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Thread: Gnamod

  1. #46
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    Thanks bro, I almost have it working. Just need to figure out the controls.xml files.

  2. #47
    Colony Founder Haidrgna's Avatar
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    Quote Originally Posted by friedonions View Post
    Thanks bro, I almost have it working. Just need to figure out the controls.xml files.
    I am sure if you have the new workstations use the windows I use for the vanilla workstations you will get it fitting smoothly, since I am sort of assuming that the modlet will also expect to use the vanilla ones.

  3. #48
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    BoneKnife

    Just started playing with GNAmod on Alpha 18 stable and I'm quite pleased with the complexity. One thing is tripping me up though. The Bone Knife. I have a bunch of bones but it is not listed in the recipes in game. A little digging in the recipes.xml and found this

    <recipe name="meleeToolKnifeBone" tags="perkDeepCuts">
    <ingredient name="resourceBone" count="5"/>

    Changing "resourceBone" to "harvestBone" allows me to craft a bone knife. But.... Is this intended or am I missing something?

    I also noticed that foodCanSham uses "resourceBone".

    Nothing in entityClasses.xml seems to have resourceBone.

    Just want to say massive respect for being the first overhaul mod listed and working in the 7d2d mod launcher! I'm going to have a lot of fun with this. Love the little surprises I have already found.

  4. #49
    Guppycurian Forum Whore Guppycur's Avatar
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    Probably a not yet noticed bug from the a18 conversion.

  5. #50
    Colony Founder Haidrgna's Avatar
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    Quote Originally Posted by project23 View Post
    Just started playing with GNAmod on Alpha 18 stable and I'm quite pleased with the complexity. One thing is tripping me up though. The Bone Knife. I have a bunch of bones but it is not listed in the recipes in game. A little digging in the recipes.xml and found this

    <recipe name="meleeToolKnifeBone" tags="perkDeepCuts">
    <ingredient name="resourceBone" count="5"/>

    Changing "resourceBone" to "harvestBone" allows me to craft a bone knife. But.... Is this intended or am I missing something?

    I also noticed that foodCanSham uses "resourceBone".

    Nothing in entityClasses.xml seems to have resourceBone.

    Just want to say massive respect for being the first overhaul mod listed and working in the 7d2d mod launcher! I'm going to have a lot of fun with this. Love the little surprises I have already found.
    Thanks for the positive feedback. The recipes are not fully done, I will likely push out a fix tonight for this as some recipes were still using vanilla resources instead of the replacements Gnamod adds for some. It was quicker for me to port over recipes first and fix later to get it running with no errors.

    Remember tho that it is still in development for A18, so you will likely run into more dead-ends on crafting before I got the chance to fix them. But posting stuff you find here will surely help me track down issues faster and fix them.

    Edit: Seems the manual downloadable version was a bit behind on the Mod Launcher version so I put the latest 0.6.1 Build there and the latest UI version as well. The download for Gnamod Core (0.6.1).zip includes Gnamod UI (seem to have forgotten to add that to the last one, since it needs the UI to work properly for loot container sizes).
    Last edited by Haidrgna; 10-29-2019 at 08:30 PM. Reason: Add info.

  6. #51
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    Quote Originally Posted by Haidrgna View Post
    Edit: Seems the manual downloadable version was a bit behind on the Mod Launcher version
    I am using the Mod Launcher version. I'm really interested in what you have going here so I am going to keep an eye on updates. Any requests for areas to playtest (here in the thread) and I will have a look. I can edit what I need for now and keep trudging along. Leather is another area that is giving me problems but it seems to be a related problem and will be corrected in your cleanup. I have made edits to fill my needs.
    So far a fun and interesting take on 7D2D!
    Last edited by project23; 10-30-2019 at 06:45 AM. Reason: tags

  7. #52
    Colony Founder Haidrgna's Avatar
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    Quote Originally Posted by project23 View Post
    I am using the Mod Launcher version. I'm really interested in what you have going here so I am going to keep an eye on updates. Any requests for areas to playtest (here in the thread) and I will have a look. I can edit what I need for now and keep trudging along. Leather is another area that is giving me problems but it seems to be a related problem and will be corrected in your cleanup. I have made edits to fill my needs.
    So far a fun and interesting take on 7D2D!
    Launcher version was also updated, I fixed the bones yesterday as well as some other stuff on prefabs and cans and bottles returned from eating. I am currently tracking down an issue on loot quality, it behaves oddly (gives out way to many blue items). Xml seems correct so I am not sure this is an actual bug or something is being added somewhere I am not yet aware off.

    Leather is something I will need to spend a bit more time on, same for cloth. The materials are there, the pathways not yet fully there. The vanilla game only knows one type of leather, but I want to have scrap leather, animal hides and properly tanned leather. Recipes are still mainly using resourceLeather (the vanilla one) but certain stuff is already giving the other types so I will have to check on recipes so that all pathways connect at least.

