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Haidrgna

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Everything posted by Haidrgna

  1. Haidrgna

    Gnamod

    Thanks, I will add the missing localization for the upcoming 0.8.1 update I am working on to release later today. I am not sure what weird stuff you are seeing, the arrows/bolts are supposed to be 'opened' to get raw materials back, is this not working properly you are saying? The stone bolts missing is an interesting side effect of a recent change it seems. I wanted to have more of the special ammo available on the T1 bows, but the crossbow has no T0 so the same change to the crossbow kind of rendered the stone bolts useless. The game only allows up to 10 different items in a radial menu before erroring out, so that hard limit is what caused the issue. I guess the T1 bows will have to lose another type of ammo than the stone ones then, will have to see what is the best choice. Correction, seems I made a change to the UI to allow more than 10 radial menu items, so I guess I could easily make all ammo available to each of the bows and crossbows. There will be some minor overlaps on the circles but it seems to work just fine.
  2. Haidrgna

    Gnamod

    Alright everyone, the waiting is finally over as I have just released Gnamod 0.8.0 to the Mod Launcher stable and will very soon also update the manual download packages. Here are some Highlights: - Horde Mode is back. It is part of the download from the launcher and can be enabled with the 'Manage Modlets' button. It comes with 3 maps to play on with difficultly based on the biome you start in. - Full economy and trader overhaul: All prices redone from the ground up, calculated prices based on raw materials. Traders have specialized stocks, lost their compound damage immunity and have more different vending machines available. - Fixed a load of exploits that existed in the previous version while balancing. - Improvements done to loot balance, progression balance and zombie spawning. A lot of the strong zombies do no longer spawn in the lowest gamestage group(s) and the daytime biome spawn also had them removed. This means a new player should see less Boss zombies, exploding ones and demolishers. - Added some tuning for the difficulty settings to offset the spongyness of zombies on higher settings with a damage bonus. This does not negate it but reduce it's effect. Other factors like increased food and water consumption compensate in the higher difficulties. Full Changelog Gnamod 0.8 Game Modes Added: Horde Mode is back. Horde Mode is a modlet that comes with Gnamod and needs to be enabled first before playing. It comes with 3 maps currently (Easy, Normal and Tough) that start you off in the center of the world next to a Beacon. This Beacon attracts zombies and you need to defend it for as long as you can against ever increasing hordes of zombies. The Beacon sells items you need, and zombies drop cash in the bags they leave behind. Biomes Added: New biome pond deco prefab added to all but the wasteland to offer some additional water sources. Changed: Redone ore distribution in all 5 biomes. Each biome is now having a primary and secondary type of ore. (Forest: Iron/Silver, Fields: Lead/Iron, Snow: Coal/Zinc, Desert: Shale/Copper, Waste: Niter/Gold). Ore clusters can be identified by their color on the map, clusters could be bigger than shown there. Going deeper means the clusters are denser. Ore clusters manifest as stone terrain on the surface but may be hidden until hit. Changed: Limestone layers separate stone layers. Granite is now always on the deepest layers of the map; in mountain areas this means more stone layers. Changed: Roads now spawn with dirt spots again. May take a bit to appear in new games or when exploring at higher speeds. Changed: Rebalanced mine counts on roads. Changed: Conifer stumps are now higher and more varied in length, same goes for the vanilla stump. Loot Added: Plundered variant of lockers. Changed: Loot sources like crates that are used to stack items on never produce nothing, instead they will produce cardboard boxes to prevent floating items. Changed: Cardboard boxes have better loot than the small brown boxes now. Changed: New placeholders for all existing loot crates to further randomize pre-placed loot in prefabs. Changed: Construction loot now drops individual parts rather than complete construction materials. Quests Changed: All rewards from trader quests are redone, you will get more choices, but it is also more random. Only a small bit of money is offered but they will often offer cash as reward choice as well. Changed: Challenge quests are now a lot harder and spawn a lot of zombies, need to kill a lot more to complete. They reward a skill point now so should be worth it if you dare them. Changed: Removed Animal challenge quests because they were nearly impossible to complete. Blocks Added: New helpers for containers: Bags, Lockers, Small Safes and Large Safes. Fixed: Player craftable blocks can be repaired and upgraded using Gnamod building materials. Changed: POI structural blocks now all use new master blocks for strength and harvesting. Changed: Palisade Spikebed and Porcupine traps temporary removed from crafting due to issues with them. Changed: Condensed the block shape helpers into Wood, Iron and Steel. These contain doors, hatches, bars and most of the furniture shapes. Changed: Updated all Horde Mode Beacon blocks to work again as intended. Economics Fixed: Closed several loopholes that existed with scrapping materials, opening bundles and traders. Changed: Completely rebalanced economics from the ground up. This means all raw resource prices were evaluated and altered, then cascaded down into everything crafted from them. This resulted in most prices now