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What Gnamod do you use?  

19 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
      5
    • 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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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. :)

 

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.

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Posted (edited)

Hi, Haidrgna !

I want to show some moments of the game. Version latest at this time.

 

1. When connect wire tool to electrical device ( for example, generator bank) then FPS fall down with values 2...8 units

Before connecting and after connecting:

0612229299c8d6b8227b985f4699ddda.jpg.169bed2243a93d6b65c84a2971160175.jpg

897799c98c8bce48b90762753ae04fe0.jpg.7c988ef301a2d8e07aa88425c036214c.jpg

Edited by konik (see edit history)

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2. When I craft second workbench then copied some tools like Pen set and Pencil.

3. I find many engines when disassembled car. They have different sale price and accordingly different power. But pictures all engines are same color.

At the same time batteries have different colors.

4. On the work stations like worktable, workbench, cement mixer produced materials are differences values than they have in stack.

For examlpe, Sawed wood have in stack value 500. In worktable produced in stack value 496.... But it's not critically. :)

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And one more thing.

In winter biome in some place have crash game after blow to the plant.

 

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Hi, Haidrgna !

I want to show some moments of the game. Version latest at this time.

 

1. When connect wire tool to electrical device ( for example, generator bank) then FPS fall down with values 2...8 units

Before connecting and after connecting:

 

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.

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Posted (edited)

I dug hundreds of blocks in the horizontal plane, dozens of blocks up and down in the wasteland and found only a significant amount of iron ore deposit. It seems that there is only iron ore deposit in version 1.7.3

 

Damaged items such as wood bar, iron bar, solar bank cannot be repaired.Some wood spikes can be repaired after damage, and some wood spikes cannot be repaired.

 

Despite the previously described bugs this mod gave a new feel compared to the vanilla version of the game.

Edited by konik (see edit history)

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I dug hundreds of blocks in the horizontal plane, dozens of blocks up and down in the wasteland and found only a significant amount of iron ore deposit. It seems that there is only iron ore deposit in version 1.7.3

 

Damaged items such as wood bar, iron bar, solar bank cannot be repaired.Some wood spikes can be repaired after damage, and some wood spikes cannot be repaired.

 

Despite the previously described bugs this mod gave a new feel compared to the vanilla version of the game.

 

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.

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This might be a long shot but... is there any chance of having the Zombie and Animal randomization only somehow? I've been wanting that, especially for the zombies, for a good while now, but am not looking to change the current gameplay as much as gnamod otherwise does.

If no, I completely understand. I'd try my hand and doing it myself, but lack the necessary skills.

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On 27.03.2020 at 16:16, Haidrgna said:

 

Ссылка находится на главной странице, довольно большая с Download здесь, но вам нужно пролистать несколько изображений, чтобы получить ее. Думаю, я тоже поставлю один сверху.

In the beginning, very large pictures!
I also searched for three days, a link :))

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On 5/24/2020 at 10:20 PM, Ihmislehma said:

This might be a long shot but... is there any chance of having the Zombie and Animal randomization only somehow? I've been wanting that, especially for the zombies, for a good while now, but am not looking to change the current gameplay as much as gnamod otherwise does.

If no, I completely understand. I'd try my hand and doing it myself, but lack the necessary skills.

Not for A18 with A19 being so close. I cannot rule it out for A19, but it currently is not on the roadmap for me. Separating the zombies from the core is not easy and if I would do it, it would become a seperate modlet the core would use as well. Gnamod does not just mix up things a bit, it is a total rewrite of entityclasses.xml, spawning.xml, gamestages.xml and spawninggroups.xml for the zombie and animal bits alone. They also use bits in other files to work. 

But there is always the off chance in the future for me making modlets that contain watered down features from Gnamod Core, such as a Block Shape pack, zombie rewrite etc, but the way I generally make this (total rewrite) makes it incompatible with other modlets and I do not really want to deal with people getting upset because a Gnamod modlet does not play ball with their other favorite modlet.

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On 5/31/2020 at 8:17 PM, Haidrgna said:

Not for A18 with A19 being so close. I cannot rule it out for A19, but it currently is not on the roadmap for me. Separating the zombies from the core is not easy and if I would do it, it would become a seperate modlet the core would use as well. Gnamod does not just mix up things a bit, it is a total rewrite of entityclasses.xml, spawning.xml, gamestages.xml and spawninggroups.xml for the zombie and animal bits alone. They also use bits in other files to work. 

