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A16 - GNAMOD World {Improved of RWG world, Improved loot balance, Improved spawns}


Haidrgna

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Welcome to GNAMOD WORLD

 

(FOR THE ALPHA 17+ Versions of this mod: Click Here)

(FOR THE ALPHA 16 Versions of this mod: Click Here)

 

Gnamod World is the product of many hours of tweaking the rwgmixer.xml AND the biomes.xml files to produce a world that looks much better than the vanilla version of Alpha 15. It creates more believable worlds with snow capped mountains and rolling hills. Grasslands flow into forests and then into pine forests on the highlands which in turn flow naturally into snow covered areas.

 

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This mod currently has Four versions, but for the Nomad Mode version I will be making a new thread because its a unique stand alone mod.

- Gnamod World Standalone (The full mod)

- Gnamod World ONLY (Only the RWG world to use with vanilla or other mods)

- Gnamod Valmod Fix (Specific fixes for the popular Valmod)

- Gnamod Ultra Nomad Mode

 

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So what is Gnamod World Standalone?

 

Gnamod World Standalone aims to augment the vanilla experience of the game while also increasing the challenge that the game offers. The standalone version of this mod is intended for people that find not enough challenge in the default settings or those that want a change of scenery. If you are relatively new to the game this version of the mod may be to challenging and then the World ONLY version is recommended.

 

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Key features:

- All biomes have been rebuild from the ground up, this means that they all have different decorations and in different quantities. Some biomes still look mostly the same while others might not look the same at all. New biomes were added using Navezgane biomes unused in RWG.

- Biomes are: Grassland (former Plains), Forest, Pine Forest, Pine to Snow Transition, Snow, Forest Wasteland (former Burned Forest), Plains Wasteland (former Wasteland), Desert, Swamp (water biome), Central Wasteland (map center), Nuclear Winter Wasteland (outer ring) and Radiated.

- Unique terrain generation and biome distribution rules that create a stunning world, very consistent but also very random.

- New rules for cell hub spawning and POI spawning, creating more wilderness POIs and replacing towns/cities with rural hubs everywhere except for the center which has a small city with good POIs. This is done due to the ugly effects of current city and town spawning.

- Redone all vanilla POI files so that they create better spawns, spawn in the correct biomes and show up in the world. This includes the school and hospital POIs which albeit rare can show up in the world.

- Completely re-balanced and custom made loot.xml file. This features less emphasis on quality based on level, but gives you increased chances to find loot, effectively increasing quantity, when you level. Rare items became rarer and common items should still show up. You can get lucky and find much items in certain containers. Designed for NO or 30 day loot respawn.

- Redone zombie spawning, POIs spawn more and more challenging zombies, every biome has its own spawn lists, animals are abundant at start but sometimes appear dead and they wont be back for a long time so you can run out of animals after a time if heavily hunted.

- Improved trader should now sell more stuff. (Vending machines I wanted to be single use, but seems to have broken them, but I am ok with it)

- Some alterations to stack sizes and other small quality of life fixes. Zombies are slightly tougher so the game plays well on Nomad difficulty.

 

Servers:

If you own a server running my mod post your IP here if it is public, would be nice if players can find servers that run my mod.

 

 

Download Here

 

 

Here are some more teasers: Link to rest of screenshots

 

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Videos:

 

ОТКРЫТЫЕ ИГРОВЫЕ МИРЫ (I think this translates to Open World Games?)

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Hmmm...interesting screenshots...

extraordinary landscapes, it is very intriguing to me :)

..some views are simply stunning.

 

One of them, I see that you added a factory in rural...I did it too...I have some idea regarding this. You can edit the prefabs?

 

Third from the top screenshot with the snow and the pole is RWG or Nav ?

 

I'll look this :cool: !

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This looks great~ I like the idea of having just one central super city.

 

Would it be possible to have just the world generation and POI files? That way we can have options to play with the default loot and zombie spawning settings. ;)

 

Though its mainly because I do like to tweak the default loot xml and zombie spawning xml files myself to suit my playing preference :D

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Well, first impressions now playing it:

 

1. The terrain is BRILLIANT! It's like Navazgane for Random Gen. Top notch.

 

2. The first POI was guarded by a cop - OUCCCHCHCHCH!!!! - you try killin' a cop with a level 1 wooden club - lol. I must'a hit 'im like 50 times. I had to run around the house to craft a second wooden club!

 

3. Found in POI that only spawned the first row of house blocks. Will see if I find more like that.

 

4. Potato plants in the wild - seems a little odd, since that'll make food a sinch, but no worries.

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Ok, 3rd cop down. Well, 2 down, 1 led very much astray. Played about 30 minutes now. Some issues.

