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A16 - Gnamod


Haidrgna

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Welcome to GNAMOD

 

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

 

What is Gnamod?

Gnamod is a collection of mods that aims to create a unique and mostly challenging experience to players that have beaten the base game but find that it does not offer them the same challenge it did when they first started playing. Gnamod will bring back that feeling again to veteran players and will offer a diverse range of challenge modes.

 

Gnamod is based around one central mod that is called Gnamod Base, the other challenge modes are all extensions or modifications of this mod, using most of the rules set there. This means that many aspects that make Gnamod unique are in this version. It is also the closest to the vanilla game and offers similar but far more challenging gameplay. Survival in Gnamod is not guaranteed, adapt or die trying.

 

Besides the Base mod there currently exist 3 diverse challenge modes that greatly change how the game is played:

 

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Horde Mode:

Protect the Beacon, Buy Supplies and Kill Zombies for cash. The Beacon has your supplies but also attracts waves of increasingly more and stronger zombies. Use the Vendoneer perk to increase the stocks of the secret stash and build a base to withstand the assault.

 

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Nomad Mode:

You are left behind by your friends with a backpack full of supplies and weapons. Your goal is to roam around the world and survive. But you cannot build anything without a workbench, which makes that you will have to move from house to house and town to town fighting for your life when the zombies attack during the night.

 

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Necropolis:

You are one of the few humans left alive in the remains of a once great metropolis, which is now a Necropolis. It is now the home of the living dead and littered with the remains of warfare. This is your home, you have no choice but to endure and survive. During the day the zombies mostly hide in the bigger buildings that are still standing or bathing in the radiation that surrounds the city, but at night they roam the land in search of food: You!

 

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DOWNLOAD

 

How to install?

In the Google Drive folder that the link takes you to you will find at least 1 zip file for each currently supported version of Gnamod. Download the one you like and open or extract the contents. You can then copy the entire contents directly into your game folder (it should overwrite files in the Data folder and add a Mods folder). Make sure you have a fresh copy of your game if you previously installed any other mods.

 

Why no Bigger Backpack?

The bigger backpack mod to me makes the game to easy, especially in a challenge mode such as Nomad Mode it defeats the purpose of having to choose what to bring if you can basically bring everything with you. I will therefore not offer any versions of Gnamod with this added.

 

<UNDER CONSTRUCTION>

I am still working on completing the documentation for Gnamod and in the upcoming week will be going over this thread many times to add and update it. I will add new pictures of the various modes to showcase whats done and I will update the post below with additional information. Finally the last post on this page I will use to post a changelog after 1.01 is finished, which should be available to download and in the Mod Launcher soon.

 

Known Issues:

- The molotov and similar effects can cause desync in peer to peer games. Since the effect is used heavily in this mod it will happen more often. If you intend to seriously play Gnamod in multiplayer I suggest setting up a local dedicated server (under Tools in steam) rather than connecting directly.

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Gnamod Base

Gnamod Base is a standalone core experience extension mod. This means that the mod focuses to retain the core 7 Days to Die experience but with more focus on Survival and an overall difficulty increase that doesn’t just increase the zombie strength. This mod will have you on edge trying to survive and will make looting rewarding again without giving you everything you need within a few days. Becoming self-sufficient will be harder and more rewarding. This all set in a completely custom tailored random gen world with specifically designed biomes to create an as realistic as possible apocalyptic world. On top of that the zombies have been improved and enhanced, you will see them behave differently and you will see more of them. They will be harder to fight and there will be times where you will need to run. Survival in Gnamod is not guaranteed!

