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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 did a delete complete about 8 hours ago when i seen the b178 update. I get a NullReferenceException when i try to select the chem station or oil from my personal crafting menu or the work bench(not clicking on chem station since I dont have it yet). Should i try another delete complete? I had to restore from a save, maybe the save files are old? Im only using the core and core Ui
If you are loading a save from an older build that could have corrupted things or broken them. Have you tried it on a new save, it will likely work there.

It sadly is the nature of Experimental to break saves, even if the mod may not the updates the Pimps do to the game usually require a new game to be started.

I just tested clicking the recipe and it gives out an error, so I will look into this further and see if I can fix it.

Addition: I found it was caused by pointing to a no longer existing Yeah Science perk for unlocks on Oil and Chemistry station. It will be fixed in the next update.

 
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Thank you for your help. This mod is the hardest I have tried and love it!

Got any tips to find "Niter" and coal? The journal says to just dig anywhere 

And the antibiotic sells for about 30k. Dunno if that's intended

Thanks again, it seems like you have put a TON of work into this!

 
Thank you for your help. This mod is the hardest I have tried and love it!

Got any tips to find "Niter" and coal? The journal says to just dig anywhere 

And the antibiotic sells for about 30k. Dunno if that's intended

Thanks again, it seems like you have put a TON of work into this!
Thank you for taking the time to notify me of a bug :)  And yeah lot of work went into getting the mod to this level and a lot more will be needed polish out the rough edges :D

You can use the world map to find ores, niter will appear as grey/whitish and coal are dark/blackish spots. You will find coal in the snow biome (or some POIs have it, like the coal dump and SM factory). Niter is found in the wasteland biome. I am not sure what Journal entry says anywhere, I guess I need make one for mining in Gnamod specifically to overwrite the vanilla one.

Journal tips and tutorials etc are on my list but likely going to happen once the game is stable enough and the mod is mostly feature complete. I want to have some kind of optional tutorial missions for people that have a rough time with the mod. It is so different to vanilla people often get stuck on what is changed.

 
Update:

I just pushed a new version to the Experimental A19 on the Mod Launcher. This version 'may' break earlier savegames because I removed all the Wood blocks and upgrade items. Why? I felt that the wood blocks were to niche and to costly compared to what they offered. The palisade set will be improved in the future to fill the gap it leaves behind with some more square filling variants that are stronger and possibly frame/low level blueprints kind of shapes to fill in like the other blocks. The first materials are now Platedwood (metal) and Cobblestone (stone) that require blueprints but can still be worked on with the stone axe. The other materials all need hammer or better.

Building in Gnamod is supposed to be a mid-game activity, early on you can build with the blueprints and materials you find or buy from the trader but it will be hard to grind out your own for a proper base. This is because player build blocks are strong and especially higher end materials will last much longer than the vanilla blocks, while POI blocks are all very weak (old). 

So in the first week if you build it will likely be palisades if you are building at all and not using a pre-existing building. From then you should be able to manage building once you gather or unlock the proper tools. The worktable (low level workbench) is now unlocked by a Hammer held in the hand and no longer consumed in the building (before you needed 2 hammers because most wood stuff you also need the hammer as a tool. It should be possible to find at least 1 hammer solo in the first week of the game to get basic crafting set up (campfire, worktable, smelter and cement bucket). 

 
I pushed a new update to Gnamod Experimental on the Mod Launcher only. It should make it fully compatible with B180 (only thing that really broke was the wine barrels not being lootable anymore change).

I have updated localizations of many starter items to match the changes in Gnamod so they properly tell you what you need to repair for example and that the Hunting Rifle uses .44 ammo. I have started updating perk descriptions as well but this is still ongoing. I added a new loading tip and plan to add more, added Gnamod specific loading images, 10 for each biome instead of the vanilla loading images.

On the UI I made the interaction dialogs better, they now go over 3 lines depending on the context, the button and action will be on the first, the interaction subject on the second and if its untouched or locked etc on the third. I also renamed Mouse Button 4 etc to MB4 since it took a lot of space when you bound these keys. Note this is only on the English localization, if you change to another language you will get the default again.

On the note of localization, if you want to help out make a localization available in your native language, please join the Gnamod Discord as I am still looking for people to help out with that. Currently there only is a Japanese localization made by Chiko, you can use this as an example.

 
Gnamod 0.8.2 for A19 is leaving Experimental and going to stable after a long periods of updating, testing and balancing it is finally ready to become the first Stable version for A19.

