The Core mod is designed in such a way that when possible it adds new content into the game rather than replacing existing content. This way it is less dependent on changes made during the alpha development of the game and whims of its developers. The Core mostly relies on XML alterations and the addition of content through a single Unity package. In the future the Core may also include code scripts when this becomes supported by the game or some feature can no longer be added without it.
The Core also functions as a standalone mod, only requiring Gnamod CoreUI to function that is developed in conjunction with it. It strives to stay as close to the vanilla experience of the game. This means it will have all elements of it: Looting, Building, Zombie Hordes, Survival, Exploration and Mining. The goal is to create an as realistic as possible survival experience while also challenging players with zombies and deadly wildlife. Another goal is to expand upon the existing game including: Adding more items, blocks, zombie and animal appearances, trees, world props, plants, block shapes, traps and weapons.
=> Zombie and Animal Skins: For many Zombies and Animals new skins are added into the mix, this includes work done by Mumpfy. This is an ongoing process where new skins are added when available. The system is designed in such a way new skins can be added easily in ongoing development.
=> Zombie and Animal Randomization: Zombies and Animals in Gnamod have their stats randomized, this includes HP, Speed, Damage, Size, Walktype and Appearance. This makes zombies challenging and interesting as you never really known beforehand what you are dealing with.
=> Zombie Groups and Classes: The following groups exist: World, Sleeper, Horde, Bloodmoon, Radiated and Radsleeper. Groups are super types that dictate the zombie’s final power and where they will be encountered. Then there are zombie classes, which dictate their behavior and some of their distinct behavior. The following classes exist: Dasher, Mook, Grunt, Average, Strong, Climber, Puker, Feral, Boss, Volatile and Bomber.
=> Animal Behavior Templates: There are templates that animals can extend from giving them a certain behavior. Currently there is Timid, Weary, Neutral, Dangerous, Hostile and Undead. Timid animals will never fight, Weary animals have heightened senses and will not fight unless cornered, Neutral animals will mostly move away if you get close but engage when they are threatened, Dangerous animals have lowered senses but will always engage when something gets in their sights, Hostile animals have heightened senses and actively engage. Undead animals are considered zombies and will only attack the player or other non-zombie animals, they will never give up pursuit.
=> Overhauled Spawning: Gamestaging, Biome Spawns, Wandering Hordes, Sleepers and Bloodmoons have all been redone for Gnamod. You will find more zombies during the day and a lot more during the nights. Each biome has its spawning tailored to it. Wandering Hordes are staged, which means they come in waves and not all at once, waves can include animals so you may see wolves being chased by zombies etc. Bloodmoons have more interesting waves and animal waves in between to spice things up. Early gamestages the hordes are relatively small, but they will pick up when your gamestage rises.
=> Resource Overhaul: Gnamod completely overhauls the raw and manufactured resource system and only keeps a small fraction of the actual vanilla items in place. Some items are just Gnamod copies of the items while most are actual new items added to the game. Gnamod distinguishes resource categories: Mineral (Ores, Soil and Stone), Harvest (Items that you mainly harvest from animals or the world), Junk (Items you loot and have no use other than selling or scrapping), Resource (Items you loot, manufacture or harvest from human made items such as cars), Material (Items used for construction) and Component (Items that are part of weapon or ammo recipes). Gnamod adds well over 130+ items, some which replace a vanilla counterpart, but most are new. Gnamod adds (new) ores such as Copper, Zinc, Lead, Iron, Silver, Gold, Coal, Niter and Shale. Some are not yet available to mine, but others will spawn underground in special nodes you will have to find the old-fashioned way.
=> Workstation Overhaul: Workstations have had changes, most notably the Forge is no longer being used as is and replaced by the Smelter. The Smelter does not melt materials in it, but instead works like other workstations with recipes turning materials in your inventory into other items. All metals can be turned into a Forged (Ingot) variant which can then be further processed at the Smelter into other items. Each workstation has a basic variation and a more advanced variation that can also handle the basic work. Nearly everything can be a tool for these workstations and thus its vital to check for tool requirements along with other requirements before crafting. In the future this system will be expanded upon to add a lot more specialty tools to craft certain more advanced items.