more accurately reflecting the actual worth based on their raw materials. Changed: Gnamod now has its own item categories and most items have been altered to fit one or more of these. Each workstation currently still shows all categories. In the future, these may only show relevant categories. Category order is still a work in progress. Changed: Trader stocks have been completely rebuilt from the group up. All traders have their own specialization in secret stash and the number of items they have change daily. General stock contains more raw resources. Recipes Added: Low tier weapons and tools now have an always unlocked recipe at increased cost. Changed: Reevaluated a lot of recipes during the economics rebalance. A lot of items now have a bulk recipe, especially those that would output more items. Changed: Weapons, tools and armor now use fewer special parts when you become more proficient in crafting them, other raw materials used in them use fixed amounts. Items Fixed: The special arrows and bolts should now work more as expected and deal damage on their explosions that is meaningful. Added: Multi-use items, currently only 2 exist: Rations and First Aid Kit (replaces the vanilla one). These items can be used from the belt only but have multiple uses depending on their quality. More quality means more uses. Note that the First Aid Kit does not heal as much per use, but can be used multiple times to stop a bleeding. Added: New set of canned food, with opened and spoiled variants. Most of these new canned foods need a can opener to be opened, the spoiled ones can be consumed directly at a risk. These replace the vanilla canned foods. Added: New resource items to use in crafting. Added: The Hoe returns as craftable item. It can be used to till the earth and upgrade tilled dirt with Nitrate so that plants can be farmed on normal soil once again. Crafting is unlocked with Living of the Land. Added: Arrows and bolts can now be unpacked into their core components. Added: Bulk items that are using for the bulk crafting recipes. These unpack in 25, 50, 100 or 1000 items depending on the type. Added: New workstation tools for certain crafting activities: Chisel for stone hewing, Can Opener for opening canned foods, Sewing Kit for making clothing items, Table Saw for advanced sawing. Added: Quest for resetting Horde Mode. Changed: Welder is now used in many advanced crafting and thus gates crafting the higher tier tools and weapons. Changed: Weapon Flashlight and Single Storage Pocket mods are now always unlocked to craft. Changed: Brick is now Brick (Clay) and granite for building is replaced with Brick (Granite). These granite bricks need a Chisel to be made from raw granite. Changed: Upgrade tools now progress rather than upgrade all. Stone axe upgrades Wood, Platedwood and Flagstone. Hammer also upgrades Scrapmetal, Brick, Iron, Granite, Steel and Concrete. Nailgun is required for the Stainless and Hardcrete materials. Changed: Redone stack sizes for all items and blocks according to function and need. Most consumable items will have a stack size of 10 and raw foods 50, while most resources will go 100 or higher. Changed: Meats now fill up more so should be a viable meal source. Progression Added: Balance based on set difficulty. XP gains are lower in higher difficulties. Higher difficulties get a damage boost to offset the reduced damage from the setting but get increases to food and water consumption. Changed: Rebalanced XP gains and required XP for leveling to slow progression down and reduce excessive XP gains from certain activities (selling, looting and building). Buffs Changed: Reworked the Lucky buff, it can now happen at any moment an action is completed and has randomly rolled values that apply for its duration. They affect dismember, damage, treasure radius and loot gamestage. Effect last 1 minute and cooldown lasts 9 minutes. Traders Added: Traders now show up on your HUD if you are within their influence and you get a message if you enter or leave it. Traders do not like it if you stay in their influence for to long. Changed: Redone all 5 trader settlement POIs. They are no longer immune to damage, except for the block the trader stands on. They have been fortified with traps and have more vending machines added. Changed: Traders are now specialized in what they sell in their secret stashes. They have 1 primary and 2 secondary specializations, which can be discerned from the vending machines at their settlements. Zombies Changed: Zombies are no longer ragdolled on spawn, instead they show as if shocked. This is to randomize their walktype. Player Added: Journal tips for Geology, Blueprints, Building Materials and Workstations. Changed: You now start with 1 torch, 1 bedroll and 1 trader advertisement on your belt and you are gifted Rations and a First Aid kit. Changed: Player backpack now uses the yellow bag and is 1.5 times bigger. This should make it easier to find and recover gear. Spawning Changed: Rebalanced spawning to give the very early game a bit more of a break. Removed Arnold (demolisher) and radiated zombies from lowest spawn groups and daytime biome spawns. Reduced counts of special zombies in these groups as well and removed the exploding zombies from them. Changed: Wandering Hordes now come with an initial spread out horde and repeat a set of spawns every 2 hours to repopulate the wilderness. Changed: Bloodmoon hordes have been redone and now repeat a couple of waves and include more animals and stronger zombies at the start of each wave. Each stage has a very high-count group at the end so the horde will not stop early, these are limited to lower alive at once and weaker zombies. Random Gen Changed: Worlds now contain a higher level of water so there will be lakes and ponds in the world naturally.
  3. Haidrgna

