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Subquake's Undead Legacy

Can I get an explanation on "POI Tier Loot Scale"?
Or, even better, how do I configure it so that I won't get a stone spear from a Tier 4-5 chest at the start of the game (for example after looting Red Mesa/Mil. base with rockets)? I mean, I'd love to see some hard POIs on the map to be rewarding since the very start of a game, but not too imbalanced, of course

 
Can I get an explanation on "POI Tier Loot Scale"?
Or, even better, how do I configure it so that I won't get a stone spear from a Tier 4-5 chest at the start of the game (for example after looting Red Mesa/Mil. base with rockets)? I mean, I'd love to see some hard POIs on the map to be rewarding since the very start of a game, but not too imbalanced, of course
It means exactly what it says, in vanilla, the higher tier of the POI, the better loot stage (it gives a bonus to it), that setting scales it, at 0%, it makes it so that it's not affected if it's T1 or T5 POI, it will not increase your Loot Stage, but at 100% it works pretty much like vanilla.

 
It means exactly what it says, in vanilla, the higher tier of the POI, the better loot stage (it gives a bonus to it), that setting scales it, at 0%, it makes it so that it's not affected if it's T1 or T5 POI, it will not increase your Loot Stage, but at 100% it works pretty much like vanilla.
Ok, thank you for the explanation

 
Loving this mod, just a few things I would like to suggest:

1: Could you add broadcasting to the vehicles?

Maybe have it so if you drive the car broadcasting turns itself off, and has to be re turned on.

So that when its parked it can send its stuff to near by crafting?  This would be great for smelting ore and rock, but also for fixing those heavy vehicles.

Also about the broadcasting, could you have a toggle in the crafting station to accept broadcasting or not.  sometimes in a shared base, you dont want to use other peoples stuff, so being able to  turn broadcasting off for the bench itself, or maybe even 2 types, ONLY let owner broadcast, or let allies broadcast, as separate toggles.

2: I dont think it makes alot of sense to have the block crafting cost and upgrade cost exactly the same.  It should be about 20% cheaper in each stage to upgrade to the new type of the cost it would be to make that raw block.

3: Could you have the upgraded costs of things such as armor, mods, and weapons be a factor in what you get back when you recycle the item?

4: Research data is a major pain, could you allow us to craft a data miner object like the oil jack / ore extractor, but this one would use a satellite dish and a laptop computer to make, and use old books and paint as its cost, and it would generate research data slowly over time.

5: Like the bee and chick coops, could you add one for boars?  So, by placing crafted haybales in as the feed cost, it would generate other animal products?

So like kind of under the logic that its using the 2 boars required to make the pen as the mating pair, and by feeding them they produce offspring which are just auto converted into meat, fat, bone and hides. 

6: The military truck seems way under balanced.  it holds only 40% more than the mining car, but is wicked harder to get.  it has 1-2km/hr less driving speed.  and it accelerates so slow that its a pain to use.

The only thing it seems worth using is the raw number of slots in its cargo.  and using this many slots, NEVER hits even near the max weight of what the mining car can do.

So in terms of going out to get lots of ore / rock / trees, the mining car is more than enough slots, it just dont work for a poi to poi salvage vehicle, but for how bad the military truck handles, and drives, your better off just doing multiple trips with the mining cart.

7: since you made money weight quite a bit, and made Many a end game item cost 100k - over 1 million dukes, could you add a system where you can store your cash at the trader like a savings account, it would only be for the trader you put the money into, but it could generate a small interest amount to use at the store.

This would let us add money to it over time to save up for those huge purchases.

Also, you could have it so that any mission you do for that trader could be payed out directly to this savings account, and you could get 20% more dukes cause of this.

The offset to this extra mission earning, and savings interest is once you deposit dukes with the trader, its locked in like a gift card, CAN ONLY be redeemed via instore purchases.

Now the issues ive seen.

1: your chem station / furnace upgrade has a progression conflict.  you need military fiber to upgrade the furnace to make titan, but you need titan to upgrade the chem station.  so you need to get one of the 2 stations upgrade of this mat from loot or venders exclusively as you created a chicken and egg, scenario.

2: the elevator, if you leave a vehicle on it, and come back from far away or log in, it will fall threw and hit the ground, also, it stays floating in air for awhile if you try to move elevator down without riding in the vehicle, making it fall after awhile.

3: the recycler when you leave its visual ish range, no longer considers itself turned off, and drains all your fuel, so a manual switch MUST be placed before it to prevent this.

