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A16 - Gnamod

Anther problem... somehow temperature likes to stop at 44-45 degrees and blink.And then you get endless freezing sound... annoying.

With other degrees it blinks few times and goes further, but exactly on 44-45 it stops.
That stuff happens outside of my code, I only adjust an already existing system and probably at that point the buff increase/decreases matches the environment or the core temp adjustment. I doubt I can make it jump, the sound is annoying and maybe I can remove the cast of the sounds from the buffs instead. They should warn the player, but not be cast endlesssly.

 
That stuff happens outside of my code, I only adjust an already existing system and probably at that point the buff increase/decreases matches the environment or the core temp adjustment. I doubt I can make it jump, the sound is annoying and maybe I can remove the cast of the sounds from the buffs instead. They should warn the player, but not be cast endlesssly.
Well, it's a game of numbers.

What i can assume:

1. Character is wet, but has warm clothes. Lets say 15% wet. It's -0.2 per second.

2. Lets say temperature tries to reach 60, because of warm clothes. While temperature is below 45, lets say the rate is 0.25 per second. Once it becomes above 45, the rate becomes 0.15 per second. Because of some game mechanics... maybe 45 is magical number for the game (or maybe when temperature gets close to the goal, rate lowers... but Fermi changed clothes and situation of stuck at 44-45 was still there, so i doubt that was the case).

Having above situation, it stuck at 44-45... and can move from there only if something happens that will change rate, like wet becomes above 25% or below 10% or you drink coffee etc.

If i'm right or at least somewhere near the truth, then that situation can be solved by changing some numbers. Just requires checks and tries.

I'm not saying that it's easy to do though :)

Or you can always come back to normal temp behavior.

BTW, i have no idea what is the purpose of changing it from modifyvalue to amount + rate. Does it really gives something special except problems? But after that change you have to make sure it works fine, right? Initiative is punishable :)

 
Just wanted to say I've been playing the Sp Horde mode for a while now and its fantastic. I'm so impressed with so much of this mod so thanks for making it. Just for the benefit of anyone out there who thinks this is a bit too unbalanced in favor of the zeds I agree and i have made some adjustments to make it more playable. My first changes were to defences. I increased spike damage and the amount of damage they take. I also made burning barrels do fire damage and turned up the fire damage so that they can become firetraps when put in a hole. This will give you a fighting chance. After getting to about day 26 i decided to increase the fun factor by increasing dismemberment chance on a few weapons - notably the pistol. The zeds are still plenty dangerous but now you have a chance to deal with them individually without relying so much on area affect weapons. Just basic xml edits but the mod is still a challenge and still heaps of fun.

 
Well, it's a game of numbers.What i can assume:

1. Character is wet, but has warm clothes. Lets say 15% wet. It's -0.2 per second.

2. Lets say temperature tries to reach 60, because of warm clothes. While temperature is below 45, lets say the rate is 0.25 per second. Once it becomes above 45, the rate becomes 0.15 per second. Because of some game mechanics... maybe 45 is magical number for the game (or maybe when temperature gets close to the goal, rate lowers... but Fermi changed clothes and situation of stuck at 44-45 was still there, so i doubt that was the case).

Having above situation, it stuck at 44-45... and can move from there only if something happens that will change rate, like wet becomes above 25% or below 10% or you drink coffee etc.

If i'm right or at least somewhere near the truth, then that situation can be solved by changing some numbers. Just requires checks and tries.

I'm not saying that it's easy to do though :)

Or you can always come back to normal temp behavior.

BTW, i have no idea what is the purpose of changing it from modifyvalue to amount + rate. Does it really gives something special except problems? But after that change you have to make sure it works fine, right? Initiative is punishable :)
The modify value just applies a flat increase/decrease this applies the effect over time and isnt limited if the effect keeps on going. If the two did play together nicely some would have stayed on the flat increase, but they didnt. It will need some balancing, dont get me wrong to think I do not want it to be balanced, but I also need time to further test and balance it, since its clearly has an issue around the mark where the cold buff is applied.

But either way, unless something is really wrong, in all my tests I could always get my character to dry off (even naked) with the lower rate. Once dried off the campfire should start heating you up. But if the drying off is not working at some condition I need to check it out as well, drying off stops if you get sufficiently cold (which is the trigger to find shelter and warmest clothes, and a sign the biome you are in is also very cold).

