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Haidrgna

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Everything posted by Haidrgna

  1. They have been turned off since A17 experimental so for it to be an issue they first have to be turned back on for spawners, if so then it is likely intended for the mod, or there is some other setting, like their senses that makes them not awake.
  2. That is also a good way to solve it. I do hope that when it is changed we get some form of XML control over it, setting certain zombies to rage more often than others or turning it off for some.
  3. Rage seems to have an x% chance per hit or time the zombie takes damage. Since knives cause bleed a lot, attack faster, you get way way more hits in. Since the rage was added I really started to favor the sledgehammer even more, before I would use a knife as it is efficient (since also used for harvesting corpses). The sledge just has so much advantage in the current system, since it will knock them down or kill em in just 1 blow. I would suggest that rage chance should factor in not just taking damage, but also the amount the hit does and the damage dealt recently. So the recent damage tak
  4. The thing is, it is supposed to be gated behind 2 workbenches, but as you say it is super easy to find a working workbench on day 1 and getting the forge is no challenge either. The raw materials are literally everywhere and even the ammo itself and the guns are everywhere. Bows indeed lose value quickly, except for more stealthy gameplay. Gunfire draws in zombies, but there is not much in vanilla to draw in, so blasting away has no real consequences compared to being silent/careful.
  5. If they could just parse the README.md if one exists and support markdown they would have not much work as long as modders include this file also in their manual download (or if they link their git).
  6. I am not sure it will be needed to have to upload to the site directly, speaking for myself here but I rather not have multiple places to upload files to but concentrate it on one place. Currently that is a drive folder I can easily drop files in whenever I need. Maybe it could be handy for certain newer modders that have no place they upload their stuff to yet. But whatever works and does not confuse the user.
  7. Gnamod UI is on there but not any of the actual Overhaul mods. I am sure they will get around to adding all mods eventually.
  8. Yeah Tree quality affects all LOD settings on blocks but also on zombies. I am not sure they can set this specifically for trees or not, but there are a lot of objects that have very poorly set LODs and even on high settings appear to pop in when you are really close (like the food piles, the new utility carts, tilt trucks etc).
  9. Haidrgna

    Gnamod

    Another Status update: Gnamod Core is nearing a full release on the Mod Launcher. I have been frantically fixing issues, bugs and been balancing the mod. I did not finish all I wanted and thus the current Dev version has been pushed as the near stable to the launcher versions only. I will be taking the remainder of this month to complete the release of a full stable version of the mod. This means finishing documentation as well as fixing any remaining issues or those that pop up. Current known issues: - Biome spawns, especially in Snow and Wasteland are to tough, there are to much tough
  10. Haidrgna

    Gnamod

    Status update on Gnamod. So I have I just put up a stable branch for 0.6.2 on the mod launcher, this is the same version that is in the manual download and the same version that was on the dev branch. The dev has been updated to 0.7.0 I have been working on (but may still say 0.6.2 on load/in files). My plan is this week to finalize this 0.7.0 version, update documentation and the version numbers etc. Then by the end of this week if all goes well it will become the current Stable branch. The intent of the stable is that it will be a rounded out version of Gnamod that works and is complet
  11. Haidrgna

    Gnamod

    1km is not really close, I will look into heat again soon anyway, could be it build up there before and you spawning just triggered the screamers, Not sure they called any buddies though, could just have been other spawns.
  12. Haidrgna

    Gnamod

    There are multiple ways a few zeds can spawn just as fast as the player and on respawn you could be very close to where you died and then its even easier for zombies to also linger. Scout zombies can spawn as normal zombies in the world, without a console log or debug menu nobody would be able to tell them apart either. But I know recent changes to heat made things works differently, heat actions that previously went unregistered work now, so I might have to do another pass on heat generated by sound, I noticed that screamers can turn up rather quickly if you linger somewhere so there is t
  13. Haidrgna

    Gnamod

    Thanks for giving it another go again in A18. I see you ran into the issue of the bandage too, somehow A18 will not display it properly anymore as a campfire recipe, search will reveal it. I will have to see how to get it fixed.
  14. Haidrgna

    Gnamod

    Cool Well I just updated the version that is on the Dev for A18 on the Mod Launcher and this version is getting really close to version that can become a stable release. Added a lot of icons and localizations for already existing items and added some new ones as well. Currently looking for some honest feedback of people that played the mod for a bit, preferably after today. This way I can see where the shortcomings are, like items that are seemingly hard to get, uncraftable or way to expensive (or the other way around as well). Balance is not fully done, since I was still working conten
  15. Haidrgna

