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A16 - Gnamod

I Think enough people will have issues with the night 7 and 14 horde as it is right now. But making the stage go up during the night could work for some higher nights. Probably should also make a super badass list for this, then can throw that out once in a while. But making these list is not a hobby of mine, take a lot of time.
Edit: Come to think of it, I already have some Badass lists I could use. Shutting off the scouts for horde nights is not easy, means also the night before it will have no zombies most of the time. Only way would be to have that be the same stage as the expected night, which is easier for solo to calculate, but not for multiplayer.
Thanks for your work, and looking forward to playing 1.02. I've had lag-hit issues on plenty of servers before, but I only play Necropolis on SP. I think it may just be a sync issue with the animations for climbers as you all have discussed. Not a big deal at all -- for now I just rely on arrows or traps to drop 'em.

 
First impressions of 1.02 Horde mode

I've tried both MP and SP versions. Here is the comparison.

MP:

I've bought leather made forge, bought workbench and chemistry made powder and pipe bombs. Made iron bars in forge. Bought some iron bars too.

Bought flagstone, made pole, made defence from it, upgraded to cobblestone. Nice. Made some fences in workbench. Helped a bit.

Bought 14 dynamite, yey!

The only thing i haven't got is mining helmet, but got night vision - ok too.

Result - first night survived. 6 pipe bombs left and some ammo for smg.

SP:

Leather - nope, flagstone - nope, workbench - nope, forge - nope, chemistry - nope, rebar frames - nope. Dynamite or other explosives - nope. Molotovs in general stock only lol.

The only useful for me that i found was mining helmet.

I bought 3 leather armor and scrapped to leather to make forge. Bought wet concrete blocks, built wall, upgraded when dry. Built another wall. Made plates from bricks and tried to use it instead of poles. Made iron bars in forge. Made powder myself, have made some pipe bombs before night.

Result - base dead. Not enough explosives and too bad defence. No pole - no life :)

So in MP with 4 vendors i bought everything i need to survive.

In SP - nothing was available from what i need. Bad luck? Sure, always :)

From what i saw, the only difference for MP is one more Stage of zombies. Like on first Night in SP it is Stage0 and in MP it was Stage1.

Total count pretty much the same.

In MP i've got couple puke and one fire puke. In SP i've got 2-3 puke and no fire puke. Difference is very small.

So if i choose what version to play, i would definitely choose MP. Even beacon is same size lol.

I just don't see any reason to choose SP version, even when playing solo.

By the way, how it will work with few players? Before it was beacon for each player and each beacon spawned 1 group of scouts each 4 minutes. So 4 players = 4 beacons = 4 spawns.

But now... 1 beacon, so zombies total count in MP and SP is the same? Regardless of players count? Or additonal player triggers additional scout spawn too?

 
Hey guys, what's up.

Look at this poor thing trying to hide inside a beacon!

RabbitInsideBeacon.jpg

And look at those bad, bad zombies, trying to kill it!

View attachment 1715

Haidrgna, how about making this in MP mod? It works just fine.

- Glass blocks with Collide property (without sight value), so zombies can see through.

- Edit prefab to make small disposals and add rabbit in the middle. It didn't even collapse when i did that. I guess top block can't go down when it's completely surrounded from 4 sides. Even if stability_glue is not enought to hold it.

- Lots of HP for rabbit to survive explosions and not die before the beacon does. Or i guess it could be a corpse to stay for rly long time and make zombies to attack it. But not sure if corpse stays after re-entering the game and what is the max time for it to stay. If it will work, then it can also be like = can you also save the rabbit's life? :)

- Make zombies attack rabbit.

Well, i think it would be good to make middle blocks on each side glass ones, and on the edges - vendors. During night it seems that when zombie jumps on concrete, it stops seeing rabbit, so not all zombies are trying to kill it right away, they just running around instead.

That's it. Nice and easy. No more zombies wandering around beacon and doing nothing :)

Also another thing. Right now prefab asphalt (around beacond and in places where before was land blocks) is slightly higher than other surface. It would not be a problem, but... at small angle shooting (like shoot in ground 10 blocks away from you), exploding crossbow bolts just do not explode, they diving through and vanish. This doesn't happen on normal (not raised) ground/asphalt etc.