 

Features:

 

Loot Generation

The focus lies on a completely custom and overhauled generation of loot. This generation of loot is the core of Gnamod, it greatly reduces the effect of leveled loot while replacing it with a system where the amount of loot scales with player level. This means that the chance for a container to contain more than the default loot or nothing increases over time. The custom loot tables that make up Gnamod also make it so that looting most containers can be really worthwhile, you will find stuff in containers that normally you would stop looting after a while, even trash bags have a chance to contain a complete gun for example. The high value containers are made to be more rewarding and less dependent on player level so that everyone of any level can open them with a chance of a purple item inside or a large quantity of items such as ammo in gun safes. At the same time the availability of the best loot is rarer, finding good food is more difficult but nothing is impossible. Loot times are initially higher making it worthwhile for those that go out looting much to take perks to increase it. The total effect, while not initially noticeable is that the survival aspect of the game is increased and every game plays out very differently because of it. If you have problems with the amount of loot in vanilla then this will certainly interest you as it feels like you are playing with low loot settings but without completely punishing you because certain items never show up.

 

Random World Generation

The other pillar where Gnamod stands upon is the Random World Generation and the custom made biomes that come with it. The terrain of the world uses custom made controls that create the landscape that is needed for the mod. Base & Nomad Mode both generate a world of rolling hills, snow capped mountains and lakes. The landscape is made to feel natural with the biomes appearing based on height but also based on other factors that after some tailoring make the world feel real. The towns and cities are painted using specifically designed rules and small modifications to vanilla POI files will create towns that are unique to the biomes they appear in. If the town is in a wasteland biome it will be much more city like than one that appears in the grasslands. For the other modes unique worlds exist, Necropolis is mostly flat with the occasional lake but is completely covered with a destroyed metropolis making it a very dangerous world. For Horde Mode the world is mostly flat but has the occasional small hill and small lake. This map is very limited in size and the further you go out the more dangerous it gets.

 

Biomes

All modes except Necropolis share the same set biomes that make up the world. They are listed in order of how dangerous they are (including weather, temperature and radiation):

 

Grasslands: Mostly appears on flat and hilly terrain, composed of grass some trees and rocks.

Wetlands: Appears wherever there is water and is composed of dirt and grass, naturally flows over in other grass biomes.

Dense Forest: Appears on the more elevated terrain such as hills and mountain bases, comes with a lot of birch and maple trees.

Pine Forest: Appears on mountain slopes and flows over from the forest into the Alpine forest.

Alpine Forest: A mix of pine and winter pines grow here, you will see snow here and it flows into the Snow Caps & Pine biomes.

Snow Caps: Mostly flat and grassy snow that you will find on the top of mountains. It can be really cold out here.

Desert: The desert is scorching hot and mostly filled with sand, sand and more sand. But you can find the precious Aloe here.

Forest Wasteland: Also known as the Creepy Forest. This forest was burned in the apocalypse but is recovering from it.

Plains Wasteland: There used to be people that lived here and the patches of rubble between the dead trees attest to that.

City Wasteland: These are the remains of urban centers that were destroyed. Radiation levels are low but zombie levels are not.

Radiated Forest: This forest suffered from a nuclear explosion nearby that killed most trees and burned down the houses.

Radiated Wasteland: The city wasteland where radiation levels are still high and where the radiated zombies make their home.

 

Zombies

The third pillar that Gnamod stands on is the completely overhauled Zombies. There are over 600 entities in Gnamod at the moment, mostly due to the existence of a walking variety of every zombie model and also radiated versions of them. This means there are at least 20 different zombies of every model and there are also some variations of animals , zombie animals and radiated animals. The zombies have been rebuild from the ground up to get the behavior to be interesting and surprising and to not make every zombie be just the same as the other with only a different model. Expect zombies to tougher and more challenging, expect to see more of them and more dangerous types where you previously might not have expected them. Some of them can run during the day. Animal spawns have also been rebalanced so that every day there are some animals around that can be hunted, they don’t die out after a while, they are always there but this means that the more dangerous animals are also there to hunt you. Zombies also have names now that show up when you loot them.

 

The following zombies exist:

Swagger: These guys walk like the cop, they hang a bit backwards and slowly advance to you.