The Mod Launcher download and Manual downloads have been updated and the A18 version of the mod has been moved to a Legacy branch. You may not see this change on the Mod Launcher right away and might take a bit before its updated by Sphereii's code. But the Experimental download currently there has the exact same version so you can play that in the mean time.

Changelog for 0.8.2 with all changes since the 0.8.1 version that was still A18.4. A lot of changes for a minor version but since it was pretty much all balancing and adapting to the new changes there was no reason to advance to a major version yet. Content updates to Gnamod are planned but not in the near future, likely first work will be on 0.8.3 where the focus will be on cleaning up the UI, localization and accesibility of the mod (by this I mean tutorials, hints, journal entries, item descriptions and a possible 'easy mode' modlet).

==Changelog 0.8.2==

Gnamod 0.8.2 is aimed to bring Gnamod to A19 and further improve all aspects of it, fix pre-existing bugs and improve overall playability and quality of the mod. There is no longer any distinction in downloads on the Mod Launcher or manual between Core/UI/Horde Mode. All available downloads will contain every part of Gnamod but certain stuff will always be disabled by default (Like Horde Mode and Classic toolbar). In the future more optional modlets will be added along side the Core download to allow easy customization. Most of these modlets will be small and needing an entire new copy of 7days just to get them seems to me a waste of space and effort.

Fixed: Knuckle parts could not be looted or traded.

Fixed: Arrows/Bolts should proc a bleed effect again since they were referring to a non-existing buff.

Added: 50 new Loading Images for the loading tip screen, these replace the 4 A19 vanilla ones and there are 10 for each biome. They are all shot in Gnamod Core.

Added: New UI icons for Smelter, Worktable, Oven and Cement Bucket. Ported over some additional borrowed icons from A18 that were deprecated as items in A19 or expected to in the near future. Additional icons for new items added as well such as Murky Water and Clean Water.

Added: HUD now displays Food and Water since A19. The bars have been redone as well with a shadow effect for better readability.

Added: In Godmode an updated HP bar is shown for any entity the camera points at. It is possible to enable these all the time, high chance any modlets doing this work on Gnamod CoreUI if they load after it.

Added: Improved localization for all interaction prompts (picking up, looting etc). These have been improved and colored for readability. This applies to English only.

Added: Gnamod specific UI display entries for food, sealed food items and multi-use food items so their stats are always displayed properly. Sealed cans show the stats of the food item they are when opened so you know in advance what you get.

Added: Development only biome distribution plans to generate Horde Mode maps instead of doing manual painting.

Added: Recipes for A19 newly added items that fit with the rest of the items.

Added: Recipes for some of the doors and powered doors that were missing.

Changed: All prefabs are now using A19’s system where they can load from the Prefabs folder in the mods, so there is no need for them to be copied over anymore.

Changed: Horde Mode now has 4 Maps replacing the old maps. Normal, Expert, Hard and Extreme. Normal is like the Easy map before etc, while Extreme is only Wasteland and extremely tough.

Changed: Updated the Main Menu graphic for Gnamod Core and planned for the other modlets in 0.8.3. 

Changed: Updated the Mod’s Unity bundle to the latest version the game is using and Updated to Linear Lighting. Zombie skins did not come out to great from this but are usable still. They will be replaced in one of the upcoming versions of Gnamod, likely to integrate the new work on the HD zombies by Mumpfy when done. New HD zombies currently only have the default skin.

Changed: XP and Item notification moved to the bottom right of the screen and they will appear staggered after the action gaining them ends. This way its no longer possible to determine if a zombie is dead by the xp gain.

Changed: Nav objects (on screen icons) do not snow up within 10 meters of the player.

Changed: UI updated to incorporate changes and additions by A19. Some windows are still planned to be cleaned up after the merges in 0.8.3

Changed: Updated Traders to sell A19 items and name changes. Also rebalances to stock, stock refresh rates and items for sale. Trader stocks reset every 4 days while their vending machines restock daily.

Changed: Slightly increased zombie spawn rates in the world.

Changed: Slightly lowered the heat build up from sounds in the world.

Changed: RWG improved to create on average bigger cities with more space for bigger buildings. Changes to POIs make Skyscrapers appear in the map more often as well.

Changed: Rebalanced Crafting times for bundle items and certain other items to be less extreme than the auto-calculated recipe times. 