If it's possible to fix - that would be great. Because wasting explosions like this is not good. I remember Max Fox also cursed those not exploding bolts many times :)

Oh and example of bad seed: "GHM 1.02 01 MP"

It looks similar to some of 1.01 version. With a hill in center.

No beacon found.

 
I've tried both MP and SP versions. Here is the comparison.
MP:

I've bought leather made forge, bought workbench and chemistry made powder and pipe bombs. Made iron bars in forge. Bought some iron bars too.

Bought flagstone, made pole, made defence from it, upgraded to cobblestone. Nice. Made some fences in workbench. Helped a bit.

Bought 14 dynamite, yey!

The only thing i haven't got is mining helmet, but got night vision - ok too.

Result - first night survived. 6 pipe bombs left and some ammo for smg.

SP:

Leather - nope, flagstone - nope, workbench - nope, forge - nope, chemistry - nope, rebar frames - nope. Dynamite or other explosives - nope. Molotovs in general stock only lol.

The only useful for me that i found was mining helmet.

I bought 3 leather armor and scrapped to leather to make forge. Bought wet concrete blocks, built wall, upgraded when dry. Built another wall. Made plates from bricks and tried to use it instead of poles. Made iron bars in forge. Made powder myself, have made some pipe bombs before night.

Result - base dead. Not enough explosives and too bad defence. No pole - no life :)

So in MP with 4 vendors i bought everything i need to survive.

In SP - nothing was available from what i need. Bad luck? Sure, always :)

From what i saw, the only difference for MP is one more Stage of zombies. Like on first Night in SP it is Stage0 and in MP it was Stage1.

Total count pretty much the same.

In MP i've got couple puke and one fire puke. In SP i've got 2-3 puke and no fire puke. Difference is very small.

So if i choose what version to play, i would definitely choose MP. Even beacon is same size lol.

I just don't see any reason to choose SP version, even when playing solo.

By the way, how it will work with few players? Before it was beacon for each player and each beacon spawned 1 group of scouts each 4 minutes. So 4 players = 4 beacons = 4 spawns.

But now... 1 beacon, so zombies total count in MP and SP is the same? Regardless of players count? Or additonal player triggers additional scout spawn too?
For this version the difference is really small, I wanted this to be out and playable. I will scale it, the 50% reduction of vendors will indeed make the MP version easier to build with. I will scale the amount of zombies and rate at which they come for this mode for the next version, so at some point the difference will matter. Also its not only the first day thats changed, but you probably already know.

I am not sure how a rabbit will work, I would rather just put Trader Joel inside it, he would survive anything and would never despawn, the rabbit probably will despawn if the player moves to far, all animals do that. I will have to look, maybe I can make a trader that looks like a rabbit, or chicken and have that be spawned inside the beacon. But thats something I will toy with some other time.

I am quite new to prefabbing so I am not sure why the ground is elevated, must be some property I can set somewhere, it should be just as flat as the road I agree.

That seed, it seems the middle is actually a bit deeper than the rest, well I will have to look into the RWG terrain rules again and see if I can dig up the rule that makes it seed independent, should solve this once and for all.

 
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I am not sure how a rabbit will work, I would rather just put Trader Joel inside it, he would survive anything and would never despawn, the rabbit probably will despawn if the player moves to far, all animals do that. I will have to look, maybe I can make a trader that looks like a rabbit, or chicken and have that be spawned inside the beacon. But thats something I will toy with some other time.

I am quite new to prefabbing so I am not sure why the ground is elevated, must be some property I can set somewhere, it should be just as flat as the road I agree.
Rabbit doesn't seem to disappear. I didn't test it deep though.

I think npc also despawn like bandits etc.

Maybe the difference is how they were spawned. Entities spawned with prefab spawn block (like traders) may stay forever.

The ground is actually ok. If you place some plate (for example) on that asphalt, it becomes normal. Also if it was not asphalt but normal block instead, it would be ok too. Only that MP beacon is actually 21x20 and one side gets a gap when i change asphalt to concrete block in prefab. And there are small gaps on all sides of course, i wonder if developers will make smooth blocks + terrain connections...

