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Gnamod

What Gnamod do you use?

  • Gnamod Core

    Votes: 23 62.2%
  • Gnamod Core (Classic Toolbar)

    Votes: 1 2.7%
  • Gnamod UI

    Votes: 0 0.0%
  • Gnamod UI (Classic Toolbar)

    Votes: 0 0.0%
  • Gnamod Horde Mode Only

    Votes: 10 27.0%
  • Gnamod Horde Mode Only (Classic Toolbar)

    Votes: 0 0.0%
  • Gnamod Core and Horde Mode

    Votes: 3 8.1%
  • Gnamod Core and Horde Mode (Classic Toolbar)

    Votes: 0 0.0%

  • Total voters
    37
I just released version 0.9.0.1 that works with both 20.3 and 20.4. It will say 20.4 in the files and on Mod Launcher but works in both versions. It is just a couple of fixes that have been pushed to stable right away so are available for manual download and on the Mod Launcher.
 

[SIZE=10pt]==0.9.0.1==[/SIZE]

[SIZE=10pt]First hotfix version and making the mod compatible with 20.4 as well. This version has a couple of fixes, most notably fixing an issue servers had because a piece of patched code did not exist there.[/SIZE]

[SIZE=10pt] [/SIZE]

[SIZE=10pt]++Core++[/SIZE]

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[SIZE=10pt]- Fixed: Servers work properly with this version and have the same weather changes, no need to use the server fix anymore.[/SIZE]

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[SIZE=10pt]- Fixed: Stability issues with POIs where some would collapse randomly. Changed the material back to vanilla, so POI blocks have no hardness anymore, but should no longer collapse automatically.[/SIZE]

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[SIZE=10pt]- Fixed: Localization for building materials not stating the actual tool needed to build with them. Stone blocks always require a trowel or toolbox, while metal blocks need better wrench types for stronger metals.[/SIZE]

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[SIZE=10pt]++Horde Mode++[/SIZE]

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[SIZE=10pt]- Fixed: Zombie reward bags were not lootable because they referred to A19 loot ids still. Now they point to the proper loot table again.

Also I did not yet update the main post(s) of this thread, I was going to do that but stuff (mainly motivation) came in the way. I still want to do it, but no idea when it happens. I am making screenshots to use and if anyone wants to contribute screenshots from their gameplay that would be cool as well, I think you can attach them here or just post a shared link to your screenshot in Steam and I can use that link.

If you come across any issues post them here or more preferably, post them on Discord. Chances of me picking something up there are much much higher as for this forum I rely mainly on mail updates as I hardly visit anymore. So if you want help, provide feedback, help out or have issues with the mod, join the Discord, link is in the first post.[/SIZE]

 
Is it normal that the crafting (including boiling water etc.) requires me to actively look at the crafting que? like I need to have the campfire opened for the things to craft, is that normal?

 
Nuko-san said:
Is it normal that the crafting (including boiling water etc.) requires me to actively look at the crafting que? like I need to have the campfire opened for the things to craft, is that normal?
It only works that way for the backpack crafting, workstations are like normal.

I have just released a small hotfix to Gnamod, version 0.9.0.2 that mainly addresses a change that was sneaked in during the last build of 20.4 (after I falsely assumed they would release it earlier). This change broke the Players window and made it stick to the screen at all times instead. This build also enables dyes to work on the drone, or at least it adds the same tag TFP added to their dyes. Download links have been updated as well and both Latest and Stable received this update.
 

[SIZE=10pt]==0.9.0.2==[/SIZE]

[SIZE=10pt]Small Hotfix for a change introduced in 20.4 that breaks the UI and some minor tweaks.[/SIZE]

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[SIZE=10pt]++Core++[/SIZE]

[SIZE=10pt] [/SIZE]

[SIZE=10pt]- Changed: Dyes should now also be able to be applied to the Drone.[/SIZE]

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[SIZE=10pt]++CoreUI++[/SIZE]

[SIZE=10pt] [/SIZE]

[SIZE=10pt]- Fixed: Modified the Players window to be in line with the changes done in the final build of 20.4 that broke it. Window should work, but its all about the ingame use of voice, so unsure if it looks ok.[/SIZE]

 
So do I just suck or is this mod just incredibly difficult? I've played lots of different "hard" mods (RH, DF, etc) but this is just punishing. 

