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A16 - Gnamod

Steel Bars Upgrade Bug

Haidrgna, not sure if you already corrected this, but the steel bars are set up in such a way that they upgrade into themselves (since they extend the iron bars block) which can be a pain when doing repairs. I did a quick fix, setting them as an independent entity rather than extending an existing class.

Code:
<block id="1147" name="steelBars">
<property name="CustomIcon" value="ironBars"/>
<property name="Shape" value="New"/>
<property name="LightOpacity" value="0"/>
<property name="ImposterExclude" value="true"/>
<property name="UseGlobalUV" value="Local"/>
<property name="Collide" value="movement,melee,rocket"/> <!-- -rocket -->
<drop event="Harvest" name="scrapIron" count="32"/>
<drop event="Destroy" count="0"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="Group" value="Building"/>
<property name="DescriptionKey" value="ironBarsDesc"/>
<property name="DowngradeBlock" value="ironBars"/>
<property name="Model" value="iron_bars"/>
<property name="Place" value="TowardsPlacerInverted"/>
<property name="Material" value="Msteel"/>
<property name="Texture" value="267"/>
<property name="EconomicValue" value="450"/>
<property name="EconomicBundleSize" value="1"/>
<property class="RepairItems"><property name="forgedSteel" value="8"/></property>
</block>
In case you or anyone else wants to use. I admittedly changed the RepairItems property for my own game, and don't remember what you originally had, so sorry about that...

 
Haidrgna, not sure if you already corrected this, but the steel bars are set up in such a way that they upgrade into themselves (since they extend the iron bars block) which can be a pain when doing repairs. I did a quick fix, setting them as an independent entity rather than extending an existing class.

Code:
<block id="1147" name="steelBars">
<property name="CustomIcon" value="ironBars"/>
<property name="Shape" value="New"/>
<property name="LightOpacity" value="0"/>
<property name="ImposterExclude" value="true"/>
<property name="UseGlobalUV" value="Local"/>
<property name="Collide" value="movement,melee,rocket"/> <!-- -rocket -->
<drop event="Harvest" name="scrapIron" count="32"/>
<drop event="Destroy" count="0"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="Group" value="Building"/>
<property name="DescriptionKey" value="ironBarsDesc"/>
<property name="DowngradeBlock" value="ironBars"/>
<property name="Model" value="iron_bars"/>
<property name="Place" value="TowardsPlacerInverted"/>
<property name="Material" value="Msteel"/>
<property name="Texture" value="267"/>
<property name="EconomicValue" value="450"/>
<property name="EconomicBundleSize" value="1"/>
<property class="RepairItems"><property name="forgedSteel" value="8"/></property>
</block>
In case you or anyone else wants to use. I admittedly changed the RepairItems property for my own game, and don't remember what you originally had, so sorry about that...
I know about this issue and had already fixed it in the development branch, which will be overhauling upgrade paths and costs anyway. I will not likely release a seperate fix just for this issue as I rather spend the time I have on the new 1.1 version I am building. But this fix people can use that are have issues with it I guess.

 
Nice mod. Only problem is that its close to impossible to survive day one solo if the beacon hasnt got the perfect "loot"... They easily break through a 4 wall thick combo of brick/concrete/cobble. And if you do not find any explosives you are seriously in trouble.

So, no copmplaint here. Nice mod but really to hard for me at least.

 
Nice mod. Only problem is that its close to impossible to survive day one solo if the beacon hasnt got the perfect "loot"... They easily break through a 4 wall thick combo of brick/concrete/cobble. And if you do not find any explosives you are seriously in trouble.
So, no copmplaint here. Nice mod but really to hard for me at least.
Thanks, yeah its not easy, you will need to place a good amount of spikes the first day to prevent them from breaking in to early, but even then making it through the night is rough :) . Just keep on trying and you will get it at some point. You should also check out the other modes as well, for a fun and challenging experience.

 
Thanks, yeah its not easy, you will need to place a good amount of spikes the first day to prevent them from breaking in to early, but even then making it through the night is rough :) . Just keep on trying and you will get it at some point. You should also check out the other modes as well, for a fun and challenging experience.
Im dumb enough to keep trying different approaches... At least until A17 drops :smile-new:

 
Hehe, as long as you are having fun doing so :D

Also a small update on progress:

Considering that A17 is getting closer I am likely going to shelve some of the ideas I had (mainly on food/meds, further buffs and progression stuff). I am going to try my best to still release a final 1.1 build of all the 4 mods, since I already have a lot of work completed but it needs to be tied together in a balanced new form. That will probably also be the last release before A17 hits.