I saw your asphalt has an ability to upgrade to concrete block. Well, almost has, there is strange cementMix item :)

Upgrading asphalt to concrete also helps, so now if i want normal explosions, i need to do the upgrade.

 
Quick question regarding Necropolis -- should I bother venturing out to look for a trader, or are they disabled entirely for this game mode?

Thanks

 
Quick question regarding Necropolis -- should I bother venturing out to look for a trader, or are they disabled entirely for this game mode?
Thanks
It seems there could be maximum 1 trader settlement inside each of necropolises (big and small). But there are also other cities without traders so... and i'm not sure is it possible that you will have a bad luck and will have no traders at all. But definitely there is a hope that you have traders out here :)

I want to try necropolis too. Seems it should be good with my play-style. I've heard stealth rules there. Well i do stealth even in vanilla so... must try.

 
Rabbit doesn't seem to disappear. I didn't test it deep though.I think npc also despawn like bandits etc.

Maybe the difference is how they were spawned. Entities spawned with prefab spawn block (like traders) may stay forever.

The ground is actually ok. If you place some plate (for example) on that asphalt, it becomes normal. Also if it was not asphalt but normal block instead, it would be ok too. Only that MP beacon is actually 21x20 and one side gets a gap when i change asphalt to concrete block in prefab. And there are small gaps on all sides of course, i wonder if developers will make smooth blocks + terrain connections...

I saw your asphalt has an ability to upgrade to concrete block. Well, almost has, there is strange cementMix item :)

Upgrading asphalt to concrete also helps, so now if i want normal explosions, i need to do the upgrade.
Yeah I would have sworn I added that ability, but seems I made a typo lol, I will fix that bug, thanks :)

The prefabs spawned in cities seem to always want to overlap 1 row with the road they spawn on.

- - - Updated - - -

Quick question regarding Necropolis -- should I bother venturing out to look for a trader, or are they disabled entirely for this game mode?
Thanks
Yeah traders should be able to spawn in the cities, but they might not. But probably best to not worry about them until you actually do find one.

 
So, just downloaded latest, and forgive my confusion, but I cannot find the beacon? Playing SP Horde Mode. Not sure where it is supposed to be. In a box? Where?

Nvm, found it. Chest is kinda hard to spot.

 
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So, just downloaded latest, and forgive my confusion, but I cannot find the beacon? Playing SP Horde Mode. Not sure where it is supposed to be. In a box? Where?
Nvm, found it. Chest is kinda hard to spot.
You might be right, I might change the model to something thats more clear in a future update.

 
I cant get this to work in SP for some reason. Downloaded off the mod launcher but I just get vanilla games. Works for multi but i can only see 2 servers that actually work. While i enjoye dthe challenge I thought the multiplayer was a bit unbalanced in that its almost impossible to survive for long once the dogs see you.

 
I'm having an issue. I don't know where the beacon is. I have torch, sleeping bag, then get the 50,000 dukes & starter kit. There is not a beacon in my inventory to set down like it has been before. I'm using the mod launcher. I've deleted the mod then reinstalled which did not fix it...

 
I cant get this to work in SP for some reason. Downloaded off the mod launcher but I just get vanilla games. Works for multi but i can only see 2 servers that actually work. While i enjoye dthe challenge I thought the multiplayer was a bit unbalanced in that its almost impossible to survive for long once the dogs see you.
There is a known issue that the mod launcher for Windows 7 users does not download correctly from GitHub, I think SphereII has a way to fix that. I am not sure you are using that OS. If not there may be some other issue. I have heard more people have it. Make sure the Mod Launcher is updated as well. If it still does not work/ this isnt whats happening be sure to post this issue in the Mod Launcher thread. SphereII has a better chance to fix this for you than I do. If all else fails, you can download the mod directly from my Drive link in the first post. I will update it to the latest version this weekend when I have more time.

