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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
Gnamod has been updated to 0.8.3.1, you will find all the changes done in the release notes. It has been pushed to the mod launcher stable branch and is available for manual download.
 

==0.8.3.1==
The first patch to 0.8.3.0 this aims to fix a bug that would appear at night after having visited the trader and trying to craft anything. It also has some additional fixes and balance tweaks.

Fixed: Food vending machines were not appearing in the world.

Fixed: Index out of range spam at night after visiting a trader recently.

Fixed: Blunderbuss ammo longer has a higher value than it should have.

Fixed: Blueprint blocks properly scrap into blueprints now.

Fixed: Scrap metal stacks can no longer be scrapped into stacks of cans.

Fixed: Wrench and the likes are now properly back to Salvage Operations for quality/crafting.

Fixed: Flashlight no longer locked behind nothing.

Fixed: Cooking boiled meat with a can no longer gives back more meat than used.

Fixed: Display icons now use the actual Ammo icon I added for that purpose.

Added: Added 3 more loading tips (Heat, Modlets and Horde Mode). Finetuned the texts in existing ones.

Added: Zinc scraps are now part of the scrap metal loot so will appear more frequently.

Changed: Altered some placeholders to not produce air for certain blocks. Fridges can now also be from another type.

Changed: Hatches can be used as drawbridges again.

Changed: Night penalties from trader only apply if you remain nearby.

Changed: All non-special arrows/bolts can now be crafted per 1 and always use at least wooden shafts and basic fletches. Making quivers is still more resource efficient.

Changed: Sawed wood bundles do not give excessive amounts of scrap wood anymore.

Changed: Renamed Store Shelves to whatever they contain or just Shelve, since they are not limited to stores.

Changed: Increased frequency of pristine cans in loot.

Changed: Broken vending machines have their own loot pool now and are either filled with stuff from food vending machines or food from soda machines, not combined like before.

Changed: All parts are now equal in rarity, so you will find tool and melee parts in loot as frequently as weapon parts.

Changed: Minor loot balance, slightly less lockpicks, glass in trash loot.

Changed: Making sawed wood bundles is now a lot faster.

Changed: Passive heat generation increased from all actions and it lingers longer. Weapon fire now adds more heat and lasts longer to attract zombies from anywhere.

Changed: Soda machines sell more types of drinks. 

Changed: Vending machines found in the world now sell stuff at only 1/4th the actual price, so its cheap but they are very limited in stock. See this as them selling with old prices and since they never restock, you are taking the last remaining items.
 

 
is there a way to get the Blueprint as stand alone modlet?? => Blueprints: Gnamod does away with Frames, instead there are Blueprint blocks in nearly 100 shapes available for 11 different materials. Blueprints appear as blue translucent blocks, support no weight and can be walked through. They are upgraded by using the right tool and material. Materials have different properties and the shape will determine the final strength and support glue of a block. Stone materials have more HP but a lower hardness and explosion resistance than the metal blocks which have 2 stages of upgrade while stone walls need to dry. The following materials exist (in order of strength): Scrapwood, Platedwood, Flagstone, Scrapmetal, Brick, Iron, Granite, Steel, Concrete, Stainless and Hardcrete.

 
is there a way to get the Blueprint as stand alone modlet?? => Blueprints: Gnamod does away with Frames, instead there are Blueprint blocks in nearly 100 shapes available for 11 different materials. Blueprints appear as blue translucent blocks, support no weight and can be walked through. They are upgraded by using the right tool and material. Materials have different properties and the shape will determine the final strength and support glue of a block. Stone materials have more HP but a lower hardness and explosion resistance than the metal blocks which have 2 stages of upgrade while stone walls need to dry. The following materials exist (in order of strength): Scrapwood, Platedwood, Flagstone, Scrapmetal, Brick, Iron, Granite, Steel, Concrete, Stainless and Hardcrete.
Not really, it is woven into the mod pretty deeply. I technically could make a vanilla modlet out of it, but that is not on my radar at all atm. This would also not be something that is easily made, since I have specific upgrade materials that do not exist in vanilla that would need to come with such a modlet as well.

