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Haidrgna

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Everything posted by Haidrgna

  1. I just tried it again in B128 and I am getting properly randomized sounds now, so I guess it was fixed already. Good
  2. If you move the property like that, it will come before the property for the wrench, meaning that one is never given. I am hoping the underlying issue is also investigated (where if there are two properties of the same item, only the first in the list drops). It happens on cntCar03SedanDamage2Master to for the GasCans for example, but there the AllHarvest is already first and the wrench does not get the gas from the second property.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Haidrgna

    Gnamod

    Alright I did some investigating and it turned out the vanilla Ore blocks and rock deposits were having their drops replaced by the generic replacer code, while they should drop the Gnamod ores instead. This is mainly because when I created the mining system I did not use the vanilla ore blocks underground and there were no ore boulders in vanilla either. Since then I put the vanilla ore back in the top surface layer to prevent some POI replacing the Deposit Blocks I placed there and causing random errors because of it. I forgot to also update the ore blocks along. So I released another hotfix: 0.7.3 B (Both to stable and latest on launcher only) - Fixed all Ore Blocks and Ore Boulders to harvest for their original materials. In the future the vanilla Ore Boulders will likely be mixed in under ground with my versions for some variety. - Fixed the ArtOfMiningLuckyStrike, which had no target in Gnamod it seemed. Now all stone blocks have a small chance to drop 1 or more random Ores when you have it. This includes otherwise not minable ores like Zinc and Copper, as well as Silver and Gold. This makes the book a lot more valuable as it will grant you extra resources as you mine.
  9. Haidrgna

    Gnamod

    As you figured out that bit of the mod slightly more complex and thus also harder to balance. Hardcrete and Stainless Steel blocks are the best blocks possible to build with, they are very hard to destroy and thus should be expensive. They might be to expensive at the moment simply because the Economics of the mod is not fully balanced yet, most of the construction bits like this have mostly just a chosen value to make it possible to get them, I am working on that for 0.8 right now, from the ground to the floor (the ground being the raw materials and the floor being their final products in this case). But to answer some of your questions: Coal (not charcoal, which is burned wood) has to be mined from deep underground if you really want to get a steel production going. The trader might sell it too (and more if you increase your barter and int skills). Coal will never be crafted and maybe in the future I might add some hard to unlock recipe for steel that uses Charcoal instead (no guarantees). There is a chance that the regular coal deposits still drop Charcoal because of a replacement I do, I will look into that and fix it if so, since ore underground should drop Coal, even the regular deposits. Coal spawns in the Fields biome. The good deposits spawn from 30 blocks or deeper, if you are mining on the correct spot. The concrete and hardcrete mixes are build in batches of 90 (using jars) or 900 using buckets. In the future I plan on returning the bucket, since it should not be consumed as it is now, only the water. One last thing: You do not need to build your entire base from one material, nor from cubes only. The cubes take 8 or 16 (if they harden like concrete) for a reason, because it is divisible into 8 stages, from a complete block to thin pillar blocks. So the less complete your shape is the less material and hits it takes to upgrade it. This also means it is weaker in every sense as well. But all values are chosen in multiples of 8 for this.
  10. Haidrgna

    Gnamod

    I was under the impression I fixed this, but seems you are right that it was not. The issue being that in vanilla Forged Steel is never locked and there is no schematic for it either, its just gated behind having a crucible, so there was no natural unlock for it at all. In the future there probably should be a schematic for it as well. I have pushed a hotfix to the launcher Stable branch to correct it: Hotfix 0.7.3 A - Fixed resourceSteelForged is now unlocked by level 4 of the Advanced Engineering perk.
  11. Haidrgna

