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A16 - Gnamod

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 will think about some kind of end quest, maybe players will be able to find a Beacon to radio for help ;D
Yeah, i don't know why there are still no mods with world like a shooting mark (at least i haven't seen any):

Shooting mark 3.png

When player spawns on outter circle and the main goal is to reach the center and get something. With each circle zombies are stronger and faster. And overall enviroment becomes more harsh with each circle.

Of course, such world is more like rpg and not sandbox, and we need a character that can evolve - with stats and skills. But still even here in 7d2d it would be fun.

Mods and vanilla - always about simply surviving. But at the point where you know you will easily survive, it's not a survival anymore. And then it can be good only for builder-guys.

Those who are not fans of just building stuff and "having fun" (like digging tunnel through all map or making underground castle etc), the game gets boring at some stage. And we seek for challenges.

Having a hard-to-achieve goal is rly nice.

In necropolis it can be even like: what happens first, you complete main quest or it will become so hard that you will not be able to do it anymore. When time is against you. But well it could be too much of a hardcore maybe :)

How much time you will need to complete main quest - also a good challenge.

Also about the water, it's not only easy to survive in. It's also that water can get rly close to a center sometimes.

Well, not only water can do this, but when water does this, it breaks the balance.

BTW, it's a shame that there are no voxel-based RPGs with magic (normal voxels, without huge cubes like in minecraft). And i don't rly understand why...

 
Yeah, i don't know why there are still no mods with world like a shooting mark (at least i haven't seen any):View attachment 24204

When player spawns on outter circle and the main goal is to reach the center and get something. With each circle zombies are stronger and faster. And overall enviroment becomes more harsh with each circle.

Of course, such world is more like rpg and not sandbox, and we need a character that can evolve - with stats and skills. But still even here in 7d2d it would be fun.

Mods and vanilla - always about simply surviving. But at the point where you know you will easily survive, it's not a survival anymore. And then it can be good only for builder-guys.

Those who are not fans of just building stuff and "having fun" (like digging tunnel through all map or making underground castle etc), the game gets boring at some stage. And we seek for challenges.

Having a hard-to-achieve goal is rly nice.

In necropolis it can be even like: what happens first, you complete main quest or it will become so hard that you will not be able to do it anymore. When time is against you. But well it could be too much of a hardcore maybe :)

How much time you will need to complete main quest - also a good challenge.

Also about the water, it's not only easy to survive in. It's also that water can get rly close to a center sometimes.

Well, not only water can do this, but when water does this, it breaks the balance.

BTW, it's a shame that there are no voxel-based RPGs with magic (normal voxels, without huge cubes like in minecraft). And i don't rly understand why...
A world that has been build like that is not to hard to make, the Horde Mode world looks like that too (and to some extend the Necropolis map does as well). Its the getting people to spawn in the outer ring that is a challenge currently. In previous versions of Necropolis usually the only spawn points were in the outer ring, but with how the current biomes are its harder. Since this basically limits the amount of already limited biomes you can use for such a map. The inner sections all need to be wasteland, so the only possible spawn lies in the outer one, which will not be a wasteland biome (and thus you can only use wasteland, city_wasteland, wasteland_hub, radiated and one other biome). Until we get control over where players can spawn, I hope in A17 this may be a thing with the map editor coming into play.

But I agree having some goal for the more late game will keep you going for longer in a world. I usually get bored to, hence I designed some mods where restarting is not a bad thing (Horde and Nomad). Necropolis is actually the only mod in my collection where players can also play with more than one life, since even with dying this mod is hard get established and even harder to reach the state where there is nothing that cannot kill you.

But in the next version of Necropolis, I might again try and force people to be spawned more outward and make sure the best stuff and most challenging areas are more inwards. I would like if the area a player spawns in would be sort of ok-ish to survive in, but would not offer to much in terms of long term survival, forcing him to go deeper inside the map. Currently the biome a player spawns in can greatly affect the game, spawn in a frozen wasteland is much harder than a desert or burned forest.

