Thank you for the feed back.I'm curious, why did you change the light models? They're weirdly small in scale and many are misrotated now, which doesn't help immersion. (I also edited my previous post with a couple more bugs, that backpack one might lead to a riot if someone discovers it at the wrong time)
New build pushed to fix thisFound some bugs, I'm just gonna collect them in this post if I happen to stumble over more:- The driftwood club has no quality and does no damage, I'm guessing it's because it's picked up with E instead of harvested like the woodbranch? Cause otherwise the xml for both looks identical.
- I found construction loot spawners encased in wood that I could remove with E, when removed I get the generic green spawner instead of a container, maybe again it must be destroyed for the spawn to be triggered?
ETA:
- the oldtrophy weapon has no icon
- the dropped backpack lootcontainer only has a size of 5,10 so can't accommodate the new 45-slot-backpack + toolbar + clothing
Thank you for the feed back.
The light models was an older trick to disable the lit lights in prefabs to reduce the performance hit inside cities. It gave us a small boost, which translated to having more zombies on screen. Unfortunately, the rotations are messed up on them.
Good idea on the lights. We'll implement that. I think AshCops give similar XP as to the other zombies.Is it on purpose that the special zeds like AshCops don't give any xp at all, not even a little like the regular zeds? They're a lot tougher after all.
Also, I think I found a way to handle the lights a bit better: I made those block IDs air-blocks. Seems to work out fine, and since the player lights are separate blocks we should still be able to build those. IMO no lights in prefabs is less distracting than weirdly misrotated ones![]()
did you consider trying a change of meta on the lights to turn them all off?Update!
- Fixed Loot House bug for storage containers
- Tweak stamina usage on some tools
- Removed lights that were rotated badly
- tweaked food poisoning
- Adjusted exp for AshCop
- Adjusted traders
I hadn't thought of it. It was just easier to nuke the ones we didn't wantdid you consider trying a change of meta on the lights to turn them all off?
meta = 0 is off, meta =2 is on
It's never been tested in Navezgane; most elements would probably work just fine though.Hi i have a question, when starting new game should i leave setting on default? Also should i start with random gen map or can i play navezgane?
Okay thanksIt's never been tested in Navezgane; most elements would probably work just fine though.
You can set whatever settings you want. Run At Night is kind of challenging, so if you are unsure, I'd turn that off until you got a feel for the mod.
Glad you are enjoying itOkay so far mod is working great, i wanted to play this kind of mod since i bought the gamethanks for making it!
Totally possibleNext project: Gnamod Necropolis Nightmare Mode!
Essentially, add nightmares into Necropolis and other deadly things![]()
I'll be giving this mod a try if people vote for it for a stream next week![]()
Just because you forgot how to farm, doesn't mean that plants forgot how to produce seedsNice mod really enjoying so far, two questions; if there is no farming, why there are seeds and also you are able to make fertilizer?Hoe's are handy because they are relatively easy to drop and helpful for block damage.
Some POIs from the compo pack may have working benches as well.Finding working workbenches only possible from trader POI's?