 
But if the drying off is not working at some condition I need to check it out as well, drying off stops if you get sufficiently cold (which is the trigger to find shelter and warmest clothes, and a sign the biome you are in is also very cold).
Yep that's what i'm trying to say. Right now there is a dead-end where you can't do anything.

If you are cold and wet, you can't dry because of cold and can't warm up because you are wet. Like when you get -0.4 from being whet and +0.3 from fire, you still can't warm up. Doesn't matter if you are in a shelter. And even if your warm clothes give you +60, it could still be not enough to dry. Even if fire would give +0.5 and wet -0.4 it still could be not enough because natural temp decreasing could beat that +0.1 difference.

Of course there is a way... to go to the warm biome, but that's not how it should be, right.

I understand, it will require some time to test and balance. I think pretty easy way to balance it would be to increase all + and - amounts from buffs and simpoly balance the buffs without taking into account the natural temperature changing. But then of course clothes will matter only if there are no buffs applied or buffs negate each other.

BTW, 90F is another magic number. I really think that between 45 and 90 temperature changes slower than beyond those borders, and that causes it to stuck on a border. Lets call it fast and slow natural rates.

So stuck problem happens when current buff temp change rate is between those fast and slow natural rates. Thus, any buffs combination should change temp faster than fast natural rate or slower than slow natural rate.

 
saw in old post/version that you had a "Gnamod World ONLY" are you still doing that? if you only want worldgen for a vanilla play? =)

your worldgen looks amazing

 
saw in old post/version that you had a "Gnamod World ONLY" are you still doing that? if you only want worldgen for a vanilla play? =)your worldgen looks amazing
I used to have it in A15 and I originally planned doing something like it for A16, but I decided not to. Making this suitable for vanilla play is no longer as easy as it was in the A15 version, not to mention its only a small fraction of the mod now compared to all other stuff I have done. Sadly the stuff I added is rather intertwined with the RWGmixer file and the POI files.

If vanilla A17 is good enough I might do a random world gen version for that as my first project and then I probably can keep a seperate version of that when I move on to other parts again, but no guarantees. I also do not really like people mixing my terrain mod with other mods to be honest, and when its compatible with vanilla its easier to intergrate in another mod. Always feels a bit like a slap in the face if people only want my terrain but rather play WoTW on it or something similar. So currently it is a take it all or leave it all deal, unless you are doing it yourself, but then its for private use only.

 
I've decided to try out a horde mode and my whole sunday was spent on surviving first night on easiest recommended settings(40m/16h, nomad,16bloodmooncount). Haven't progressed almost anywhere since I've started. Still no clue how to survive the first night without dying or losing the beacon. The only time I've reached day two without dying is when the tactic was just running to an existing building or a tent, waiting till it's destroyed and running to another one.

I have a good pc, good aim, even some brains. Tried out a lot of very efficient tactics and still dying at the first night anyway when I'm defending my base and not just running around.

Can someone make a guide how to play this mode? I'm clearly have no idea how to build a base within 20 minutes and make it withstand under constant pressure of 30+ zombies.

 
I've decided to try out a horde mode and my whole sunday was spent on surviving first night on easiest recommended settings(40m/16h, nomad,16bloodmooncount). Haven't progressed almost anywhere since I've started. Still no clue how to survive the first night without dying or losing the beacon. The only time I've reached day two without dying is when the tactic was just running to an existing building or a tent, waiting till it's destroyed and running to another one.I have a good pc, good aim, even some brains. Tried out a lot of very efficient tactics and still dying at the first night anyway when I'm defending my base and not just running around.

Can someone make a guide how to play this mode? I'm clearly have no idea how to build a base within 20 minutes and make it withstand under constant pressure of 30+ zombies.
Probably should go with 60/18 (40/16, I should update that, since thats really hardcore in the current version). Then you should have enough time to buy what you need, level up during the day to at least 2, buy vendoneer 1 (so your stash gets restocked), buy more and then should have enough blocks and spikes to survive the first night.

 
I've decided to try out a horde mode and my whole sunday was spent on surviving first night on easiest recommended settings(40m/16h, nomad,16bloodmooncount). Haven't progressed almost anywhere since I've started. Still no clue how to survive the first night without dying or losing the beacon. The only time I've reached day two without dying is when the tactic was just running to an existing building or a tent, waiting till it's destroyed and running to another one.I have a good pc, good aim, even some brains. Tried out a lot of very efficient tactics and still dying at the first night anyway when I'm defending my base and not just running around.

