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A16 - Gnamod

So. Survived 7th night on survivalist. It was not in fact a reprieve. I thought it might be, since I thought the heat hordes would be replaced by just a normal blood moon. But apparently no, more of the same. Only more. Yeesh. Started the night with no coins on my person, ended with over 150000. Have a total of 2397 zombie kills. This is a rather silly mod.
Learned a few things:

1) I think this is about as far as I can go with this mod, sadly. The numbers of zombies just overwhelm my little computer. I can deal with a brief wave of 'too many', that get cleared out with a few exploding bolts, but nonstop all night is not really sustainable. Definitely amusing, regardless, and glad I made it this far, but

2) The store does not produce enough stone to keep a base this size repaired. I have bought it out of stone every day for the past several days.

It is never enough. Though perhaps I am being too greedy, and should just cave and buy finished concrete. And steel. 4 forges making steel constantly is also not enough. Have also bought the store out of iron several times. Not sure if a smaller base would be easier, or just be destroyed more quickly.

3) Reinforced steel seems like a fun idea, but it is not at all sustainable. You will run out and end up with unrepaired blocks, which will be easily destroyed.

4) Too much ammo is never enough. Though thanks to cheesing femurs into the store, I at least kept my supply of exploding bolts sustainable. Now I just have to run to the pond and refill 300 empty glass jars. That's about enough for one night.

5) Finally, an eternal truth: In the end, all bases with rooftop defenses and anti-spider iron bars become pillar bases. Regardless of any intent to do otherwise, eventually one takes to the roof, runs around above the enemies, and rains hell down upon them. Horizontal pole/melee bases are really just pillar bases in potentia.

Probably will quit this, maybe get back onto making my own mod, but might still be up for an MP game. And of course will probably come try it out once you've released another version. All in all, a lot of fun was had.
Sorry to see you go dreamdancer.. but also looking forward to your own creation someday. Respectfully, though, your base looks HUGE compared to what I was going for... in terms of the sheer number of blocks you need to repair during a normal night. My current build unfortunately uses the pillar defense "trick" but my next one will NOT (I hope).

But, yes, on these crazy nights, the sheer number of irradiated zombies (and total overall) start to bog down my rig as well.

 
The reason for the size was to allow for multiple layers of pole wall defenses, some degree of funneling(not the degree you have, but those outcropping corners funnel them to 4 walls), and also not relying on pillar base tactics except as a last resort fallback(I did night 8, and didn't end up having to use the roof except for doing clean up). Smaller ends up meaning they break through faster. Because they break through FAST even with them piling up on 4 separate walls, each wall being 5 layers thick of reinforced concrete or steel(in the image, it's only 4 layers thick, but I added another before night 8 and got most of them up to steel).

It is pretty huge though. Lol. And a lot of the overwhelming resource drain was just getting the dang thing completed. It is a design that would probably work better with multiple players. Though they'd have to be careful not to blow one another up. The whole pole wall defense ends up leading to a lot of friendly fire from exploding bolts even with only one player trying to be careful about positioning. With multiple players, if I was in charge of base build and planned to use the design again, I'd probably make the center box a little bigger, make the funnels a little tighter(so the zombies bunch up more), and maybe make the roof higher(so shooting down with splodey bolts doesn't end up doing self-harm). Then 1-2 players could sit at the center and play shooting gallery safely, while others run around on the roof.

I may use these modifications next time I play MP, on a regular mod.

 
haid u said theres no buildings at all in ur horde mode correct?
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haid wats the blast radius of the beacon just curious
There are some buildings out in the woods around the fringes. But the central biome is free of buildings. There have been versions with buildings, but the current doesn't have any at the center.

The explosion radius is very large. You can test it in creative mode by placing the beacon block against a block with no support(like the flag part of another beacon). It's enough to annihilate most bases. Down to bedrock. And every living thing in the radius.

 
I have just put the Gnamod 1.0 out on the Mod Launcher. This update contains a large overhaul of many systems, so much that I am still working on documentation (I have delayed it until the new version was complete enough). This means that I plan on updating this forum post and the documentation included with the download, and the downloads here to it in the coming week (my plan is to get it all out before the end of February.

If you are using the launcher you will notice an old version of Gnamod Horde Mode still exists. This is for people to finish of running games, it will stay there until the end of February as well.

If you plan on playing any new versions, be sure to manually delete older versions of this mod, and if you do not intend to use the older Horde Mode uninstall that as well. Removing old versions will clean up disk space and make sure it all works as intended (as the mods all share a common base mod the files easily mix, which means you could get a combination that works but is not intended, such as a new horde mode with the old map, or a horde mode with a nomad map).

