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A16 - Gnamod

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.
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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.
Those two options are out for me, the first one probably requires a lot of work considering there are no tools to make a premade map, unless I build one ingame, set the time back and then provide it as a loadable savegame. I am already working on making the AI targeting of blocks more weighted and sound carrying further, so they will engage from much further now. The beacon itself will be harder to protect as well, less HP, more volatile.

And you will certainly like what I am working for zombies and lists, currently the mod does not use the worse enemies available in Gnamod at all, it was based off an old list. The new lists when ready will be progressive and at the higher days past 14 will be throwing stuff at bases that will put in the challenge for those that now make it past day 14. One thing is that the Rad zombies are incomplete, besides HP and some other stats they do not differ to much from regular versions, harder to kill due to regeneration yes, but their block damage is about the same. As it is now zombies have a very hard time breaching reinforced concrete and you can get it from day 1, which is a problem. This will be adressed by vendor changes that make it harder to get it on the first day, limiting the type of defense that can be put up right away (but also the kinds of zombies that match what is available). By the time players can make and buy concrete they also will be seeing enemies that have a better chance at breaching it if left unchecked.

Of course this means that the current version will stay current for a bit longer, these systems all interact with each-other and need some proper testing before I let it replace the current version, I will probably get a Beta version in of Horde Mode, hopefully somewhere this week, so that I can update it regularly without disrupting active games.

 
No files in google drive

Hi i m sorry, but i have a little problem when i try to download GNA mod A16 there is no file in the directory.

Have you been hack?

 
Seems you are right the files are gone, not sure what happened. But they were from an ancient version. The next release of Gnamod will be the full release and then I will restore the download link. The mod currently is available on SphereII's Mod Launcher, it is much easier to install that way as well, so for now use that, sorry.

 
I have personally been puttering around with the idea of constructing a mod(though I am still in the early stages of knowing what the hell I am doing) with the focus being on making zombies get harder as time goes on. Making it so in the early gamestages, only a very few types can even show up, with more and harder zombies showing up as it increases. This staging of arrivals could allow for more differentiation in zombie power than currently exists, as currently most of the base zombies have very nearly identical statistics, pulling from a small pool of hp values and 'zombie hand' items. Increased differentiation also allows for things like base-busters, zombies equipped with ZombieHand items with higher block damage that can chew through reinforced concrete(at current, increasing difficulty does -not- increase zombie block damage, which I person ally find unsatisfying).

Playing with something similar here might be useful. I really wish the process of modding didn't require me to boot up the whole bloody game every time I want to check on a change, as it is really making the process of playing around with modding a hassle. But if, again, this little distraction of an arcade mode ends up being a more involved long term project for you, and if I get a bit better, I can already see the shape of how to do the second option(editing rwgmixer to always spawn a specific poi at 0,0, that has an entity as part of the beacon). I might be able to cobble it together for ya. Only problem would be there would only be one trader no matter how many players you had, but this could be partially countered by making the Secret Stash(generated separately for each player) be more extensive and sell more of the things that are needed in higher quantity when you have more players(guns, ammo, food, etc).

This -would- change the dynamic, as instead of just being able to plonk the beason down anywhere the players like they would have to run to 0,0 and defend the already existing beacon, but it would allow for the beacon to contain an entity with the 'player' tag that zombies would seek to kill. And it would be a lot easier than making a whole pregenerated map, which for some reason the FunPimps didn't create any tools for the making of, despite appearing to intend to with their inclusion in the base game of one pregenerated world(Navezgane).

Idk, just a thought. I'm interested in playing around with modding and looking for a project.