But there is always the off chance in the future for me making modlets that contain watered down features from Gnamod Core, such as a Block Shape pack, zombie rewrite etc, but the way I generally make this (total rewrite) makes it incompatible with other modlets and I do not really want to deal with people getting upset because a Gnamod modlet does not play ball with their other favorite modlet.

That's understandable, and I was prepared for it not being possible or feasible to do. Thank you for answering, I'll keep an eye out in case of the off chance panning out ^^

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I have just recently downloaded the mod to try on our multiplayer world, however when launching the game all the UI is sat in the middle of the screen and nothing I can do changes this...is there a command to reset it all...would really love to play this...

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Posted (edited)
5 hours ago, Amrath said:

I have just recently downloaded the mod to try on our multiplayer world, however when launching the game all the UI is sat in the middle of the screen and nothing I can do changes this...is there a command to reset it all...would really love to play this...

I have never heard of this before, could you post some more information, maybe a screenshot of the problem you are facing? As far as I know the UI should always scale to the settings of the client, I tested the UI on various resolutions and it worked on all 16:10 and 16:9 aspects. Perhaps you have a configuration I am not aware off or some modlet installed that changes stuff up as well?

Edited by Haidrgna (see edit history)

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Hi, I use the MOD launcher to install and have both mods (Core and CoreUI) but this is what happens when I try and launch the game and no matter the resolution, fullscreen or not it does not change..

ingame.png

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5 hours ago, Amrath said:

Hi, I use the MOD launcher to install and have both mods (Core and CoreUI) but this is what happens when I try and launch the game and no matter the resolution, fullscreen or not it does not change..

ingame.png 0 B · 1 download

I think something went wrong with your attached file, its got nothing in it (its an empty file of 0 bytes).

 

I will likely also need to see your game's log files and maybe some other stuff that might be the cause of this to rule out any assumptions. You are so far the first to report this issue, so there could be something else at play here:
- An old version of windows or non windows OS messing stuff up. (unlikely)
- Additional screens connected with a different native resolution causing the game to do something odd. (unlikely)
- One or more other mods are installed that mess with the UI/HUD causing it to misbehave. (possible if you had mods installed on your base installation)
- Somehow incorrectly installed as you do not need only install Core on the launcher and it will install CoreUI along with it.(unlikely if you only used the launcher)

A video of the problem could help too, or you could join my Discord so you can link and drop stuff there and I can investigate. But without info I cannot do much.

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I have just noticed SMX MOD has been installed on my clean copy so am going to delete my master copy and then see if that sorts things out...have tried to re-upload the image but get error code 7???

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2 hours ago, Amrath said:

I have just noticed SMX MOD has been installed on my clean copy so am going to delete my master copy and then see if that sorts things out...have tried to re-upload the image but get error code 7???

If SMX was still installed that would do it yes, that has a different way of dealing with UI stuff and thus likely will interfere with GnamodUI. Perhaps you can link a screenshot uploaded with steam the next time (like how I do the pictures on the first page).

Also it is good practice for everyone when using the Mod Launcher to keep your original game copy clean, use that for vanilla gameplay and do not install mods there unless you are low on disk space. The Mod Launcher makes a copy of that installation so if it is modified (or worse has modified dlls from another mod) weird stuff will happen. The Mod Launcher will use this copy to install any mods on, and an Overhaul mod like this only works on a clean installation.

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Hi Haidrgna, Did you release Horde mode in the latest update?

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9 hours ago, Amrath said:

Hi Haidrgna, Did you release Horde mode in the latest update?

The latest update is not out yet, there is only a very early Alpha of it on the launcher but that is so behind on what I have in dev right now.

I am nearly done with all balance changes I am doing, need to finish up a couple of localizations and other issues caused by my generic code. I am aiming to clear that all today and get the Horde Mode vendors redone. Once those are done I likely will release a test version pretty soon, my aim is to have 0.8 out on the Latest branch soon and move it to stable sometime after if no bugs pop up. This update will surely break savegames so it needs to be good before it goes to replace the current stable.

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Good work buddy, if you do manage to get it complete let me know cos we are looking for a new MOD to play and I remember Horde mode from A17 it was excellent

 

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54 minutes ago, Amrath said:

Good work buddy, if you do manage to get it complete let me know cos we are looking for a new MOD to play and I remember Horde mode from A17 it was excellent

 

Yeah when it is stable I will post here and update the post for it as well. It's getting real close, just ironing out some bugs and inconsistencies.

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Just a small update.

