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A16 - Gnamod

Awesome. Did a 4 player MP last night and it went pretty well. Day 1 was still tough because between the vendors we had 1 stack of wood hehe.
Thats some bad luck then, with 4 players and 4 vendors you have 16 vendors to choose from, should have more than 1 stack of wood I would say, but I guess everything is possible :)

 
Haidrgna, overall I think beacon needs to be a bit more generous. First day (and I'd say still the best strategy for solo players entire game) you have to run like a fool to avoid too much damage since we don't have enough materials for proper walls or explosives. Coal and nitrate can be a problem real fast, so you need to hit boulders or you are screwed.

If possible, starting kit should have "basic materials kit" so you can make first day a bit more plausible if you get bad RNG (and that's not uncommum). For example: 5k wood, 100 nails and 100 wet concrete blocks (enough for a square base or cage, 7 x 7, 4 blocks high and 6 rows of wood spikes). I don't think such kit is a big advantage since now we have much more zombies and gives you a chance to build a cage which may be a better initial base in this version.

 
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question

I'm asking this for a friend of mine who is planning to play the horde mode on Youtube.

I'm asking in place of him because he can't speak English.

His first video that he put out introducing horde mode had over 60 thousand views.

The next one he's planning to put out, he wants to play with two other popular Japanese 7 days to die youtubers.

The question is, is there any way to avoid the fire effect (molotov?) error without a dedicated server?

None of them have their own server and when they test played the other day,

they had the error where everyone but the host crashed when there was a fire spitting feral or police.

 
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Let me see if you can help an issue I have been having. When my buddy hosts a MP game, any attempt to connect gives me a

"block with name 'cntTreeStumpNoLoot' not found"

Console error and I can never initialize. SP games connect fine and I can host MP games fine.

Ideas?

 
I am good with current state of game for now

Hey, the good thing about Horde mode is that the game is not over if you die!

I know people playing style differs, and if day one offer more generous items, people will complain

that it is too easy. Most people who play this mode are novice to experienced players and can think on

the fly (or run like hell). Game is fine for me as is and believe me I die a lot LOL. When I can make it through a

few days without dying, I feel like a beast.

I do have one question: It appears that the zombies now zone in on me and not the beacon. I provided minimal protection and by day 12 it has yet to be touched. If that is the intention, I am cool with it I guess. I found that if I craft in one area and fight in another, beacon appears safe and it is a matter of killing and collecting the moolah.

 
Hey, the good thing about Horde mode is that the game is not over if you die!I know people playing style differs, and if day one offer more generous items, people will complain

that it is too easy. Most people who play this mode are novice to experienced players and can think on

the fly (or run like hell). Game is fine for me as is and believe me I die a lot LOL. When I can make it through a

few days without dying, I feel like a beast.

I do have one question: It appears that the zombies now zone in on me and not the beacon. I provided minimal protection and by day 12 it has yet to be touched. If that is the intention, I am cool with it I guess. I found that if I craft in one area and fight in another, beacon appears safe and it is a matter of killing and collecting the moolah.
They have always done that but with their increased sight range they will now always see you if you are hidden behind something. I would like to have them attack the beacon and it may be possible to do on a pre-placed beacon (which could have an actual trader or something inside it), but otherwise they indeed will attack the player.

The intention is dead is dead, but any other way you are having fun is good too, maybe A17 will offer some new ways for me to ensure they attack the beacon.

- - - Updated - - -

Let me see if you can help an issue I have been having. When my buddy hosts a MP game, any attempt to connect gives me a
"block with name 'cntTreeStumpNoLoot' not found"

Console error and I can never initialize. SP games connect fine and I can host MP games fine.

Ideas?
I have seen this as well, I think it has something to do with an incomplete copy of files or using a not vanilla version when using the mod launcher. Make sure that both of you have a clean installation of the mod (if you use the launcher make sure you keep your base game free of any mods/mod folders).