 
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I have personally been puttering around with the idea of constructing a mod(though I am still in the early stages of knowing what the hell I am doing) with the focus being on making zombies get harder as time goes on. Making it so in the early gamestages, only a very few types can even show up, with more and harder zombies showing up as it increases. This staging of arrivals could allow for more differentiation in zombie power than currently exists, as currently most of the base zombies have very nearly identical statistics, pulling from a small pool of hp values and 'zombie hand' items. Increased differentiation also allows for things like base-busters, zombies equipped with ZombieHand items with higher block damage that can chew through reinforced concrete(at current, increasing difficulty does -not- increase zombie block damage, which I person ally find unsatisfying).
Playing with something similar here might be useful. I really wish the process of modding didn't require me to boot up the whole bloody game every time I want to check on a change, as it is really making the process of playing around with modding a hassle. But if, again, this little distraction of an arcade mode ends up being a more involved long term project for you, and if I get a bit better, I can already see the shape of how to do the second option(editing rwgmixer to always spawn a specific poi at 0,0, that has an entity as part of the beacon). I might be able to cobble it together for ya. Only problem would be there would only be one trader no matter how many players you had, but this could be partially countered by making the Secret Stash(generated separately for each player) be more extensive and sell more of the things that are needed in higher quantity when you have more players(guns, ammo, food, etc).

This -would- change the dynamic, as instead of just being able to plonk the beason down anywhere the players like they would have to run to 0,0 and defend the already existing beacon, but it would allow for the beacon to contain an entity with the 'player' tag that zombies would seek to kill. And it would be a lot easier than making a whole pregenerated map, which for some reason the FunPimps didn't create any tools for the making of, despite appearing to intend to with their inclusion in the base game of one pregenerated world(Navezgane).

Idk, just a thought. I'm interested in playing around with modding and looking for a project.
Making such a prefab is already not easy as how that is currently done, since the tools for that are also not exposed.

Making one specific POI appear at one specific space in RWG is not easy, the rules for making a city appear at 0,0 do not work anymore, nor can you just specify anywhere that a POI should pop anywhere you want. Though getting this to work alone sounds like a project, I might be wrong, in A15 you could make a specific city appear at a specific coordinates. Any other means I do not know about, I think Navezgane sort of plops POIs at specific places, but I doubt that would work for RWG with just xml.

I could theoretically use a mini biome with only a single small deco POI that can spawn in it, but the moment the terrain is not flat enough or there is water the thing will not appear either.

But if you do find something that works perhaps it can be useful for me as well, but currently the way it works is the best and most reliable in the current game, perhaps in A17 new options become available that allow better options.

 
Could put

Simple_UI_Plus-v0.8-120

description

This version is intended for a 16: 9 or better resolution.

The backpack size has increased from 32 spaces (4x8) to 120 spaces (8x15).

The storage size built by the player has increased from 72 spaces (9x8) to 182 spaces (13x14).

The Minibike storage size has grown from 18 spaces (6x3) to 180 spaces (15x12).

Mod GNAMOD Simple UI Plus

Please The size of the backpack increased from 120 spaces would be very good

 
Could put
Simple_UI_Plus-v0.8-120

description

This version is intended for a 16: 9 or better resolution.

The backpack size has increased from 32 spaces (4x8) to 120 spaces (8x15).

The storage size built by the player has increased from 72 spaces (9x8) to 182 spaces (13x14).

The Minibike storage size has grown from 18 spaces (6x3) to 180 spaces (15x12).

Mod GNAMOD Simple UI Plus

Please The size of the backpack increased from 120 spaces would be very good
You are welcome to install any mods over my mods. But in my personal opinion inventory management is a core feature of the game, that is taking care what to take and what to leave behind, especially for modes like Nomad Mode. 120 spaces is insane, that's almost x4 the amount of space and basically means you can carry every gun, every ammo type and still have space left for other essentials. Once the Fun Pimps release scaling backpacks to the game, as in you can find better ones that hold more stuff, then yes that I will use. Starting off with huge amount of space just eliminates that gameplay part completely.

I am pretty sure it works just fine tho, any UI mod should be compatible with Gnamod unless you have to overwrite the loot.xml to get other containers increasing in size as well.

 
Making one specific POI appear at one specific space in RWG is not easy, the rules for making a city appear at 0,0 do not work anymore,
Just thought I'd let you know that it DOES sort-of work.

You can't spawn right at 0,0 but you can make random gen spawn a city VERY close to it. I did it a couple of days ago (told the game to spawn a city_large at 0,0) and it was within 200-ish co-ords of 0,0. Tested it several times and it worked every time. Even modded the mixer to always spawn a wasteland_hub biome around 0,0 to give a "hub city" feel.

