Jump to content

Haidrgna

Members
  • Content Count

    738
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Haidrgna

  1. Haidrgna

    Gnamod

    Thanks for your feedback, it is always good to hear how people playing the mod think about features. The traders are designed in such a way you cannot really camp out there, if you do you will be punished for it severely. The camps are destructible and cause additional heat if you camp out there to prevent exploits. The game would be to easy if you could live in the same box as the trader that is not killable or needs some other form of maintenance, or has the ability to kick you out (removing the protection breaks the default teleport). The protection causes people to just camp ne
  2. 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 r
  3. 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 immuni
  4. 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 CoreU
  5. 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.
  6. 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
  7. 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 ha
  8. 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
  9. 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?
  10. 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 a
  11. 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?
  12. Thanks, you rock for working these features in that will greatly add to the game's immersion.
  13. 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.
  14. 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 floor
  15. 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
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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 b
  22. 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.
×
×
  • Create New...