    Gnamod

    Just a small update. Gnamod 0.8 Alpha 3 including Horde Mode as a modlet is out on the Mod Launcher for testing and tuning. If people want to give it a spin to try out I appreciate feedback on the new balance for both the Core mod and Horde Mode. My plan is to push it all out to stable before the end of this week, most likely sooner if I do not encounter any breaking issues. Once that happens I will post a proper update here with release notes on all that has been changed and altered and also restructure the download on the Mod Launcher. I noticed that having seperate downloads for CoreUI on there is only confusing and thus I will be removing them. Instead there will only be two or three downloads there: Stable, Latest and possibly an experimental or temp download version for testing/releasing. The Mod Launcher and modlets in general allow relative ease of finetuning for the user and I will further use this in the future. This means a Gnamod download will include all the modlets associated with it (Currently: Core, CoreUI, CoreUI Classic Toolbelt and Horde Mode). Classic Toolbelt and Horde Mode will both start off disabled and be optional for users that want to play these modes. There is no real need to require multiple installs for what is essentially only a couple of simple tweak files (As 99% of the mod is still in the files of Core). This also means people that just seek the UI can either just turn off the Core mod or use the modlet version that is hosted by my friend Ragsy and available through the Mod Launcher manage modlets. In the future I want to expand the modlet selection for Gnamod Core further by adding back modes such as Nomadic, Last Stand and Necropolis and perhaps other tuning mods for difficulty such as a more Survival oriented or Romero style gameplay. But this all will happen somewhere after the full release of A19, possibly around 19.4 most likely. I will of course start porting over the mod as soon as experimental is out but I estimate it will take some time like it did when A18 was released.
  4. Haidrgna

    Gnamod

    Yeah when it is stable I will post here and update the post for it as well. It's getting real close, just ironing out some bugs and inconsistencies.
  5. Haidrgna

    Gnamod

    The latest update is not out yet, there is only a very early Alpha of it on the launcher but that is so behind on what I have in dev right now. I am nearly done with all balance changes I am doing, need to finish up a couple of localizations and other issues caused by my generic code. I am aiming to clear that all today and get the Horde Mode vendors redone. Once those are done I likely will release a test version pretty soon, my aim is to have 0.8 out on the Latest branch soon and move it to stable sometime after if no bugs pop up. This update will surely break savegames so it needs to be good before it goes to replace the current stable.
  6. Haidrgna

    Gnamod

    If SMX was still installed that would do it yes, that has a different way of dealing with UI stuff and thus likely will interfere with GnamodUI. Perhaps you can link a screenshot uploaded with steam the next time (like how I do the pictures on the first page). Also it is good practice for everyone when using the Mod Launcher to keep your original game copy clean, use that for vanilla gameplay and do not install mods there unless you are low on disk space. The Mod Launcher makes a copy of that installation so if it is modified (or worse has modified dlls from another mod) weird stuff will happen. The Mod Launcher will use this copy to install any mods on, and an Overhaul mod like this only works on a clean installation.
  7. Haidrgna

