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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
Bridge is nice. Are variants possible?
Not really, though you could swap out the POIs for something else each time you start a game. The size of the segments is rather limited. I guess post generation something could be done to the world, but defeats the purpose of RWG :)

 
Hi!

1st of all, thank you good sir, for your hard work!

2th. Its is possible to only get the blueprint somehow? it seems realy nice, but atm i realy try to "play with vanila", but this seems realy realy nice, i hope it is "just" a new block, and easy to get it.

I wait for your reply Dear Sir, and again, thank you!

 
Hi!1st of all, thank you good sir, for your hard work!

2th. Its is possible to only get the blueprint somehow? it seems realy nice, but atm i realy try to "play with vanila", but this seems realy realy nice, i hope it is "just" a new block, and easy to get it.

I wait for your reply Dear Sir, and again, thank you!
Thank you for supporting my work.

Blueprints are a Gnamod exclusive feature and will remain that way until the Fun Pimps implement such a feature into the vanilla game. I spend a ton of time to get them right, there is not one block there are over 100 of them, all shaped to match existing block shapes and also a few new ones.

You should definitely give the mod a go and if it is to hard turn down the difficulty or increase player benefits. I plan to add more choices in difficulty in the near future to make the mod more accessible to a broader selection of players that may not like the tougher difficulty of Gnamod.

 
Sorry if this has been asked already.

But how do I get this to work with Firearms 2? If I load this last, i can't use the workbenches from firearms 2. But if i load firearms 2 last, it just freezes on loading UI.

Wat should I do? I can research it, I just need to know where to start. Proabably the faq... idk :(

It looks like I can just copy and paste some stuff into your xui.xml file?

 
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Sorry if this has been asked already.
But how do I get this to work with Firearms 2? If I load this last, i can't use the workbenches from firearms 2. But if i load firearms 2 last, it just freezes on loading UI.

Wat should I do? I can research it, I just need to know where to start. Proabably the faq... idk :(

It looks like I can just copy and paste some stuff into your xui.xml file?
Modlets are not really supported for this overhaul mod, the mod goes to quite extremes and ignores more and more vanilla content as I update it. Basically means that anything designed to work with vanilla will either target stuff not in use (like resourceWood in recipes no longer being used by the mod) or it will no longer exist at all (entities, loot groups, spawn groups all being completely overwritten).

UI is also completely replacing the vanilla one so any modlets that want to add stuff always will have to load afterwards, which is recommended anyway because of the overwrites happening to certain files.

You should check out the logs, it should tell you what stuff did not apply and make changes there, the workbenches will likely want to add windows and use some tool and output windows that may not exist by that name in the Gnamod UI, probably a good place to start.

 
Thanks bro, I almost have it working. Just need to figure out the controls.xml files.
I am sure if you have the new workstations use the windows I use for the vanilla workstations you will get it fitting smoothly, since I am sort of assuming that the modlet will also expect to use the vanilla ones.

 
BoneKnife

Just started playing with GNAmod on Alpha 18 stable and I'm quite pleased with the complexity. One thing is tripping me up though. The Bone Knife. I have a bunch of bones but it is not listed in the recipes in game. A little digging in the recipes.xml and found this

<recipe name="meleeToolKnifeBone" tags="perkDeepCuts">

<ingredient name="resourceBone" count="5"/>

Changing "resourceBone" to "harvestBone" allows me to craft a bone knife. But.... Is this intended or am I missing something?

I also noticed that foodCanSham uses "resourceBone".

Nothing in entityClasses.xml seems to have resourceBone.

Just want to say massive respect for being the first overhaul mod listed and working in the 7d2d mod launcher! I'm going to have a lot of fun with this. Love the little surprises I have already found.

 
Just started playing with GNAmod on Alpha 18 stable and I'm quite pleased with the complexity. One thing is tripping me up though. The Bone Knife. I have a bunch of bones but it is not listed in the recipes in game. A little digging in the recipes.xml and found this
<recipe name="meleeToolKnifeBone" tags="perkDeepCuts">

<ingredient name="resourceBone" count="5"/>

Changing "resourceBone" to "harvestBone" allows me to craft a bone knife. But.... Is this intended or am I missing something?

I also noticed that foodCanSham uses "resourceBone".

Nothing in entityClasses.xml seems to have resourceBone.

Just want to say massive respect for being the first overhaul mod listed and working in the 7d2d mod launcher! I'm going to have a lot of fun with this. Love the little surprises I have already found.
Thanks for the positive feedback. The recipes are not fully done, I will likely push out a fix tonight for this as some recipes were still using vanilla resources instead of the replacements Gnamod adds for some. It was quicker for me to port over recipes first and fix later to get it running with no errors.

Remember tho that it is still in development for A18, so you will likely run into more dead-ends on crafting before I got the chance to fix them. But posting stuff you find here will surely help me track down issues faster and fix them.

Edit: Seems the manual downloadable version was a bit behind on the Mod Launcher version so I put the latest 0.6.1 Build there and the latest UI version as well. The download for Gnamod Core (0.6.1).zip includes Gnamod UI (seem to have forgotten to add that to the last one, since it needs the UI to work properly for loot container sizes).