 
Just thought I'd let you know that it DOES sort-of work.
You can't spawn right at 0,0 but you can make random gen spawn a city VERY close to it. I did it a couple of days ago (told the game to spawn a city_large at 0,0) and it was within 200-ish co-ords of 0,0. Tested it several times and it worked every time. Even modded the mixer to always spawn a wasteland_hub biome around 0,0 to give a "hub city" feel.

Can you share the code? I was planning to start looking into this, but if you've already done the legwork it could give me a place to start banging on things.

 
Also, Haidgr, have you considered, instead of using the heat hordes, which are operated by days and max out quickly, and hence can't really be adjusted to account for multiple players well, instead simply using SphereII's SDX modifier that adjusts the horde cycle to nightly? You could then tinker with the gamestage formula to have nastier hordes show up sooner.

Of course, if your base GNA mod has not already gone through the arduous process of adding all your new unique zombies to the gamestages.xml file, you won't have them show up at night. But there is a tool for doing that relatively painlessly too, and it would be something you'd want to do with your base mod eventually anyway.

 
The base formula is

gameStage = playerLevel + playerLevel * (daysSurvived * daysAliveDifficultyBonus + gameDifficultyMultiplier )

To have nastier hordes show up sooner(since you start with and have access to so much more gear), you could change it to:

gameStage = playerLevel + playerLevel * (daysSurvived * 2 * daysAliveDifficultyBonus + gameDifficultyMultiplier + 7)

The *2 would increase the effective days alive by 3, making much nastier hordes show up sooner, and the + 7 would add an extra early game push, effectively making night 1 at equal to a normal 7th night, probably more. Numbers could then be tweaked to find the right values, or you could just play with the gameDifficultyMultiplier to allow for more difficulty options. But remember that the difficulty multiplier isn't actually a multiplier at all, it just -effectively- adds a few days to your daysSurvival.

 
I might do a version with SphereII's nightly hordes sometime, but thats not an xml mod, it actually modifies the dlls as well.

All zombies already appear in game stage hordes, but it can be better and it will be better in the next release.

Heat hordes are actually much easier to manage than game stage hordes, unless you do use the dll mods, which I will not do, perhaps in A17 I will dive into SDX mods, but for now XML works just fine.

 
I might do a version with SphereII's nightly hordes sometime, but thats not an xml mod, it actually modifies the dlls as well.
All zombies already appear in game stage hordes, but it can be better and it will be better in the next release.

Heat hordes are actually much easier to manage than game stage hordes, unless you do use the dll mods, which I will not do, perhaps in A17 I will dive into SDX mods, but for now XML works just fine.
Oh the punishing we could do together... :)

 
Oh, Hai SphereII. It's like you were summoned. Lol Yeah, I just mentioned you because I'd been poking around and found your hotpatch for more or less frequent horde nights, and thought to mention it.

And yes, I do see that managing the heat hordes is simpler, it's just that it has less flexibility. The heat hordes happen in response to heat. You can modify what zombies show up on what night, but that's the extent of the flexibility.

Shrug. Your mod has actually gotten me interested in the idea of getting back into modding. Simply because it feels like it has SO much potential, to add something that to me feels very missing from the game and that I haven't seen any other mod do. But like anyone drawn to modding I am left with the feeling of "This is awesome but...", and wanting to bang on it. Lol.

I may just make my own Horde Mode Mod from scratch.

 
Can you share the code? I was planning to start looking into this, but if you've already done the legwork it could give me a place to start banging on things.
Goes at the top of rwgmixer.xml

<rulesets>

<ruleset name="vanilla" cell_cache_size="8" cell_size="1800" cell_offset="0" generation_distance="10000" terrain_generator="vanilla" biome_generator="vanilla">