Changed: harvestWater item replaced by Clean and Dirty water variants. Toilets always have dirty water, but some containers can have clean water in them. Clean water can be drank safely or bottled. More containers dealing with drinks or water have a chance now to just drop these items.

Changed: Worktable recipe now requires you to hold a hammer to start crafting it. This replaces the recipe consuming the hammer.

Changed: Quests have been updated to the working of A19 and changed where needed to make this work.

Changed: Starter quest gives and opened can of emergency water and the trader advertisement will send you to the closest non-wasteland trader.

Changed: Progression updated to the removal of Yeah Science and the changed effects of the Advanced Engineering and Lucky Looter are updated to reflect the actual effect they have in Gnamod.

Changed: Doors have their own material now, making them heavier so they need support but not offering any support (no floating bases build on them). HP of doors have been adjusted so they are stronger than blocks in general.

Changed: Loot has been adjusted and rebalanced according to changes in A19. New entries added for new containers and new blocks made lootable. Certain shelve blocks will degrade to empty shelves on looting, eventually more containers will get this behavior.

Changed: Turned out Melee weapons were massively underrepresented in loot compared to guns and tools. All containers have been rebalanced to favor melee more and guns less, you will see them pop up at more places and especially the loot boxes at ends of POIs.

Changed: All tools, weapons and melee weapons of T1 and higher will scrap into parts also used in their recipe. Some did this already but others did not, this is now all streamlined.

Changed: Updated localization for T0 tools and the hunting rifle to reflect changes done to them that were confusing new players. This is for English only.

Changed: A19 made crossbows and hunting rifles do not reload automatically, but Gnamod has them automatically reload. Only the blunderbuss will not do this.

Changed: Updated zombie and animal hands to work with the new critical system.

Changed: The Blimp now has a placeable item, but still limited to Dev creative.

Changed: The Fireworks block has been updated and works mostly without errors, but it should never be used in an active game. It is limited to Dev creative.

Changed: Gamestaging has been adjusted to work with the new settings where difficulty is no longer a factor. Wandering Hordes have been changed as the last system was not working as intended.

Changed: Boss zombies no longer explode when they die.

Changed: Arnold (demolition) zombies do not appear in Biome spawns anymore and are moved to higher gamestages for all other spawns. Multiplayer games will still see them earlier due to higher gamestage.

Changed: Zombie puke now has a chance to add a debuff on the player that drains some health over time. This buff also has a chance to ragdoll the player, be careful on roofs and edges.

Changed: Vultures now always have the ability to puke.

Changed: Updates to AI of animals that make them behave more consistent and make certain variants less aggressive by default. Before certain animals were standing still or going after the player/zombies like crazy. Most animals will still fight back if attacked.

Changed: Update the zombie pool to include the new Mechanic (Mel) into the mix. The new crawler currently does not exist in Gnamod until I figure out what to do with it as it does not fit my system of zombie generation at all.

Changed: Adjusted how the Trader opening and closing buffs work. You now get a notification when they are closed flashing red, staying there will mean more zombies will spawn and you will start suffering bad stuff if you keep doing it. During the day you can stay there shopping for hours without any bad effects. An icon indicates you are in range of a trader that is open.

Changed: Reworked the Lucky buff, it can appear from any action taken and lasts for a short while. In this period, you get a random boost to a couple of stats, including a loot bonus.

Changed: Updated the corrosive arrow effect to show up the same way as the corrosive effect from Puke. It is just as deadly to players as zombies, so do not hit yourself with it.

Changed: A lot of corrections have been done on blocks to conserve vanilla behavior, making it possible to repair them etc. Doors now all work according to the same rules and all of them can be build by the player from helper blocks. Doors downgrade through their path like vanilla and have additional HP based on the reinforcement. They can also be repaired and reinforced by the player.

Changed: Harvesting rocks now gives a small part of powered version (so either fine aggregate (sand blocks), coarse aggregate (stone blocks) and lime powder (limestone).
Changed: Incorporated new deco blocks into the placeholder mixes and added the newly added placeholders. Clothes and shoe piles will now appear in POIs and roads.

Changed: Number of mines has been halved in POIs and on roads.

Changed: Number of Big vehicles and full cars reduced compared to the amount of wrecks. So, the amount of them on roads is the same but more will be wrecks.

Changed: Biome file has been fully integrated since there will not likely be any new biomes added for a while with just xml.