 
Its the getting people to spawn in the outer ring that is a challenge currently. In previous versions of Necropolis usually the only spawn points were in the outer ring, but with how the current biomes are its harder.
CanPlayersSpawnOn set to false for all land blocks except the outter ring (wasteland_hub you already have).

And that biome land to be some block that wasn't used on others or create a new one with just different name.

Of course it's not elegant but should work i guess. And even if somebody spawn on the building near the center for example, they will either restart the world or try to run away. Because survive there at early game will be too hard.

But I agree having some goal for the more late game will keep you going for longer in a world. I usually get bored to, hence I designed some mods where restarting is not a bad thing (Horde and Nomad). Necropolis is actually the only mod in my collection where players can also play with more than one life, since even with dying this mod is hard get established and even harder to reach the state where there is nothing that cannot kill you.
Yeah i also think that necropolis is not the one life challenge only.

But in the next version of Necropolis, I might again try and force people to be spawned more outward and make sure the best stuff and most challenging areas are more inwards. I would like if the area a player spawns in would be sort of ok-ish to survive in, but would not offer to much in terms of long term survival, forcing him to go deeper inside the map. Currently the biome a player spawns in can greatly affect the game, spawn in a frozen wasteland is much harder than a desert or burned forest.
Yeah that would be great.

About spawning in the hard snowy place... from what i saw, first day weather is always good and temperature too. And during day you can get to a nice biome. Not so big problem.

 
CanPlayersSpawnOn set to false for all land blocks except the outter ring (wasteland_hub you already have). And that biome land to be some block that wasn't used on others or create a new one with just different name.

Of course it's not elegant but should work i guess. And even if somebody spawn on the building near the center for example, they will either restart the world or try to run away. Because survive there at early game will be too hard.

Yeah i also think that necropolis is not the one life challenge only.

Yeah that would be great.

About spawning in the hard snowy place... from what i saw, first day weather is always good and temperature too. And during day you can get to a nice biome. Not so big problem.
If you do that and there is no valid spawn the game dumps the player at 0,0. So you need to carefully get a biome where the player can spawn within the ring of where the game wants to create spawn points. I think this ring is somewhere around 500 - 1500 from the center, as in Gnamod the center is filled with wasteland and player is usually spawned close to the edge of it.

As for the snow biome it all depends, its hard to move around to far from where you spawned, risk of running into a mine and aggroing a lot of zombies as you move. Its possible yes, but if you stay there the snow and cold will make it hard to survive. Still when I am done with it most biomes will be colder and more likely to be rainy except for the burned and desert regions, which will be hot most of the time.

 
For Horde Mode, i had a full inventory when i finished the 'Killing for Dukes 20' quest, which usually spawns in a note for me to read to start 'killing for dukes 1', and now i can't find the note and i think it might've disappeared, is there anyway to spawn in the note using console commands? or am i just screwed?

Awesome Game by the way, thanks Haidrgna

 
For Horde Mode, i had a full inventory when i finished the 'Killing for Dukes 20' quest, which usually spawns in a note for me to read to start 'killing for dukes 1', and now i can't find the note and i think it might've disappeared, is there anyway to spawn in the note using console commands? or am i just screwed?
Awesome Game by the way, thanks Haidrgna
In console type "cm" to turn on creative. Then in game press U and type "kill", there will be a note... kill zombies for cash... something like that.

 
For Horde Mode, i had a full inventory when i finished the 'Killing for Dukes 20' quest, which usually spawns in a note for me to read to start 'killing for dukes 1', and now i can't find the note and i think it might've disappeared, is there anyway to spawn in the note using console commands? or am i just screwed?
Awesome Game by the way, thanks Haidrgna
Like Adruin said, the best way is to use the creative menu (cm in console).

All Gnamod quest items start with q_ so if you search for that you will find all of them, but you need the one called Zombie Killing for Cash. The item itself has a different name hence it does not show up of you search for that. I will probably try and make some custom icons for them in a future version so they are more easy to spot.

