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Subquake's Undead Legacy

I noticed the character's status resistance is -10 without any buff or debuff. Kind of strange, is this intentional?
Sorry,status resistance is a term in DOTA 2 representing resistance to all negative effects. I thought it's widely used. Here I mean the character's resistance to critical wounds like infection, sprain, it starts with -10, shouldn't it be 0?

And there is a thing with steriods. While the description says -30 water, it's actually the value for the vanilla 10 minutes duration, since it's achieved by "WaterChangeOT" operation="base_subtract" value=".05", results in 1 water loss every 20 seconds. The total water loss is 90 for 30 minutes duration.

 
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What is the best way to harvest plant fiber? Are there any tools for that? Or maybe something can be scrapped to grass? You need a lot of that for ropes.

 
hi subquake - this is a very well polished mod.. the UI overhaul is amazing. i love how you added branches, a stone pick axe and many other intermediary items to add a bit more realism and extend the early game.

i noticed that in your gamestages.xml file, you have modified the WanderingHorde spawner to use all the feralHordeStageGS groups instead of the wanderingHordeStageGS and FwanderingHordeStageGS groups. that's rather genius.

what really caught my attention was that your WanderingHorde  definition does not stop at gamestage 50, but continue on past gamestage 4000! it's my understanding that for wandering hordes, the 7 days engine will only recognize up to gamestage 50, then loop back to gamestage 1. did you implement some unique xml or C# code to bypass this looping behavior? or something else?

 
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@ErrorNull UL has built in custom wandering horde options and different way it manages their spawning, they don't loop and should be directly corelated to your GS and shouldn't loop around, if they do, it's a bug and I'll try to look into it and fix that if I can.

 
@ErrorNull UL has built in custom wandering horde options and different way it manages their spawning, they don't loop and should be directly corelated to your GS and shouldn't loop around, if they do, it's a bug and I'll try to look into it and fix that if I can.
ok cool. yea i've tested and confirmed about a month ago that the vanilla behavior loops at gamestage 50 for wandering hordes. it's cool that you've found a way bypass that limitation. at some point i'd like to know how you did that so i can do something similar with some future mod ideas i have.

 
Discord is down so I'll post my question here. On 5.44, I placed a generator, realized I wanted it somewhere else , went to pick it up and... there is no Take option, only Open & Refuel. We can't pick up generators?

 
Discord is down so I'll post my question here. On 5.44, I placed a generator, realized I wanted it somewhere else , went to pick it up and... there is no Take option, only Open & Refuel. We can't pick up generators?
Powered stuff pick up still works like in vanilla, where you have to have a land claim block.

 
@MikeyUK I would like you to not share the direct link to gitlab, because those repositories can change, but the links through my website always will remain the same no matter what repo or download host is used.

 
@MikeyUK I would like you to not share the direct link to gitlab, because those repositories can change, but the links through my website always will remain the same no matter what repo or download host is used.


Sorry did not know it was private, wondered why you had obscured the mirror dl.  Post edited.  Sometimes your website is down, I guess thats what that guy was talking about, given all your download links are from the same domain.

Apologies again.

Would have deleted the reply but can't seem to find a way lol

 
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Yeah, no worries, not sure why he couldn't access the website, I'm paying big bucks to make the site work 24/7, especially given the increased popularity and demand to UL.

 
On another subject @Subquake  I am eager to start my UL playthrough as I love this mod so damn much but I wanted to wait until you had finished "tweaking", for a while at least anyway!  Don't want to miss out on any cool stuff or have to restart the playthrough for a large update or something.

Any clue as to when the best time to start is?  You always seem to be adding/changing stuff that gets me excited :D

Also last time I played UL in A19 I played it as you intended (it was great!), no additions at all yet there are a couple of mods I would really like to use, see any problems?

https://7daystodiemods.com/telrics-health-bars/ (I much prefer this way of seeing zombie health, works behind objects too - like bars, yay!)

https://7daystodiemods.com/harsher-death-respawn-penalties/ (Just stops dying being an easy way out and I don't enjoy hardcore!)

https://7daystodiemods.com/punishing-weather-core/ (makes biomes and weather matter)

https://7daystodiemods.com/reduced-zombie-hand-reaches/ (I wanted MP to feel like SP)

Thanks :)   Really great mod I love it big time.

Yeah, no worries, not sure why he couldn't access the website, I'm paying big bucks to make the site work 24/7, especially given the increased popularity and demand to UL.


Yeah that reminds me, will try and donate when I next get paid!  Hosting charges for a great uptime can be expensive, especially if like me you are not a fan of using AWS or other cloud storage (mostly privacy and moral grounds!)

 
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is there a way to see the Numbers/HP of an object that your hitting rather then jus the UI progress bar? like choping down a tree or something with very high endurance like a stone block

 
is there a way to see the Numbers/HP of an object that your hitting rather then jus the UI progress bar? like choping down a tree or something with very high endurance like a stone block
Yes, go to Options -> Video -> User Interface, there you can toggle all kinds of things.

 
Hey subquake,

i have a question: Is this intended, that you cant crush stone into sand anymore? For me, its very hard right now to be creative in basebuilding 😕

 
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