 

1. Cops - at level 1, 2 and 3, not real easy. Hopefully level 4 will be much betterer.... lol.

 

2. POI roads - are roads, not gravel paths. Design choice?

 

3. Most POI roads have a 5 or so block sheer drops or rises immediately from the main road. Kinda odd lookin', but it has allowed me to trap a few beasties for leather for my first forge.

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This looks great~ I like the idea of having just one central super city.

 

Would it be possible to have just the world generation and POI files? That way we can have options to play with the default loot and zombie spawning settings. ;)

 

Though its mainly because I do like to tweak the default loot xml and zombie spawning xml files myself to suit my playing preference :D

 

+1

 

nice work here. but just a worldgen mod would be supercool.

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Thanks for the feedback guys :)

 

About the zombie spawning. This is mostly intentional, but its also the first iteration of it, hard to control a good distribution of certain zeds, an yes I agree getting cops at level 1 is tough, but they are killable at level 1 with a bow and maybe some spikes. POIs are meant to be a challenge to take, well certain ones are. In this version all the large and extra large spawners use the Wasteland group I made, when I have more time I will give POIs that spawn only in wasteland these groups and make certain shops that spawn in rural too have the normal groups. I deliberately started off high, so can easily go down after some testing and feedback.

 

- - - Updated - - -

 

Hmmm...interesting screenshots...

extraordinary landscapes, it is very intriguing to me :)

..some views are simply stunning.

 

One of them, I see that you added a factory in rural...I did it too...I have some idea regarding this. You can edit the prefabs?

 

Third from the top screenshot with the snow and the pole is RWG or Nav ?

 

I'll look this :cool: !

 

All of this is Random Gen. the lanterns, power poles, traffic signs I added to decoration pool of wasteland biomes.

 

For prefabs I only edited the xml to allow them to spawn in the wild in certain biomes and to add/improve spawners. With current bug in A15 that errors clients when connecting to a server running custom prefabs I am not sure I want to add in new ones. But when thats fixed, yes that would be be very interesting.

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This looks great~ I like the idea of having just one central super city.

 

Would it be possible to have just the world generation and POI files? That way we can have options to play with the default loot and zombie spawning settings. ;)

 

Though its mainly because I do like to tweak the default loot xml and zombie spawning xml files myself to suit my playing preference :D

 

The files contain a readme I added which have instructions to only use the world and not the rest. You can easily leave out certain xmls actually. The only ones you need for a full experience of this RWG are the prefabs, biomes, rwgmixer (and blocks/localization to fix an issue when using certain prefabs as decoration with placeholder blocks). The rest is optional, traders adds in lot of extra stock for them, loot rebalances the loot which you should try out (lot of work in that one too), items mainly adds in some stack size changes, and entitygroups/spawning/entityclasses for the zombie spawning and some updates to their health and lootgroups.

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Ok, 3rd cop down. Well, 2 down, 1 led very much astray. Played about 30 minutes now. Some issues.

 

1. Cops - at level 1, 2 and 3, not real easy. Hopefully level 4 will be much betterer.... lol.

 

2. POI roads - are roads, not gravel paths. Design choice?

 

3. Most POI roads have a 5 or so block sheer drops or rises immediately from the main road. Kinda odd lookin', but it has allowed me to trap a few beasties for leather for my first forge.

 

Cops (see above)

 

POI roads are indeed all asphalt, which I think looks better and is also a design choice due to gravel being used for mining mainly to avoid more terrain texture glitching.

 

The drops on the roads I cannot do much about, the terrain is more bumpy so it occurs more often than vanilla and the POI roads do not flatten the terrain like the big roads do, who actually cause these drops because they just carve a path out most of the time. I hope socket roads will improve this. Same goes for the POIs that spawn only half or partial, this is probably due to other decorations being placed there first that cause some not to show up. Its been this way since a few alphas, unless I actually know what causes it I cannot really fix it, I suspect that once sockets are in fully we will be rid of it.

 

Edit: I just realized again why I added the spawning in, if you go back to vanilla you will need to add in a spawning for certain biomes (or at least copy the whole first section of my spawning file). I reused the city, city_wasteland and wasteland_hub biomes. The last 2 wont be an issue since they are both still wasteland and thus will give you appropriate spawns. city however is not and is used as transtion biome on snowcapped mountains. You will see lot of dogs there as city is diersville, but it should still be playable.