    Gnamod

    There was a bug, a typo that made it not work. Be sure to update to the latest (0.7.3) version of the mod. The issue should be resolved there for steel too, if not let me know. All biomes have Iron in them, but every biome has a different secondary ore that can be found there. Look on the map for colored spots, you will need to zoom in to spot them, if you go deep enough around there you may find the deposit blocks there, if you find a couple you will find a good amount of ore. Zinc and Copper ore are not yet mine-able in the current version, probably will be added in 0.9 in the current development schedule, which means it happens in A19 the earliest. 0.8.x is planned to drop before A19 is here and hopefully will contain the following features: (in order of importance) - Rebalanced Economics (This means all currently existing items will get a pass on their value, scrap amount, recipe costs etc to better balance it with the trade system). - Economy no longer based on brass coins but instead on dollars. - Starter Gear Options (For Horde Mode, Nomad Mode and maybe other add-on modlets). - Horde Mode. - Nomadic. - Survival. - Tutorials. 0.9.x is planned to be much more a content update, but it really depends on how smoothly the transit to A19 will be during experimental. - Unity Asset Update - Medical/Food Overhaul - Tool/Weapon/Gun/Ammo/Armor Overhaul - Additional Junk/Bundle Items - Additional World Assets - Additional Block Shapes Future: - Progression Overhaul
  12. Haidrgna

    Gnamod

    Alright, considering that A18.4 went stable today and most of the changes done in the 0.8 Alpha 1 in the Latest branch, which already included the changes needed to the mod (mostly UI) to go to the new version I decided it would be best to release the 0.8 Alpha 1 as 0.7.3 to the Stable branch as the last version of Gnamod 0.7. This also applies to CoreUI which also had some new features ready and waiting in the Latest branch. The full list of features can be found in the readme.md file included with all downloads. This does not mean that 0.8.0 is postponed at all, I am still working on the framework to get that done, most work currently is going into a new part of my Modding Tool to calculate item economics. I need this to balance the item values, scrap, disassembly and recipes better. Horde Mode relies on a solid balanced economy and being able to easily tune this. The amount of complexity in the mod is to much to just do it by hand alone, a tool to gather data and calculate values from 5 different xml files is required to properly do this in my opinion. Currently Gnamod has over 13000 items, a lot of which are block shapes and dyes, but excluding that its still a ton of them.
  13. Haidrgna

    Gnamod

    Pushed another hotfix today to the Stable repo to fix some more recipes not working. I made some typo's in the workstation name of the Blast Furnace. Thanks for reporting these issues, since it is something that happens later game I myself had not yet encountered it (and probably not many before them either ). This should make all steel and steel items actually craftable. The hotfixes are only applied to the Mod Launcher repo currently. Since I am mid-way into creating the 0.8 version of Gnamod the manual downloads will not be updated. If you encounter the problem on a manual download version, you can resolve it by replacing blastfurnace with blastFurnace in recipes.xml for all instances (yes it was literally 1 capital letter missing for some recipes). I also pushed Alpha 1 of the 0.8 version to the Latest branch on the launcher including some of the following changes: - Loot for starting characters has been rebalanced. They will have access to a unique lootgroup on some containers like cars that boost the finding of gear to get started such as bandages, low grade armor pieces, food/drink etc. This means I could also reduce the sometimes exorbitant loot in them, especially later game. - Gamestaging altered due to this change. Difficulty settings have slightly different gamestages, Level 1 will be at 0.75% and Level 2 at 1 (from 90 / 95). - Luckily Looter applies its bonus to lootgamestage based on your level, you can only receive the bonus equal to your level. This prevents spamming it for early gains. - New perk added: Bring it On. Increases gamestage when you take it. Will thus also increase looting, but also increase the challenges you face the entire game. - RWG tweaked slightly, it was not generating any water in worlds due to an error on my part. Now it will again create bodies of water in the map. - Loot abundance setting in game menu altered to a range between 10 and 120 %. Gnamod already has a way to reward players with loot and generally drops more loot than vanilla in a different way. The changes recently to how loot abundance works (rolling twice on a container on 200% rather than increasing stacks like before) make it super strong, basically doubling all guns you find. 120% will provide a boost where about 1/5 containers drop double loot. Increasing the game's difficulty will also increase overal loot due to the gamestage increases they offer since loot amount scales in Gnamod by gamestage.
  14. Haidrgna