Can someone make a guide how to play this mode? I'm clearly have no idea how to build a base within 20 minutes and make it withstand under constant pressure of 30+ zombies.
It's totally fine to lower the difficulty even more than that, especially in the beginning, when you need to figure out mod specific recipes etc. you just need more time. Then once you're used to that stuff, you can increase difficulty. I did the same when starting out. Surviving the first night is a lot more difficult than the following few nights.

I recommend: try to buy all rebars, concrete and get a forge or two as soon as possible. Bricks are helpful. Spike spam is quite a good strategy for the first night.

 
60/18 kinda worked, got lucky, but still have to run last 1.5h of the night.

Is it supposed to be so intense or it's just my tactic is inappropriate?

 
60/18 kinda worked, got lucky, but still have to run last 1.5h of the night. Is it supposed to be so intense or it's just my tactic is inappropriate?

Basically yes, its supposed to be intense, but day 1 is harder because you start with nothing, once you establish yourself you should have a chance to advance. But like Katlima said its perfectly fine to scale down the difficulty as well, Gnamod zombies are a lot tougher and deal more damage on Nomad difficulty, so essentially its already on a higher level base line.

 
Necropolis is too easy haha!

Even living in a snow most of the time, even with that buggy wet-cold, Fermi still survived.

Me, living in a forest, didn't have any troubles at all.

Even with all those screamers (before last update), after separating base and forge/campfire, life has become rly easy for him.

I has separated my base, night hideout and blood moon hideout from the start... and had no problems at all.

Even with not rly good start, after getting a bike, he easily survived. Only couple of times almost died ))

After i started to use a bike, all worries are gone, nothing could kill me. On day 40 i have 240 hp and military armor. Plus all kinds of weapons = terminator.

I think bike has ruined all the challenge!

How about making bike sound to produce lots of heat, so wherever you drive with a bike, screamers will follow :)

Also, how about making a quest to give for example 1 skill point for killing 100 zombies... then fighting blood moon zeds with explosives/molotovs will be reasonable. Because now when i get no exp and no other rewards, i'm just hiding and doing nothing. If not the stream, Fermi would do that too i think.

I think real challenge will come with the system we discussed. Far from center means ♥♥♥♥ty + rare loot and weak zeds, and the closer to the center - the better loot and stronger zeds. And a main quest boss in the center.

Problem with player spawning is not rly a problem... if you spawn somewhere near center, you will not want to stay there because once zeds appear - you are dead. Player will need to run far away from the center on day 1 to survive...

Alpha 17 will come in 4 months or even more, right? Not sure is it worth to wait for it before doing changes...

 
Necropolis is too easy haha!
Even living in a snow most of the time, even with that buggy wet-cold, Fermi still survived.

Me, living in a forest, didn't have any troubles at all.

Even with all those screamers (before last update), after separating base and forge/campfire, life has become rly easy for him.

I has separated my base, night hideout and blood moon hideout from the start... and had no problems at all.

Even with not rly good start, after getting a bike, he easily survived. Only couple of times almost died ))

After i started to use a bike, all worries are gone, nothing could kill me. On day 40 i have 240 hp and military armor. Plus all kinds of weapons = terminator.

I think bike has ruined all the challenge!

How about making bike sound to produce lots of heat, so wherever you drive with a bike, screamers will follow :)

Also, how about making a quest to give for example 1 skill point for killing 100 zombies... then fighting blood moon zeds with explosives/molotovs will be reasonable. Because now when i get no exp and no other rewards, i'm just hiding and doing nothing. If not the stream, Fermi would do that too i think.

I think real challenge will come with the system we discussed. Far from center means ♥♥♥♥ty + rare loot and weak zeds, and the closer to the center - the better loot and stronger zeds. And a main quest boss in the center.

Problem with player spawning is not rly a problem... if you spawn somewhere near center, you will not want to stay there because once zeds appear - you are dead. Player will need to run far away from the center on day 1 to survive...

Alpha 17 will come in 4 months or even more, right? Not sure is it worth to wait for it before doing changes...
Eventually even Necropolis will become easy, takes a bit more effort to reach that level than the other versions of Gnamod.