- - - Updated - - -

Haidrgna, overall I think beacon needs to be a bit more generous. First day (and I'd say still the best strategy for solo players entire game) you have to run like a fool to avoid too much damage since we don't have enough materials for proper walls or explosives. Coal and nitrate can be a problem real fast, so you need to hit boulders or you are screwed.
If possible, starting kit should have "basic materials kit" so you can make first day a bit more plausible if you get bad RNG (and that's not uncommum). For example: 5k wood, 100 nails and 100 wet concrete blocks (enough for a square base or cage, 7 x 7, 4 blocks high and 6 rows of wood spikes). I don't think such kit is a big advantage since now we have much more zombies and gives you a chance to build a cage which may be a better initial base in this version.
I think currently the beacon offers enough supplies, if you kill all the zombies that spawn on day 1 you can level up to 5 and take Vendoneer 2 times, which means that you can get 3 stocks on day 1, which should give you enough building mats to make a decent wall. Also dont focus only on concrete, it sells brick and cobblestone too.

 
Dead is Dead?

Man I would love if people streamed horde mode more often. Just want to see how people play and how far they can get with with a permadeath concept LOL. I was doing so well the other night until I jumped off my perch for some melee action only to see that my way back up was destroyed. Them molotov rockets always get me tho.

Kinda hard to go back to another mod unless you are the serious builder/creative type.

Would love to see a dope creative base on horde mode.



 
Man I would love if people streamed horde mode more often. Just want to see how people play and how far they can get with with a permadeath concept LOL. I was doing so well the other night until I jumped off my perch for some melee action only to see that my way back up was destroyed. Them molotov rockets always get me tho. Kinda hard to go back to another mod unless you are the serious builder/creative type.

Would love to see a dope creative base on horde mode.

Yeah it seems most people are content with dying and keeping on going that stream, I think its really a challenge now in this version to actually make it to day 7 without a death, without seriously abusing zombie pathing. Once things like that get fixed I would probably have to tone down the hordes as well :)

If you want to get more creative you can try Gnamod Base, build up from scratch like in vanilla but with the same zombies and difficulty. Or you can lower the game difficulty, increase block durability so you can last longer more easily.

 
I have (finally) started testing a pre-placed beacon with an entity inside of it (currently its TraderJoel) and transparency on blocks. My tests have been successful and I managed to create a new test beacon that zombies attack, they even seem to favor it over me when I am running around not shooting at them. I also experimented with transparent concrete and that also works, effectively making it possible to make player structures become invisible to zombies. This might finally create the experience that this mode should have, defending the beacon, it will likely also make it harder in the current form when playing solo.

I will continue to work on this and probably release it at least in either a challenge version (replacing the current Hardcore goof version I made for SURUBiii) or in the multiplayer version.

For the singleplayer version I am not sure, it will make the placeable beacon obsolete, and thus always limit a player to having to defend the spot where the beacon is spawned on. I am sure some people like that this option still exists in this mode. But removing it would mean that SP and MP will mostly play the same except for the amount of gear available for sale and the amount of zombies. I would probably split the mode into 3 variations then, Normal (easier mode than SP currently is, but intended for solo players), Challenge (Like SP is now for 1-2 players or 4 players that do not seek a big challenge) and Hard (Like currently the MP version is). I might also add a 4th Insane mode, but people could also just raise the game difficulty if they are with a large group.

*** Your Opinion ***

People that play this mode I would like some opinions on this, like would you care if the placable beacon would go and do you like this new route. It would even more force a tower defense style of play if they can ignore players and go for the beacon instead.

 
I have (finally) started testing a pre-placed beacon with an entity inside of it (currently its TraderJoel) and transparency on blocks. My tests have been successful and I managed to create a new test beacon that zombies attack, they even seem to favor it over me when I am running around not shooting at them. I also experimented with transparent concrete and that also works, effectively making it possible to make player structures become invisible to zombies. This might finally create the experience that this mode should have, defending the beacon, it will likely also make it harder in the current form when playing solo.
If you are using Collide property for that, have you found a way to make blocks stop explosions but still be invisible to zombies?