    Gnamod

    I took another look, the Perk Advanced Engineering unlocks crafting the Blast Furnace as level 4 and Crucible at level 5 (which is the same in the vanilla game for the Crucible), and that is working. But on the recipe I made a wee tiny spelling error (blastfurnace instead of blastFurnace) so it has no actual workstation set where it can be crafted. I will create a small hotfix on both branches on the mod launcher. For those using the downloaded version can either fix this in recipes.xml for now or just exchange all materials in the Creative Menu as a fix. Edit: Just deployed the hotfix to the launcher repo of Stable and Latest: Hotfix 0.7.2 A - Fixed Crucible not craftable - Fixed: 3 recipes using wrong materials (scopes). - Changed Workstations all have unique icons: Blast Furnace uses Ibeam icon, Cement Bucket uses Paintbucket icon, Chemistry Set uses Cookware icon, Workbench uses Tablesaw icon (since that does not exist in Gnamod). Oven already had a Spatula icon set. These icons are placeholders until I properly do icons for the UI side of the mod, but should allow more easily to identify which recipe is for which station.
  15. Haidrgna

    Gnamod

    Thanks for the feedback The Crucible does exist and should be craftable. The descriptions of Perks can still be misleading, I did some changes to stuff they unlock but not on their descriptions. I will take a look at it as well to see whats up. Like you encountered most items in Gnamod are different from vanilla, the vanilla ones exist but are replaced. If you find recipes that require the vanilla item let me know which so I can fix those in a future update or hotfix. Possibly the recipe of the Crucible is such a thing or you are trying to craft it on in the wrong place. I will have to fix workstation icons to all be unique, there currently is overlap between some causing confusion. Edit: I looked it up, the Crucible is indeed crafted at the Blast Furnace, the high tier forge. So make sure you get that first. Steel is very end-game in Gnamod and can only be crafted in a Blast Furnace.
  16. Haidrgna

    Gnamod

    Still in the works. Not going as fast as I hoped, lot of other stuff taking up my time as well. But it will be shipped with the 0.8 version of Gnamod, when that is ready.
  17. Haidrgna

    Gnamod

    Like I told you before, Gnamod comes with its own UI it is dependent on. There is no need to add additional UI tweaks, those will not work properly and only mess things up. Gnamod CoreUI does things a bit differently than other UI mods so that makes them not really compatible. Load the mod as is and then decide if you need to add other modlets on top, most of which I can say you now will likely not work as expected or intended, because Gnamod also does things differently than most other modlets.
  18. Haidrgna

    Gnamod

    Gnamod already comes with its own UI that adds a 88 slot backpack. I am pretty sure adding a modlet on top that tries to modify it will either fail or cause errors. You do not need my permission to combine mods, but I recommend against it unless you know what you are doing and willing to fix the errors. The 88 slot backpack is already very generous in terms of bag space, Gnamod allows you to unlock a lot of them stacking all the options the vanilla game has, like the perk and item mods.
  19. Haidrgna

    Gnamod

    Hmm, it may have expired, I will add a new link.
  20. Haidrgna

    Gnamod

    The mod comes with a disabled modlet called Gnamod CoreUI Classic Toolbelt. If you enable that it puts back the normal toolbelt on the bottom of the screen.
  21. Haidrgna

    Gnamod

    Good to hear. I hope that bug does not happen again, if it does let me know and how it happened so I can maybe track it down.
  22. Haidrgna

    Gnamod

    I am not sure what happened, but Gnamod does not really alter vehicles so it must be some exotic bug you encountered. There are two things I can think of that may help: You can try killing or teleporting your character if nothing else seems to work to get off the vehicle. Both methods should force a respawn of your character and hopefully get you out of the vehicle. You will need to open the game console (by pressing f1). Then type in lp , followed by enter. This should give a list of players, likely only you and a number. You need this number since it is your entity number, this likely is 171 or 172. Then you can try either the tele (teleport) or kill command on yourself. Teleport also needs a location, x z y, so: tele <number> 0 -1 0 would put you at the map center. The kill just needs an entity number and will deal enough damage to kill you. kill <number> is the syntax. I hope either of these does the trick, otherwise I am not sure what I can do since I have no info how you got there in the first place.
  23. It may not be compatible with A18.3. That version brings a lot of changes to the UI side of the game, most notably the new font. So you could revert back to that version if possible to make this work until Sirillion updates it.
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