Gnamod 0.8 Alpha 3 including Horde Mode as a modlet is out on the Mod Launcher for testing and tuning. If people want to give it a spin to try out I appreciate feedback on the new balance for both the Core mod and Horde Mode. My plan is to push it all out to stable before the end of this week, most likely sooner if I do not encounter any breaking issues.

Once that happens I will post a proper update here with release notes on all that has been changed and altered and also restructure the download on the Mod Launcher. I noticed that having seperate downloads for CoreUI on there is only confusing and thus I will be removing them. Instead there will only be two or three downloads there: Stable, Latest and possibly an experimental or temp download version for testing/releasing.

The Mod Launcher and modlets in general allow relative ease of finetuning for the user and I will further use this in the future. This means a Gnamod download will include all the modlets associated with it (Currently: Core, CoreUI, CoreUI Classic Toolbelt and Horde Mode). Classic Toolbelt and Horde Mode will both start off disabled and be optional for users that want to play these modes. There is no real need to require multiple installs for what is essentially only a couple of simple tweak files (As 99% of the mod is still in the files of Core). This also means people that just seek the UI can either just turn off the Core mod or use the modlet version that is hosted by my friend Ragsy and available through the Mod Launcher manage modlets. 

In the future I want to expand the modlet selection for Gnamod Core further by adding back modes such as Nomadic, Last Stand and Necropolis and perhaps other tuning mods for difficulty such as a more Survival oriented or Romero style gameplay. But this all will happen somewhere after the full release of A19, possibly around 19.4 most likely. I will of course start porting over the mod as soon as experimental is out but I estimate it will take some time like it did when A18 was released. 

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Posted (edited)

Alright everyone, the waiting is finally over as I have just released Gnamod 0.8.0 to the Mod Launcher stable and will very soon also update the manual download packages.

 

Here are some Highlights:

- Horde Mode is back. It is part of the download from the launcher and can be enabled with the 'Manage Modlets' button. It comes with 3 maps to play on with difficultly based on the biome you start in.
- Full economy and trader overhaul: All prices redone from the ground up, calculated prices based on raw materials. Traders have specialized stocks, lost their compound damage immunity and have more different vending machines available.

- Fixed a load of exploits that existed in the previous version while balancing.

- Improvements done to loot balance, progression balance and zombie spawning. A lot of the strong zombies do no longer spawn in the lowest gamestage group(s) and the daytime biome spawn also had them removed. This means a new player should see less Boss zombies, exploding ones and demolishers. 
- Added some tuning for the difficulty settings to offset the spongyness of zombies on higher settings with a damage bonus. This does not negate it but reduce it's effect. Other factors like increased food and water consumption compensate in the higher difficulties.

 

Full Changelog Gnamod 0.8

 

Game Modes

Added: Horde Mode is back. Horde Mode is a modlet that comes with Gnamod and needs to be enabled first before playing. It comes with 3 maps currently (Easy, Normal and Tough) that start you off in the center of the world next to a Beacon. This Beacon attracts zombies and you need to defend it for as long as you can against ever increasing hordes of zombies. The Beacon sells items you need, and zombies drop cash in the bags they leave behind.

 

Biomes

Added: New biome pond deco prefab added to all but the wasteland to offer some additional water sources.

 

Changed: Redone ore distribution in all 5 biomes. Each biome is now having a primary and secondary type of ore. (Forest: Iron/Silver, Fields: Lead/Iron, Snow: Coal/Zinc, Desert: Shale/Copper, Waste: Niter/Gold). Ore clusters can be identified by their color on the map, clusters could be bigger than shown there. Going deeper means the clusters are denser. Ore clusters manifest as stone terrain on the surface but may be hidden until hit.

 

Changed: Limestone layers separate stone layers. Granite is now always on the deepest layers of the map; in mountain areas this means more stone layers.

 

Changed: Roads now spawn with dirt spots again. May take a bit to appear in new games or when exploring at higher speeds.

 

Changed: Rebalanced mine counts on roads.

 

Changed: Conifer stumps are now higher and more varied in length, same goes for the vanilla stump.

 

Loot

Added: Plundered variant of lockers.

 

Changed: Loot sources like crates that are used to stack items on never produce nothing, instead they will produce cardboard boxes to prevent floating items.

 

Changed: Cardboard boxes have better loot than the small brown boxes now.

 

Changed: New placeholders for all existing loot crates to further randomize pre-placed loot in prefabs.

 

Changed: Construction loot now drops individual parts rather than complete construction materials.

 

Quests

Changed: All rewards from trader quests are redone, you will get more choices, but it is also more random. Only a small bit of money is offered but they will often offer cash as reward choice as well.

