<block id="1147" name="steelBars">
<property name="CustomIcon" value="ironBars"/>
<property name="Shape" value="New"/>
<property name="LightOpacity" value="0"/>
<property name="ImposterExclude" value="true"/>
<property name="UseGlobalUV" value="Local"/>
<property name="Collide" value="movement,melee,rocket"/> <!-- -rocket -->
<drop event="Harvest" name="scrapIron" count="32"/>
<drop event="Destroy" count="0"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="Group" value="Building"/>
<property name="DescriptionKey" value="ironBarsDesc"/>
<property name="DowngradeBlock" value="ironBars"/>
<property name="Model" value="iron_bars"/>
<property name="Place" value="TowardsPlacerInverted"/>
<property name="Material" value="Msteel"/>
<property name="Texture" value="267"/>
<property name="EconomicValue" value="450"/>
<property name="EconomicBundleSize" value="1"/>
<property class="RepairItems"><property name="forgedSteel" value="8"/></property>
</block>
I know about this issue and had already fixed it in the development branch, which will be overhauling upgrade paths and costs anyway. I will not likely release a seperate fix just for this issue as I rather spend the time I have on the new 1.1 version I am building. But this fix people can use that are have issues with it I guess.Haidrgna, not sure if you already corrected this, but the steel bars are set up in such a way that they upgrade into themselves (since they extend the iron bars block) which can be a pain when doing repairs. I did a quick fix, setting them as an independent entity rather than extending an existing class.
In case you or anyone else wants to use. I admittedly changed the RepairItems property for my own game, and don't remember what you originally had, so sorry about that...Code:<block id="1147" name="steelBars"> <property name="CustomIcon" value="ironBars"/> <property name="Shape" value="New"/> <property name="LightOpacity" value="0"/> <property name="ImposterExclude" value="true"/> <property name="UseGlobalUV" value="Local"/> <property name="Collide" value="movement,melee,rocket"/> <!-- -rocket --> <drop event="Harvest" name="scrapIron" count="32"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="Group" value="Building"/> <property name="DescriptionKey" value="ironBarsDesc"/> <property name="DowngradeBlock" value="ironBars"/> <property name="Model" value="iron_bars"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="Material" value="Msteel"/> <property name="Texture" value="267"/> <property name="EconomicValue" value="450"/> <property name="EconomicBundleSize" value="1"/> <property class="RepairItems"><property name="forgedSteel" value="8"/></property> </block>
Thanks, yeah its not easy, you will need to place a good amount of spikes the first day to prevent them from breaking in to early, but even then making it through the night is roughNice mod. Only problem is that its close to impossible to survive day one solo if the beacon hasnt got the perfect "loot"... They easily break through a 4 wall thick combo of brick/concrete/cobble. And if you do not find any explosives you are seriously in trouble.
So, no copmplaint here. Nice mod but really to hard for me at least.
Im dumb enough to keep trying different approaches... At least until A17 drops :smile-new:Thanks, yeah its not easy, you will need to place a good amount of spikes the first day to prevent them from breaking in to early, but even then making it through the night is rough. Just keep on trying and you will get it at some point. You should also check out the other modes as well, for a fun and challenging experience.
Thanks again for your work. Not to apply any pressure, but any ETA on the final A16 build? Days? Weeks? A month? I'm definitely going to give Horde mode another shot in the immediate future, but am wondering if I should hold off for a little bit or get right down to business.Hehe, as long as you are having fun doing so![]()
Also a small update on progress:
Considering that A17 is getting closer I am likely going to shelve some of the ideas I had (mainly on food/meds, further buffs and progression stuff). I am going to try my best to still release a final 1.1 build of all the 4 mods, since I already have a lot of work completed but it needs to be tied together in a balanced new form. That will probably also be the last release before A17 hits.
My schedule for A17 will be roughly:
Experimental: I will be playing and experimenting, figuring out whats changed under the hood and see what I can salvage from A16 work.
17.0: Working on RWG, Loot and some basics that make up Gnamod, which will become a first A17 version of the mod.
17.1: Create a full version of Gnamod Base.
17.x: Bring back Horde Mode, Nomad Mode and Necropolis (in that order).
I cannot make any promises on exact ETA, but I am going to try and get something working this weekend, but its probably a week or 2 more before a full release is ready. I might add an experimental build on the mod launcher before that.Thanks again for your work. Not to apply any pressure, but any ETA on the final A16 build? Days? Weeks? A month? I'm definitely going to give Horde mode another shot in the immediate future, but am wondering if I should hold off for a little bit or get right down to business.
Regards.
Gotcha, thanks. Will tinker around with steam sale titles in my library for a bit.I cannot make any promises on exact ETA, but I am going to try and get something working this weekend, but its probably a week or 2 more before a full release is ready. I might add an experimental build on the mod launcher before that.
Awesome. This is by far my favorite mod.Alright currently there is a Beta version of Gnamod 1.1 Horde Mode (Multiplayer) version on the mod launcher that can be played. Tonight me and Max Fox Gaming will be testing it out together with some friends so you can check it out on
Mining at night in Nomad Mode kind of defeats the purpose of the mod. Its not to hard to get it back but you should not edit in RWGMixer for it, its all controled in Biomes.xml. For every biome and subbiome you need to change the layering. I think the original layering is commented out, but you could load up the world with a Biomes.xml from Gnamod Base as well. Still I would not recommend it as having to fight (or be very quiet) at night rather than hide in a mine is what the mode is about.Awesome. This is by far my favorite mod.
Can you help me with editing the .rwgmixer file in Nomad mode to increase bedrock depth? I'd like to mine at night if possible. Thanks!