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A16 - Gnamod

First has run out of dynamite, then exploding bolts and AK47 bullets.

And then...

Day 54

Time 14:50

Beacon died.

From 50 Night killed 5k-6k zombies in constant fight :)

 
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.
I tried several seeds, but still didn't manage to find a chest.. HELP! :s

 
I lost due to Z's spawning inside my base

Relatively new to Horde mode and I love it. The anxiety it creates is crazy.

I finally gained a little confidence with protecting my beacon until day 5 (I know I know, why so soon)

It seems the horde possibly spawned inside the base or managed to make it past

the 1/4 blocks without damaging them. I used them as a ceiling, and while training my horde I got

on top of my base only to find like 10 zombies inside. DOH!!

Needless to say, BOOM GOES THE DYNAMITE!!

 
Relatively new to Horde mode and I love it. The anxiety it creates is crazy.I finally gained a little confidence with protecting my beacon until day 5 (I know I know, why so soon)

It seems the horde possibly spawned inside the base or managed to make it past

the 1/4 blocks without damaging them. I used them as a ceiling, and while training my horde I got

on top of my base only to find like 10 zombies inside. DOH!!

Needless to say, BOOM GOES THE DYNAMITE!!
I doubt that zombies (or at least a horde of them) would spawn inside your base. One lone zombie from a the biome, which respawn daily, could have spawned if you left asphalt within your walls since they can spawn on that.

Zombies probably can get through certain block shapes, dogs, crawlers and climbers certainly can make it past toothy designs. If you dont want zombies getting make sure you use a complete block shape, any other shape might not protect you. Also there are certain glitches that exist (even in vanilla) where zombies like the crawlers can somehow get through a block, this happens rarely and again should probably not happen to often with complete blocks.

Make sure you add some extra layers, using arrow slits to add some layer of defense around the Beacon is a common tactic (still allows you to buy from it) for example.

Just a rule of thumb, if you can make it through a block shape or combination, the zombies can as well, though their AI might limit them doing it. If they can fall into something then they probably will (as they path over them as complete blocks).

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I tried several seeds, but still didn't manage to find a chest.. HELP! :s
Are you sure you are loading in Horde Mode and if so, how many seeds have you tried ?. The chest should spawn if the town spawns with flat enough area (so if you see only a single road or a town with slopes, try a different seed).

 
Greetings, I have two questions:

1. Is this mod still being developed/added to?

2. Are there server side files for this mod to run on a dedicated server?

 
i can answer the first question for you spectral yes it is still being developed haidrgna just updated it not to long ago and as for question 2 i would imagine there would be not sure tho

 
Not sure if it has been mentioned but this might be game breaking.

At Vendoneer 5 or so, buying the starting bags and selling most of it nets ALOT of Duke's. I have like 300k right now on night 10.

Not sure how to change that because it is the best source of getting random explosives and ammo when the vendor is unlucky.

 
Greetings, I have two questions:
1. Is this mod still being developed/added to?

2. Are there server side files for this mod to run on a dedicated server?
Servers can use the same files that clients use, its all XML based so you only need to install those on your server. You can download them here or use the files in the master.zip when you use the launcher.

And yes the mod is still being worked on, though for A16 I will not be doing anything big anymore, that is nothing that will force a restart to existing worlds. I might still add in stuff, but mostly will focus on balancing and improving upon the 4 existing versions. A17 will surely require a lot of rework so I do not want to waste my time doing work I know will be wasted (like reworking skills or buffs which get a massive overhaul in A17).

 
Not sure if it has been mentioned but this might be game breaking.
At Vendoneer 5 or so, buying the starting bags and selling most of it nets ALOT of Duke's. I have like 300k right now on night 10.

Not sure how to change that because it is the best source of getting random explosives and ammo when the vendor is unlucky.
Is this with 100% loot value or did you by any chance change the value to something higher?. But I recently increased the amount of ammo the packs have so they might now be worth more than what they cost on later levels. I will look into this. Though from Vendoneer 6+ it probably will not matter to much. I might just make the chance of it selling a backpack the same for all levels of Vendoneer.