My schedule for A17 will be roughly:

Experimental: I will be playing and experimenting, figuring out whats changed under the hood and see what I can salvage from A16 work.

17.0: Working on RWG, Loot and some basics that make up Gnamod, which will become a first A17 version of the mod.

17.1: Create a full version of Gnamod Base.

17.x: Bring back Horde Mode, Nomad Mode and Necropolis (in that order).

 
Hehe, as long as you are having fun doing so :D
Also a small update on progress:

Considering that A17 is getting closer I am likely going to shelve some of the ideas I had (mainly on food/meds, further buffs and progression stuff). I am going to try my best to still release a final 1.1 build of all the 4 mods, since I already have a lot of work completed but it needs to be tied together in a balanced new form. That will probably also be the last release before A17 hits.

My schedule for A17 will be roughly:

Experimental: I will be playing and experimenting, figuring out whats changed under the hood and see what I can salvage from A16 work.

17.0: Working on RWG, Loot and some basics that make up Gnamod, which will become a first A17 version of the mod.

17.1: Create a full version of Gnamod Base.

17.x: Bring back Horde Mode, Nomad Mode and Necropolis (in that order).
Thanks again for your work. Not to apply any pressure, but any ETA on the final A16 build? Days? Weeks? A month? I'm definitely going to give Horde mode another shot in the immediate future, but am wondering if I should hold off for a little bit or get right down to business.

Regards.

 
Thanks again for your work. Not to apply any pressure, but any ETA on the final A16 build? Days? Weeks? A month? I'm definitely going to give Horde mode another shot in the immediate future, but am wondering if I should hold off for a little bit or get right down to business.
Regards.
I cannot make any promises on exact ETA, but I am going to try and get something working this weekend, but its probably a week or 2 more before a full release is ready. I might add an experimental build on the mod launcher before that.

 
I cannot make any promises on exact ETA, but I am going to try and get something working this weekend, but its probably a week or 2 more before a full release is ready. I might add an experimental build on the mod launcher before that.
Gotcha, thanks. Will tinker around with steam sale titles in my library for a bit.

 
I have now been trying this mod for a 50 hours or so. I do like the idea of the mod very much. However what I have found out is that it is close to mpossible (for me at least) to even survive the first day as a solo player. It all comes down to what you find in the starter kit and the beacon.

If you do not get good weapons and building supplies you are seriously f....d. If the mod is to be playable by solo players it really needs to be better balanced. Having 40 or so zeds coming after you day 1 at around 13:00 hours is hard. What comes at 22:00 hours is impossible without luck. They break through 4 walls in minutes no matter what they are made of. And that is with at least 3 rows of spikes in front..

So, if you're not lucky enough to get the right loot... Dont bother to play this solo.

 
I usually play on solo as well. With most of the mods being more multiplayer focused, I usually just make a few tweaks of my own to make it a little more solo friendly. You can tone down how much block damage they do by searching for handzombie in the items.xml and reducing the block damage. Or if you want to reduce the number of zombies, that is found in the gamestages.xml. Lowering the maxalive number will do the trick, but there are a lot of entries to go through in that one. Really wish there was a global override for settings like that. You could also raise the entity damage of some of the starting weapons to make the first day a little easier. I usually mod the progression.xml to reduce the skill point cost for the crafting based skills since you can't rely on others to make stuff for you. This game is a hybrid that branches a number of different genres together so a lot of people are looking to get different things out of it which makes trying to balance an overhaul mod for so many different play styles and philosophies near impossible. Luckily it isn't too hard to make a few QOL edits yourself.

 
Alright currently there is a Beta version of Gnamod 1.1 Horde Mode (Multiplayer) version on the mod launcher that can be played. Tonight me and Max Fox Gaming will be testing it out together with some friends so you can check it out on

if you want.
I will also make the base and sp version available on there soon for testing.

 
Alright currently there is a Beta version of Gnamod 1.1 Horde Mode (Multiplayer) version on the mod launcher that can be played. Tonight me and Max Fox Gaming will be testing it out together with some friends so you can check it out on
Awesome. This is by far my favorite mod.

Can you help me with editing the .rwgmixer file in Nomad mode to increase bedrock depth? I'd like to mine at night if possible. Thanks!

