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Subquake's Undead Legacy

Hi

Is there a way to see block hp like in vanilla? (instead of hp circle)


Hi aY227

I don't think you can, apart from subquake I configure it like this to give it a new Ui touch, unless subquake edits it or tells you how to do it.
The new style that he put in looks good, but it could have left him hp block in number.
Regards

 
Is there a way to see block hp like in vanilla? (instead of hp circle)
Nope, not in Undead Legacy, that was changed.
 

it could have left him hp block in number.
7Xy5Q27.png


You can enable the UI to show block health in numbers under the circle among many other customizable Undead Legacy specific UI options.

 
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First thing, you're mod is awesome and unbelievable amount of work are done here.

I have quick question, currently playing on laptop with lower resolution ant etc.

And that causing "block durability meter" ring appearing inside icon (not around how intended).

Any way to edit ring scale (e.g. in .xml)?

 
I'm getting oddities with some of the generation of some houses and buildings.

They are filled with pass through blocks that makes it hard to look into them but you can't destroy them.

Should I start over with a new world?

And this is the only mod I have for 7D
If you open up the console menu in game (F1) and type in pois and hit enter the POI will regenerate correctly, doing this stops distant POI's being generated in a timely fashion so they will not render in correctly until you get near them but it stops the blocks from rendering incorrectly. Hope that helps.

I've seen and had this happen as well. Only workaround for me was to exit the game completely, or at least back to the main menu and reload the game. Its annoying, but seems to work. Am playing on Pregen2, no idea if that's relevant. Shouldn't be.
If you open up the console menu in game (F1) and type in pois and hit enter the POI will regenerate correctly. Doing this stops distant POI's being generated in a timely fashion so they will not render in until you get near them but it does stop the blocks from rendering incorrectly. Hope that helps.

 
We play on a dedicated server and detect an error with the mushroom seed.

They disappear after planting the mushroom seeds. Has anyone experienced a similar problem?

 
Came for the UI, stayed for the gameplay.

So after playing the mod for 35 (two hour) days, I'm ready to give you my limited feedback. Mind though that I was playing v2.2.04 (stable) and some issues might be outdated.

The main selling point is obviously the user interface, which is really stunning. I was expecting to see just another mod with a cool UI, but boy I was wrong. The gameplay changes kept pleasing me. Initially I was skeptical about the inventory 'weight' concept ("yeah, whatever"), but quickly felt it was the only true way to play. It is just better than vanilla in every way. Also I'm very glad 'learn by doing' came back without sacrificing the perk system and without adding 'spam crafting'. I was so missing the 'you gained a point in athletics' messages :) I wonder is it possible to adjust the message to tell us the current skill value. "You gained a point in athletics (now 23)".

I'm glad to hear you intend to give some love to cooking and farming too. Food is extremely easy both here and in vanilla. Just don't give food any more buffs, with all the buffs/perks/skills/gear the player is already OP. Maybe make the opposite: if you don't eat meat regularly, your strength drops, if you don't eat fat your weather insulation suffers, if you don't eat sugar (honey) you get -1 intellect, if you don't drink alcohol from time to time you get depression (-10% experience gain), something like that. That would encourage the player to diversify his food. Some use for snowberry maybe. I don't know your plans for farming, but increasing growth cycle would be the obvious first step.

I think you need some F.A.Q. either here on the first page, or better ingame (journal entries?). The new players ask all the same questions. Maybe make a quest line about research (the hardest question to figure out).

I like the research system (reverse engineering). The problem is, it is much easier to loot or buy the needed item than to research and craft it. It is not exactly your mod's problem, the vanilla game has taken the direction from crafting to looting for quite some time now. Maybe it isn't necessarily bad, just I feel all those new researching and crafting mechanics you have added are kinda underutilized.

All these new vehicles are nice, just not my cup of tea, I'm still driving my motorcycle. But I still haven't found the gas schematics. Day 35, constantly checking all five traders, looting-looting-looting, completed 16 of 19 book series and no gas schematics. You said the gas recipe is rare, but come on! Maybe just bad luck.

I'm also saddened that this mod is not supposed to be played without traders (or so it seems). You said that some vehicles are 'buy only', and I suspect some other gear too. Is it true? I dislike the trader gameplay and usually generate no trader map with nitrogen. This time I played in Navezgane with traders, but I'd love an opportunity to play this mod without traders.

