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A16 - Gnamod

I am also curious what would happen if you made a block and gave it EntityType=Player. Looking at the entityclasses, the npc bandits are given the Player class, which might be the tag that makes zombies attack it. If you can give an object 2 entitytypes,, or if entitytype being right isn't needed for inheritance, and give it a physicsbody of a regular block, it might just trick the system into working like a block but encouraging zeds to eat it.
I'm no expert, but if my research is correct (mostly watching Vendui and CapOO), making it a door won't do anything, as Zeds don't "attack" doors more than anything else, supposedly they just see them as empty blocks, so will head toward a door if it is the proper path to the player. Just having a random door is not going to trigger or attract a Zed.

From my experience, it seems the Zeds HATE the pigs and boars. They constantly attack them, even ignoring me in the process. Maybe coding the bottom block of the beacon as a boar or pig will get the Zeds excited to attack the base. Of course, if you could code it as a player, that would do the trick as well, but not sure if that would make it problem some other way.

 
I have been trying to figure out how to code it as a 'player' type for the past several hours, since I was curious about this. But apparently the game has separate things that are 'Entities' and 'Blocks' that each have different sets of properties. And so far, I am having trouble making zombies want to attack any 'Block' object, and I am uncertain any 'Entity' object can hold weight. By that I mean structural weight, being able to hold other objects on top of it, which is important as the beacon is multiple separate objects. I am going to poke at it to see if Entities can be given the Structural property.

Btw Haidgr, sorry for cluttering your thread with all this...

 
Problem with DL.

No Data in File.

.zip is 0 bytes. Claims to be 170.

Am I missing something or Infected with 0 day?

Attempted with firefox, Chrome, Edge. Same results.

 
The download link is still an old version, if you want to play the latest version for now it is only available on SphereII's launcher. When I get around updating this post I will also update the download link.

I am not sure its even possible to give a block an entity type, but I can look into it.

 
It does not seem to be possible to give a block an entity type. And I cannot figure out if it is possible to make a block spawn an entity in an exact location. If it is, one could plantgrowing an invisible, structural air block in the beacon stack, and then spawn a crate-like entity in that air gap. I've made -that- aspect work, creating a gap above the second vendor that works to support the flag(BeaconLight) but will still fall if its base is destroyed. But the function calls to spawn entities are lost in the bowels of the dlls somewhere, and I can find no easy description of how they work or how to call them. So it would take a deep dive into the dlls to figure it out and even then it might not actually be possible without -changing- them.

So at this point it looks like you have to set your own homemade lose conditions.

 
I really liked the mod.

4 or 5 bug

casinoCoin fading in my safe

Zombie respal in my base even putting to bed

zombie's body disappears before taking the loot

OPS: Do not have a seller to sell the loot?

:miserable:PROTEUS:jaded:Capturar22.jpg

 
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Well, on my third attempt, I SURVIVED night 3. Barely... based got seriously damaged, but my redundant SI strategy paid off. Used a modified version of what Kage848 did in WotW (I think he got from Daniel Sobral: https://imgur.com/gallery/0vJUl) I replaced ladders with a 1/2 wedge and tip ramp, which the Zeds climbed no problem. I think what saved me was 2 things: one, I started with a crossbow and 100+ exploding bolts, and two, I built a side tower I could jump to to see under my base and shoot the 30+ Zeds beating on the walls. So many exploding green cops, even after 4am. Used all my bolts and my 2 shotgun turrets ran out of bullets early.

Unfortunately, the trader stash has almost nothing useful for me on day 4. No ammo I can use in the turrets and almost no ammo for my weak guns. Oh well, learned some new things for my other games. If night 4 is any stronger than night 3, it'll make short work of me. :(

 
I have seen other people have issues with the coins, a friend of mine even had negative cash after dying with a stack of coins. I am not sure I can do something about these things, since they not likely caused by my tweaks but rather inherent to the coin system. If you lose coins you can always replace them using the creative menu, until I find a cause that I can fix. Losing coins to the quest or the note you forgot to read, I will improve that system, it just does not work that well.

Zombies can spawn on terrain blocks, if a screamer calls them, I do not think a bedroll helps there, place some blocks on the grass that is within your walls to prevent any zeds from spawning inside.

Zombies intentionally despawn faster and leave less blocks, I will make sure in the next version that if loot is dropped it will be there to pickup (unless the block gets blown up as well, that is just a risk). Dead zombies take memory too and thus need to clear out as fast as possible to keep the mod playable on higher days.