I know one of the features is the randomized zombies, but when you're encountering radiated climbers on day 1, that's not difficult, it's impossible.  Is there some way to configure the parameters of the randomization in the XML?

 
So do I just suck or is this mod just incredibly difficult?
The difficulty has been cranked up vs vanilla.  Yea, zeds have a lot of differences and the progression is slower than it looks/feels initially (IMHO, you get a feel for it when the first horde hits). There's enough changes to how the game normally works that it takes awhile to get used to knowing what you need and how to use it (workstations/building, etc)

 
So do I just suck or is this mod just incredibly difficult? I've played lots of different "hard" mods (RH, DF, etc) but this is just punishing. 

I know one of the features is the randomized zombies, but when you're encountering radiated climbers on day 1, that's not difficult, it's impossible.  Is there some way to configure the parameters of the randomization in the XML?
I am currently rebalancing the spawning, some unintended stuff slipped through and some changes done actually made certain zombies appear far earlier than they should have (like bosses and radiated crawlers showing up as scouts on day one because there was no entry for day 1 anymore and it defaulted to the end-game list instead).

I am finalizing the changes today and likely release it by the end of today as a balance patch. 

But yes, this mod is hard and intended to be hard. Finding the right balance however is a challenge, especially after a new alpha and overhauls to weapons on top of it. I feel the current version is getting to where it should be.

Also luck is a feature of the mod, sometimes you can roll really badly and just get into a nearly impossible situation. Do not be afraid to run, bail out when you encounter strong zombies early on.

You can customize spawning yourself further if you want using the XML yes, assuming you know how it works, though I recommend waiting for this next patch first :)

 
[SIZE=10pt]I just released the 0.9.0.3 update, it went to both Stable and Latest on the Mod Launcher and is available as manual download as the current version now:

==0.9.0.3==[/SIZE]

[SIZE=10pt]Balance patch to improve early game spawning balance, fix several issues with unlockable recipes and general improvements to gameplay.[/SIZE]

[SIZE=10pt] [/SIZE]

[SIZE=10pt]++Core++[/SIZE]

[SIZE=10pt] [/SIZE]

[SIZE=10pt]- Changed: More variety in trees spawned in POIs, some trees will appear in all biomes now.[/SIZE]

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[SIZE=10pt]- Changed: Steel bundles and Mechanical Parts are now always unlocked recipes. This is until progression is fully redone, and I have decided how to handle bundles. They likely will go away in the future due to being able to directly affect the yield of a recipe based on available tools/perks so there is no need for extra steps.[/SIZE]

[SIZE=10pt] [/SIZE]

[SIZE=10pt]- Fixed: Issue with doors looking damaged or off because of changes made in how doors show damage states. Reverted doors to vanilla for hitpoints for now until they can be properly changed.[/SIZE]

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[SIZE=10pt]- Fixed: Small graphical glitch with dirt texture showing in steep slopes, should now show stone textures.[/SIZE]

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[SIZE=10pt]- Fixed: Sound issue where the hit sounds of T2 fists were not played.[/SIZE]

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[SIZE=10pt]- Fixed: Cleared up mismatch in description for Makeshift firearms.[/SIZE]

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[SIZE=10pt]- Fixed: Issues with several items being locked behind nothing or referring to wrong/non existing unlocks causing issues when trying to craft them.[/SIZE]

[SIZE=10pt] [/SIZE]

[SIZE=10pt]- Fixed: Issue where stone and bone arrows were giving the wrong arrow tips on opening them.[/SIZE]

[SIZE=10pt] [/SIZE]

[SIZE=10pt]- Fixed: Localization issue for Challenge note quests. They for now have a generic localization until they are properly reworked. (The localization for some was removed).[/SIZE]

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[SIZE=10pt]- Fixed: Issue where Miner69er did not boost damage on level 1.[/SIZE]

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[SIZE=10pt]- Fixed: Changed starter quest to trigger from a bigger distance, hopefully should mitigate the marker being up high or deep under ground and then not being reachable by normal means.[/SIZE]

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[SIZE=10pt]- Balance: Check-up on all spawning to make sure high-level zombies are not showing up to early. Fixed several spawning group errors where the wrong zombies were in there and a spawning issue where on day 1 the wrong scout list was being used. Tuned animal spawns as well making zombie animals rarer in the wild. Hopefully this should deal with the early game balance where the mod has become harder due to weapon changes.[/SIZE]

 
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