 

Changed: Challenge quests are now a lot harder and spawn a lot of zombies, need to kill a lot more to complete. They reward a skill point now so should be worth it if you dare them.

 

Changed: Removed Animal challenge quests because they were nearly impossible to complete.

 

Blocks

Added: New helpers for containers: Bags, Lockers, Small Safes and Large Safes.

 

Fixed: Player craftable blocks can be repaired and upgraded using Gnamod building materials.

 

Changed: POI structural blocks now all use new master blocks for strength and harvesting.

 

Changed: Palisade Spikebed and Porcupine traps temporary removed from crafting due to issues with them.

 

Changed: Condensed the block shape helpers into Wood, Iron and Steel. These contain doors, hatches, bars and most of the furniture shapes.

 

Changed: Updated all Horde Mode Beacon blocks to work again as intended.

 

Economics

Fixed: Closed several loopholes that existed with scrapping materials, opening bundles and traders.

 

Changed: Completely rebalanced economics from the ground up. This means all raw resource prices were evaluated and altered, then cascaded down into everything crafted from them. This resulted in most prices now more accurately reflecting the actual worth based on their raw materials.

 

Changed: Gnamod now has its own item categories and most items have been altered to fit one or more of these. Each workstation currently still shows all categories. In the future, these may only show relevant categories. Category order is still a work in progress.

 

Changed: Trader stocks have been completely rebuilt from the group up. All traders have their own specialization in secret stash and the number of items they have change daily. General stock contains more raw resources.

 

Recipes

Added: Low tier weapons and tools now have an always unlocked recipe at increased cost.

 

Changed: Reevaluated a lot of recipes during the economics rebalance. A lot of items now have a bulk recipe, especially those that would output more items.

 

Changed: Weapons, tools and armor now use fewer special parts when you become more proficient in crafting them, other raw materials used in them use fixed amounts.

 

Items

Fixed: The special arrows and bolts should now work more as expected and deal damage on their explosions that is meaningful.

 

Added: Multi-use items, currently only 2 exist: Rations and First Aid Kit (replaces the vanilla one). These items can be used from the belt only but have multiple uses depending on their quality. More quality means more uses. Note that the First Aid Kit does not heal as much per use, but can be used multiple times to stop a bleeding.

 

Added: New set of canned food, with opened and spoiled variants. Most of these new canned foods need a can opener to be opened, the spoiled ones can be consumed directly at a risk. These replace the vanilla canned foods.

 

Added: New resource items to use in crafting.

 

Added: The Hoe returns as craftable item. It can be used to till the earth and upgrade tilled dirt with Nitrate so that plants can be farmed on normal soil once again. Crafting is unlocked with Living of the Land.

 

Added: Arrows and bolts can now be unpacked into their core components.

 

Added: Bulk items that are using for the bulk crafting recipes. These unpack in 25, 50, 100 or 1000 items depending on the type.

 

Added: New workstation tools for certain crafting activities: Chisel for stone hewing, Can Opener for opening canned foods, Sewing Kit for making clothing items, Table Saw for advanced sawing.

 

Added: Quest for resetting Horde Mode.

 

Changed: Welder is now used in many advanced crafting and thus gates crafting the higher tier tools and weapons.

 

Changed: Weapon Flashlight and Single Storage Pocket mods are now always unlocked to craft.

 

Changed: Brick is now Brick (Clay) and granite for building is replaced with Brick (Granite). These granite bricks need a Chisel to be made from raw granite.

 

Changed: Upgrade tools now progress rather than upgrade all. Stone axe upgrades Wood, Platedwood and Flagstone. Hammer also upgrades Scrapmetal, Brick, Iron, Granite, Steel and Concrete. Nailgun is required for the Stainless and Hardcrete materials.

 

Changed: Redone stack sizes for all items and blocks according to function and need. Most consumable items will have a stack size of 10 and raw foods 50, while most resources will go 100 or higher.

 

Changed: Meats now fill up more so should be a viable meal source.

 

Progression

Added: Balance based on set difficulty. XP gains are lower in higher difficulties. Higher difficulties get a damage boost to offset the reduced damage from the setting but get increases to food and water consumption.

 

Changed: Rebalanced XP gains and required XP for leveling to slow progression down and reduce excessive XP gains from certain activities (selling, looting and building).

 

Buffs

Changed: Reworked the Lucky buff, it can now happen at any moment an action is completed and has randomly rolled values that apply for its duration. They affect dismember, damage, treasure radius and loot gamestage. Effect last 1 minute and cooldown lasts 9 minutes.