I will possibly make the next version have a normal trader in the world as well, or make selling possible to the vendor (not sure on the last one). A trader somewhere a bit away you can go too might work for this mode.

I am not sure what you mean with the last screenshot, is the base version of the mod not working for you?

 
Well, on my third attempt, I SURVIVED night 3. Barely... based got seriously damaged, but my redundant SI strategy paid off. Used a modified version of what Kage848 did in WotW (I think he got from Daniel Sobral: https://imgur.com/gallery/0vJUl) I replaced ladders with a 1/2 wedge and tip ramp, which the Zeds climbed no problem. I think what saved me was 2 things: one, I started with a crossbow and 100+ exploding bolts, and two, I built a side tower I could jump to to see under my base and shoot the 30+ Zeds beating on the walls. So many exploding green cops, even after 4am. Used all my bolts and my 2 shotgun turrets ran out of bullets early.
Unfortunately, the trader stash has almost nothing useful for me on day 4. No ammo I can use in the turrets and almost no ammo for my weak guns. Oh well, learned some new things for my other games. If night 4 is any stronger than night 3, it'll make short work of me. :(
It gets harder each day, but sort of sticks now after a certain point since it uses the same buggy list (that list has a typo in it that makes a lot more cops of one type than it should). This will be corrected in the next version, I am hoping to get a release candidate soon, but right now my priority is to get the mod documentation up to where the mod(s) are so that there is less confusion. I have learned a lot by watching the streamers that played the mod as well, the mod is either to hard for some and for others it just stops after some days with a similar challenge every day rather than it still going up. I need to find a good way to control the horde sizes more.

 
It gets harder each day, but sort of sticks now after a certain point since it uses the same buggy list (that list has a typo in it that makes a lot more cops of one type than it should). This will be corrected in the next version, I am hoping to get a release candidate soon, but right now my priority is to get the mod documentation up to where the mod(s) are so that there is less confusion. I have learned a lot by watching the streamers that played the mod as well, the mod is either to hard for some and for others it just stops after some days with a similar challenge every day rather than it still going up. I need to find a good way to control the horde sizes more.
Man, no worries, thanks for such a cool change-of-pace. I'm pretty mad at myself, got killed early in night 4 but due to a mistake I made. I had built a second side tower to be able to shoot at the Zeds banging on my SI pillars. However, I forgot to build it down a couple levels for support. Well, at about midnight, with things looking like I might have a chance at survival, I jump over there and knock out about 10+ Zeds with a few explody bolt... then CRASH... the tower comes down. Of course, with about 60+ Zeds running around, I cannot get back up to a safe level, and try to kite as long as I can. Turns out a cop exploded near the base... I think the pillar would have been fine (it was polished steel for bottom 3 blocks), but the dirt ground underneath it was a crater.... DANG!! Despite my bad luck with the day 4 stash (no useful ammo or guns), I thought I had a chance... but under pressure, I forgot my cardinal rule of digging foundations. Bleh... okay, world 4 coming up tonight. Live and Learn!!! Good gosh I love this mod, thanks SOOO Much!

 
Man, no worries, thanks for such a cool change-of-pace. I'm pretty mad at myself, got killed early in night 4 but due to a mistake I made. I had built a second side tower to be able to shoot at the Zeds banging on my SI pillars. However, I forgot to build it down a couple levels for support. Well, at about midnight, with things looking like I might have a chance at survival, I jump over there and knock out about 10+ Zeds with a few explody bolt... then CRASH... the tower comes down. Of course, with about 60+ Zeds running around, I cannot get back up to a safe level, and try to kite as long as I can. Turns out a cop exploded near the base... I think the pillar would have been fine (it was polished steel for bottom 3 blocks), but the dirt ground underneath it was a crater.... DANG!! Despite my bad luck with the day 4 stash (no useful ammo or guns), I thought I had a chance... but under pressure, I forgot my cardinal rule of digging foundations. Bleh... okay, world 4 coming up tonight. Live and Learn!!! Good gosh I love this mod, thanks SOOO Much!
Its great to hear you are enjoying it. Yeah in vanilla the explosions from cops would not hurt the dirt at all and you probably would have been safe with it, but as you said yourself, cardinal rule = make a proper foundation :)

 
mods great so far haid no issues yet even found a full minibike in a car food is a bit of an issue so far tho and no available trader either