Changed: Adjusted item prices for Core and Horde Mode in an ongoing balance effort.
 

 
Great job!!!  Definitely need to sit down and give GNAmod another spin in the near future.

Have any of those new loading screen images to share?  😀

 
Great job!!!  Definitely need to sit down and give GNAmod another spin in the near future.

Have any of those new loading screen images to share?  😀
They would not make much sense outside of Gnamod I am afraid, they have a logo and feature a lot of Gnamod specific deco and scenes. But you can easily make your own from in-game screenshots and I can tell you how to load them as a modlet too if you wanted

 
They would not make much sense outside of Gnamod I am afraid, they have a logo and feature a lot of Gnamod specific deco and scenes. But you can easily make your own from in-game screenshots and I can tell you how to load them as a modlet too if you wanted
I was just thinking it would be a nice way to officially welcome GNAmod into Alpha19.  😀

 
Hotfix 0.8.2a
I have pushed a hotfix update to both stable and latest branches of the Mod Launcher to fix an issue with the Medkit and Ration items that happen when you touch water blocks with the equipped and cause NRE spam that will not stop until you leave the water.

Other fixes:
- Quests were not awarding next trader quests options after completing a tier, it should now offer them again (I have not completed 10 quests to test, let me know if its not fixed).
- Lucky Looter level 1 was giving to high bonus on search times.
- Display issue where Spoiled Rations did not display how much food they gave on eating them (causing people to throw them away unneeded).
- Horde Mode: Sleeper zombies were to blind and not reacting to the player, should not react to the player again.

Manual downloads are also updated and will show 0.8.2a in the title.

 
I am working on updating Gnamod to work properly with A19.1 Experimental and will release a working version shortly to the Latest branch on the Mod Launcher. It is not finishes as some windows are not entirely correct and not all things are properly aligned yet. I will release it as a Hotfix 0.8.2b because I expect the experimental to be short and likely not last long enough for me to finish 0.8.3, which I want to fix all of the outstanding minor UI problems and redesign a certain amount of windows that were not done yet or no longer look correctly after all the changes.

Fixes:

- Removed old skins of the 4 new zombies and loaded the new skins (Stripper, Businessman, Builder and Hawaiian).

- All HD zombies now load the feral skin for certain special versions, this is a placeholder for now as replacing eyes does not work on them. In the future when all HD zombies are done by TFP I want to revisit making new skins for them and integrate Mumpfy's new work. This may not happen before A20+ though. No point spending time on this when its so much in flux still.

- Added 10 slot belt to Gnamod (sidebar, inventory and classic toolbar). Added 10 extra slots for editor (this will in the future probably be replaced by an actual editor add-on modlet with a lot more belt slot and removal of useless HUD elements.

- Backpack upgraded from 88 slot to 110 slot, total unlocked slots at start reduced by 2 so it unlocks 3 rows. All windows have been moved to left or right, but this is still a wip since some may need further work to look good. This also means 16:10 will find windows falling of the screen, but I do not think many still use this aspect ratio, 16:9 and wider screens are more common these days.

A19.1_2020-09-13_14-43-53.jpg

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Hotfix 0.8.2b released to the mod launcher and manual download, this is a bit of a bigger hotfix than usual because it has the UI changes in it needed to make it all work with the changed toolbelt. I have done some more patch-up and fixed some of the recently reported issues:
- Fixed Scrap Iron hatch upgrading/repairing with the wrong material.
- Fixed Iron Railing block to have same HP as Iron Bars and same repair material (since it works identical to it).

- Changed Shale drops to be higher, so mining shale will give you more, up to twice as much depending on your luck. This should address gas being to expensive late game a bit (changing recipes would also involve economics rebalances that take to much time for a hotfix).

- Added (back) three missing cooking recipes involving Pumpkins. They somehow were lost in one of the updates.

- Fixed Shotguns, but also a few other guns, had wrong tags and thus gained quality from the wrong perk when crafting.

- Added Progression to Physician perk to allow it to give quality to crafted First Aid kits.

- Various Localization fixes to remove references to non-existing items, additional spaces etc.

Changes for b8

- Added the 3 newly added vehicles to the road and POI placeholders so they spawn in the world. They are a bit rarer than the military vehicles.

- Added 2 lootlist, 1 for the Utility vehicles (containing whatever Stiff or MoPower boxes can contain) and 1 for the Ambulance, which is medical item and tool oriented.

UI Fixes

- Map Screen changed to fit with changes to paging header.