 
I'm having an issue. I don't know where the beacon is. I have torch, sleeping bag, then get the 50,000 dukes & starter kit. There is not a beacon in my inventory to set down like it has been before. I'm using the mod launcher. I've deleted the mod then reinstalled which did not fix it...
There should be a chest in the main asphalt area where you spawn, its usually behind you where the box should almost always spawn. There are a few seeds that may not have a correct city (it will spawn with elevation) or where there is only a road. If you notice this you should try a different seed (game name). You can use the preview tool in the game to see if your seed is correct, it will show a loop like road with a few squares between them that are the asphalt POIs. One should have beacon in its name if it spawned correctly. In a future version I will try and make it more intuitive and hopefully I can make it spawn 100% reliably. If it keeps failing for you, use cm in the console and then use the creative menu to get a beacon to place.

 
OK.

Thank you!!

I have it now..found a seed with the beacon in it. There were 2 different seeds in a row that I tried that didn't have the correct asphalt poi's.

Thanks again, it was driving me crazy lol!

 
OK. Thank you!!

I have it now..found a seed with the beacon in it. There were 2 different seeds in a row that I tried that didn't have the correct asphalt poi's.

Thanks again, it was driving me crazy lol!
Yeah I can imagine, I will have to work on this to make it always work, even with the extreme flat terrain it manage to fail to often.

 
daysAliveChangeWhenKilled ="2"

That's what ruin gamestage and makes it unpredictable. You can have gamestage 300+, then die few times and got 250 or so, then regularly dying makes it not grow at all...

0 should work there, right. In Horde mode gamestage should only grow and never fall back i think.

 
daysAliveChangeWhenKilled ="2"
That's what ruin gamestage and makes it unpredictable. You can have gamestage 300+, then die few times and got 250 or so, then regularly dying makes it not grow at all...

0 should work there, right. In Horde mode gamestage should only grow and never fall back i think.
If you die in Horde Mode you lost, unless you are playing multiplayer perhaps.

But if you do play on, you probably can use the break in game stage. It hardly matters for Horde Mode, unless you go on for long. The bulk of what is coming for you is not affected by game stage. Wandering Hordes are capped at 50 and recycle, which makes them just random hordes. The sleepers hardly matter either in Horde Mode. Only thing that matters is the Blood Moon horde, but even the lowest game stage is tougher than the regular hordes for the first 2 weeks mostly. Game stage 300 -> 250 will still make you be on the Gamestage 250 list for the Blood Moon.

 
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If you die in Horde Mode you lost, unless you are playing multiplayer perhaps.
But if you do play on, you probably can use the break in game stage. It hardly matters for Horde Mode, unless you go on for long. The bulk of what is coming for you is not affected by game stage. Wandering Hordes are capped at 50 and recycle, which makes them just random hordes. The sleepers hardly matter either in Horde Mode. Only thing that matters is the Blood Moon horde, but even the lowest game stage is tougher than the regular hordes for the first 2 weeks mostly. Game stage 300 -> 250 will still make you be on the Gamestage 250 list for the Blood Moon.
The task is to protect beacon. If you blow yourself up with dynamite, it doesn't mean you're lost i guess. If you return to backpack and take everything back before zombies can breach - good then.

Sure, it affects only blood moon. But some youtubers already passed day 14 in latest mod version. Actually, pretty much everyone who survived day 1 - will live for long. Horde growing rly slow and protecting after day 1 is not a problem. Well in SP mode you can run out of materials i guess, but still it's not so easy to loose.

If to remove deaths influence on gamestage, you can then make blood moon better. Like gamestages: 200,250,300,350,400... or even more tight, this will make a difference for each new week.

With current gamestage and blood moon settings, people will have same blood moon hordes from day 7 to the day they die.

I haven't noticed any lags from radiated zombies. It seems that the lag is mostly caused by zombies AI. Their attacking AI plu their pathfinding AI. And zombies hitting blocks maybe slightly lag too. So more lags than we get with 64 zombies alive - we can only do ourselves.

The most lag is caused by turrets with sensors (when there are a lot of targets).

When my turrets turned off - even with max zombie count i still have no lags. And even when i set Stage10 zombies for blood moon, it's still nothing special and still no lag. Tested on night 28. There were Stage6+Stage10 zombies coming.

After all scouts died, i had lots of radiated zombies, about 10-20 alive at the same time - no lags, no problems at all.

So i don't see the reason why not to make Blood Moon more fun :)

Or else people simply play till they bored. Of if not bored, they will play till day 50 and only then eventually die.

 
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