Intimidator: These guys go in head first and advance a bit faster because of that for some face to face action.

Moaner: These are like the classic zombies shambling with their hands forward.

Crawler: These guys lost their ability to stand and crawl ahead slowly, ambushing knees of unsuspecting survivors.

Limper: Leg injury made them limp about, but don’t underestimate them, they can still come for you.

Flailer: These guys are in a frantic fit, flailing their arms around as if protecting their faces. They run with their arms forward.

Walker: These are slow walking zombies that are not as dangerous, except when there are a ton of them.

Climber: These walk on all fours and they can scale walls. They are very dangerous and quite fast as well.

Jogger: These running zombies have a really weird way to walk and attack you with a double fist, watch out for them.

Feral: These are tinted red, are very fast all of the time and pack a deadly punch. These guys are dangerous

Puker: The pukers have developed a means to puke out corrosive acids or other nasty stuff. They are also volatile.

Radiated: All the types mentioned before can appear as radiated version as well, they glow and look sickly green, but are faster, more deadly and they regenerate health.

 

On top of this the spawning and game stages of the mod are tailored to fit this new army of zeds and make them appear into the world. This means that certain biomes will have specific zombies spawn there as well as more than in vanilla as well as anything that is gamestage controlled will be of a greater challenge early on. No more easy hordes on day 7, 14 and 21. You will need to prepare for the first horde if you want to survive it.

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Guns & Ammo

Guns and ammo have been completely redone in Gnamod as well as the way ammo is crafted from components.

 

Each gun part now comes in two types: Regular (1 star) and Military (2 stars). Each gun can be made from all regular parts (Regular gun, 1 star), 2 regular and 2 military parts (Modified gun, 2 stars) and all military parts (Military Grade gun, 3 stars).

 

Each type of ammo comes in three types: Low Grade (Handmade, 1 star), Normal Grade (Bench Crafted, 2 stars) and Military Grade (Not Craftable, 3 stars). Damage and critical chance is determined by the type of bullet fired, not by the gun that fires it.

 

The following bullet types exist (in order of strength): .22 LR, 9mm, .357 Mag, 5.56mm NATO, .44 Mag, 7.62mm, .50 BMG

The following shotgun ammo exists: 20 GA Shells, 20 GA Slugs, 12 GA Shells, 12 GA Slugs, 10 GA Shells, 10 GA Slugs

Blunderbuss now has: Musketshot (1 strong projectile) and Scattershot (multiple weak projectiles).

 

The following guns exist and the ammo that they can fire:

Pistol (.22 LR, 9mm)

Hunting Rifle (.22 LR, .357 Mag)

SMG (9mm, 5.56mm NATO)

Revolver (.357 Mag, .44 Mag)

AK47 (5.56mm NATO, 7.62mm)

Deagle (.44 Mag, .50 BMG)

Sniper Rifle (7.62mm, .50BMG)

 

The following shotguns exist and the ammo they can fire:

Blunderbuss: (Musketshot, Scattershot, 20 GA Shell, 20 GA Slug)

Short Barrel Pump Shotgun (20 GA Shells, 12 GA Shells)

Long Barrel Pump Shotgun (12 GA Shells, 12 GA Slugs)

Double Barrel Shotgun (10 GA Shells, 10 GA Slugs)

 

Bullet, Shell and Slug components come in more variety now. There are normal and large versions of casings and tips and you can find used casings to make low grade bullets from. Shell casings exist in paper versions for low grade and plastic versions for normal grades. Gunpower comes in two grades, Handcrafted and the properly made Normal Grade. Making low grade bullets can be done from the inventory with low grade components, the normal grade ammo can be made at the workbench. Military grade ammo is rare and can only be looted/traded.

 

Recipes

Recipes have been overhauled and changed to slow the progression of the base game a bit or to be somewhat more realistic. The aim is to make crafting and resource requirements more logical, this means nails for example are required for many wood constructions, plant fibers are needed to make wood frames and cloth and cotton is needed to make a bedroll. There are lot of tweaks and changes here with that aim in mind. A full list of recipe changes I might add later, but part of trying out a new mod is discovering what has been changed.