- Quest Screen changed to fit with changes to paging header.

- Removed info on compare that was on a weird place, will be added back when I redesign that window.

- Fixed title of vehicle container name text being really small.

- Fixed vehicle fuel/hp bars grey overlay to match the other bars (it was pushed off-screen). I will upload this all to both branches, which makes this stable and then update the manual packages. Launcher info will be updated, but likely will not be visible until the launcher updates it's records.

This includes all the changes listed in the post above on the UI and zombie skins that came with A19.1.

 
I have been working a bit on a next patch, 0.8.2c, which will be released in a moment to the launcher and then to the manual download. Most notably it will fix the annoying UI bug where the craft action was on the wrong spot causing it to overlap with the first slot in the belt. There was no real change that needed Gnamod to update to make it compatible with 19.2, so this version is compatible with 19.1 and 19.2 still.

Changes:
- Minor rebalance to amount of usable world vehicles (seemed it was still to high now that the on

-hud icon reveals them from much further).

- Replaced vanilla vending machine with proper placeholder like intended. You will now not find one that gets restocked outside of traders.

- Changed some items and blocks to different item groups that are more clear (like bundles of ammo components to ammo etc).

- Bookshelves and Electronic shelves now properly degrade on looting in a puff of smoke to an empty shelf.

- Fixed display issue on some food items.

- Fixed issue where dropped First Aid kit would not be very visible, now drops as a sack item.

- First aid bandage now has a proper price that is equal to 1 bandage + 1 cream item. - Torches, Candles, Schematics, Quests no longer stack.

- Plantfibers uses the correct hand and drop model again.

- Changed icon of starter note to that of a quest so it does not look like the useless Duke note of vanilla.

- Localized Cook/Mix/Craft all to the English 'Make', and Drink and Eat to the English 'Consume' so these actions are more generic. (in other languages they are not changed). - Some tweaks to loot balance, most notable the contents of technical trucks has been balanced towards more construction and resources and less to tools.

- Removed duplicate Juccajuice recipe and moved Juice and Smoothy to campfire. Added a recipe for cornmeal from Supercorn.

- Did a touchup to the trader POIs (Most notably fixed the rock in Rekt's place making a hole and made Joel's place use stronger materials on the supports so it does not collapse when you place or remove 1 block).

- Added A17 icon for Blunderbuss ammo and restored A18 Ice block icon.

 
hi

is there way to play only horde mode? i mean tower defense with vanilla recipes, zombies, etc?

btw I was discouraged by one-shot full hp spitting birds on the second night

how i have to play this?:D difficulty 2 haha

 
hi

is there way to play only horde mode? i mean tower defense with vanilla recipes, zombies, etc?

btw I was discouraged by one-shot full hp spitting birds on the second night

how i have to play this?:D difficulty 2 haha


Hello,

Horde Mode is an add-on to Gnamod and gets its balance and implementation 95% from Gnamod Core. Separating it to work with vanilla would be a totally different mod, something that is very far from what I do. 

Playing this on Insane may indeed prove to be very very hard, not recommended if you are new to Gnamod and how it works compared to vanilla. On default the birds should not one-shot the player, though they are still very nasty.

 
@Haidrgna I’ve been playing your core + UI mods on a19 (latest stable) and I just felt the need to say: Thanks for making such a great set of mods!  I’ve really been enjoying how much they change up the look/feel/style of the game and make it much more challenging. At first I really didn’t like the UI changes (which are optional to load) but I figured “why not learn something new” and after a few hours I ended up liking that a lot as well :)

im not going to mention much more as I don’t want to give away any of the “welcome surprises” I’ve seen in game. So far Ive made it to morning on day 14 and have died a lot (yay). My personal favorite changes are the “general increase in clutter” as well as the weather modifications.

 
@Haidrgna I’ve been playing your core + UI mods on a19 (latest stable) and I just felt the need to say: Thanks for making such a great set of mods!  I’ve really been enjoying how much they change up the look/feel/style of the game and make it much more challenging. At first I really didn’t like the UI changes (which are optional to load) but I figured “why not learn something new” and after a few hours I ended up liking that a lot as well :)

im not going to mention much more as I don’t want to give away any of the “welcome surprises” I’ve seen in game. So far Ive made it to morning on day 14 and have died a lot (yay). My personal favorite changes are the “general increase in clutter” as well as the weather modifications.

