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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
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.
1km is not really close, I will look into heat again soon anyway, could be it build up there before and you spawning just triggered the screamers, Not sure they called any buddies though, could just have been other spawns.

 
Status update on Gnamod.

So I have I just put up a stable branch for 0.6.2 on the mod launcher, this is the same version that is in the manual download and the same version that was on the dev branch. The dev has been updated to 0.7.0 I have been working on (but may still say 0.6.2 on load/in files).

My plan is this week to finalize this 0.7.0 version, update documentation and the version numbers etc. Then by the end of this week if all goes well it will become the current Stable branch. The intent of the stable is that it will be a rounded out version of Gnamod that works and is complete enough for a longer term game. So any issues you encounter before I can fix for it. After that the stable will be left alone at least until 0.8.0 is done, which I will then be working on, as well as Horde Mode and UI updates.

I will also begin updating this and the Gnamod UI threads this week with new images and documentation as it becomes available.

 
Another Status update:

Gnamod Core is nearing a full release on the Mod Launcher. I have been frantically fixing issues, bugs and been balancing the mod. I did not finish all I wanted and thus the current Dev version has been pushed as the near stable to the launcher versions only. I will be taking the remainder of this month to complete the release of a full stable version of the mod. This means finishing documentation as well as fixing any remaining issues or those that pop up.

Current known issues:

- Biome spawns, especially in Snow and Wasteland are to tough, there are to much tough zombies (radiated, bosses and exploding zombies) spawning in the wilds. This will be fixed after I redesign spawn lists based on the experiences so far.

- Bows/Xbows may not perform as well as they should, further feedback is needed.

- Item prices and numbers may be off, this is still an ongoing process to incorporate all new items in the system and give them a proper price. I will need to develop a new tool to calculate fully balanced prices which will not happen before 0.8.0.

- Doors and Windows cannot be repaired or upgraded. I want to bring this back, but need to write better xpaths to only remove upgrades and repair on blocks where I want it gone and to leave it on these. I want people to be able to board up doors windows and repair wooden buildings.

All feedback is appreciated here on or on the Discord. If you notice that an item you think should be craftable is missing or now showing properly (shows in search but not the actual list of the workstation) let me know, since it may either need an A18 group to show or I just forgot to add the recipe.

 
Release Version 0.7.2

Gnamod Core has been updated to version 0.7.2

This version has been brewing a while since 0.7.0 as I planned to release this to be stable much earlier and the 0.7.0 was more of an in-between release that was still lacking in many ways.

0.7.2 is probably the best balanced version since I started to work on Gnamod Core in 17 and basically started over from scratch since the changes in that Alpha.

I have updated the main posts with the current documentation on the Core and Gnamod in general, text you will also find in the readme.md file found in the manual downloads or the Mod Launcher downloads.

Some highlights of changes:

- Spawning of zombies and animals has been greatly improved to a balance I think is more suitable for the average player than ever before. I introduced a new system of biome spawn thinning that will not make the initial spawn of animals and zombies when the safe zone ends to overwhelming. This should give players a much better chance to explore and kill zombies without being boxed in.

- Animals now follow a similar system to zombies, they have behavior templates and are generated by code in various sizes and other randomized stats. The behaviors will not make all animals fully aggressive or immediately aware of the player from afar.

- Zombies also had their templates updated, making most of them easier to combat in general and combined with new entitygroups will make it easier to slowly ramp up the challenge and keep the biome spawns from being overpowering at the same time.

- Loot has had some rebalance to it as well, mostly noticable in cars, the wrecks have their own list now so the more complete the car the better chance of useful loot in them, busses and trucks will even have a better chance and yield more on average.

- All pathways of crafting and building should now be complete, stuff should unlock and icons mostly be there except for the special arrows (which will be done in 0.9 when I revisit ammo and guns).

I think that the 0.7.2 version is a very good stable base to continue to work on but also for people to play longer games on.

Later this week I will further update the main posts and add in new screenshots.

 
Hey Haidrgna, i cant see the food/water levels is this intended? it kinda sucks to drink/eat when you get the warning becuse at that point you are already suffering from it, i like to keep track and keep my levels topped up at all times so i dont get the debuffs :S

 
Hey Haidrgna, i cant see the food/water levels is this intended? it kinda sucks to drink/eat when you get the warning becuse at that point you are already suffering from it, i like to keep track and keep my levels topped up at all times so i dont get the debuffs :S
The stats are displayed in the Player stat windows though, but it takes more time. I will see about a food/water bar in the near future for the UI.

 
GNAMOD NECROPOLIS




Necropolis is currently not available yet for A18. It is planned to be included in the 0.8.x release of the mod. Work will start on that end January 2020.
Sweet action

 
Hi there!

How can I unstuck my character? I cant move, cant control camera view and i am riding a bike.

Help me pls, i dont want to start new game.

 
Hi there!How can I unstuck my character? I cant move, cant control camera view and i am riding a bike.

Help me pls, i dont want to start new game.
I am not sure what happened, but Gnamod does not really alter vehicles so it must be some exotic bug you encountered.

There are two things I can think of that may help: You can try killing or teleporting your character if nothing else seems to work to get off the vehicle. Both methods should force a respawn of your character and hopefully get you out of the vehicle.

You will need to open the game console (by pressing f1).

Then type in lp , followed by enter. This should give a list of players, likely only you and a number. You need this number since it is your entity number, this likely is 171 or 172.

Then you can try either the tele (teleport) or kill command on yourself. Teleport also needs a location, x z y, so: tele <number> 0 -1 0 would put you at the map center. The kill just needs an entity number and will deal enough damage to kill you. kill <number> is the syntax.

I hope either of these does the trick, otherwise I am not sure what I can do since I have no info how you got there in the first place.

 
Kill command worked, thanks a lot!Great work, i am enjoy playing your mod very much!
Good to hear. I hope that bug does not happen again, if it does let me know and how it happened so I can maybe track it down.

 
Is there any way to disable just toolbelt? I don't like it, its very frustrating for me to using it :/

@edit: i forgot mention that mod is amazing :D i love hard start

 
Is there any way to disable just toolbelt? I don't like it, its very frustrating for me to using it :/
@edit: i forgot mention that mod is amazing :D i love hard start
The mod comes with a disabled modlet called Gnamod CoreUI Classic Toolbelt. If you enable that it puts back the normal toolbelt on the bottom of the screen.

 
@haidrgna i'm still new with mods and most of this, can i ask you if i can combine your mod with another one? i found a very big backpack, is it possible or i will get some errors if i try to combine them together?

 
@haidrgna i'm still new with mods and most of this, can i ask you if i can combine your mod with another one? i found a very big backpack, is it possible or i will get some errors if i try to combine them together?
Gnamod already comes with its own UI that adds a 88 slot backpack. I am pretty sure adding a modlet on top that tries to modify it will either fail or cause errors. You do not need my permission to combine mods, but I recommend against it unless you know what you are doing and willing to fix the errors.

The 88 slot backpack is already very generous in terms of bag space, Gnamod allows you to unlock a lot of them stacking all the options the vanilla game has, like the perk and item mods.

 
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