 

Currently schematics do not exist anymore in Gnamod and they will be replaced by perks and books that can teach those perks instead. This part of Gnamod is still under development and will likely change when I get around to overhauling the tools and construction side of the game. The aim is that you can craft and repair whatever you get, assuming you can get the resources and the right workstation. So rather than being limited by randomly finding a schematic, you are limited by what resources you have.

 

Survival & Hunting

In Gnamod you will need to eat and drink more often, the aim is that when the overhaul of food and drink is completed that most food items will fill you up nearly the same but the impact on your health will be what matters. Some meals may fill you slightly better, but the aim is that you will need about 3 meals (taking 60 minute days as baseline). Animals do not yield as much food or hides when you hunt them. Axes can still be used for chopping animals but are never better than the bone shiv, the machete gives the most.

 

Quests

Gnamod comes with an overhauled starting quest and will give you a tutorial quest you can either read or craft into a skip tutorial note. The skip tutorial note will give you skillpoints as normal but not the trader mark.

 

Heat

In Gnamod sound increases the heat more than in the base game, this means player activity in general generates more heat. Animal corpses not cleaned out will generated more heat as well. Screamers or hordes triggered by heat will become bigger as time passes.

 

Recommended Settings:

- Daylength and Daylight: Default.

- Loot respawn/abundance: 30 days or off, 100% loot!! (Do not decrease it below 75%)

- Difficulty: Nomad or Warrior.

- Airdrops: 3 days.

- Bloodmoon count: Solo 32 or 64, Multiplayer 16 or 32.

- Server: 60 or 50 Zombies max alive (80 max for strong servers), Animals 50 max alive.

 

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Introduction Gnamod Horde Mode

In your last attempt to leave the wasteland you stumble upon a patch of land seemingly untouched by the ravages of the apocalypse. On your way you picked up a beacon that was said to call for help. But upon placing down this beacon you realize that no plane or helicopter is coming to pick you up. Nobody is coming to help it seems, perhaps you just need to wait a little bit longer? The radiation around you seems to slowly seep into the patch of land as well as its residents. It seems that the beacon also attracts something else, giving the zombies a more acute sense of your whereabouts. It seems you have no choice but to defend the spot where you set down the beacon and make use of the supplies that are inside it. You occasionally spot a plane flying around dropping off supplies, it seems it is just a matter of time before they come to rescue you at last, you just need to survive! You noticed that the beacon has a nuclear power supply, if the zombies destroy that you are surely going to die. Will you survive the ever increasing waves of zombies that are set upon you or die trying?

 

Features:

- Gnamod Base modifications (see Gnamod Base)

- No mining, you can dig only 4 blocks deep.

- Severely reduced world size with only a small save spot in the center, the rest of the map is composed of danger!

- You start with a Horde Mode quest and are give a starter kit with randomized gear, a beacon and cash to buy supplies.

- The beacon should be placed on solid ground, it is heavy and volatile, do not let the zombies destroy it, it will explode!

- The beacon comes with a Building Cache and a Supplies Cache. These are special vending machines that sell stuff you need.

- Earn coins by killing zombies (quest), collecting loot drops (from zombies), collecting airdrops and digging up treasure.

- Build and repair your base by day, defend it against zombies at night. Every 7th day they also come during the day.

- Still under development so some features listed may not be fully implemented yet!

 

Recommended Settings:

- Daylength and Daylight: 60 min days, 18 hours daylight (go down to shorter days for extra challenge/more players)

- Loot respawn/abundance: 30 days or off, 100% loot!! (Do not tamper with this setting, over 100% is essentially cheating)

- Difficulty: Nomad.

- Airdrops: 3 days.

- Bloodmoon count: Solo 32 or 64, Multiplayer 16 or 32.

