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A16 - Classic Nomad Survival

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 ;) )

 
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 ;) )
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.

 
Found 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
New build pushed to fix this :)

 
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.

Thank you for the small lights.

The lights usually give me horrible lag.

 
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 ;)

 
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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 ;)
Good idea on the lights. We'll implement that. I think AshCops give similar XP as to the other zombies.

 
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

 
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
did you consider trying a change of meta on the lights to turn them all off?

meta = 0 is off, meta =2 is on

 
did you consider trying a change of meta on the lights to turn them all off?
meta = 0 is off, meta =2 is on
I hadn't thought of it. It was just easier to nuke the ones we didn't want :)

 
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?

 
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?
It'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.

 
It'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.
Okay thanks :)

 
Next project: Gnamod Necropolis Nightmare Mode!

Essentially, add nightmares into Necropolis and other deadly things :D

I'll be giving this mod a try if people vote for it for a stream next week :)

 
Next project: Gnamod Necropolis Nightmare Mode!
Essentially, add nightmares into Necropolis and other deadly things :D

I'll be giving this mod a try if people vote for it for a stream next week :)
Totally possible ;)

Thanks for the consideration :) I hope you like some of the things we've done with it.

 
Nice 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.

Finding working workbenches only possible from trader POI's?

 
Nice 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.
Just because you forgot how to farm, doesn't mean that plants forgot how to produce seeds :)

Finding working workbenches only possible from trader POI's?
Some POIs from the compo pack may have working benches as well.

 
sphereii and xyth, THANKS!!!! This is an awesome POC. The weird thing for me is that is has SO many of the elements I was planning on implementing for my mod (e.g. the "real world" aspects re no crafting or repairs). As I'm learning the SDX tools (after working on xmls in my first interation), I'm finding more and more possibilities of what can be done.

In my first attempt with this mod, I've survived to midnight on day 1, but I'm slowly dying from an infection on a roof top. I've found a claw hammer, a crowbar, lots of hay bales, and plenty of clean water to survive for another day or so, I'm sure to die before finding an antibiotic. No town found, and the trader took a heavy beating before I cleared out of there (he had a nice purple steel pick axe for I think north of 40,000 dukes!!!!)

Problem for me is that I play "dead is dead" only. So, I'm not sure how far I'm going to get with this beauty. My concept is a bit story driven, and has many of your elements (but provides some starting items that are consistent with the story premise). I'm not sure how much of the xml I can mess with before ruining things...

Anyway, back to my slow death waiting for the infection to take me out. Thanks for the new level of "fun"!

 
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