now added on leaving the wasteland, so it still hurts but shouldn't kill you.
            - Players with the Elemental Coat buff (so lower than level 5) are now immune to wasteland radiation (buff should not take effect).
            - Re-added missing flaming arrow/bolt recipes that somehow got deleted.
            - Lowered wellness cap to 200.
            - Health nut now increases wellness cap by 20 per level.
            - Character Stats (trophy icon) now displays current and max wellness.
            - Fixed the superman punch.
            - Compound bow leveling now properly levels off hunter.
            - Slightly tweaked trader quest rewards so you shouldn't always get tools and armor. It still happens a lot, but it's not as bad now.
            - Added T3-T5 buried supplies quests.
            - Admin books to give classes and levels should now work.
            - Added a small Rate of Fire increase to pistol and shotgun action skills, so levelling those means you can level faster.

            Comment


              First page links have been updated. Gitlab has been updated. Launcher SHOULD be updated but might be showing the wrong version number.

              Oh, and here's a small, added bonus for you all.

              2.51 DEV B1

              - Updated 0-SphereIICore (player should no longer be immune to their own explosives)
              - Updated the mod to work with A18.4b3 Experimental.

              Pushed to the experimental branch. First post updated and should also be on the launcher.

              Comment


                Originally posted by KhaineGB View Post
                Pushed to the experimental branch. First post updated and should also be on the launcher.
                Hello,
                sorry for noob question - does it is compatible with first version for 18.3? ( i have things like desert eagle or fixed localization already, so i think yes, but i want to make sure )

                Second: What are possible mods for junk turrent? I have them already on 71 lvl, but i dont know exacly what mods go well with them
                Is there any xml that shows this mods?

                Comment


                  Originally posted by KhaineGB View Post
                  First page links have been updated. Gitlab has been updated. Launcher SHOULD be updated but might be showing the wrong version number.

                  Oh, and here's a small, added bonus for you all.

                  2.51 DEV B1

                  - Updated 0-SphereIICore (player should no longer be immune to their own explosives)
                  - Updated the mod to work with A18.4b3 Experimental.

                  Pushed to the experimental branch. First post updated and should also be on the launcher.
                  thank you so much, really appreciate your work. i bought you a coffee

                  Comment


                    Originally posted by KhaineGB View Post
                    Guards don't respawn. It's possible it might be land claim related, but never tested it to confirm since I don't use the trader for more than 2-3 days.
                    Is logic, they must be so OP but there is any way to respawn them if they despawn without game reason?

                    Comment


                      Originally posted by Falcon337 View Post
                      Hello,
                      sorry for noob question - does it is compatible with first version for 18.3? ( i have things like desert eagle or fixed localization already, so i think yes, but i want to make sure )

                      Second: What are possible mods for junk turrent? I have them already on 71 lvl, but i dont know exacly what mods go well with them
                      Is there any xml that shows this mods?
                      Yes it should be. Stable version is just EXP B3 with like... 2 bug fixes extra. Just minor ones, but they annoyed me.

                      Actually not sure what mods go in the junk turret. I never tried to use them tbh.

                      Originally posted by relu View Post
                      thank you so much, really appreciate your work. i bought you a coffee
                      Much appreciated I'm chugging coffee like a maniac right now. 3:20am here...

                      Originally posted by RBN View Post
                      Is logic, they must be so OP but there is any way to respawn them if they despawn without game reason?
                      F6 menu, make sure "From static spawner" is checked.

                      Also, just letting folks know, apparently there's an issue with the experimental version and servers. Going to look into that today.
                      Last edited by KhaineGB; 02-13-2020, 03:26 AM.

                      Comment


                        Originally posted by Falcon337 View Post
                        Second: What are possible mods for junk turrent? I have them already on 71 lvl, but i dont know exacly what mods go well with them
                        Is there any xml that shows this mods?
                        You can put a lot of them in the turrts.

                        I use this combination.

                        Full auto mod, Extended magazine, Extended barrel, Rad remover, Crip'em alll and blessed metal. To fulfill the 7 max slot a grip, I don't shoot the turret from hip but increase damage and that is always good ;-)

                        If you don't go to wasteland can change the blessed metal with one that is make with batteries that electrocute zeds or another that freezes then.

                        The one that electrocute is pretty good, is like the zed touches a electric fence.
                        Last edited by RBN; 02-13-2020, 04:30 AM.

                        Comment


                          Originally posted by KhaineGB View Post
                          F6 menu, make sure "From static spawner" is checked.

                          Also, just letting folks know, apparently there's an issue with the experimental version and servers. Going to look into that today.

                          Ahhhh "from static". I know now why they disappeared

                          Very thanks.


                          And remember:

                          "All work and no play makes Jack a dull boy."

                          Comment


                            Pushed a temp fix for the experimental/A18.4 version to fix the NRE with servers.

                            Because I was messing with SphereII's code to fix it, there might be unintended side effects. Please bear that in mind. It DOES fix the issue though.

                            Comment


                              Originally posted by KhaineGB View Post
                              Pushed a temp fix for the experimental/A18.4 version to fix the NRE with servers.

                              Because I was messing with SphereII's code to fix it, there might be unintended side effects. Please bear that in mind. It DOES fix the issue though.
                              Might this be related ?

                              DMT Scripts Detected.
                              Downloading DMT...
                              SDX Downloaded. Checking SDX Dependencies.
                              Starting SDX Launcher: F:\SteamLibrary\steamapps\common\7DaystoDieMods\Al pha18\Darkness_Falls\DF_Experimental\SDXRepos\DMTV iewer.exe /Silent /ScriptOnly /GameFolder ../ /ModFolder ../Mods /EnableAllMods
                              0|Parsing arguments
                              0|Build error: Name cannot begin with the '<' character, hexadecimal value 0x3C. Line 7, position 2.

                              SDX Exit Code: -99
                              Error Compiling SDX:

                              Comment


                                No. It was the EntityAttention patch.

                                That sounds like the launcher is trying to add something to the mod, which it doesn't need to do. Everything is pre-compiled.

                                Comment

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