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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
Hello dear modder !

Sorry, i couldn't see it somehow.

As a feedback : Solo Hordemode is pretty hard. i tuned down block damage and difficulty but it's still pretty hard. Just got past day 4 and very close to dying. It's a real challenge which is good but i guess it's much easier in coop ?

Anyhow another question : Sometimes the building block seller will let you buy a version of ready-to-use concrete blocks that only cost 1 duke each. It helped me but it doesn't look like something intended. Btw i'm on the Boss mode map.

And another one : The boss mode map looks handsome. Could you make sandbags a purchasable item ? It would fit the map to be able to repair what you start with.

Off course, those are suggestions and i should do it through XML for myself if i really need it.

Lastly, the variety in zombies is awesome and some of them jump surprisingly high.

I hope you will port it to A18, the new weapons will be a fine addition to this arcade style.
Lot of recipes and different UI so can be easily overlooked :)

Yeah Solo is pretty hard, I am not yet finished with fully balancing since not all systems are done. The cheap concrete is because this block was not intended to be sold and I have not updated that specific block. Since I am completely redoing blocks it will be fixed by then, depending on how I implement it for Horde Mode.

Not sure if the sandbags are craftable, but probably should be there, craftable, repairable and maybe sold as well. I plan to add more kinds of barriers, traps and defenses down the line (likely after the block update). This will be cheaper to make than actual blocks (which will be more time and resource intensive to build but will also get more HP). These defenses will be early game to fortify POI or to add defenses quickly.

All credits for the Boss Mode map go to Like A Boss (think I included a link to his Twitch channel in first post). But he will be delighted to hear people like his map.

And yeah the intend is to continue development and port this over to A18 when it becomes available.

 
Sorry, but I don't know what I'm doing wrong, I tried to start the mod twice and I got this...

Screenshot.jpg I am using mod launcher with files checked on steam, etc. I also tried to download a copy of the mod and use it separately but i have the same spawn, I really want to play this mod, my favorite by far. Sorry for my English.

 
Sorry, but I don't know what I'm doing wrong, I tried to start the mod twice and I got this...View attachment 28848 I am using mod launcher with files checked on steam, etc. I also tried to download a copy of the mod and use it separately but i have the same spawn, I really want to play this mod, my favorite by far. Sorry for my English.
You seem to be starting one of the Protocity maps, those are not really meant to be played but more a proof of concept on a world generated with POIs.

You should select random gen and let it roll a new world if you are playing Core, or if you want to play Horde Mode select any map with Horde Mode in the name. If you load a world with Navezgane or a world generate with vanilla or my mod you may have a harder time since it will not have the new biomes.

 
Hello Markezzz,I will see what happens if I run one on my server today and report back, maybe there is some trick to it that we are missing to make this work.

Followup:

I did some testing today and loaded my server up with both Horde Mode Hill and Horde Mode Crater and both worked fine. I installed the mods manually and copied over the prefabs. I think I left the WorldGenSeed and Size on the default values.

So I am not sure why people are falling through the world on your server. Maybe you can share the logs with me (pastebin or join the discord and post it there). Could be that something errors out causing something to not load correctly.
Seems that i missed to install the prefabs. Now it works fpr me too. :)

Thanks for the Help and the next streem comes with our server. :D

 
What are the general design guidelines for the POIs in necropolis? I've never made prefabs for 7dtd, but this has me interested.

 
What are the general design guidelines for the POIs in necropolis? I've never made prefabs for 7dtd, but this has me interested.
Probably a good idea to (if you have not already) join the discord (link in first post) so can discuss it there in more detail.

But in order to work with them they will need to use one of the road segments that come with the mod or a variation on it (but then the side information will also need to be adjusted).

Though the easiest way is to let me handle it and just build something decrepit, ruined or broken. I need buildings in between totally collapsed and mostly intact, maybe even the variations of the same building.

If you never build a prefab before, probably a good idea to learn how the ingame editor works, I can help you with questions on it and there are some tutorials I think on YouTube if that works for you.

But the measurements of any building should be in increments of 16, so 16x16 would be the smallest, probably not going to go bigger than 512x512 (which would be a massive build). I managed to fit the Higashi on a 64x64, and most of the road segments I made are also that size.

 
Hi,

downloaded gnamod core plus UI today and installed them on a fresh install of 7days. When I start the game it gets up to "Loading Block Textures" and then loops a NullReferenceExeption. Logfile says:

--------------------------------------

2019-08-22T05:42:05 71.668 INF WorldStaticData.Init() needed 3.803s

2019-08-22T05:42:06 71.911 INF [steamworks.NET] Login ok.