 
mods great so far haid no issues yet even found a full minibike in a car food is a bit of an issue so far tho and no available trader either
That is a rare find, so gratz to you I would say. Unless you were talking about Horde Mode (that has no traders) you will likely find the traders in one of the cities, there is a chance to be a trader or a shanty town in one. So if you see a shanty town it means you will need to look elsewhere for the trader. They are not yet an integral part of Gnamod, as I have not yet balanced them for the new weapons and such (they probably will only sell the normal grade guns and not all the ammo types). When I have balanced the vendors for Horde Mode, I will likely also apply this to the other traders later on, but they are deliberately rare as they kind of make the default game to easy in my opinion, so finding one should be a lucky event.

 
I've changed the amount from 50,000 to 20,000

<item id = "1435" name = "casinoCoin">

<property name = "Stacknumber" value = "50000" /> (20000)

Do not disappear over the casinoCoin of my (Gun safe) safe

It should be a bug in the game to change the base amount that is 20,000 to 50,000

mod base version does not download for me when i click paly mod

the temper mod folder is empty

Only GNAMOD MECROPOLIS

I really liked the real challenge mod :cocksure:

 
I've changed the amount from 50,000 to 20,000<item id = "1435" name = "casinoCoin">

<property name = "Stacknumber" value = "50000" /> (20000)

Do not disappear over the casinoCoin of my (Gun safe) safe

It should be a bug in the game to change the base amount that is 20,000 to 50,000

mod base version does not download for me when i click paly mod

the temper mod folder is empty

Only GNAMOD MECROPOLIS

I really liked the real challenge mod :cocksure:
I am not sure the stack limit will cause an issue, but if it fixes the problem for you thats good. I will have to look into this, I was actually planning on raising the stack size, so you can never miss a cash reward.

I will also look into why the base mod is not working, it should work as it worked for me when I released it, but these things are really hard to find out. Might be that there is some issue on my end, if not perhaps SphereII will know more.

But it is nice to hear you enjoy my work :)

Update: I checked my launcher file and redownloaded the base mod, it works for me, I cannot find an error on my side. Also the modes are all linked, as in they require Base mode to be installed first, the launcher does that for you. So if the other modes work, then so should base mode. Perhaps manually removing all copies of the mod and installing them freshly could help?

 
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yeah been watching gameedged and kage play horde mode and ammo seems to be a serious issue
I have also seen players that have no shortage at all on ammo and explosives, but they were using the forges and available coal/potassium/lead/iron from the vendor (and possibly the cars) to create more ammunition for their weapons. The fun part is that the game still offers all these options, the vendor is just an extra option to get you started and supply you with raw materials.

 
Even with a forge, I have had games where ammo was tight by day 3. Some mornings the trader just doesn't have what you need, and if you didn't stock up the previous day, you are in a bind. Playing with longer days and going on boulder smashing runs does help, but nighttime eats up soooo much ammo that there's a limit there.

Having more than one player definitely reduces this problem, as the odds increase that someone's shop will have a few stacks of ammo, or large stacks of coal/nitrate/brass/lead/paper/gunpowder/duct tape/steel bolts(exploding bolts are by far the best weapon in this mod).

 
One thing that might be worth considering if this mod ends up becoming a thing you put long term work into, rather than just a diversion and way to get people excited about the rest of your mod: if you end up doing any rework of the heatmap hordes, and find a way to get them to increase more effectively over time(even maybe following gamestages instead of day), might be to have them increase over time in HP/damage(including block damage) rather than number. Having fewer zombies that hit harder and take more shots to take down would have multiple benefits over just 'more zombies'. It would ease up on processor resources. It would reduce the OP nature of AOE attacks(exploding bolts particularly). And it would get rid of the 'upper limit' effect, where you create enough of a defense to deal with the worst the game can throw at you and then there's no challenge left.

 
Oh and I did think of a way to make the zombies actively try to attack the beacon, but it would require a complete overhaul. Make a predesigned map, ala Navezgane. A specifically predesigned arena to play in, where you can set it up with any resources/terrain/etc that you want. And have the beacon be already in place at the center. With the beacon being part of the premade map, you can make one part of it be an entity, rather than a block, and give that entity the player tag.

- - - Updated - - -

Or potentially have it be a POI and mod rwgmixer to always put that POI at 0,0. With that you wouldn't need a premade map. A bit less work, but still a chore. All depends on how much work you feel like this little distraction arcade mode warrants.

 
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