    Gnamod

    I think something went wrong with your attached file, its got nothing in it (its an empty file of 0 bytes). I will likely also need to see your game's log files and maybe some other stuff that might be the cause of this to rule out any assumptions. You are so far the first to report this issue, so there could be something else at play here: - An old version of windows or non windows OS messing stuff up. (unlikely) - Additional screens connected with a different native resolution causing the game to do something odd. (unlikely) - One or more other mods are installed that mess with the UI/HUD causing it to misbehave. (possible if you had mods installed on your base installation) - Somehow incorrectly installed as you do not need only install Core on the launcher and it will install CoreUI along with it.(unlikely if you only used the launcher) A video of the problem could help too, or you could join my Discord so you can link and drop stuff there and I can investigate. But without info I cannot do much.
  8. Haidrgna

    Gnamod

    I have never heard of this before, could you post some more information, maybe a screenshot of the problem you are facing? As far as I know the UI should always scale to the settings of the client, I tested the UI on various resolutions and it worked on all 16:10 and 16:9 aspects. Perhaps you have a configuration I am not aware off or some modlet installed that changes stuff up as well?
  9. Haidrgna

    Gnamod

    Not for A18 with A19 being so close. I cannot rule it out for A19, but it currently is not on the roadmap for me. Separating the zombies from the core is not easy and if I would do it, it would become a seperate modlet the core would use as well. Gnamod does not just mix up things a bit, it is a total rewrite of entityclasses.xml, spawning.xml, gamestages.xml and spawninggroups.xml for the zombie and animal bits alone. They also use bits in other files to work. But there is always the off chance in the future for me making modlets that contain watered down features from Gnamod Core, such as a Block Shape pack, zombie rewrite etc, but the way I generally make this (total rewrite) makes it incompatible with other modlets and I do not really want to deal with people getting upset because a Gnamod modlet does not play ball with their other favorite modlet.
  10. Sounds very sensible to want to have believable zombies that are more generic and usable in many different settings, though does this mean that this is the situation in A19, as in is it on the road map that they will all be replaced with new skins by the time A19 becomes stable (19.4) or will you just remove them for now and leave a gap while they could just stay around until the replacement is ready? I am just wondering why they should be cut out when no replacement is available yet, is it because of the Linear Lightspace changes or something else?
  11. Thanks, you rock for working these features in that will greatly add to the game's immersion.
  12. Steam name: HaidrGna Hours recorded: 4704 + Hours spend modding Started on Alpha: Alpha 9 Discord: #4726 Native Language: Dutch (But quite fluent in English). I am the Author of Gnamod for 7 days to die, so I am familiar with the inner workings of the game and the struggle to balance it. I am also a professional web developer, test automation engineer and specialized in software quality.
  13. Haidrgna

    Gnamod

    Thanks for the feedback and reports. The issues you describe here are going to be adressed in the upcoming versions of 0.8.x. Finding Ores need more help, its hard to actually locate the nodes underground even though they are there a lot of them, I am still thinking on what will be the best approach, but there will likely be some more surface tells as well more clustering of them around these tells. Currently Iron is pretty much everywhere so its hard to locate, the other ores are clustered but the tells are only visible on the map since the rock textures are no longer shown in biome floors. Repairing and upgrading of certain POI blocks will also come back, its disabled on all blocks, even blocks it should not be on. Repair of spikes is complicated as what looks like repair is actually upgrading a broken stage to a different stage. This can only be done if its at full HP and sometimes the blocks take damage so they cannot be upgraded until repaired, breaking them a stage down is the only fix atm. I am hoping to get it out before A19, but it is all taking more time than I thought it would be, I am fixing a lot of unbalances as well that take me time and energy to comb through. There is a chance it will all be pushed to A19 if it drops soon, but I think there will be time.
  14. Haidrgna