- Server: 40 – 60 Zombies max alive, Animals 40 max alive.

 

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Known Issues:

- In some cases a seed may not yield a proper beacon, the terrain in the center is then slightly elevated. This can cause the POI to fail at appearing. The seeds Gnamod and HordeMode both work properly.

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Introduction Gnamod Nomad Mode

If you ever wanted to get right into the action in 7 Days to Die or liked to just roam around and explore the world then Gnamod Nomad Mode will be something you might like. In this mode crafting has been severely limited, you will need a workbench to practically make anything, including the forge. You will be on the run daily to find a new home or dig up a pack left behind for you with supplies. There is no digging down in this mod, so you cannot hide underground when at night the zombies come out. And they will, in great numbers. By day running zombies might come to chase you, at night the horde around you swells and you may have to defend the building you are camping in. Luckily you start off packed and loaded, you get a starter kit with all kinds of randomized goodies, but there will always be a gun or two and other supplies to keep you alive. The rest you will need to scavenge from hidden caches, airdropped goods or perhaps that skyscraper up on the horizon. Live the dream as a nomad or die trying!

 

Nomad Mode Features:

- Gnamod Base modifications (see Gnamod Base)

- You start with a Nomading quest and are given a starter kit with randomized gear.

- Crafting is mostly limited to workstations.

- No mining, you can dig only 4 blocks deep.

- Increased zombie spawns, daily hordes can run, at night more zombies appear.

 

Recommended Settings:

- Daylength and Daylight: 60 min days, 16 - 18 hours daylight. Longer days will make the nights tough.

- Loot respawn/abundance: 30 days or off, 100% loot!! (Do not decrease it below 75%)

- Difficulty: Nomad or Warrior.

- Airdrops: 1 or 3 days.

- Bloodmoon count: Solo 32 or 64, Multiplayer 16 or 32.

- Server: 60 or 50 Zombies max alive (80 max for strong servers), Animals 50 max alive.

 

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  • 3 weeks later...
  • 4 weeks later...

Not likely, as this is a mod that modifies a lot of files as well. Perhaps some stuff would work with other mods, but that would likely mean creating a new mod that uses elements of both. Some SDX mods may work since they inject code, but its more likely they will just overwrite it instead.

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Why? Its a stand-alone mod that doesn't need any other mods to play it. I just don't have time to make 'parts' of my mod compatible with other mods. I might release parts that will be compatible with vanilla, but that is as far as I will go if I have spare time after I have completed all else that I planned.

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  • 4 weeks later...

Howdy, I've been playing through a few mods lately, this one definitely offers up a different approach to the early game, at least that's how I've experienced it with a single player run so far. The biome work is pretty damn good, it looks so much more interesting compared to the typical open flat worlds I keep seeing from vanilla random gen. I appreciate how this mod isn't a massive overhaul, but changes enough to feel fresh.

 

I like how you need extra resources for even frames, doors and ladders, made the first few nights tricky (aka fun!). Somehow managed to not die yet despite hitting 4hp after a silent farmer ambushed me and gave me a lovely infection. I might have to put this down to the reworked loot system however, as on the 3rd day I found a 440 quality iron reinforced club among honey jars, then on 5th day a 350 quality composite bow, both in the forest. I'm only on day 8 so far and have been trapped down by early game harshness and bad luck to a scenic log cabin caught in a valley between two very high ridges, a narrow passageway and a lake. Still figuring out how harsh this mod is with its biomes, haven't found any sign of a city yet! Only a couple of wood cabins and funnily enough the only two POIs I've found that have spawned a massive silly column of earth next to a ridge are two underground cave hideouts.

 

The only issue I've came across so far is that on the blood moon no zombie hordes came rushing for my base. Is this intentional or is it an issue brought up by the nature of the new world generation? I had a run around the valleys on day 8 to see if a horde had been digging its way through but there was no evidence of any spawns during the night. Peculiar!