If I had more time I would be working full time on Necropolis 2.0, I want to do custom POIs (not having 100s of the same buildings with always the same loot) and better biome distribution, harder to get started. But for a seasoned player eventually it will get easy, once you passed the initial hurdle. Start slow, build up, hide from hordes is a valid strategy. Currently the animals are to easy to hunt still as well and getting water is almost never a problem.

I would probably also come with some variations of Necropolis, like a totally snowed over one, a totally hot and desert one (with only small radiactive oases). But most really interesting stuff will require the tech A17 is going to bring, and knowing I can most likely bin a lot of my work (not even sure prefabs are safe) when it hits is not really incentive. We have good ideas here, but for now they will just stay on the shelve.

But you can probably make it harder for yourself if you need to, set loot to 50 or 25% and/or reducing animal spawnings will make it much much harder, you will then treasure every sham you find, while now you can still find/hunt enough to survive.

 
Multiplayer Horde Mode missing Beacon?

I spent the last couple hours trying to play the multiplayer version of Horde Mode 1.03 with a few friends but cannot figure out where the beacon is. In Singleplayer mode it's easy to spot... a supply box with an orange smoke plume. In Multiplayer, there is no supply box anywhere within the inner zone and no beacon appears in any player's inventory. I played this mode a couple months ago with an older version and the beacon appear in our inventory in multiplayer mode.

I'm using the suggested settings for 1.03 with Survival MP / Random Gen. Does anyone have any suggestions on what I'm missing?

Thanks,

Todd

 
I've decided to try out a horde mode and my whole sunday was spent on surviving first night on easiest recommended settings(40m/16h, nomad,16bloodmooncount). Haven't progressed almost anywhere since I've started. Still no clue how to survive the first night without dying or losing the beacon. The only time I've reached day two without dying is when the tactic was just running to an existing building or a tent, waiting till it's destroyed and running to another one.I have a good pc, good aim, even some brains. Tried out a lot of very efficient tactics and still dying at the first night anyway when I'm defending my base and not just running around.

Can someone make a guide how to play this mode? I'm clearly have no idea how to build a base within 20 minutes and make it withstand under constant pressure of 30+ zombies.
I have to revise what I last replied. I started a new savegame because of the recent updates and *cough* got wiped *cough*. There's something off right now. There are a ton more zombies spawning during night right now, than they used to. Even with a good stock of bombs and molotovs you only got a pretty low chance of surviving night one. There used to be way fewer zombies before and there used to be small breaks between the waves. Now night one looks like the nights you usually only got past day 7 or even later.

 
I have to revise what I last replied. I started a new savegame because of the recent updates and *cough* got wiped *cough*. There's something off right now. There are a ton more zombies spawning during night right now, than they used to. Even with a good stock of bombs and molotovs you only got a pretty low chance of surviving night one. There used to be way fewer zombies before and there used to be small breaks between the waves. Now night one looks like the nights you usually only got past day 7 or even later.
Right now the best way to stay alive early game (and maybe the best strategy for every day) is focus on Sexual Tyranosaurus, beer/grain alcohol and running like a fool gathering zombies and then using bombs/molotovs/dynamite. Imo, solo players can't sustain current pressure fighting inside the base.

 
In SP I have survived night one by digging a hole under the road and hiding in it. I put 2 layers of bricks around the beacon 1st and on that seed the road was elevated a little bit so you could get 2 blocks clear under the road and crouch in there til morning.

 
I spent the last couple hours trying to play the multiplayer version of Horde Mode 1.03 with a few friends but cannot figure out where the beacon is. In Singleplayer mode it's easy to spot... a supply box with an orange smoke plume. In Multiplayer, there is no supply box anywhere within the inner zone and no beacon appears in any player's inventory. I played this mode a couple months ago with an older version and the beacon appear in our inventory in multiplayer mode.
I'm using the suggested settings for 1.03 with Survival MP / Random Gen. Does anyone have any suggestions on what I'm missing?

Thanks,

Todd
There is a small chance a seed produces an uneven center town or off center, if this happens the beacon POI may not appear and thus you are best to try a new seed. 99% of the seeds probably work, but sometimes they just wont. The beacon in MP should be easy to find, if it is not near where you spawn you have a bad seed.

 
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