NullReferenceException: Object reference not set to an instance of an object

at XUiV_Texture.UpdateData () [0x00000] in <filename unknown>:0

at XUiView.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiV_Texture.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUi.OnUpdateDeltaTime (Single updateDeltaTime) [0x00000] in <filename unknown>:0

at XUiUpdater.Update () [0x00000] in <filename unknown>:0

at GameManager.gmUpdate () [0x00000] in <filename unknown>:0

at GameManager.Update () [0x00000] in <filename unknown>:0

----------------------------------------

This is on linux though. Any ideas?

 
Hi,downloaded gnamod core plus UI today and installed them on a fresh install of 7days. When I start the game it gets up to "Loading Block Textures" and then loops a NullReferenceExeption. Logfile says:

--------------------------------------

2019-08-22T05:42:05 71.668 INF WorldStaticData.Init() needed 3.803s

2019-08-22T05:42:06 71.911 INF [steamworks.NET] Login ok.

NullReferenceException: Object reference not set to an instance of an object

at XUiV_Texture.UpdateData () [0x00000] in <filename unknown>:0

at XUiView.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiV_Texture.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUi.OnUpdateDeltaTime (Single updateDeltaTime) [0x00000] in <filename unknown>:0

at XUiUpdater.Update () [0x00000] in <filename unknown>:0

at GameManager.gmUpdate () [0x00000] in <filename unknown>:0

at GameManager.Update () [0x00000] in <filename unknown>:0

----------------------------------------

This is on linux though. Any ideas?
I have no experience with running my (or any) mod on Linux.

I did just learn there is a bug with how paths are processed in Unity in the game. It basically gets the wrong path to the custom assets of the mod. I got it confirmed from Alloc that it is fixed for A18. Not sure there is an easy work around, except changing all the #@modfolder calls to

@file:Mods\ and then the rest of the path might work (Khaine is using it for DF and works for macOS that has the same issue).

You can try that if you are willing to experiment with the xml files, but may be a lot of paths you have to replace to get the mod running. Not sure if is just a UI thing, could also try and not load the UI part of the mod, but I think it will then fail on the Unity Assets.

With A18 this close and not having access to Linux or the experience to test it, I am not going to invest time (Also considering the other method of getting the path is not supported and will likely break in future versions of the game).

I am sorry this is not working for you.

 
I have no experience with running my (or any) mod on Linux.
I did just learn there is a bug with how paths are processed in Unity in the game. It basically gets the wrong path to the custom assets of the mod. I got it confirmed from Alloc that it is fixed for A18. Not sure there is an easy work around, except changing all the #@modfolder calls to

@file:Mods\ and then the rest of the path might work (Khaine is using it for DF and works for macOS that has the same issue).

You can try that if you are willing to experiment with the xml files, but may be a lot of paths you have to replace to get the mod running. Not sure if is just a UI thing, could also try and not load the UI part of the mod, but I think it will then fail on the Unity Assets.

With A18 this close and not having access to Linux or the experience to test it, I am not going to invest time (Also considering the other method of getting the path is not supported and will likely break in future versions of the game).

I am sorry this is not working for you.
No problem, I didnt't expect you to drop everything else and install and learn the linux ways for this. I'm willing to look for solutions myself, I'm just hoping to get advice on where to look. So the hint about @file: is appreciated, I'll look into this. I actually had to deal with this or a similar bug in A16 too and could solve it there.

I first had only core installed (which at the moment downloads without UI) and the error already showed up then. So it seems not to be UI alone except if the missing UI mod would produce the same errors. Since the likely problem is not finding some files (and the log pointing to XUi) that could very well be.

Lots of paths to replace isn't the problem, I can do that with a script. I'll better ask Khaine for details though, might save me a lot of trial and error.

I'll also have to check if the problem is happening on my server. There might be a small chance that headless on linux works.

 
No problem, I didnt't expect you to drop everything else and install and learn the linux ways for this. I'm willing to look for solutions myself, I'm just hoping to get advice on where to look. So the hint about @file: is appreciated, I'll look into this. I actually had to deal with this or a similar bug in A16 too and could solve it there.
I first had only core installed (which at the moment downloads without UI) and the error already showed up then. So it seems not to be UI alone except if the missing UI mod would produce the same errors. Since the likely problem is not finding some files (and the log pointing to XUi) that could very well be.