=> Blueprints: Gnamod does away with Frames, instead there are Blueprint blocks in nearly 100 shapes available for 11 different materials. Blueprints appear as blue translucent blocks, support no weight and can be walked through. They are upgraded by using the right tool and material. Materials have different properties and the shape will determine the final strength and support glue of a block. Stone materials have more HP but a lower hardness and explosion resistance than the metal blocks which have 2 stages of upgrade while stone walls need to dry. The following materials exist (in order of strength): Scrapwood, Platedwood, Flagstone, Scrapmetal, Brick, Iron, Granite, Steel, Concrete, Stainless and Hardcrete.
=> New Paintable Shapes: In addition to Blueprints Gnamod also has additional paintable shapes that do not exist in vanilla. Most prominent is a set of Pallisade blocks that can be crafted early game to build fortifications with. There is also the Porcupine trap shape that acts like the Log spikes from A16 but with more nasty spikes. More (currently missing) shapes will be added in the future.
=> No Magic Upgrades: Most upgrades and repairing have been removed from POI blocks (vanilla blocks not craftable by the player in Gnamod). This means POIs are mostly just a temporary base until you have enough material to build your own structure. Certain repairs or upgrades will be added in future versions so some POIs can be upgraded to a base.
=> Overhauled Vanilla Biomes: All existing biomes have been redone in a more Gnamod style. Since A18 custom biomes cannot be done properly with XML only because of the Microsplat feature. So instead the 5 still existing biomes have been restyled to fit the Gnamod world. The forest is now home to the Gnamod Connifer forest, the burnt biome houses the Gnamod Fields biome, the desert, snow and wasteland have been redone in Gnamod style as well. Biomes appear in rings on the world with the Wasteland in the center, Snow around it followed by the Forest, Fields and then Desert.
=> Unlocked Map Sizes: The RWG advanced generation allows to generate maps from 1k to 16k in increments of 512. Maps smaller than 2k are not recommended and odd sizes may yield weird worlds for as long as Gnamod still uses the vanilla stamp method for generation.
=> Looting Overhaul: Looting has completely been overhauled bring back the system of how loot worked in A16. This means that loot quality only slightly scales with the Gamestage while loot quantity goes up as Gamestage rises. This mostly is due to decreases in probability to find nothing or default loot (usually trash) in most containers. So overall while Gamestage rises so does the chance to find something or more items in containers go up. This is greatly dependant on the type of container, special loot ones will mostly remain similar over the course of a game while the more common containers will see more noticeable increases.
=> More Lootable Stuff: A lot of stuff that is not lootable in the vanilla game has been made lootable in Gnamod. This includes opened containers as well as certain items that looked lootable but where not.
=> Trader Inventory Changes: The trader inventories have changed so they can sell Gnamod items. They refresh loot daily. The player vending machines also sell some stuff daily so check those out as well.
=> Dyes: Gnamod comes with 5000 new dyes to find and use. These dyes cover the whole spectrum of colors so it will be hard to find two copies of the same color.
=> Trader Overhaul: Traders and their stocks have been overhauled. Each trader has specialized stock now. Their compounds have been overhauled and no longer are immune to damage.
=> Economics Overhaul: The game’s entire economics has been overhauled, prices are based on their components to craft and value in the game. Previously existing exploits have been cleared away.
=> Updated Quests: Quest rewards have been altered to fit the Gnamod style and there are generally more choices available from the start, but you get less money for each completed quest. Reward choices offer cash sometimes and higher tier quests offer more choice variety.
=> Early Game: Rebalanced the early game for looting. First 5 gamestages have access to a special starter lootgroup that offers basic stuff needed to get started. This is my way of handing out some basics while keeping it random.
=> Perks: Lucky Looter no longer offers a flat bonus to loot gamestage, it can only increase as much as the player’s current level. Added a new perk: Bring it On, which increases all gamestage to increase challenge but also increased looting.
=> Multi-Use Items: Gnamod now has items with multiple uses, currently available as Rations and First Aid Kits. These work from the toolbar only but can be used until their durability runs out. The higher the quality the more uses they have.