 

I will probably add in some variations later (or tune it once I have had time to actually play it longer myself) so that its not extreme hardcore mode for everyone.

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Nice work on the mod. A bit too much for my wife on the spawns but I'll keep it for my sp games :)

 

Outside the cops (arggh! lol), I've been mostly enjoying the spawns. My very first night in a POI, I had a steady trickle of zombies throughout the night, including a spider and a screamer that kept me and I may Quality 9 Iron Club pretty busy.

 

The cops I'd change, cause taking down one of them with a level 1 wooden club was an absolute marathon - had to take several breaks to regen stamina, and he done just about levelled the POI I was using as shielding during my breaks.

 

And this was at Nomad, I'd hate to think how long it would have taken at Insane - lol!

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I have updated the structure of the download file and included a small fix to the groups so there should be not as much cops anymore around POIs. They will still show up, think around average there is a 2% chance a zombie is a cop. I would expect the added dogs in the world would cause more issues tho, but I have never tried to kill a cop with a wood club, I always use a bow and sometimes spikes :D

 

But the mod is actually intended to play around default settings, like nomad, warrior at max, otherwise it will soon overpower a player at the beginning with also the loot balance.

 

The spawning adds in extra zombies at night, and a portion of the world zombies is simply 1 time, they take 9999 days to respawn, while a small portion will return in 7 days. So initially its more, but if you clean house they become manageable. POIs respawn every 30 days, assuming loot respawn of 30 days (tho no loot respawn is recommended).

 

The hordes are all escalating over time, including screamers and screamer hordes. This is generally after day 28, 70 and 140. This means not only more spawns but also from lists with increased chances for bad ones. Screamers come with escorts (or more screamers depending on your RNGesus) at some point.

 

I added in 2 spawn options to use, an easier one that will even reduce cops more and one that uses all vanilla spawngroups on top of that, which probably eliminates most cops/dogs except for those few that use the wasteland groups.

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Outside the cops (arggh! lol), I've been mostly enjoying the spawns. My very first night in a POI, I had a steady trickle of zombies throughout the night, including a spider and a screamer that kept me and I may Quality 9 Iron Club pretty busy.

 

The cops I'd change, cause taking down one of them with a level 1 wooden club was an absolute marathon - had to take several breaks to regen stamina, and he done just about levelled the POI I was using as shielding during my breaks.

 

And this was at Nomad, I'd hate to think how long it would have taken at Insane - lol!

 

Yeah, redid a few things to tone it down a bit so me and my wife can both play it :) Everything else plays nice so far and I am enjoying the scenery and atmosphere it brings.

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In favor of the unexpected difficulties like cop:

I also like to add in my mod surprises like these. I believe that this may not be a problem for game balance. If you can't kill anything - nobody forces you to do that. So, while should not go there. Do not go ahead like a tank - go around the obstacle!

 

About the "rural hub" for the factory:

I noticed that the "rural hub" is smaller than the prefab factory. So i made a separate "rural hub" for factory, hospital and hotel (large). I also replaced the layer (factory prefab) with "destroedstone" to "terrainfiller" - now it looks better, regardless of biome.

Plus <property name="AllowTopSoilDecorations" value="True" /> to fill area of factory from decoration of biome.

 

My mod too is ready for the A15, but I'm also waiting for some bug fixes regarding prefabs...

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Yeah those bugs are annoying, the reason I avoided changing POIs or adding custom ones, so factory will only spawn where the terrain matches for now, not in rural hubs. I like a mod to work properly for a server owner too, that anyone can join their server and play the game without worrying about mod files or missing icons.

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Thats by design swidler, towns/cities make huge holes in the world. There are more than enough POIs spread around the land, and almost all of them spawn.

 

Besides leaving ugly holes, towns and cities provide so much loot that its hardly worth to explore once you find one, while now you will need to keep looking and going into tougher biomes to find those precious POIs that have great loot such as the big gunstore etc.

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Love the look of the terrain in the pics. I've been following your progress in the mixer thread so its good to see it out as a mod ;)

 

A quick look at the spawning I saw you have ramped up the scout spawns a huge amount. Not sure if that was your intention but at day 1-70 there will be a stream of 20 screamers per heat wave, each of which can summon. Given I could see multiple screamers from a couple of fires going this could be way more than anyone could handle early on.

 

I guess if you were aiming for people to be extremely careful about their heat then this is good ;)

 

at day 106+ with the ferals and dogs also as scouts and able to summon things will get extreme pretty quick :) There's no way you could kill potentially 8 screamers, 8 dogs, and 4 ferals before they can summon,

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