I am planning to rebalance it further, I might even go as far as to completely move all stock to the Secret Stash. This will have the advantage of it all being available only to the player browsing and make it more straightforward where to find the items needed. The downside is that the sorting categories will be lost for the vendors. I am also going to be rebalancing the horde build-up for both versions of Horde Mode (currently the first day is quite hard, the days after not so hard and 7d is a lot harder and then it sort of slows down). I will be adding some Boss waves to the higher game stages Blood Moons and probably will change how biome spawns add in zombies to the hordes to create a sort of continual minimal amount of zombies each night, like a base line.

 
I am pretty sure it was 100% as that is what I normally play on.

I was cruising then Day 13 annihilated everything. I got tired of replacing the 7 rows of wooden spikes and couldn't catch all the explosion guys fast enough and they just cleared a path to the wall.

Last play through I created a kiting field with campfires, fence posts, and steel spikes. Worked well but it took to long to clear them out. Nice having like 50 crawlers lol

 
I love this mod a lot, but after a certain point, I can't play it anymore. Currently, it takes five seconds between the reloading animation and the ability to fire my gun. Mind you, nothing else in the game stops (there is no lag at all)...all the zombies just keep coming and destroying. It is only my ability to fire the gun after reloading that is delayed. Is this intentional? There are also some problems with the molotov cocktails that give me exception errors. And the person playing with me keeps having to log out and log back in throughout the horde night.

 
I love this mod a lot, but after a certain point, I can't play it anymore. Currently, it takes five seconds between the reloading animation and the ability to fire my gun. Mind you, nothing else in the game stops (there is no lag at all)...all the zombies just keep coming and destroying. It is only my ability to fire the gun after reloading that is delayed. Is this intentional? There are also some problems with the molotov cocktails that give me exception errors. And the person playing with me keeps having to log out and log back in throughout the horde night.
There is an issue with molotovs being used on Peer to Peer games (Singleplayer and Dedicated server do not seem to have this issue). It seems to cause some kind of desync between the host and the person connecting. I would like if people that are having this issue could test if this also happens in the vanilla game (unmodded). If so we should report this as a bug to the pimps to fix, if not then I will need some more error logs from the host of when the error occurs.

This mod uses the molotov fire effect a lot more than the base game so its almost unavoidable, and since I have no clue what happens or how to fix it. The only fix is to set up a local dedicated server if you want to play with a friend.

There are no intentional lags, some guns have a slower reload time, one that may not be entirely in sync with the animation. Lag will not stop zombies from acting, but it can cause mouse/keyboard input to not reach the game and thus be ignored.

 
Haidrgna, in necropolise setup for launcher you forgot to exclude HordeHC.

One streaming guy can't loot corpses because of that ))

 
There is an issue with molotovs being used on Peer to Peer games (Singleplayer and Dedicated server do not seem to have this issue). It seems to cause some kind of desync between the host and the person connecting. I would like if people that are having this issue could test if this also happens in the vanilla game (unmodded). If so we should report this as a bug to the pimps to fix, if not then I will need some more error logs from the host of when the error occurs.
Which log files do you need? ill do some checks later if i can get on

 
Haidrgna, in necropolise setup for launcher you forgot to exclude HordeHC.One streaming guy can't loot corpses because of that ))
Whoops, I will fix it. Will be an interesting game of Necropolis then, with exploding animals and bears :D

- - - Updated - - -

Which log files do you need? ill do some checks later if i can get on
The log files of the host, they should be in the 7DaysToDie_Data folder. One will include whatever errors the host is getting and might give info. I have seen logs of others and clients, but could not really find anything that related to stuff changed in the XML.

I am mostly curious if the same desync errors happen in the unmodified game, so we can take it to the Pimps as a proper bug report so it might get fixed.

 
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do you have a server file i would like to run your mod on my server
There is no special server version of this mod, you can use the same files (from download or launcher), install them to the server and then run it.

 
What i would change in necropolis.

1. Add main goal - kill boss. Boss spawns in a center in radiated zone. Have lots of hp, regen, damage and some unique loot that is needed to complete the quest. Or it can have simply lots of coins. And quest can be: money is everything. Having enough money, survivor then can call for help and be evacuated from necropolis :)

Well radiated also outside of the world so maybe there should be other biome in the center, like water...