 
Not really, it is woven into the mod pretty deeply. I technically could make a vanilla modlet out of it, but that is not on my radar at all atm. This would also not be something that is easily made, since I have specific upgrade materials that do not exist in vanilla that would need to come with such a modlet as well.
kewl, thanks any way, btw love this mod :)

 
How do I activate the health bar?
The modlet is packed with the mod and has a file that is called Disabled-ModInfo.xml, if you remove the Disabled- bit the modlet will be loaded. In the mod launcher you can easily do this with the manage modlets button.

 
unknown.png


It does not appear in Modlets

 


It does not appear in Modlets
Yes I seen that now, it was because the modlet's info file had the same name as the toolbar so it did not see it. It is there in the actual folder though.

I have pushed a small fix to this file to rename it, so it should appear if you sync the mod. Sorry for the inconvenience.

 
Alright it is there and ready to go on the Stable branch of the Mod Launcher and the manual downloads have been updated with this version as well. Check the notes for all changes in this new version of Gnamod!

==0.8.4.0==
Gnamod 0.8.4.0 is like 0.8.3.0 in between a big update 0.9 and adding in improvements to existing features where there is no need to hold them back. This update focuses on improvements to the HUD of Gnamod CoreUI and additional balance updates and fixes to the existing gameplay.

++Core++

Fixed: Removed fake cabinets from placeholder. If it looks like a cabinet it should be lootable.

Fixed: Animals (such as bears) no longer spawn wounded.

Fixed: Proper icons used for deployable turrets.

Fixed: Nailgun producing a lot of additional heat for no reason.

Changed: Puke applies a healing effect on zombies, this mostly counters the damage the blast deals to them, but may heal some more.

Changed: Removed Pigs. Mainly because their model no longer has working collision and thus they cannot be killed.

Changed: Climber and Bomber zombies that have no unique voice (Arnold, Ryan, Crispy) will now use the spider sounds if male and screamer sounds if female.

Changed: Limepowder stacks to 1000.

Changed: Recipe for farmplots no longer uses clay, but uses nails and a bit more nitrate. The discount is applied each level of perk now, up to 60%. This does not show in the perk description (since those are going to change soon).

Changed: Scouts now come in slightly larger groups when time passes than before.

Changed: Scrap arrows/bolts are no longer sold by traders.

Added: A new type of Vulture called Spitvulture, these will always puke but are slower and have more hp. The normal vultures no longer puke and see further away.

Balance: Puke corrosive effect rebalance, direct hits have 5% chance to cause ragdoll (down from 50%) and when it happen it adds no stacks from the direct hit.

Balance: Puke is less accurate for all sources, direct damage and explosive damage also have been reduced.

Balance: Rebalanced the spawns of Wandering Hordes. Removed exploding zombies and increased counts and reduced delays between waves. 

Balance: Increased the overall danger of Sleeper zombies. Removed exploding (except Arnold) from the lists but increased the overall power level of sleepers.

Balance: Tweaked the animal spawns in biomes, removed super rare spawns from some that made little sense.

Balance: Mines have been made a bit more dangerous. The base timer is lower now, so difficulty and perk have a lot more influence on the final timer.

Balance: Tweaked nests and their loot. There will always be at least 1 feather in a nest now (in addition to other loot) and the number of fresh eggs has gone up.

Balance: Redone craft times of arrows/bolts to make more sense in the stage of the game you use them. Same goes for the arrow components.

Balance: Reduced the passive heat generation of actions by 20%.

++CoreUI++

Changed: Redesigned the HUD elements, mostly using a shadow effect to improve readability of texts and make it look neat. 

Changed: Compass, time and other info now in one block, including the mod version number.

Changed: Bars on the left are now 2 rows of 2 with buffs on top stacking horizontally. This gives much more room for buffs and easier to see whats active.

Changed: Removed delay of pickup/xp and reworked it to be the same as the buffs. 

Changed: XP bar is now on the left together with ammo indicator. The UI will work with either toolbar.

Changed: Increased chat size and text delay time. Chat text also has more space on the screen.

Changed: Reworked the player bars on top left, can now display up to 10 players.

Changed: Cleaned up the quest display header.

Changed: Twitch menu moved to fit the sidebar. Using the classic toolbar will move it back.

++Horde Mode++

Balance: Rebalanced the vendor stocks, mainly on the number of raw resources being sold and where. Amounts have increased and distribution changed.