    Gnamod

    1. I have done no changes at all to the electric system, not sure what you are connecting, but it likely is a lot of different things. I know certain things like the solar banks cause fps issues for certain user in vanilla too as well as the electric system in general being very taxing on the system. I cannot rule out its something in the mod, but without knowing how you build your base and what you are connecting, what biome etc. Essentially I would need your savegame to test and see whats up. 2. This is a known issue in the UI where the slots are not properly cleaned during creation of a new workstation, it can only be fixed with a code patch I have had no time yet to look into. It is either accepting this can happen or reducing the amount of slots. Best is just to toss out the duped items for now. 3. This is a display issue and I fixed it in the upcoming 0.8 version. They have quality and its not showing it because it lacks one xml property. 4. Stack sizes is odd yes, I will change how stacks of items are created in 0.8, you will make bundle items instead of a recipe gives more than 1 item generally so you always know what you are going to get and it allows me to have certain recipes output multiple items. The crashes in the Snow biome should have been fixed in the latest version, I have not seen them happen or had reports from people that experienced them. Are you running 0.7.3 C/D or a version from before that? If you updated, did you play on a world created and played on before 0.7.3 C? If so than that is likely the issue as the amount of grass in the biome is the cause, you would either need to reset the regions to get the lower count or avoid those regions you explored before the update.
  15. Haidrgna

    Gnamod

    The link is on the main page, quite large with Download here, but you have to scroll past a few images to get it. I guess I will put one right on the top too.
  16. Haidrgna

    Gnamod

    Deployed a small hotfix patch: 0.7.3 D (stable and latest, launcher only). - Remove tablesaw schematic from loot. - Fix recipes using tablesaw as tool. - Fix recipes using vanilla fat instead of Gnamod fat.
  17. I have a feeling a recent change might be responsible, I used this amount of grass for a while now without issues either. It happened mostly near POIs, no water nearby at all.
  18. Nope, it was modding related, hence I did not report it as a bug. But I thought you should be aware. I spend 5 hours trying to find the cause of this, it only appeared in one of my biomes and only nearby POIs. I removed all deco and then the issues stopped, when re-added the grass I got the errors again. When I reduced the amount of grass total in the biome the bug also stopped from appearing.
  19. Yeah the bit of grass under the small bits of water are not really going to do much when removed. Though I recently discovered that To Much grass is a thing and causes the stability calculator to go crazy and throw Stack Overflows causing either a client crash or the ChunkGenerator to exit (which means falling through the world). So they do have an impact on the performance of the game.
  20. I hate how the wasteland has these hills and mountains made out of broken brick, which are not actual piles of brick but just hills and mountains with a top layer on them. It does not really make sense for it to look like that. I would say a wasteland should be a sub-biome of any other biome instead. This way you could find mostly flat subbiomes with piles of brick and other debris there and these could even mostly be on the same spots where cities could spawn so some cities would be ruined ones and only get ruined buildings because of this sub-biome. O the dreams of having actual working biomes and sub-biomes in the game that made sense and looked visually pleasing..
  21. The Trees in this game are very detailed, they have a lot of Tri's so to say. This means if they get to dense the GPU will have to work hard. I have been told they also have a lot of overdraw which is bad for the GPU as well, making it do a lot of extra work for nothing. It is possible to get more trees and decorations in the world, they just need to be lower poly to make that happen. The Witcher 3 uses SpeedTree trees and likely low poly ones. And yeah those games also have no voxel underground so they can go with even denser forests.
  22. Haidrgna

    Gnamod

    Some more errors encountered during development and by players that need to be fixed. The StackOverflow being the worse on the list since it could potentially crash and or corrupt save-games. This was mostly caused by the density of grass in the Snow biome, it generally seemed to only occur there near towns. A save-game in which you already visited the snow biome will stay prone to this issue, need to either reset the region or start a new savegame to fully get rid of the issue. Deployed another Hotfix: 0.7.3 C (Both to stable and latest on launcher only). - Potential Fix for StackOverflow in Snow Biome (requires a new savegame to take effect as it is decoration related). - Improve radius of deco blocks on roads so parent error messages are not occurring for small deco objects. Rare case of bus intersecting bus still exists. - Fix SnakeGroup having wrong name and NRE when POI wanted to spawn Snake sleepers. - Snow terrain updated to be snowcoated dirt instead of degrading, since its not visible currently. - Set roads to be fully asphalt atm since microsplat hides it and it could cause perf dips. Updated the manual download link to have this updated version (and all previous hotfixes) for those not using the Mod Launcher.
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