 

Anyway thanks for your work, enjoying the experience so far. :)

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Thanks for the feedback, always good to hear how someone experiences the mod. I have been working hard to expand it and also on the world generation, which I will soon release along with Nomad Mode that I have been working on.

 

The silly round columns are a byproduct of how 'Wilderness',connected by the smaller (gravel)roads are spawned in the world. They just pick a spot and take the height of a block and level everything in a radius (or in most cases raise) the terrain. Since my world generation can create spikes of terrain that just conflicts, it already does in the vanilla generation but in my worlds its far more visible. No amount of effort on my part can do anything about it, unless I generate a really flat world (which is really boring).

 

Same goes for city generation, the size and amount of them is inversely related to the amount of noise (hills, mountains, lakes, peaks), so the more interesting the terrain gets, the less towns spawn since they need flat terrain for proper formation in their biggest form. This is a bit sad so its kind of a balancing act that I needed to do.

 

I greatly reduced the amount of wildness pois and reduced cell sizes so that a lot of smaller hubs can spawn, I also created a new terrain generation from scratch that is really interesting, so far the most natural looking terrain I have been able to create. It creates enough towns of good sizes but sadly it wont really spawn any big POIs like the skyscrapers (yet) but for Nomad Mode thats acceptable.

 

As for the loot, yeah the idea is that character level does not matter as much as luck, it helps you find more loot as you become stronger (bigger chance to find something rather than nothing) and in certain containers (common stuff like zeds, trash etc) the level also slightly increases quality, but many loot sources are level independent, meaning you always have the same chance for quality, which means you can roll a 600 quality item on day 1. To me this creates a rewarding experience in looting as every container has a chance to contain something valuable and every play is different. One time you find a nice club, the other time its a decent gun or a great magnum (but not enough bullets to use it properly).

 

The horde probably could not find you on that high tower, the first horde usually is very weak and small and if your gamestage was low you can easily miss it if it gets stuck somewhere. At some point I will also touch that part of the game to make it more interesting.

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  • 1 month later...

This is embarrasing...

 

Hey, well as the title says this is a bit awkward, I was trying your mod (and I was having fun like a kid with a new toy) when I kinda scrapped the quest paper as I was in a rush to farm money... sooooo yeah... I'm screwed, right?

 

Anyway, the horde mode is fun, fast and adictive, and i think you should consider create a thread for the horde mode so more people notice it , but hey, that's is just my opinion :)

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I too just found this mod due to Kage and GameEdge giving it a try. It is a great change of pace from how I normally play (e.g. dead is dead on Starvation... mostly slinking around the world and becoming a mole-man).

 

Loved day 1 and the first night. Got a nice little pole base I was able to defend (did not get great gear to start... no sniper and a sledge for melee... and no food in stash), had a nice night fighting off a few waves of enemies. Got lucky on day 2 and found a wire tool in a car, thought I could now build some real defenses with electricity... ran and got the airdrop (yeah FOOD), and got ready for night 2. However, I got NO VISITORS at all on night 2. Really weird. I ran the forge, put up lights, shot my weapon at things in the distance... nothing. No mini hordes... nothing. Not sure what happened. Really needed the money from kills, as I'm running short.

 

Any ideas what may have happened?

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Hmm. Playing horde mode, I think the hordes might need a touch of rebalancing. Night 3 I got a horde that felt like a night 70. At least. 2 cops, multiple Wights, tons of spiders and utility guys(who do high block damage), birds, and a truly absurd number of total zombies. With 11 wide walls, 2 full walls were stacked to the brim with zombies, with more behind unable to reach the front. And for every zombie I killed, 2 more seemed to take their place. And way, way past the blood moon limit. This was the kind of horde I usually have steel walls, fans, and turrets before facing. My concrete toothy and barb wire was annihilated. It was a rout.

 

Really, really love the mod, it's the most fun I've had on the game for a while. But it feels a little disheartening to so quickly run into something that seems quite literally impossible so early on.