 
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Edit: Seems the manual downloadable version was a bit behind on the Mod Launcher version
I am using the Mod Launcher version. I'm really interested in what you have going here so I am going to keep an eye on updates. Any requests for areas to playtest (here in the thread) and I will have a look. I can edit what I need for now and keep trudging along. Leather is another area that is giving me problems but it seems to be a related problem and will be corrected in your cleanup. I have made edits to fill my needs.

So far a fun and interesting take on 7D2D!

 
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I am using the Mod Launcher version. I'm really interested in what you have going here so I am going to keep an eye on updates. Any requests for areas to playtest (here in the thread) and I will have a look. I can edit what I need for now and keep trudging along. Leather is another area that is giving me problems but it seems to be a related problem and will be corrected in your cleanup. I have made edits to fill my needs. So far a fun and interesting take on 7D2D!
Launcher version was also updated, I fixed the bones yesterday as well as some other stuff on prefabs and cans and bottles returned from eating. I am currently tracking down an issue on loot quality, it behaves oddly (gives out way to many blue items). Xml seems correct so I am not sure this is an actual bug or something is being added somewhere I am not yet aware off.

Leather is something I will need to spend a bit more time on, same for cloth. The materials are there, the pathways not yet fully there. The vanilla game only knows one type of leather, but I want to have scrap leather, animal hides and properly tanned leather. Recipes are still mainly using resourceLeather (the vanilla one) but certain stuff is already giving the other types so I will have to check on recipes so that all pathways connect at least.

 
Thank you for supporting my work.
Blueprints are a Gnamod exclusive feature and will remain that way until the Fun Pimps implement such a feature into the vanilla game. I spend a ton of time to get them right, there is not one block there are over 100 of them, all shaped to match existing block shapes and also a few new ones.

You should definitely give the mod a go and if it is to hard turn down the difficulty or increase player benefits. I plan to add more choices in difficulty in the near future to make the mod more accessible to a broader selection of players that may not like the tougher difficulty of Gnamod.
Thnx for your feedback, i surly will try this out =)

 
Thnx for your feedback, i surly will try this out =)
Cool :)

Well I just updated the version that is on the Dev for A18 on the Mod Launcher and this version is getting really close to version that can become a stable release. Added a lot of icons and localizations for already existing items and added some new ones as well. Currently looking for some honest feedback of people that played the mod for a bit, preferably after today. This way I can see where the shortcomings are, like items that are seemingly hard to get, uncraftable or way to expensive (or the other way around as well).

Balance is not fully done, since I was still working content, which I think is getting close to being finished for a stable release. Sure there is more content planned, but the mod also needs a solid Stable version to be able to thrive and I hope to get that going by the end of next week or sooner if all goes well. This includes updating documentation for the mod and the thread to include up to date pictures and info.

 
I'm having an issue and unsure how to fix it.

When I go and try to craft something the materials needed are too light to see and if I change the UI's opaque setting then the area turns solid white.

So how do I fix this or is this on the mod's end?

-=Note=-

Will try to nab a screenshot of what I'm talking about.

 
Is it intentional for 2 screamers to camp the spawn point ? Thought that was a bit odd. Got myself killed playing around and getting to know your mechanics, and as I gone through the revive animation, I had 2 screamers shouting already.

 
Is it intentional for 2 screamers to camp the spawn point ? Thought that was a bit odd. Got myself killed playing around and getting to know your mechanics, and as I gone through the revive animation, I had 2 screamers shouting already.
There are multiple ways a few zeds can spawn just as fast as the player and on respawn you could be very close to where you died and then its even easier for zombies to also linger.

Scout zombies can spawn as normal zombies in the world, without a console log or debug menu nobody would be able to tell them apart either. But I know recent changes to heat made things works differently, heat actions that previously went unregistered work now, so I might have to do another pass on heat generated by sound, I noticed that screamers can turn up rather quickly if you linger somewhere so there is that as well.

But in the end, it is intended to be challenging, no matter the source of the zombie spawn :)

In the next version I am giving the player a sleeping bag as starter item, this way people can better control their spawns, since its harder than vanilla to craft a sleeping bag.

 
There are multiple ways a few zeds can spawn just as fast as the player and on respawn you could be very close to where you died and then its even easier for zombies to also linger.
Scout zombies can spawn as normal zombies in the world, without a console log or debug menu nobody would be able to tell them apart either. But I know recent changes to heat made things works differently, heat actions that previously went unregistered work now, so I might have to do another pass on heat generated by sound, I noticed that screamers can turn up rather quickly if you linger somewhere so there is that as well.

But in the end, it is intended to be challenging, no matter the source of the zombie spawn :)

In the next version I am giving the player a sleeping bag as starter item, this way people can better control their spawns, since its harder than vanilla to craft a sleeping bag.
Alright, no problem. I enjoy the challenge, as Im playing it on Survivor.

Just found it odd that those two were out there...maybe lingered from before, but I died a good km+ from the spawn point....but if you happy with it, then it's clearly not a bug, so all good.

 
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