Further are some minor questions/bugs/suggestions:

- I found out that gun turrets accept any ammo, does it affect its damage (like .38 HP vs 7.92mm AP)?
- Can we have a different icon for dart trap ammo?
- Also can we have the encumbrance bar of a more different color than stamina bar? I have trouble telling them apart.
- Maybe a center line on the compass?
- I'm looting much more "light armor parts" than "steel armor parts". Currently in my storage 174 light parts vs 10 steel parts.
- Bulk crafting ammo, is it removed? The books still mention it.
- Can't report 'nail some chicks' quest to a trader.
- I have the impression TFP made it so when comparing weapons/gear, mods don't affect numbers, but in your game I have to remove all the mods to compare two items.
- Also is it possible to show the vehicle info when I'm about to buy or to craft one? Currently I just spawn it with creative menu to check the speed/cargo.
- Carpenter axe (S tier) has only 3 slots and no dye slot. Also maybe repair it with a repair kit? I keep forgetting to take the two iron plating with me when going chopping trees.
- Make snakes venomous, add anti-venom?
- Make wetness matter again?
- I found a 'small backpack', that is a really cool concept, but it was the only backpack I found, I can see there are many more in creative menu, are they so super rare? Much too rare it seems.
- I found 'organic waste' with no use, is it a place holder for future farming improvement?

I hope my feedback was helpful, all above is IMHO obviously, you make the mod how you see it, definitely you know what you are doing.

 
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Does anyone know if there is a way to keep your hotbar from hiding? I personally don't mind it. But nearly everyone on my server is asking for a way to keep the hotbar unhidden.  If it's not possibly to do that, its cool. 

 
Does anyone know if there is a way to keep your hotbar from hiding? I personally don't mind it. But nearly everyone on my server is asking for a way to keep the hotbar unhidden.  If it's not possibly to do that, its cool. 
Options -> Video -> User Interface -> Auto Hide Toolbelt    I believe that's what you're looking for?  Just change to disable.  Cheers

 
I'm also running the Bdub's vehicle mod, though. Its entirely broken due to the fuel system.

Is there a way to enable these vehicles for this mod? So that they can be fueled? 

Otherwise i'll have to get rid of it. 

 
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Is there a way to integrate locking inventory slots so that they are not moved or rearranged when I transfer stuff or sort my inventory? Maybe it's already in but I'm just blind :)

 
Is there a way to integrate locking inventory slots so that they are not moved or rearranged when I transfer stuff or sort my inventory? Maybe it's already in but I'm just blind :)
It's currently not in the mod, but there are plans, can't say when or how, but locking slots is planned.

 
OK, I can't believe I have to ask this but there is simply no information on Google.  Can you pick a station back up?  In the opening quest, are the carpenter's tables just permanently in the initial spot and you have to build another one from scratch if you want to use one?  I'm used to Ravenhearst's personal workbench where you destroy to return to your inventory, but these just break into pieces.  It would be awesome if there were any mention anywhere in the game, journal or item description, one way or the other.

Thanks

 
I'm also running the Bdub's vehicle mod, though. Its entirely broken due to the fuel system.

Is there a way to enable these vehicles for this mod? So that they can be fueled? 

Otherwise i'll have to get rid of it. 
Hi Ryan, regarding your question, this goes for most overhaul mods, try asking the mods creator (in this case Bdubyah) to make a version of their mod for UL or you can look into making the edit yourself..... going this way, either don't publish it, or ask permission to and always credit the owner 😃

 
I'm wondering if anyone else is having a problem with mushroom plants disappearing?
The last harvestable stage requires crop plots for them not to disappear, I will later edit the first seedling stage so that you can't plop them anywhere (forgot to do that)

Can you pick a station back up?
Yes, within a land claim block area, but you need an artisans station to craft the land claim block, the first tier carpenters table is cheap to make, don't get too fussy about it. And this is not Ravenhearst, don't expect me to do things you see in other mods, because I have no intensions for players to carry around workstations in their backpack, it defeats their purpose. 😛

 
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Yes, within a land claim block area, but you need an artisans station to craft the land claim block, the first tier carpenters table is cheap to make, don't get too fussy about it. And this is not Ravenhearst, don't expect me to do things you see in other mods, because I have no intensions for players to carry around workstations in their backpack, it defeats their purpose. 😛
OK, I swear I saw games4kickz somehow manage it (he was also in cheat mode) and couldn't find a single mention one way or another.  I don't expect mods to work the same at all as RH at all.  After all, I'm not already hiding in an attic weeping, with basically every debuff!  That's just another old school mod and one that Jax changed from 16.4.  Change is good, it's why I have like 4300 @#%!ing hours logged on this game.

I just wish there was something that made it clear like a journal entry at some point, but then again I'm reading all the time people not knowing how to pick up stations in vanilla either, in another group I watch.  Everything still in flux, I know.  I definitely appreciate the quick response, and so far the mod is looking very fun with a sharp UI!  I'll stop wasting time puzzling over this one.

 
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@frinetik the version kickz was checking out was an older version, where destroying the station gave it back, but that was changed with POIs having a chance to spawn some of them custom workstations in a working conditions, it had to be changed, otherwise you could have smashed them and take them to your base.

 
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