 
Awesome. This is by far my favorite mod.
Can you help me with editing the .rwgmixer file in Nomad mode to increase bedrock depth? I'd like to mine at night if possible. Thanks!
Mining at night in Nomad Mode kind of defeats the purpose of the mod. Its not to hard to get it back but you should not edit in RWGMixer for it, its all controled in Biomes.xml. For every biome and subbiome you need to change the layering. I think the original layering is commented out, but you could load up the world with a Biomes.xml from Gnamod Base as well. Still I would not recommend it as having to fight (or be very quiet) at night rather than hide in a mine is what the mode is about.

 
Gnamod Horde Mode 1.1 and Necropolis are currently in pre-release on the Mod Launcher. They are nearly done and playable but will still get updates while I work on other parts of the mod(s).

Horde Mode now has 3 categories: Regular (comparable to the SP version), Hard (comparable to the MP version) and Insane (has no equal, big groups recommended). Each have the same Beacon and thus the same amount of vendors and chests with supplies. This is deliberate to help out solo players doing the regular mode. If you find that to easy go to Hard or Insane :)

Necropolis currently only has a regular version available but will also get a Nomad version.

Nomad Mode will be become a version rather than a specific mod. So what was known before as Nomad Mode will be called Gnamod Base (Nomad) in 1.1. And Necropolis (Nomad) will the Necropolis variant.

If you downloaded the Beta 1.1 versions before then you will need to manually remove them from the folder you installed them in with the mod launcher. You should be able to load previous games with the new version, but restarting is always recommended.

I will try to update documentation and changes here once I am done and release 1.1 officially for all versions, lot of stuff has changed and you can check some of my previous posts on what was planned since a lot of it has been implemented in these versions already.

Known Issues:

- You may notice that spawning in a new world and you then check your console that it may sometimes warn about not being able to set triangles due to incorrect vertex count (probably not the exact wording). This is due to how I generate small lakes in the world that replace the pond pois (that sometimes caused the regeneration thread to crash). This happens because terrain blocks transform into water.

- You may also see if you generate much world at once that sometimes stuff morphs, cars transform suddenly etc. This is because I extensively use plant blocks to randomize world content, these may lag behind sometime if you generate the world to fast. Best to give the game a moment on spawn, especially in horde mode which loads the world quickly. I changed the bike speed because of this as well, which is now far less dependent on quality but also has a lower maximum speed that better matches world generation.

 
That Beacon is HOT!!

Definitely a game changer with the beacon being hot!

After blowing up on first night, I had to sit and actually plan my next attempt.

I know I am far from the best horde mode player, and ♥♥♥♥♥ has gotten real LOL!

It is going to take a few to get used to all the new crafting changes as well; however, I am up for the challenge.

Thanks for providing storage off the rip too.

I would love to hear from the 50+ day players who played earlier version.

 
Yeah, Zombies going after the Beacon really makes for a whole new ball game. The crafting changes (I think) should not be that hard to get used to, but its definitely different from Vanilla now, but it should still make sense. Just do take the time to explore some of the options. Concrete is no longer the only route to steel.

 
Gnamod now has a Discord channel https://discord.gg/Yxn9B6q

This channel is for people interested in Gnamod, want to discuss or ask questions and get to know content creators that are play Gnamod and also have joined :)

Gnamod 1.1 will be releasing soon, the end of this month or at the latest the end of next week it will go from a Beta pre-release version on the Mod Launcher to a stable version of all the modes that are currently there. At that same time I will remove the old 1.0 versions from the Mod Launcher. They will stay available for manual download here.

Versions that will be in the 1.1 Release:

- Gnamod Base (Regular)

- Gnamod Base (Nomad)

- Gnamod Necropolis (Regular)

- Gnamod Necropolis (Nomad)

- Gnamod Horde Mode (Regular)

- Gnamod Horde Mode (Hard)

- Gnamod Horde Mode (Insane)

- Gnamod The Last Stand (Regular)

Possible releases

- Gnamod The Last Stand (Insane) <Will replace current last stand making the regular more suitable for smaller groups>

- Gnamod Rambo Mode (Insane) <Start of with a powered starter kit, loads of ammo and then shoot zombies all day and rest at nights. Zombies will drop supplies like in Horde Mode. This mode still only exists in concept and only will be released for A16 if A17 is delayed further or I can get it working easily. Otherwise this will idea will be shelved for A17>

 
There is a problem with necro-nomad... buried backpack doesn't have enough room. There is a chance to get starter kit but when you get it, you will see that armor and medic/food takes all the place so no ammo or weapons available. It's frustrating ))

5x5 isn't enough to hold all the possible loot.

 
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