Lots of paths to replace isn't the problem, I can do that with a script. I'll better ask Khaine for details though, might save me a lot of trial and error.

I'll also have to check if the problem is happening on my server. There might be a small chance that headless on linux works.
Yeah Khaine implemented it successfully on Darkness Falls so he would be the best bet to get more info on. But yeah using a script is a good idea, lot of zombie skins to replace and blocks as well.

Also if you do find a solution, maybe some other people can benefit from it as well.

 
Hi, I'm playing this mod and I wanted to ask you, is it possible to add a life bar indicator from the launcher's modlet manager?

Thanks and best regards.

 
Hi, I'm playing this mod and I wanted to ask you, is it possible to add a life bar indicator from the launcher's modlet manager? Thanks and best regards.
I am not sure what you are asking for? A specific modlet that you want added to the mod or you want to install it together with Gnamod? Gnamod comes with its own custom UI, you can try loading a different modlet with it, but they should probably load after (so give the folder a name that comes alphabetically after the Gnamod folders). No guarantees it will work, I do not really support adding other modlets on top of Gnamod. If something fits well and the author allows it, a modlet or it's functionality may be included, but otherwise it's meant to be played as is.

If a modlet does not work with Gnamod you can check with the modlet author to see if they are willing to make a version that works with Gnamod, otherwise you may have to do the work yourself to make it compatible.

But as far as I know the Mod Launcher should be able to load modlets on a Gnamod install (but it probably does not rename it if needed for load order).

 
I am not sure what you are asking for? A specific modlet that you want added to the mod or you want to install it together with Gnamod? Gnamod comes with its own custom UI, you can try loading a different modlet with it, but they should probably load after (so give the folder a name that comes alphabetically after the Gnamod folders). No guarantees it will work, I do not really support adding other modlets on top of Gnamod. If something fits well and the author allows it, a modlet or it's functionality may be included, but otherwise it's meant to be played as is.
If a modlet does not work with Gnamod you can check with the modlet author to see if they are willing to make a version that works with Gnamod, otherwise you may have to do the work yourself to make it compatible.

But as far as I know the Mod Launcher should be able to load modlets on a Gnamod install (but it probably does not rename it if needed for load order).
Ok I understand. Take this opportunity to congratulate you on this great mod. Thank you.

 
Ok I understand. Take this opportunity to congratulate you on this great mod. Thank you.
Thanks, I have been following your streams for a bit, its nice to see someone play the mod for real.

- - - Updated - - -

Anyone is using Gnamod on their PVE server?
Not that I am aware off, mod is not that popular under server owners yet and Horde Mode is probably played on private servers more.

 
So an update on progress here as well. I have been working hard for a while now on Gnamod Core 0.5. This version took longer since I am overhauling a number of core systems at once that rely upon each-other (like changing the foundation of a building while leaving it standing so to speak). These core systems are: Resources/Harvesting, Loot Distribution, Construction, Recipes and World Generation.

4F0DC0B932DC39DF6AD92DFF15C1C8689BC35BDE


This is a hint of what I have been working on, Blueprint Construction being the major change. Basically it does away with frames or blocks the player carries and places, instead placing a ghostly blueprint block that you upgrade.

This video explains a bit more how it works and most importantly shows how it plays out. This is still being integrated in the mod. The shape menu of A18 will make this feature even better.

But the other bit is the resource overhaul, adding more metals (Tin, Copper, Zinc, Bronze) into the mix as well as more minerals and ores. No more simple grab a stone and be done, you will need to take the right kind of stone for the job, such as Flint to make stone tools.

6B6E19F57D6AD5E3A2C7E798A31B636EE305F38D


I activated Bridges in the Random World Generator and created my own version of the prefab. Bridges still do not always spawn correctly, but most of the time they will now.

A9239366C3E197A5D3B378E33C19079A9FECB41C


Lot of water was added to the world. I incorporated Tin's work on the RWG mixer for A17 and tweaked it some to give more water. The city layouts are different and so are the biomes. There are currently no snow or deserts in the worlds, they may get different worlds with a different climate/atmosphere. So far I have been working on green biomes only, but there may be patches of desert/snow and wasteland added in some stage. Mostly will depend on if I can alter terrain textures in A18 to add some variations.

30C8D49B151F30FD54CC4C65B827AA4628CB4446


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This version is available on the Mod Launcher under Gnamod Core (Dev) only at the moment, I plan to update the Stable version within 2 weeks, or a bit later depending on when A18 Exp drops. This is playable, but still being worked on (Still a lot of placeholder icons and missing stuff.

 
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