I haven't seen a value that stops explosion so having invisible blocks around beacon do not protect it from exploding zombies.

Maybe i'm wrong, didn't test everything to be sure, but from what i remember - it's a problem.

 
My tests have been successful and I managed to create a new test beacon that zombies attack, they even seem to favor it over me when I am running around not shooting at them. I also experimented with transparent concrete and that also works, effectively making it possible to make player structures become invisible to zombies. This might finally create the experience that this mode should have, defending the beacon, it will likely also make it harder in the current form when playing solo.
Nice :)

 
If you are using Collide property for that, have you found a way to make blocks stop explosions but still be invisible to zombies?I haven't seen a value that stops explosion so having invisible blocks around beacon do not protect it from exploding zombies.

Maybe i'm wrong, didn't test everything to be sure, but from what i remember - it's a problem.
I will have to test that out. If it does I might have to give it some explosive resistance and perhaps add a way for the beacon to be repaired (at considerable cost, maybe just with coins). Also if they actively seek out the beacon then I can probably scale down the explosive zombies in the earlier days as they are there mostly to breach defenses. Zombies, if actively going for something can breach walls quickly.

But it is still in testing phase, I might release it as a development version on the launcher first.

 
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I'm asking this for a friend of mine who is planning to play the horde mode on Youtube.I'm asking in place of him because he can't speak English.

His first video that he put out introducing horde mode had over 60 thousand views.

The next one he's planning to put out, he wants to play with two other popular Japanese 7 days to die youtubers.

The question is, is there any way to avoid the fire effect (molotov?) error without a dedicated server?

None of them have their own server and when they test played the other day,

they had the error where everyone but the host crashed when there was a fire spitting feral or police.


Having the zombies go for the beacon is a great idea.

In the current version,

people just put either water or wood spikes on the ground near the beacon and just run around it until morning.

I think it would be more exciting if you actually had to defend the beacon.

 
Having the zombies go for the beacon is a great idea.In the current version,

people just put either water or wood spikes on the ground near the beacon and just run around it until morning.

I think it would be more exciting if you actually had to defend the beacon.
The desync caused by the molotov fire effect is most likely a vanilla bug, and only happens in peer to peer games sadly.

But you do not need to own a dedicated server to set one up, you can run one locally on your own computer, you may need to set up some port forwarding for others to be able to connect to you though. If you can host the game locally your machine should also be strong enough to run a local dedicated server instance. As a bonus this makes the game actually run smoother for the host as you are now effectively multi-threading (the server instance does a part of the work that normally would also be done by the game instance of the host).

If I have time I can look up a guide to set this up, installing it goes through steam and its mostly just setting a few things to be able to play with friends.

Edit:

This covers the installing, without using the steam tools tab. Using steam directly is probably easier but this works. It does not cover port forwarding, which you will need unless your friends connect through LAN.

Edit2: https://7daystodie.gamepedia.com/Server

That also covers some info on port forwarding and the commands. Should be enough, though I dont think I can provide a link to a Japanese source, maybe someone else can?

 
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I really like the idea. Right now you can run like a fool and after few days build a big pillar base and that's it. But yeah, I share the same worry about blocks not protecting the beacon against explosions. About beacon size, have you changed it?

 
I really like the idea. Right now you can run like a fool and after few days build a big pillar base and that's it. But yeah, I share the same worry about blocks not protecting the beacon against explosions. About beacon size, have you changed it?
No it remains 3x3 for that setup as well, probably will remain that way in any case.

I will be sure to test out how explosions work with this setup and if it turns out it will not I will likely take measures as well if I proceed this route, probably certain blocks like polished steel will completely shield the beacon for example, or I will need to find a way to make the entity spawn higher up on top of the flagpole or something so it would be hard to remove it from sight.