Balance: Vendors will sell a lot more readymade blocks the first 5 levels of the player, after that the machine will stock between 0-2 rolls of blocks, so they become much rarer. Readymade blocks are only there to help getting started. Building material stocks are increased.

Balance: Cash rewards from zombies are now tied to gamestage so the chance to get more cash will go up as you progress.

This shows all the elements of the HUD when activated, including the Twitch window and 10 dummy players. Shows both toolbars, generally there will be only the one on the right, unless you enable the Classic Toolbar.

A19.5_2021-07-12_20-11-41.jpg

 
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Gnamod has been updated to 0.8.4.1. 

 

[SIZE=10pt]==0.8.4.1==[/SIZE]

[SIZE=10pt]This patch aims to fix some balance issues and bugs around puking zombies.[/SIZE]
 

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

[SIZE=10pt] [/SIZE]

[SIZE=10pt]- Fixed: Normal birds cannot puke anymore and deal crits like they should.[/SIZE]

[SIZE=10pt] [/SIZE]

[SIZE=10pt]- Changed: Rebalanced sleepers to spawn less pukers, especially early game.[/SIZE]

[SIZE=10pt] [/SIZE]

[SIZE=10pt]- Changed: Puke has slightly less radius vs blocks.[/SIZE]

[SIZE=10pt] [/SIZE]

[SIZE=10pt]- Changed: Wood POI blocks hp and strength overhauled, they now are no longer super weak against puke and in line with metal and stone in terms of HP.

- Changed: Broken blocks in the world now harvest for resources, things like rebar, broken concrete, broken brick and broken wood. Pallets now harvest for Sawed Wood.[/SIZE]

[SIZE=10pt] [/SIZE]

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

[SIZE=10pt] [/SIZE]

[SIZE=10pt]- Fixed: (Hopefully) Arrow in the player display should properly rotate to their location.[/SIZE]

 
It has been a while since I posted here, not because I had forgotten about it, but because the mod has been in heavy development over the last months and for a long time was not updated yet to work properly with A20 and with a few big new features mid development when that came out. Now I am proud to announce that the mod has been updated to A20 and that a new big version: 0.9.0.0 is out and ready to be played. It is updated both on the mod launcher and the download links have been updated (One points to the Archive and another to the Current version. This new folder structure allows me to keep it intact in between alpha's but it broke all old links in archive posts and other places that they may have been shared to. 

Here are the release notes. I will update the first posts in this thread later with the new documentation and new pictures of the mod in A20 and the UI. Some of them are old and no longer valid. You can find the current documentation and some pre-made maps in the download links: Download Here
 

==0.9.0.0==
This will be the first big release for A20 and come with some big new features such as Weapon Parts, Ammo Tiers, and Schematic/Tech Perks. Note that some features that were touched by the move to A20 or by the changes done for this version may be incomplete or not fully working as intended yet. This means icons may be placeholders, unlocked-by text missing, descriptions no longer reflecting the current state, item stats not showing the needed values yet etc. This is still very much under development and will continue to be improved in the coming updates for this major version. New major versions are always a bit more unpolished. More polish would also mean more delay on release. 

Important! This version requires EAC to be off always to work properly.

++Core++

- Added: 5 New wilderness-based traders that replace the city-based ones in Gnamod generated maps. The city-based traders are also there for maps generated by other means that use them.

- Added: Weapon Part System for bows, crossbows, melee, tools, and firearms. This system makes each of them require one or more parts to fully function. The parts have quality and add stats specific to that part. Melee, tools, and bows have up to 2 parts plus the base item while firearms and powertools have 4 parts plus the base item. Melee and tools share certain parts since most of them are Shafts and Grip items that fit a broader set of items. Loot has been adjusted for this change, you will generally find these items with parts already attached and some of the parts may be broken or makeshift.

- Added: Alongside the weapon parts, all the weapons and tools have been rebuilt from the ground up with new stats and balance. This is still the initial version and balance changes will happen in upcoming updates.