<cell_rule name="default" prob="1"/>

<cell_rule name="customHubTest" position="0,-200" prob="1"/>

</ruleset>

</rulesets>

<cell_rules>

<cell_rule name="default">

<cave_count value="4,8"/>

<path_material value="asphalt" />

<path_radius value="10" />

<hub_rule name="townSmall" prob="0.3"/>

<hub_rule name="townLarge" prob="0.3"/>

<hub_rule name="citySmall" prob="0.1"/>

<hub_rule name="cityLarge" prob="0.1"/>

<hub_rule name="rural" prob="0.3"/>

<wilderness_rule name="wildernessDefault"/>

</cell_rule>

<cell_rule name="customHubTest">

<cave_count value="1,3"/>

<path_material value="asphalt" />

<path_radius value="10" />

<hub_rule name="cityLarge" prob="1"/>

<hub_rule name="citySmall" prob="2"/>

<wilderness_rule name="wildernessDefault"/>

</cell_rule>

</cell_rules>

Makes a randomly generated city roughly the size of the old hub city (you can comment out the citySmall line if you just want a large city) The co-ords I have listed (0,-200) puts the center of it roughly at 0,0. In 20 tests, it didn't work ONCE... cos there was a lake there instead. :D

EDIT: And this is the code I had at the bottom of rwgmixer.xml if you want the wasteland_hub biome around it.

<biome_spawn_rules>

<biome_spawn_rule name="pine_forest">

<biome_generator range="0,0.1"/>

<terrain_generator range="150,175"/>

</biome_spawn_rule>

<biome_spawn_rule name="desert">

<biome_generator range="0.1,0.3"/>

</biome_spawn_rule>

<biome_spawn_rule name="burnt_forest">

<biome_generator range="0.3,0.4"/>

</biome_spawn_rule>

<biome_spawn_rule name="forest">

<biome_generator range="0.4,0.6"/>

</biome_spawn_rule>

<biome_spawn_rule name="snow">

<biome_generator range="0.6,0.7"/>

<terrain_generator range="176,255"/>

</biome_spawn_rule>

<biome_spawn_rule name="wasteland">

<biome_generator range="0.7,0.8"/>

</biome_spawn_rule>

<biome_spawn_rule name="plains">

<biome_generator range="0.8,1"/>

</biome_spawn_rule>

<biome_spawn_rule name="wasteland_hub">

<distance_from_center range="0,1500"/>

</biome_spawn_rule>

<biome_spawn_rule name="radiated">

<distance_from_center range="10000,20000"/>

</biome_spawn_rule>

<biome_spawn_rule name="water">

<terrain_generator range="-31,-1"/>

</biome_spawn_rule>

 
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Oh the punishing we could do together... :)
Yeah we should do some of that sometime, for a special or something. But for Horde Mode a blood moon trigger every night probably would do it, then can more easily game stage it, but the heat hordes work good enough, I just need to tweak some stuff to get it working even better.

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<Snip>
So that rule still works then in A16, I thought it did not anymore. I will give it a try, might be nice to have this to force stuff in place, and Necropolis will certainly benefit from it.

I wonder though if this rule always fires or it can still fail if the terrain is bad, probably will fail if the terrain cannot support it.

 
So that rule still works then in A16, I thought it did not anymore. I will give it a try, might be nice to have this to force stuff in place, and Necropolis will certainly benefit from it.
I wonder though if this rule always fires or it can still fail if the terrain is bad, probably will fail if the terrain cannot support it.
It does fail occasionally. As mentioned, I've tried 20 different worlds in testing out the code. 19 had a city near 0,0 until I edited the code. Now it's at 0,0. One had a massive lake there instead. :)

 
The Mod Launcher doesn't work for me. It just starts a vanilla version of 7DTD.

I'd like to install this manually. I have the files. Do I just copy them over or is there a specific structure that needs to be created?

 
You will need to copy everything from the Base folder first, the Mods folder in it should go into your install folder of 7dtd (same folder that Data is in) the Config and Prefab contents should be copied over to the same folders in Data, copy the contents and replace existing files.

Then you have have to do the same for any of the challenge mods you want to install, they go over the Base install. I am going to try and get some manual download zipfiles ready soon, that way it will be a little bit easier for server owners and those that cannot or do not want to use the Mod Launcher.

 
You will need to copy everything from the Base folder first, the Mods folder in it should go into your install folder of 7dtd (same folder that Data is in) the Config and Prefab contents should be copied over to the same folders in Data, copy the contents and replace existing files.
Then you have have to do the same for any of the challenge mods you want to install, they go over the Base install. I am going to try and get some manual download zipfiles ready soon, that way it will be a little bit easier for server owners and those that cannot or do not want to use the Mod Launcher.
Thank you very much!

 
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