 

Traders

Added: Traders now show up on your HUD if you are within their influence and you get a message if you enter or leave it. Traders do not like it if you stay in their influence for to long.

 

Changed: Redone all 5 trader settlement POIs. They are no longer immune to damage, except for the block the trader stands on. They have been fortified with traps and have more vending machines added.

 

Changed: Traders are now specialized in what they sell in their secret stashes. They have 1 primary and 2 secondary specializations, which can be discerned from the vending machines at their settlements.

 

Zombies

Changed: Zombies are no longer ragdolled on spawn, instead they show as if shocked. This is to randomize their walktype.

 

Player
Added: Journal tips for Geology, Blueprints, Building Materials and Workstations.

 

Changed: You now start with 1 torch, 1 bedroll and 1 trader advertisement on your belt and you are gifted Rations and a First Aid kit.

 

Changed: Player backpack now uses the yellow bag and is 1.5 times bigger. This should make it easier to find and recover gear.

 

Spawning

Changed: Rebalanced spawning to give the very early game a bit more of a break. Removed Arnold (demolisher) and radiated zombies from lowest spawn groups and daytime biome spawns. Reduced counts of special zombies in these groups as well and removed the exploding zombies from them.

 

Changed: Wandering Hordes now come with an initial spread out horde and repeat a set of spawns every 2 hours to repopulate the wilderness.

 

Changed: Bloodmoon hordes have been redone and now repeat a couple of waves and include more animals and stronger zombies at the start of each wave. Each stage has a very high-count group at the end so the horde will not stop early, these are limited to lower alive at once and weaker zombies.

 

Random Gen

Changed: Worlds now contain a higher level of water so there will be lakes and ponds in the world naturally.

Edited by Haidrgna (see edit history)
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Posted (edited)

Might wanna double check your crossbow bolts and arrows, to verify working as intended. Getting some weird stuff with them acting as containers. Stone bolts appear to be missing from the hold-R selection wheel and the following line should be updated in Localization.txt:

 

junkLeadScubaweightDesc,Gnamod,"A lead scubaweight previously used by scuba divers to weigh themselves down. Can be scrapped for the raw material or sold."

 

replaced with:

 

junkLeadScubaweightDesc,Gnamod,"A lead scubaweight previously used by scuba divers to weigh themselves down. Can be scrapped for the raw material or sold."
junkLeadTrophy,Gnamod,Lead Trophy
junkLeadTrophyDesc,Gnamod,"A trophy made from lead. Can be scrapped for the raw material or sold."

Thank you Haidrgna - keep up the great work on this fantastic mod! Looking forward to A19 and your next big update.

Edited by Cernwn (see edit history)

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Posted (edited)
On 6/22/2020 at 9:09 AM, Cernwn said:

Might wanna double check your crossbow bolts and arrows, to verify working as intended. Getting some weird stuff with them acting as containers. Stone bolts appear to be missing from the hold-R selection wheel and the following line should be updated in Localization.txt:

 


junkLeadScubaweightDesc,Gnamod,"A lead scubaweight previously used by scuba divers to weigh themselves down. Can be scrapped for the raw material or sold."

 

replaced with:

 


junkLeadScubaweightDesc,Gnamod,"A lead scubaweight previously used by scuba divers to weigh themselves down. Can be scrapped for the raw material or sold."
junkLeadTrophy,Gnamod,Lead Trophy
junkLeadTrophyDesc,Gnamod,"A trophy made from lead. Can be scrapped for the raw material or sold."

Thank you Haidrgna - keep up the great work on this fantastic mod! Looking forward to A19 and your next big update.

 

Thanks, I will add the missing localization for the upcoming 0.8.1 update I am working on to release later today.

 

I am not sure what weird stuff you are seeing, the arrows/bolts are supposed to be 'opened' to get raw materials back, is this not working properly you are saying?

The stone bolts missing is an interesting side effect of a recent change it seems. I wanted to have more of the special ammo available on the T1 bows, but the crossbow has no T0 so the same change to the crossbow kind of rendered the stone bolts useless. The game only allows up to 10 different items in a radial menu before erroring out, so that hard limit is what caused the issue. I guess the T1 bows will have to lose another type of ammo than the stone ones then, will have to see what is the best choice.

 

Correction, seems I made a change to the UI to allow more than 10 radial menu items, so I guess I could easily make all ammo available to each of the bows and crossbows. There will be some minor overlaps on the circles but it seems to work just fine.

Edited by Haidrgna (see edit history)

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