- Added: Firearm Ammunition Tiers. Firearm ammunition has been reworked to add more different calibers. The following ammo now exists: .22 LR, .38 SP, .45 ACP, 9mm, 5.56mm, 7.62mm, .44 Mag, .500 Mag, 30.06, .50BMG, 20 GA, 12 GA and 10 GA. Each of these calibers also has a HP and AP version (these are slugs for Shotguns), and each has 3 quality levels: Reloaded, Normal and Pristine. For this, new components were added as well, split into small, medium, large, and shell. New chemistry resources were added to craft the new propellant options.

- Added: A20 version of Gnamod comes with Harmony/C# mods that enable some cool new options. This is still experimental but enables stuff like Custom Biomes and RWG mixer changes as well as tweaks to the inner workings of the game.

- Added: Custom Biomes and A20 RWG overhaul. A system still fully in development but already allowing finer control over how RWG creates maps, where biomes go, the result, as well placement of custom biomes in these worlds. Gnamod always tries to change the RWG and with this a lot more options have been made possible. Its currently still not fully utilized but will be in future updates.

- Added: Reworked Schematics and added Perks to keep track of unlocked technology. Normal perks no longer unlock tech, but for the current version generally do grant the first level of a related tech for free. This is still in development and will be combined with a full progression overhaul in 0.9.1.

- Added: New experience curve and skill point gain rate. No skill points will be gained after level 100, but you can keep leveling after that up to 1000 still. The amount of skill points gained will top of at 150, with 134 from levels (the first 36 levels will add 2 points). The remainder of skills will be earned from quests and story, currently only the begin story quests are there for the first 5 points. This will tie in with the progression overhaul in 0.9.1.

- Added: New Snowcaps biome that appears on top of mountains. This is like the Snow biome but almost no trees. It has less zombies but more animal life.

- Added: Return of the Water biome underneath water bodies. This also returns the swamp sounds of that biome.

- Added: Zombies now turn to dead bodies or piles of cloth after about 10 seconds. This is not always the case and some may just disappear instead.

- Added: Set of Damaged cans, which can always be opened and stack, have a chance to give good or bad food or a can of murky water.

- Added: A few new resources such as Animal Organs and Raw Plastic, and some chemistry resource currently only used for ammo making. 

- Added: A lot of new icons for new items, schematics and some existing items/blocks that used vanilla ones or duplicate icons (like the worktable). 

- Fixed: Updated existing features to work with A20 changes.

- Balance: Difficulty scaling has been altered, player damage is unaffected and enemy damage scales to be normal at Nomad and Double at Insane. 

- Balance: Player damage has shifted to make headshots more relevant, dealing more damage with all weapons on headshots but this scaling is even

more on ranged weapons.

- Balance: Players start with an invisible lucky bonus that gives them some chances to loot better stuff that deplete as stuff is looted. After level 3 the

Lucky buff can become active which does the same but on a smaller scale.

- Balance: Due to the changes with schematics and tech unlocks Advanced Engineering and Grease Monkey have been removed. Trap experience has moved to the Electrocutioner perk and gives 100% at max level. This perk still also works on the stun baton, that for now is a legendary item that is rare.

- Balance: Crafting in the player inventory is halted when the bag is closed. Crafting times of survival recipes have been adjusted to this. Crafting in workstations is not affected. This includes repairing items. So, make sure to find a safe spot to craft/repair.

- Balance: Rebalanced spawning around the new cities, wilderness has less zombies and more animals while cities have more zombies and zombie animals. At night cities are a lot more dangerous, but areas can be cleared for long periods.

- Balance: Balanced Horde spawns around the new level curve. Scout will not spawn until the second day to give players a bit of time to get settled on day 1.

- Balance: Adjusted economics so that prices as set in XML are the actual price paid to buy an item from a vendor, while they buy stuff from the player at 1/10 the price. Items and perks can still alter these prices. Items with quality add their own additional value based on their quality, this is no longer a blanket increase, so a T2 item may only increase 100 per quality, while a T5 item goes up 400 per quality tier.

- Changed: Reworked how Bows and Crossbows operate. Bow effectiveness is based on the amount of time it takes to aim, increasing accuracy and damage the more the bar is filled. Stamina drain also increases as the bar fills, making it hard to keep this power up. If stamina drops to low, shots lose all power (until I can make the game undraw the bow instead). Crossbows are more like guns where it is just point and shoot.

- Changed: The given quest note now first sends the player to a nearby POI and then to the trader which gives the player a guaranteed gun as reward.