Thanks for your kind words and feedback :)  I have noticed from other players the UI is an [SIZE=14.6px]acquired[/SIZE] taste so to say, hence the toolbar change is optional to allow people to transition or those that play so many mods they just need to rely on muscle memory. 

 
Gnamod has just been updated to 0.8.3.0 and is fully compatible with 19.5 and Twitch Integration now for all those brave souls that find it to easy :)
You will find the mod on the usual download link and in the Mod Launcher. It may still show outdated data on the Mod Launcher for a bit but it should download this version on either branches, but it is recommended to play on Stable for long term games.

It should be possible to update an existing game, but it is wise to backup before doing so. I have posted the release notes below, you can also find them in the download link folder. Good luck survivors :)
 

==0.8.3.0==

Gnamod 0.8.3 is an update to fit in between the development towards 0.9 and keeping the mod working on 19.5. A lot of stuff that could be ported backwards from the 0.9 version in development will be in here as well as some fixes and stuff that I have done specifically for this update. It is aimed to be one of the final versions of Gnamod for A19 as the 0.9 update is targeted to release with A20 or somewhere after it becoming stable (depending on the amount of rework needed for it). I have also added a 4th version number for patches. There is a chance of a 0.8.4 version coming as well, but that will mainly focus on the UI changes that are also needed for 0.9 that should be compatible with 19.5.

++Core++

Fixed: Crates sometimes spawning a new crate or nothing.

Fixed: Placeholders for sheet fences and wild west coffins now work.

Fixed: Walloven (the red ones) now uses the correct lootgroup.

Fixed: Gaspumps no longer sink into the ground and no longer have a car model as explosion.

Fixed: Couches and Sofa’s now properly give scraps again when harvested and occasionally a full material (leather or cloth).

Fixed: All shoe piles are lootable now.

Fixed: Certain animals such as Zombie Dogs were getting stuck in walls, they will now properly try to wreck your base if they cannot path to you.

Fixed: Pricing of turret ammo does not break the economy anymore.

Fixed: Throwable items like rocks now cause a distraction reaction from zombies again.

Fixed: Special arrows cannot be opened anymore for no effect. They will not have the option.

Fixed: Display of food/water from edible items use a new group that should work for all items Gnamod affects currently. Also fixed a display issue in boiled water cans.

Fixed: Water and Snow items are now working as intended when eaten, giving food and a chance to get dysentery.

Fixed: Reduced max range of treasure quests to prevent an index out of range error.

Fixed: Icon for coffee beans now not being the same as coffee seeds.

Added: More lootable blocks now degrade into empty variants of their model on looting them. This includes Freezers, Gunstore racks, Cloth Racks and more.

Added: Pallet blocks such as the blue tarp or cement bags now show what they are and give on harvest via a display text.

Added: Support for Twitch integration using Gnamod zombies, loot tables etc. The balance is still mostly vanilla, any feedback on pricing etc is welcome.

Added: Ammo type icon to ammo items and specific type icons to canned goods to show if they need a can-opener or can be opened right away or are already open.

Added: 33 new loading tips to help plays with Gnamod and the concepts that seemed the most confusing to new players. Some tips are adapted from the base game and those are no longer displayed. Feedback on the tips or suggestions for new ones is welcome.

Added: Localization for all Zombies and Animals to show their simple name. Zombies with special abilities will have this reflected in their name.

Added: Electric traps can now be obtained through looting.

Added: Some new UI Icons for canned goods.

Changed: Blocks now upgrade to the blueprint version of the same shape of the next level of material. This requires a blueprint to upgrade; any upgrade tool can do this upgrade. The new blueprint does not offer support, so it can collapse a structure.

Changed: Recipes using building materials (such as Platedwood + Nails) are now using the individual pieces in the recipe to remove the extra step of needing to make it first. Repair of blocks also changed to match this change.

Changed: Drawbridge now is only 1 block deep making it easier to use and place. It will need to be placed on properly supported blocks or it will fall.

Changed: Puke now passes through any blocks that also allow bullets/arrows to pass through such as bars. Puke now applies its effect as a stack and only direct hits add the most effect and can ragdoll the player. Multiple hits stack and worsen the effect. Drinks can be used to reduce the number of stacks.

Changed: Mine overhaul makes them more dependent on difficulty. The lower the difficulty the more time before a mine detonates, stronger mines detonate faster. Mines deal less extreme damage to players but still good damage to zombies and animals. Proper protection and full health should keep one safe from a blast at point blank. Mines can give buffs now, like sprain/broken leg and concussion. Cooking pot mines now explode like molotovs. Recipes are made less expensive.