Sadly it was not possible to let the quest chain repeat itself without causing a stack overflow in the quest menu, so try and always keep a fewe slots open, since your coins can also dissapear in the same fashion, which would be equally sad.

 
You might be right, I might change the model to something thats more clear in a future update.
Maybe a small pink stair pyramid with a fridge on top of it? Oh wait, you're from the Netherlands? Well, oranje of course then, not pink.

Or, since it's night, maybe just remove the torch from the player starting kit and place it next to the beacon chest.

 
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First off, sorry bad english, isn't my first language.

Guys, I have installed latest mod launcher and then GNA single player, but my game isn't starting at 0,0. It's my first time playing a 7DTD mod, so I don't know what I did wrong. Here is a screenshot of the launcher:

https://ibb.co/gvfqpn

Could you please help me?

 
Guys, I have installed latest mod launcher and then GNA single player, but my game isn't starting at 0,0. It's my first time playing a 7DTD mod, so I don't know what I did wrong. Here is a screenshot of the launcher:

https://ibb.co/gvfqpn
Hey, lord_ahriman I can't spot anything off with the launcher settings, because I've run games normally with settings similar to these. If starting at a wrong position is your only issue, you might try different random seeds (game names). For me, the seed Amber is definitely working, so you might just give it a try.

I DID check run as admin first time I installed a mod, but have since been able to just play without checking it, so it might have had a different reason in the first place.

I do spot something worth noting in your screenshot though: if you're starting with mods, it's a good moment to stop and think about the setting "Save All Games Local To Mod" - this will not have any effect on being able to successfully start a mod or not, but it's a quality of life feature. If you check that box, your mod saves are sorted into different folders. This way you can only see savegames from the correct mod, if you click on continue. Since loading saves from vanilla and different mods in other mods isn't a good idea with 7dtd, it's usually a good thing to select.

 
Last edited by a moderator:
First off, sorry bad english, isn't my first language.
Guys, I have installed latest mod launcher and then GNA single player, but my game isn't starting at 0,0. It's my first time playing a 7DTD mod, so I don't know what I did wrong. Here is a screenshot of the launcher:

https://ibb.co/gvfqpn

Could you please help me?
The settings of the launcher seem ok, but you should check when you start it that it actually downloads something and then extracts that to the folder you have chosen. If it does not download try the direct download. There were issues with the download for windows 7 users, if you are also using this OS, I think sphereII has posted a link for a fix in one of the news posts on the launcher, be sure to check that or his forum post on the modding tools section for help.

 
Hey, lord_ahriman I can't spot anything off with the launcher settings, because I've run games normally with settings similar to these. If starting at a wrong position is your only issue, you might try different random seeds (game names). For me, the seed Amber is definitely working, so you might just give it a try.
I DID check run as admin first time I installed a mod, but have since been able to just play without checking it, so it might have had a different reason in the first place.

I do spot something worth noting in your screenshot though: if you're starting with mods, it's a good moment to stop and think about the setting "Save All Games Local To Mod" - this will not have any effect on being able to successfully start a mod or not, but it's a quality of life feature. If you check that box, your mod saves are sorted into different folders. This way you can only see savegames from the correct mod, if you click on continue. Since loading saves from vanilla and different mods in other mods isn't a good idea with 7dtd, it's usually a good thing to select.
Thanks, I'll try different seeds. I'm not 100% sure because I tested it last night, but I think my seed was Navezgane. So from what you are saying, I believe it could be me selecting main map.

The settings of the launcher seem ok, but you should check when you start it that it actually downloads something and then extracts that to the folder you have chosen. If it does not download try the direct download. There were issues with the download for windows 7 users, if you are also using this OS, I think sphereII has posted a link for a fix in one of the news posts on the launcher, be sure to check that or his forum post on the modding tools section for help.
I'm using W8.1, so I don't think there is any problem.

