Jump to content

Haidrgna

Members
  • Content Count

    737
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Haidrgna

  1. Haidrgna

    Gnamod UI

    You can stack pocket mods on all clothes and armor. Then you will reach the vanilla maximum. The UI mod only stretches the limit, it does not add gameplay functions to further unlock slots, if you want that you may want to modify progression to unlock more slots with pack mule, increase effect of pocket mods or even add some book tp do it.
  2. 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 zombies (radiated, bosses and exploding zombies) spawning in the wilds. This will be fixed after I redesign spawn lists based on the experiences so far. - Bows/Xbows may not perform as well as they should, further feedback is needed. - Item prices and numbers may be off, this is still an ongoing process to incorporate all new items in the system and give them a proper price. I will need to develop a new tool to calculate fully balanced prices which will not happen before 0.8.0. - Doors and Windows cannot be repaired or upgraded. I want to bring this back, but need to write better xpaths to only remove upgrades and repair on blocks where I want it gone and to leave it on these. I want people to be able to board up doors windows and repair wooden buildings. All feedback is appreciated here on or on the Discord. If you notice that an item you think should be craftable is missing or now showing properly (shows in search but not the actual list of the workstation) let me know, since it may either need an A18 group to show or I just forgot to add the recipe.
  3. 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 complete enough for a longer term game. So any issues you encounter before I can fix for it. After that the stable will be left alone at least until 0.8.0 is done, which I will then be working on, as well as Horde Mode and UI updates. I will also begin updating this and the Gnamod UI threads this week with new images and documentation as it becomes available.
  4. 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.
  5. 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 that as well. But in the end, it is intended to be challenging, no matter the source of the zombie spawn In the next version I am giving the player a sleeping bag as starter item, this way people can better control their spawns, since its harder than vanilla to craft a sleeping bag.
  6. 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.
  7. Haidrgna

    Gnamod UI

    Thanks and you are welcome
  8. Agree, as far as I am concerned all prefabs should have a few layers of that stuff and even some foundation of wood of concrete blocks just sunken away in the dirt, why would any building just be build on dirt alone? The concrete terrain is also very good for that.
  9. As far as I know the terrainFillerAdaptive does exactly that. The small ore POIs in biomes use it and any sticking outside of the ground are never dirt but just vanish so must be air. The prefab itself seems to stick out if loaded in the editor.
  10. Haidrgna

    Gnamod UI

    Manual versions have a tendency to lag behind on minor fixes. I will update it soon, since this issue is fixed on the other version. Edit: I have just updated the manual download versions of both the UI and Gnamod Core. The zip files are still on 0.6.1 because that is still the development working version number. Let me know if this fixes the issue for you.
  11. Haidrgna

    Gnamod UI

    Hmm I thought I had that fixed, maybe I did not push the fix, did you load the version from the Launcher or the manual? I will take a look later today to make sure all versions have the latest fixes in them.
  12. 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 content, which I think is getting close to being finished for a stable release. Sure there is more content planned, but the mod also needs a solid Stable version to be able to thrive and I hope to get that going by the end of next week or sooner if all goes well. This includes updating documentation for the mod and the thread to include up to date pictures and info.
  13. I have a suspicion yes, although it could still be that they do a A18.2 for like Xmas since its not likely A19 will be done by then, unless they are actually finally making true the promise of shorter releases. But the short time 18.1 was experimental, only 7 builds, means it was mostly being used to fix the most glaring issues and make A18 stable, which was already quite stable. Before they polished a lot during exp, now they did that during the final months of its development. But its wait and see, but the signs are there.
  14. You should increase the size of your avatar's eyes by 150%, that may draw him back in But I am sure the silence, plus release of 18.1 as stable (and no new exp branch) means they are likely working to move to A19 now. Always silence when they go to a new alpha.
  15. Haidrgna

    Gnamod UI

    Seems you are running into conflict with Mayics Weaponry. Seems this modlet is trying to alter and or insert UI elements, but considering Gnamod UI is an overhaul and those elements may no longer exists, differently positioned or under different names, it may create a wrongly formatted UI code. You can try disabling this or loading it before Gnamod UI. In the latter case Gnamod UI will simply overwrite any changes done by it (but also killing off its changes). You can see if you can adjust the modlet or ask the creator to adjust his modlet so it can also work with the Gnamod UI. Edit: Also there is no need to load a modlet to add Custom Backpack buttons, Gnamod UI already includes those buttons, although not yet with a fancy icon, will appear as arrows.
  16. Haidrgna

    Gnamod UI

    Please share your logs and operating system as well trying to load it without any other modlets. In the past people running mac/unix based OS had issues loading UI mods so it could still be an issue.
  17. Haidrgna

    Gnamod UI

    It works fine, there were no changes to the UI done so this is still compatible with the latest build.
  18. Haidrgna

    Gnamod UI

    Yeah it seems to cause the issue the first time a world is loaded, after that the effect stopped for me in tests. I am not sure how it works in multiplayer/server. So far I have not found a way to reliable abuse it except the first time a game is started and the only way to completely remove it is to remove all the extra slots. I think saving and loading locks the new value of the max slots, preventing further issues. It likely will require a dll mod to completely prevent it, which would make the mod less accessible . Edit: Seems the problem is worse in A18 or worse than I remember, but it links any new station placed to the first or if removed last one placed and dupe the slot contents of slots above the default count. I am going to see how to prevent this, especially in cheap campfires this is a problem.
  19. Yeah shotguns have been strong for as long as I can remember for these reasons, I always take one when I can, just because it can destroy or deter any zombie at close range when you need it most. Use it solely, not really, also need a rifle and pistol to complement the set for range and just panic shooting.
  20. Seems like another reaction in the wrong direction. Just adding Lead Ore, Coal Ore and Niter would have done the same thing without further dumbing the game down. The fact you can instantly use raw iron to do stuff with is just plain weird in my opinion. I remember a few post where you said something about players using debris and scrap iron to build with, but now they also build with iron ore...
  21. Yeah, I like that tree and wondered why it was no longer in the world (while pretty sure my mod places plenty). So tested the base game too and yeah its not pretty when its invisible
  22. Well you got duped, since only gravel actually works. Dirt and Adaptive do not, as in adaptive and dirt turn to asphalt when placed on a road. I have seen that is possible to bring back the old distant terrain and turn off the Microsplat, for massive performance gains (like completely unplayable to playable for some). Why do we not at least get some graphic option for this, so people can choose fps vs better looking terrain? Then people liking world building could also use this to create their own worlds.
  23. This is not just about about shader limits, the Microsplat you are using dictates what that block can be and only a few blocks (so far only Gravel) can ignore it. There is no xml override to use, any other block placed just takes whatever the splat dictated for that position. Just give us the option to tell a block to override the splat and modders will take it from there. This is severely limiting for anyone wanting even a slightly different world. I am not sure why you are so unwilling to see that your new awesome system destroyed a lot of modding design-space and creative potential..
  24. Why not make the blood draw kits a one time use-able item, non-craftable. Gives a bundle of 5 blood bags on use and has a chance to infect or cause other nasty stuff (who knows what it was used for). I find the blood bags from loot more odd, even though it is an abstraction, in any apocalypse would you inject yourself with old blood you do not even know is the right blood type, sounds like suicide to me.
  25. Super duper rare drops make for awesome gameplay moment for whoever is the lucky one. Sure why waste a lot of time doing it, but in loot its super simple to add a few good items to certain loot containers. Makes for more replay ability and the reason I have super rarely full working vehicles spawning in the world. Might get lucky on day one, or never see it, but if you do its super fun and changes that game completely.
×
×
  • Create New...