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I will be updating this page this weekend with more information and I am working on an improved version as well with better balance on them hordes.

 

It is the nature of the trick (heat) I use that the hordes can grow into extremes, and they will ignore blood moon horde count (and I suspect they can even break the server limit, but not sure I will have to do some tests).

 

The horde was originally designed for just the one fun event and sort of balanced for a larger group, a more balanced for solo play version is planned where the hordes do not pick up so quickly, nor switch to the extreme lists as fast either (I think now from day 4 you get the most extreme list, which is nuts when you are alone).

 

@Blazer777 Necropolis is kind of what it sounds like, your world is just one dead city full of zombies and no places to hide. In its current development form its rather extreme still, since it is just one biome with small patches of water. When I get horde mode a bit more balanced this mode will be next to get some attention. This mode is for extreme hardcore players that normally do the game on insane and find that to easy. There are some vids around on YT of the A15 version that will give you an idea. The mod however does require a good machine in A16, lot more buildings, skyscrapers and decorations and sleepers make it hard on CPU/RAM, I will tone the latter down in most filler pois, which hopefully will help make it playable.

 

But thanks for the feedback, I will take it all into account and just keep posting it here (suggestions too, for stuff you think can be better or what should be in the vendors in Horde Mode). The next version of Horde Mode I will be using Secret Stash and Barter (probably renamed to fit the theme) to control prices and stock. This way a player can upgrade his vendor rather than it being totally random like it is now. I want it to have a bit more progression, always have key raw materials and things like health/food/drink/low grade ammo, and if you get higher tiers in these skills that it also sells the higher tiers and more premade blocks and higher materials. This of course needs to scale with horde intensity, so its not easy :)

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I too just found this mod due to Kage and GameEdge giving it a try. It is a great change of pace from how I normally play (e.g. dead is dead on Starvation... mostly slinking around the world and becoming a mole-man).

 

Loved day 1 and the first night. Got a nice little pole base I was able to defend (did not get great gear to start... no sniper and a sledge for melee... and no food in stash), had a nice night fighting off a few waves of enemies. Got lucky on day 2 and found a wire tool in a car, thought I could now build some real defenses with electricity... ran and got the airdrop (yeah FOOD), and got ready for night 2. However, I got NO VISITORS at all on night 2. Really weird. I ran the forge, put up lights, shot my weapon at things in the distance... nothing. No mini hordes... nothing. Not sure what happened. Really needed the money from kills, as I'm running short.

 

Any ideas what may have happened?

 

Hard to say what happened. The hordes are heat based, so they should come unless they somehow get stuck and there is no room anymore to spawn, but you would notice that. You can try the command le (listentities) if it happens to see what is around. The biome spawns go out at night to make room for the hordes.

 

One of the sad parts of the game still being in alpha is that sometimes buggy stuff happens that is hard to reproduce which could be caused by the mod but also just be a random fluke. Keep on trying and keep an eye on your console for any errors that may pop up.

 

I hope you get it working. If it stays this way, try verifying your base game in steam and uninstalling the mod in the launcher and make a new fresh copy, perhaps that resolves the issue.

 

- - - Updated - - -

 

Hey, well as the title says this is a bit awkward, I was trying your mod (and I was having fun like a kid with a new toy) when I kinda scrapped the quest paper as I was in a rush to farm money... sooooo yeah... I'm screwed, right?

 

Anyway, the horde mode is fun, fast and adictive, and i think you should consider create a thread for the horde mode so more people notice it , but hey, that's is just my opinion :)

 

The quest paper is a problem I am aware of, as is the way money is earned. Its not perfect, but worked for the event. It does not perform so good as the sole way to earn money and 50 kills is easily done. I will make sure replacements for it to be sold in the vendor, or making it craftable. But for now just use the creative (cm) menu for it and replace it when you scrap it or lose it because your inventory is full.

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