  8. #53
    Zombie Hunter Con Agni's Avatar
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    Quote Originally Posted by Haidrgna View Post
    Thank you for supporting my work.

    Blueprints are a Gnamod exclusive feature and will remain that way until the Fun Pimps implement such a feature into the vanilla game. I spend a ton of time to get them right, there is not one block there are over 100 of them, all shaped to match existing block shapes and also a few new ones.

    You should definitely give the mod a go and if it is to hard turn down the difficulty or increase player benefits. I plan to add more choices in difficulty in the near future to make the mod more accessible to a broader selection of players that may not like the tougher difficulty of Gnamod.
    Thnx for your feedback, i surly will try this out =)

  9. #54
    Colony Founder Haidrgna's Avatar
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    Quote Originally Posted by Con Agni View Post
    Thnx for your feedback, i surly will try this out =)
    Cool

    Well I just updated the version that is on the Dev for A18 on the Mod Launcher and this version is getting really close to version that can become a stable release. Added a lot of icons and localizations for already existing items and added some new ones as well. Currently looking for some honest feedback of people that played the mod for a bit, preferably after today. This way I can see where the shortcomings are, like items that are seemingly hard to get, uncraftable or way to expensive (or the other way around as well).

    Balance is not fully done, since I was still working content, which I think is getting close to being finished for a stable release. Sure there is more content planned, but the mod also needs a solid Stable version to be able to thrive and I hope to get that going by the end of next week or sooner if all goes well. This includes updating documentation for the mod and the thread to include up to date pictures and info.

  10. #55
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    I'm having an issue and unsure how to fix it.
    When I go and try to craft something the materials needed are too light to see and if I change the UI's opaque setting then the area turns solid white.
    So how do I fix this or is this on the mod's end?

    -=Note=-
    Will try to nab a screenshot of what I'm talking about.

  11. #56
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    Incredible, my congratulations a mod that will make your hair grow in your chest, and if you have it you will drop XD Great job.

    http://www.twitch.tv/ardacho76/v/509125972?sr=a&t=2153s

  12. #57
    Colony Founder Haidrgna's Avatar
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    Quote Originally Posted by ardacho View Post
    Incredible, my congratulations a mod that will make your hair grow in your chest, and if you have it you will drop XD Great job.

    http://www.twitch.tv/ardacho76/v/509125972?sr=a&t=2153s
    Thanks for giving it another go again in A18.

    I see you ran into the issue of the bandage too, somehow A18 will not display it properly anymore as a campfire recipe, search will reveal it. I will have to see how to get it fixed.

  13. #58
    Zombie Hunter Marinxar's Avatar
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    Is it intentional for 2 screamers to camp the spawn point ? Thought that was a bit odd. Got myself killed playing around and getting to know your mechanics, and as I gone through the revive animation, I had 2 screamers shouting already.

  14. #59
    Colony Founder Haidrgna's Avatar
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    Quote Originally Posted by Marinxar View Post
    Is it intentional for 2 screamers to camp the spawn point ? Thought that was a bit odd. Got myself killed playing around and getting to know your mechanics, and as I gone through the revive animation, I had 2 screamers shouting already.
    There are multiple ways a few zeds can spawn just as fast as the player and on respawn you could be very close to where you died and then its even easier for zombies to also linger.

    Scout zombies can spawn as normal zombies in the world, without a console log or debug menu nobody would be able to tell them apart either. But I know recent changes to heat made things works differently, heat actions that previously went unregistered work now, so I might have to do another pass on heat generated by sound, I noticed that screamers can turn up rather quickly if you linger somewhere so there is that as well.

    But in the end, it is intended to be challenging, no matter the source of the zombie spawn

    In the next version I am giving the player a sleeping bag as starter item, this way people can better control their spawns, since its harder than vanilla to craft a sleeping bag.

  15. #60
    Zombie Hunter Marinxar's Avatar
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    Quote Originally Posted by Haidrgna View Post
    There are multiple ways a few zeds can spawn just as fast as the player and on respawn you could be very close to where you died and then its even easier for zombies to also linger.

    Scout zombies can spawn as normal zombies in the world, without a console log or debug menu nobody would be able to tell them apart either. But I know recent changes to heat made things works differently, heat actions that previously went unregistered work now, so I might have to do another pass on heat generated by sound, I noticed that screamers can turn up rather quickly if you linger somewhere so there is that as well.

    But in the end, it is intended to be challenging, no matter the source of the zombie spawn

    In the next version I am giving the player a sleeping bag as starter item, this way people can better control their spawns, since its harder than vanilla to craft a sleeping bag.
    Alright, no problem. I enjoy the challenge, as Im playing it on Survivor.

    Just found it odd that those two were out there...maybe lingered from before, but I died a good km+ from the spawn point....but if you happy with it, then it's clearly not a bug, so all good.

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