About the launcher. First install had the mod folder, but since it was not working correctly (or maybe it was just me not selecting a random map like Katlima said) I just deleted and did a clean install. In this second install, there was no mod folder, so I download you files (btw, it says version 1.01, is this correct? Shouldn't it be 1.02?) and copy paste it to the folder Gnamod, so I think I did the "correct path". Game was ok, but still not starting at 0,0. I'll try what Katima said. Anyways, I aprreciate you response.

 
The download here is not yet up to date, I was planning to do it and didnt get around, now I am in later stages of 1.03, when that is finished this will also update to that version.

I am not sure why for some its not working through the launcher, I have seen some people close the launcher before it could finish downloading (was going slowly that windows said it was not responding). But I doubt thats what happening here, not sure what is.

I just need to know, its not throwing you in at 0,0 in Horde Mode or it is loading Vanilla?

 
The download here is not yet up to date, I was planning to do it and didnt get around, now I am in later stages of 1.03, when that is finished this will also update to that version.
I am not sure why for some its not working through the launcher, I have seen some people close the launcher before it could finish downloading (was going slowly that windows said it was not responding). But I doubt thats what happening here, not sure what is.

I just need to know, its not throwing you in at 0,0 in Horde Mode or it is loading Vanilla?
Horde Mode. Two things I forgot:1) I know the beacon will be on a storage box, but I couldn't see the box: I got the starting pack and that's it. So I think mod in general is working, but not throwing my character at 0,0, 2) I tried to game from 7DTD launcher and from launcher inside mod folder, both cases got same result

I will try later again and I'll keep you posted. Again, thanks for the support.

 
Katlima, Haidrgna, now it's working fine: just tried a new game in random map and my character was at 0,0.

Thanks for helping me.

 
Katlima, Haidrgna, now it's working fine: just tried a new game in random map and my character was at 0,0.

Thanks for helping me.
Oh sweet! Now enjoy having your butt handed to you like the rest of us :) .

 
Well for me seems something is horribly wrong with structural integrity ...

I installed Horde mode (Single Player) with mod launcher. All was fine till I started to build my base floor.

I was able to fill all that area with iron reinforced wood blocks but after I step on them they fall down (9x9 area)

Untitled1.jpg

Tried using rebar frames = same. Created 9x9 rebar frame and filled it with concrete, removed frames and blocks still standing and floting in air ...

Untitled.jpg

What I am doning wrong .. ? :distrust:

 
Out of curiosity, if someone were to log out right before horde night every night and log back in, would they get smaller hordes?

I have watched some streamers and from my own experience when back to back nights are done, the 2nd one seems to be extra brutal. Maybe I am not 100% understanding how the horde difficulty works in this mod.

Thanks and I am loving it. Currently my game is Day 35 and built a minibike. Lol

 
Out of curiosity, if someone were to log out right before horde night every night and log back in, would they get smaller hordes?
I have watched some streamers and from my own experience when back to back nights are done, the 2nd one seems to be extra brutal. Maybe I am not 100% understanding how the horde difficulty works in this mod.

Thanks and I am loving it. Currently my game is Day 35 and built a minibike. Lol
Yes, entering the game right before the night breaks the balance. There will be no actual horde.

Playing from morning to morning is the best choice to have a real horde experience.

 
Well for me seems something is horribly wrong with structural integrity ...
I installed Horde mode (Single Player) with mod launcher. All was fine till I started to build my base floor.

I was able to fill all that area with iron reinforced wood blocks but after I step on them they fall down (9x9 area)

View attachment 24289

Tried using rebar frames = same. Created 9x9 rebar frame and filled it with concrete, removed frames and blocks still standing and floting in air ...

View attachment 24290

What I am doning wrong .. ? :distrust:
You probably should support it properly, wood and reinforced iron cannot hold that much and need a lot more pillars. Your bases basically seem to float, so you are likely not supporting them to much. The game will check if block can still exist or a structure is still supported when something walks over it, so yeah you will fall through even if when you placed it it was ok.

 
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