    Gnamod

    Launcher version was also updated, I fixed the bones yesterday as well as some other stuff on prefabs and cans and bottles returned from eating. I am currently tracking down an issue on loot quality, it behaves oddly (gives out way to many blue items). Xml seems correct so I am not sure this is an actual bug or something is being added somewhere I am not yet aware off. Leather is something I will need to spend a bit more time on, same for cloth. The materials are there, the pathways not yet fully there. The vanilla game only knows one type of leather, but I want to have scrap leather, anima
  16. Haidrgna

    Gnamod

    Thanks for the positive feedback. The recipes are not fully done, I will likely push out a fix tonight for this as some recipes were still using vanilla resources instead of the replacements Gnamod adds for some. It was quicker for me to port over recipes first and fix later to get it running with no errors. Remember tho that it is still in development for A18, so you will likely run into more dead-ends on crafting before I got the chance to fix them. But posting stuff you find here will surely help me track down issues faster and fix them. Edit: Seems the manual downloadable version was
  17. New spawners are not that far away, if I uncover a piece of map that was closed off it will have new spawn points, trust me on that one. But the time is not 7 days, its 21 days now.
  18. What if xp was not just shared but actually split among the group of people. It was a group effort to kill the zombie so all get a share of the pie instead of all receiving extra xp. Just like other resources are shared in groups. Then the charisma perk could maybe add a small bonus to this shared pool and only when it is shared. Bonus should be small since multiple people could spec into this at the same time.
  19. The respawndelay never left, its still in the xmls and the dlls. They seem to have upped it to 21 days for friendly animals and 14 days for hostile ones. Kind of explains the empty worlds, since they die out the first hours they can spawns (since they are respawned when they go out range and die when they spawn as dummy).
  20. The invisible animals are just dummy spawns to thin the horde, not some magical entity. They die on spawn and thus count as being killed (so wait for the respawn timer). I specifically checked the console and the dm f3 menu (which shows the last spawns and upcoming spawns). Neither showed any new spawns done in a while, the last being a rabbit I killed a few game hours back. When I reloaded my savegame spawns resumed almost instantly, being attacked by zombies while I logged out on an empty patch where I had been for a bit (and nothing showing in console). If the spawner works the amou
  21. Alright some feedback from playing through the various experimentals. My last game I decided to play by not going inside any POIs (only raid exterior, so no doors or tunnels entered) and not using any trader quests. Since these two provide so much loot there is hardly any point to crafting, which I wanted to try out too. So what I noticed, without abundant cans and drinks, food is harder to come by. My home was the burnt biome, which provides no hunting, but the small burned buildings offer some other loot that is nice in beginning. Got lucky on a wrench on a car and then could get stuff I
  22. Haidrgna

    Gnamod

    I am sure if you have the new workstations use the windows I use for the vanilla workstations you will get it fitting smoothly, since I am sort of assuming that the modlet will also expect to use the vanilla ones.
  23. Haidrgna

    Gnamod

    Modlets are not really supported for this overhaul mod, the mod goes to quite extremes and ignores more and more vanilla content as I update it. Basically means that anything designed to work with vanilla will either target stuff not in use (like resourceWood in recipes no longer being used by the mod) or it will no longer exist at all (entities, loot groups, spawn groups all being completely overwritten). UI is also completely replacing the vanilla one so any modlets that want to add stuff always will have to load afterwards, which is recommended anyway because of the overwrites happening
  24. Haidrgna

    Gnamod

    Thank you for supporting my work. Blueprints are a Gnamod exclusive feature and will remain that way until the Fun Pimps implement such a feature into the vanilla game. I spend a ton of time to get them right, there is not one block there are over 100 of them, all shaped to match existing block shapes and also a few new ones. You should definitely give the mod a go and if it is to hard turn down the difficulty or increase player benefits. I plan to add more choices in difficulty in the near future to make the mod more accessible to a broader selection of players that may not like the tou
  25. Haidrgna

    Gnamod

    Not really, though you could swap out the POIs for something else each time you start a game. The size of the segments is rather limited. I guess post generation something could be done to the world, but defeats the purpose of RWG
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