Changed: Trader prices are extreme at night now to reflect that they are closed. You also get no experience while being within the trader’s influence at night.

Changed: Destroyed containers now drop a piece of trash rather than a purse. This will last for 30 seconds, so if you want to salvage loot from broken containers you will need to be fast. Protect your containers in your base!

Changed: Scouts are no longer limited to Anna and Axel (Screamer/Spider), but any zombie can be a scout. You will never really know and thus scout hordes will feel more natural rather than a bunch of the same zombies showing up each time.

Changed: Unified the upgrade tools working, they all repair 100 damage per hit and all require the same amount of hits for upgrade, but speed per hit goes up for the better tools. So nailguns will make a lot more hits in the same time. This way upgrade hits still matter and repairing is not instant but takes effort to fully repair a block.

Changed: Bandages now heal 10 HP, Medical Cream 20 and First Aid Bandages 30. They do not give XP for use anymore.

Changed: Re-localized in English many lootable blocks to reflect that they are lootable now and not empty or have a long name. Many blocks will have simple names like Boxes, Trashcan, Freezer etc.

Changed: Bloodbags are no longer lootable or tradeable and are no longer part of any recipe.

Changed: Infiltrator now allows picking up mines each level, unlocking more pickable mines each time.

Changed: New localized offer for the Trader Advert quest.

Changed: Blunderbuss now uses Glue and Sawed Wood in its recipe.

Changed: Fortbites now uses Testosterone Extract to make.

Changed: Worktable now needs 50 Sawed Wood instead of 200 Scrap Wood to make.

Changed: Vending Machines now sell unopened cans of water as they can be opened without a can opener now.

Balance: Reduced amount of working vehicles spawning in the world slightly.

Balance: Reduced number of intact ruins in the snow biome significantly.

Balance: Reduced ore gain from vanilla ore blocks.

Balance: Reduced amount of feathers from harvest in world and animals to reflect other changes. You need less feathers for most stuff now so they can be rarer.

Balance: Altered Bloodmoons to be gentler on the very low gamestages and rack up to more extremes on higher ones. Trickle zombies increased in numbers, so you always have action all night.

Balance: Rebalanced the chance of dysentery for raw vegetables/fruit items. The minimal chance is now 5%.

Balance: Honeycombs now cure 3% infection. They did 2.5, but that never displayed properly.

Balance: Reduced the amount of building material drops, they were way to common and in too large quantities given in certain containers.

Balance: Trader rewards are now tied to tier more, where higher tier quests have better chance of being higher in quality and quantity or better items. Quests always offer a choice of money or other items and the amount of choices increases with tier.

Balance: Reduced the amount of Armor in loot and the chances to get a whole set have been reduced as well. Getting full armor was way to easy with just looting. As long as there is limited amount of armor/clothes available in the mod this will remain.

Balance: Removed feathers from book loot and made paper more common in bookshelves. Bookshelves that are lootable should be more common as well.

Balance: Cooking pots are a bit more common; hammers are a bit rarer.

Balance: A lot of changes to loot balance that affect the final feel of the mod’s looting and how it is determined to prepare for 0.9 with weapon parts being added into the mix.

Balance: Many containers are now by default not affected by Loot Abundance, only a handful still are where it is not a huge problem. The way Gnamod’s loot is setup makes any setting of loot abundance above 100 break the balance severely as there already is a chance to get much more loot in containers build in.

Balance: Palisade blocks now use 2 sticks to make in addition to the other items.

++CoreUI++

Fixed: Nav icons for Twitch Zombies, Backpacks and Spears no longer have a minimum range so always show.

Changed: Location of the Gnamod UI logo to the left so it does not interfere with the version number.

Changed: Localization for loot containers and interactable items has been improved with color coding to show the state of something (Green untouched/locked, blue touched, red empty).

Added: Target Bar to display names of zombies that is always active.

Added: New modlet to enable a health bar in the UI instead of just a name. This modlet is disabled by default.

++Horde Mode++

Fixed: Horde Mode buffs and display messages are now localized.

Changed: Beacon no longer applies the Shocked buff to zombies, but instead tags them with a simple shock effect that deals only minor damage. It will serve as a warning to you, but not kill off zombies for you.

 
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