- Changed: Block placeholders have been improved to include new deco, this mostly affects biomes but also random junk.

- Changed: Modified existing biomes and weather. A20 generates sub biomes differently resulting in ores being a bit rarer, but the veins are visible now, not only on the map.

- Changed: Breaking a lockpick causes the timer to reset, so each attempt takes the full time. This is a placeholder until a better lockpick system can be added.

- Changed: Dyes cannot be removed once applied or found on an item. In the future hopefully dyes can overwrite existing dyes so you can change colors of items.

- Changed: Items with quality spawned from harvesting, attached to items or from other means not using a template will have its quality rerolled by a base template so its not 1/6 chance to be max quality. This means good batteries and engines will be rarer.

- Changed: Changed weapon mods to have quality and added a few new mods. This is still mostly experimental. Mods cannot be crafted in the current version and not sure they will be in the future.

- Changed: Removed recipe unlocks from books, most of these were moved to schematic perks. Ammo crafting currently is always unlocked, this is a temporary thing. Books will be reworked along with progression to give meaningful stuff and likely to have something for each weapon class. Some books may not do much in the current form.

- Changed: Removed clothing crafting for now, until either reworked in a future update or when TFP does their overhaul on the clothes. At least gives the clothing stores a use.

++CoreUI++

- Changed: Overhauled the item info windows to show all information in one go.

- Changed: Overhauled the recipes and recipe info windows to show ingredients and recipes as tiles. Crafting slots are now at the bottom of the recipe window. Craft actions at the top.

- Changed: Overhauled the trader window to show sold items in tiles like recipes, allowing more to be shown at once. Trader actions also show in the top of this window like the recipes window.

- Changed: Overhauled the map window to show more map area and compacted the waypoints to one side while map info is on the other side. Placing waypoints has improved and you can now choose any vanilla icon for them.

- Changed: Overhauled the player window and streamlined the buff information side. Slots are now organized with armor on the left and clothes on the right.

- Changed: Updated the looting windows to scale to the top right with their slots so they always close to the backpack window. No longer takes unneeded screen space on smaller containers and always shows sort buttons.

- Changed: Updated the journal window and no longer flashes the icon if there are unread messages. It will only be colored until all are read.

- Changed: Other windows have been altered to fit the changes of A20 and the changes to the headers and window positioning.

- Changed: Altered the GC code to not fire every 20 min the first time a window is opened (this usually caused a bit of lag on opening something, like loot). Now this waits the maximum time, 60 min and then always fires. This means every 60 mins the game will freeze for a bit longer. This sadly seems to be a choice between two evils.

++Horde Mode++

- Fixed: Maps have been updated to A20.

- Balance: Horde Mode vendors share lists with other traders and thus should sell all the new items and components, but this is not fully tested on balance yet.

- Changed: Horde Mode now starts off with a weapon and a tool kit that will add a bit more randomness to the starter kit. Its not quite a full starter kit though.

++Other++

- Fixed: Updated existing modlets to work with A20
 

 
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hello iv been having a problem with Gnamod Horde Mode

when killing a zombie they drop the loot bag it gives me an error

playing the stock Gnamod works fine no errors or problems 

ERR LootContainer '205' unknown

EXC NullReferenceException: Object Reference not set to an instance of an object

this is what it says in console

ps: played this mod in alpha 16 it has changed a lot im glad your keeping it updated/alive :D!

 
hello iv been having a problem with Gnamod Horde Mode

when killing a zombie they drop the loot bag it gives me an error

playing the stock Gnamod works fine no errors or problems 

ERR LootContainer '205' unknown

EXC NullReferenceException: Object Reference not set to an instance of an object

this is what it says in console

ps: played this mod in alpha 16 it has changed a lot im glad your keeping it updated/alive :D!
FYI: I had this too. was on 20.3.  I couldn't open any containers dropped by zeds in horde mode, and during a "regular non horde mode fame" I got some there as well

 
Thanks for the report Koneko and doughphunghus!

I will investigate this today and see if I can fix it, I have a suspicion I forgot to change a reference to the old loot ids for Horde Mode so should be easy to fix. I will post an update here when a fix is out (there are some other issues on the list to be fixed).

 
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