My boss has 15k hp, pukes with explosives that will kill you with 1 direct puke/melee hit. Also regens 40 hp per second. So kill it and don't let him blow up is a challenge and can't be done in early game. Also screamers will not make boss killing easier. Plus first you need to lure boss out of radiated zone... All that makes real challenge.

2. city_wasteland biome to have lots of zombies but with large respawndelay. They are boss protectors.

For myself i've made 666 ZombiesRadiatedBiomes with 66 respawndelay. Looks nice!

3. Remove water in water biome, make it like radiated (and put this biome in the center for a boss spawning).

Reason - sometimes it generates huge lakes that can save us from everything - temperature (high and low), enemies (they are too slow in water), even blood moon can be survived in a lake. With big enough lake i think even screamers can't disturb you. Also lots of animals near it solve the food problem. Thus having food, water and protection - you can live in a lake and never leave it :)

Living in a lake is not rly a necropolis style i think... player will never feel the real necropolis survival by doing that.

burnt_forest has some water ponds plus lots of snow everywhere so there should be no problems with getting water anyway.

For a not 1 life challenge gameplay, i also made daysAliveChangeWhenKilled ="0", this way game will never get easier, regardless of how many times you died...

All changes are easy and do not require too much time.

 
1. Add main goal - kill boss. Boss spawns in a center in radiated zone. Have lots of hp, regen, damage and some unique loot that is needed to complete the quest. Or it can have simply lots of coins. And quest can be: money is everything. Having enough money, survivor then can call for help and be evacuated from necropolis :) Well radiated also outside of the world so maybe there should be other biome in the center, like water...

My boss has 15k hp, pukes with explosives that will kill you with 1 direct puke/melee hit. Also regens 40 hp per second. So kill it and don't let him blow up is a challenge and can't be done in early game. Also screamers will not make boss killing easier. Plus first you need to lure boss out of radiated zone... All that makes real challenge.

2. city_wasteland biome to have lots of zombies but with large respawndelay. They are boss protectors.

For myself i've made 666 ZombiesRadiatedBiomes with 66 respawndelay. Looks nice!

3. Remove water in water biome, make it like radiated (and put this biome in the center for a boss spawning).

Reason - sometimes it generates huge lakes that can save us from everything - temperature (high and low), enemies (they are too slow in water), even blood moon can be survived in a lake. With big enough lake i think even screamers can't disturb you. Also lots of animals near it solve the food problem. Thus having food, water and protection - you can live in a lake and never leave it :)

Living in a lake is not rly a necropolis style i think... player will never feel the real necropolis survival by doing that.

burnt_forest has some water ponds plus lots of snow everywhere so there should be no problems with getting water anyway.

For a not 1 life challenge gameplay, i also made daysAliveChangeWhenKilled ="0", this way game will never get easier, regardless of how many times you died...

All changes are easy and do not require too much time.
I am not a big fan of bosses, getting one to reliably spawn on every map (and not multiple or none) could be challenge. Though you could just say make it only 1 you have to kill or kill a few of a certain zombie that carries something. But Necropolis is just like vanilla a sandbox, survival is the gameplay, if you manage to survive for a long time without dying then you are the king of Necropolis.

I have seen the vids of Fermi doing the lake in Necropolis and even with he hard a hard time, but I have some fixes in the works for this. Water currently seems bugged as it raises your temp when you submerge, so you can stay in it forever. I have added some buffs that counter this, meaning that staying in the water long will be certain death (even going there briefly could prove dangerous). I could probably for Necrpolis (as these fixes are for all Gnamod) add some radiation to the water, but that will require some new effect and cure unless its just damage (which is a bit silly).

The water biome (and other biomes in Necropolis) will be getting more tweaks in a future version to make them blend better, but the water biome will likely become a lot colder and more dangerous, bringing it more in line with the rest.

Having a presence of zombies that could be removed in the center rather than a constant one could be a thing, but I would also need to add something there that will actually be worth going for (not just a boss). I will likely be making some Necropolis specific decoration POIs to add to or/replace the vanilla ones, probably some with better loot sources will then go into the center and harder radioactive biomes.

I will think about some kind of end quest, maybe players will be able to find a Beacon to radio for help ;D

 
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