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What Gnamod do you use?  

20 members have voted

  1. 1. What Gnamod do you use?

    • Gnamod Core
      13
    • Gnamod Core (Classic Toolbar)
      0
    • Gnamod UI
      0
    • Gnamod UI (Classic Toolbar)
      0
    • Gnamod Horde Mode Only
      6
    • Gnamod Horde Mode Only (Classic Toolbar)
      0
    • Gnamod Core and Horde Mode
      1
    • Gnamod Core and Horde Mode (Classic Toolbar)
      0


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Does the Discord still exist? The link doesn't work anymore.

 

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

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@haidrgna i'm still new with mods and most of this, can i ask you if i can combine your mod with another one? i found a very big backpack, is it possible or i will get some errors if i try to combine them together?

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@haidrgna i'm still new with mods and most of this, can i ask you if i can combine your mod with another one? i found a very big backpack, is it possible or i will get some errors if i try to combine them together?

 

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.

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i downloaded your mod ( i just readed your reply at my first post about adding another one, BUT I DIDN'T ADD ANOTHER ONE ) , i set the current version 18.3 and i get this :

 

1st image : all the UI it's haotic

https://imgur.com/Vez2PJZ

2nd image : when i press tab or anything to loot, or to open inventory i get this error msg .. why?

https://imgur.com/4b7nM3p

 

and i have this in my launcher :

https://imgur.com/tvWcfdD

Edited by veveratm (see edit history)

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i downloaded your mod ( i just readed your reply at my first post about adding another one, BUT I DIDN'T ADD ANOTHER ONE ) , i set the current version 18.3 and i get this :

 

1st image : all the UI it's haotic

https://imgur.com/Vez2PJZ

2nd image : when i press tab or anything to loot, or to open inventory i get this error msg .. why?

https://imgur.com/4b7nM3p

 

and i have this in my launcher :

https://imgur.com/tvWcfdD

 

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.

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Hey Haidrgna how is the horde mode progressing? i assume it's not ready yet, since i couldn't find any download links for it and it's not in the mod launcher.

i really enjoyed it in A16 and wanna play it again :)

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Hey Haidrgna how is the horde mode progressing? i assume it's not ready yet, since i couldn't find any download links for it and it's not in the mod launcher.

i really enjoyed it in A16 and wanna play it again :)

 

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.

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Thanks for the mod. Seems to be the only one i've been interested enough in to stick with. I have 2 questions.

Does the crucible even exist? lol we have the skill but it is still wanting us to have the schematic as well I believe which we haven't found

 

 

and the second question. I have had no luck crafting some things. Such as things that require broken glass. Because your mod does not call it broken glass it doesn't register in the workbenches.

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Posted (edited)
Thanks for the mod. Seems to be the only one i've been interested enough in to stick with. I have 2 questions.

Does the crucible even exist? lol we have the skill but it is still wanting us to have the schematic as well I believe which we haven't found

 

 

and the second question. I have had no luck crafting some things. Such as things that require broken glass. Because your mod does not call it broken glass it doesn't register in the workbenches.

 

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.

Edited by Haidrgna (see edit history)

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I took all ingridients for the craft crucible at the Blast Furnace. But crucible don't craft. In the description crucible does not say what tool is required.

May be a crucible is needed to create a crucible? )

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Posted (edited)
I took all ingridients for the craft crucible at the Blast Furnace. But crucible don't craft. In the description crucible does not say what tool is required.

May be a crucible is needed to create a crucible? )

 

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.

 

 

Edited by Haidrgna (see edit history)

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Posted (edited)

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.

Edited by Haidrgna (see edit history)

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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.

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Posted (edited)

Hi!

The crucible can already be done. But craft the forged steel is locked. How to open craft forged steel is not written in the description.

Skill Intellect - 10 level, perk Advanced Engineering - 5 level. The crucible is installed in the tools of the Blast Furnace. Resources needed for crafting the forged steel are available.

 

P.S. Can all ores deposite be found in every biome?

Or just one type of ore deposite in each biome?

 

Edited by konik (see edit history)

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Hi!

The crucible can already be done. But craft the forged steel is locked. How to open craft forged steel is not written in the description.

Skill Intellect - 10 level, perk Advanced Engineering - 5 level. The crucible is installed in the tools of the Blast Furnace. Resources needed for crafting the forged steel are available.

 

P.S. Can all ores deposite be found in every biome?

Or just one type of ore deposite in each biome?

 

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

 

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Version 0.7.3 (written below the window). Forged steel are locking.

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Version 0.7.3 (written below the window). Forged steel are locking.

 

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.

 

 

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Posted (edited)

I will say again about the forged steel. Now it's unlocked. But for crafting it is necessary besides such things as Ferrostone (or Iron ore) and Lime Powder also Coal (chemical).

Chaircoal (chemical) I found near building Mining coal ( and underground yet). But I can't craft Coal (chemical).

Similar to craft 1 block Concretemix-iron rebar to make 1 block Hardcretemix-steel rebar I need 64 Forged steel ( 1 block = 16 buckets=64 steel rebar=64 forged steel).

Coal(chemical) only be bought from a traider or loot ?

The amount Coal (chemical) that I find is enough for just a couple of block Hardcretemix-steel rebar. :wink-new:

Edited by konik (see edit history)

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Posted (edited)
I will say again about the forged steel. Now it's unlocked. But for crafting it is necessary besides such things as Ferrostone (or Iron ore) and Lime Powder also Coal (chemical).

Chaircoal (chemical) I found near building Mining coal ( and underground yet). But I can't craft Coal (chemical).

Similar to craft 1 block Concretemix-iron rebar to make 1 block Hardcretemix-steel rebar I need 64 Forged steel ( 1 block = 16 buckets=64 steel rebar=64 forged steel).

Coal(chemical) only be bought from a traider or loot ?

The amount Coal (chemical) that I find is enough for just a couple of block Hardcretemix-steel rebar. :wink-new:

 

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.

Edited by Haidrgna (see edit history)

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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.

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Posted (edited)

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.

Edited by Haidrgna (see edit history)

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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.

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Hi I'm interested in trying the mod but I can't seem to find any link for a direct download of the files. LOL I probably overlooked it but I prefer to manually install my mods on separate game directories. :)

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