Keep an eye out here to see what has been added, or find out yourself by playing :)

 
Updating to the new version of Horde Mode will require a new game as your beacon might not exist anymore if you load an old game. In the other mods it may still work, but since I swapped some item IDs around as well you may suddenly find you have different stuff or stuff is missing if you load an save from a previous version. So my advice is yeah start a new game or keep the old version (which can still be downloaded manually) running until you are ready for something new.

 
Its not impossible, but it will need support all the way up when you place it and the center of it always needs support all the way (any block gets taken out under the center block and the thing will break. This weak point is intentional as you need to put in some effort to keep the beacon safe.

But another reason was that in the previous version the beacon would stick to walls and not fall completely, it would just lose like a bit and the flag would just hang there. I think it was even possible to stick it on the side of a building.

 
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Does this include "Necropolis"? Is that version updated and ready for play for those of us that hate ourselves? Looking forward to your updated vision of Horde mode... that is the most fun I've had in this game in a long time!!

 
I am working on Necropolis, trying to get the world and spawns right. It is still bad on performance and the zombies are not yet where they need to be (not to much at day time around the edges and a lot at night everywhere).

I hope to get something closer to that today.

 
Okay, now I see what dreamdancer meant... beacon is LARGE now, did not like the 2x2 pedestal I made for it, collapse, KABLOOIE.... 1.0 attempt #1 ends at noon on day 1. Okay, back to the drawing board.

Did notice a few small POIs in the distance (a house and a campsite)... nice touch!

Also, starting at 0,0 or about was a nice change... made it so I did not have to spend the first hour/two to scout a location...

Okay, attempt #2 about to start!

 
The start at 0,0 actually makes use of a spawning bug, where if there is only wasteland within the area the game normally wants to spawn the player it instead dumps him at 0,0. There is one downside to this, make sure your bedroll stays alive, or you will spawn exactly where you died. This can be nasty if you do not play Dead is Dead and the zombies are crawling over your corpse.

Well Necropolis 1.0 is also ready to be played. It might not be balanced as it is now, which probably counts for all the 1.0 to be honest. Though mostly feature complete they will all need to be played, feedback collected and then balanced according to the difficulty intended (From Base, to Horde Mode, to Nomad Mode and Necropolis).

 
The new version on the mod launcher for Horde mode, it is titled as being for singleplayer. A friend is going to be setting up a server with Horde Mode and I was curious if that version would still be good for us to play with 3 or 4, maybe more people, or if we should still use the old version. I like what you have done with the 1.0 version and would rather have that version, but if it is going to be a breeze with multiple people than we will just use the old version for now.

 
haid a suggestion for the horde mode version maybe reduce the cost of the scrap iron spikes as its a little much and the shop refresh is crap as thats wat killed my game 6 bad rolls in a row lol coz i feel 10 forged iron per scrap spike is a little much as 150 spikes is 1500 forged iron which is 40k dukes and 2 in game days to craft them

 
The cost literally has not changed, since normally they would instead use an equal amount of Scrap Iron, its only one additional step in crafting. The scrap iron spike is still there, the next two levels are just no longer scrap, but actual iron. Its only that you now need to invest a bit more clay and time if you want them, but they also last longer, the last stage before steel gained 1500 HP, so they are now 3500 HP before they break rather than 2000 HP. Not to mention the forges are faster as well, making and feeding materials.

The shop, if you invest in vendoneer should start selling more and more raw materials. In a future update I plan on doing a full rework of all traps, maybe add some more options, but then probably the machines will also sell readily made spikes in addition to other traps. Just make sure you check the Secret Stash always, thats the main source of everything you need, the general stock is usually the same each day and a selection of basic materials and supplies.

 
I could not get the Mod Launcher to work last night with GNAmod. I tried multiple other mods they worked and did the full wipe reinstall, new folder etc stuff.

My buddy couldn't get it working either.

I did get 0.9 working from the Google drive share but was hoping for 1.0

 
I will add the 1.0 version soon to the drive as well. I am not sure why you do not get it working, if other mods work on the launcher so should this one.

I reckon by full wipe install you mean that you reinstalled 7dtd to vanilla completely (any previous dll mods in it could cause issues).

Another thing I noticed with some people having problems with the launcher is that they do not wait for the download to complete, otherwise if other mods work through the launcher then so should this one. If these things are not the cause I am sure you can also report your issues with the mod Launcher to SphereII, there might be something buggy going on that I am not aware off.

 
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