 
The desync caused by the molotov fire effect is most likely a vanilla bug, and only happens in peer to peer games sadly.
But you do not need to own a dedicated server to set one up, you can run one locally on your own computer, you may need to set up some port forwarding for others to be able to connect to you though. If you can host the game locally your machine should also be strong enough to run a local dedicated server instance. As a bonus this makes the game actually run smoother for the host as you are now effectively multi-threading (the server instance does a part of the work that normally would also be done by the game instance of the host).

If I have time I can look up a guide to set this up, installing it goes through steam and its mostly just setting a few things to be able to play with friends.

Edit:

Thank you Haidragna for the reply.

The molotov fire effect is a vanilla bug?

I've never had that happen in vanilla or any other MODs I've played.

I hope they fix it in α17.

Thank you for the info about setting up a local server.

I found a couple Japanese sites that explain it and let my friends know.

 
Thank you Haidragna for the reply.
The molotov fire effect is a vanilla bug?

I've never had that happen in vanilla or any other MODs I've played.

I hope they fix it in α17.

Thank you for the info about setting up a local server.

I found a couple Japanese sites that explain it and let my friends know.
I have not found anything in any logs I looked over that pointed to something I have been using, it seems to glitch out the graphics drivers or something and then causes a desync. I think it also does not happen with every single molotov effect, I have seen it happen on some vids, and they usually can use them for a while and then it happens. I think its mostly because in Gnamod it gets used a lot that this also happens frequently. The most weird about it only happens in peer to peer games, in SP and Dedicated server it just never happens, so it is bug that is unique to that game mode. I think in A17 it will all be the same, there will be no difference code wise between these modes so hopefully that means this glitch will also be gone then.

 
I have not found anything in any logs I looked over that pointed to something I have been using, it seems to glitch out the graphics drivers or something and then causes a desync. I think it also does not happen with every single molotov effect, I have seen it happen on some vids, and they usually can use them for a while and then it happens. I think its mostly because in Gnamod it gets used a lot that this also happens frequently. The most weird about it only happens in peer to peer games, in SP and Dedicated server it just never happens, so it is bug that is unique to that game mode. I think in A17 it will all be the same, there will be no difference code wise between these modes so hopefully that means this glitch will also be gone then.
It's true, I've played both solo and with a friend and it only happens when I play with someone.

The host gets an error message and everyone but the host starts running in place and has to exit and come back in again.

If you've already looked at several logs, sending you new ones wouldn't help any I suppose.

Anyway, I don't want to bother you too much because I'm really looking forward to the new idea you have about the zombies going for the beacon more than the players.

 
I'm asking this for a friend of mine who is planning to play the horde mode on Youtube.I'm asking in place of him because he can't speak English.

His first video that he put out introducing horde mode had over 60 thousand views.

The next one he's planning to put out, he wants to play with two other popular Japanese 7 days to die youtubers.

The question is, is there any way to avoid the fire effect (molotov?) error without a dedicated server?

None of them have their own server and when they test played the other day,

they had the error where everyone but the host crashed when there was a fire spitting feral or police.
I'm the one that mentioned the Japanese friends of mine who are planning to play the horde mode live on Youtube.

They've decided to do it on May 12th at 22:00, Japan time.

I think it's 8am in the morning eastern time.

The players are going to be,

iihito jyanai, who has 55,152 subs.

yukkuri comsan, who has 7,913 subs,

merci games, who has 11,504 subs.

They will be going live on yukkuri comsan's channel.

https://www.youtube.com/channel/UCtE...1TFa6dZ3Yl0pBQ

It's all going to be in Japanese, but if anyone is interested, it would be nice to see you all there.

I will most likely be there from beginning to end.

If anyone has any questions or anything they want to say, I'll be happy to translate.

It's their first time playing the horde mode, so it may well end up in a disaster.

Hope to see you all there, thank you.

 
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