4: Being poisoned does not reset upon death.  Yes the fact your poisoned goes away, but if you died at 80% poison, the next time you get this effect added, it starts at the level of % it was at before you died.

5: you cannot use a splint or cast on a sprain, nothing seems to treat this,  you can only treat an actual broken limb.

6: the last 2 ranks of the repair kits, need scrap steel and scrap titan, either remove this and replace with just ingots of the type, or add a way to turn ore / ingots into scrap at the 1 to 1 cost, as making something out of steel or titan just to scrap it makes no sense.

Loving the mod, hope you keep it going strong.

 
You can feed the chicken coop flower seeds and they make eggs the beehive you feed flowers and they make honey.

Silly question but how long do the small batteries for the lanterns last?

Oh was it a oversight that the sliding glass doors cost more to make then the powered sliding glass doors or on purpose?

 
MythN7 said:
Now the issues ive seen.

1: your chem station / furnace upgrade has a progression conflict.  you need military fiber to upgrade the furnace to make titan, but you need titan to upgrade the chem station.  so you need to get one of the 2 stations upgrade of this mat from loot or venders exclusively as you created a chicken and egg, scenario.
I completely agree

And the too high cost of cement production makes it literally impossible. Only loot

 
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I'm having trouble killing scorpions. Well I can kill them ok but they don't die (kind of appropriate for a zombie game), after I kill them the console pops up a red error and the scorpion just sits there twitching. I was having the problem with all scorpions until I updated from 2.6.12 to 2.6.17, now I think I can kill the desert and snow scorpions but in the wastelands I still have issues. Anything I can do about this or just be glad of an excuse not to do wasteland hordes and it'll eventually work itself out ?

Cheers

Screenshot - 1_12_2022 , 12_02_41 am.png

 
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I'm having trouble killing scorpions. Well I can kill them ok but they don't die (kind of appropriate for a zombie game), after I kill them the console pops up a red error and the scorpion just sits there twitching. I was having the problem with all scorpions until I updated from 2.6.12 to 2.6.17, now I think I can kill the desert and snow scorpions but in the wastelands I still have issues. Anything I can do about this or just be glad of an excuse not to do wasteland hordes and it'll eventually work itself out ?

Cheers

View attachment 26745
Make sure you're running properly installed UL 2.6.17, reinstall if you have to.

If you run any modlets on top of UL, I can't help, sorry.

 
When playing on smaller maps, or even if just playing for long time or with many people, what happends when yhou run out titan nodes in the wasteland?

do you have to repair all your titan gear at the shop for dukes?

 
When playing on smaller maps, or even if just playing for long time or with many people, what happends when yhou run out titan nodes in the wasteland?

do you have to repair all your titan gear at the shop for dukes?
Ore Extractors and traders then with occasional titan stuff in loot that you can recycle

 
When playing on smaller maps, or even if just playing for long time or with many people, what happends when yhou run out titan nodes in the wasteland?

do you have to repair all your titan gear at the shop for dukes?
1. even when you mined all the surface nodes, there are still some deep below the surface.

2. When you run out of it, then you should decide to use none critical items that get repaired with steel.

3. Or you still could emigrate to another map like all old good miner when their claim runs out, or pray to your local god that he might chunkreset some wasteland or delete all regio files beside the one with the player bases.

 
Anyone know why destroy_on_close="true" doesn't work on the bird nests in latest experimental UL? I've added it to both the base game lootcontainerID=25 and to the lootcontainername=birdnest loot.xml from the UL_Content1 folder. It works on the trash...

 
Anyone know why destroy_on_close="true" doesn't work on the bird nests in latest experimental UL? I've added it to both the base game lootcontainerID=25 and to the lootcontainername=birdnest loot.xml from the UL_Content1 folder. It works on the trash...
Ah, got it: had to remove the downgradeblock info from Blocks.xml 

 
1. even when you mined all the surface nodes, there are still some deep below the surface.

2. When you run out of it, then you should decide to use none critical items that get repaired with steel.

3. Or you still could emigrate to another map like all old good miner when their claim runs out, or pray to your local god that he might chunkreset some wasteland or delete all regio files beside the one with the player bases.
what do you mean emigrate to another map?

like just start over?

Ore Extractors and traders then with occasional titan stuff in loot that you can recycle
do the extractors affect what and how much you get based on the biome or surface they are on?

like if putting them right on top of a ore node makes a diff or in the wasteland vs forest?

in my experience, for the cost of making them, a compact engien is not easy to come by.  i think ive seen 8 in total ever, and i already have dune runner.

I usually get only 1 -3 things in it, and NEVER more than 10-99 of an item.

Since we need literlay 10's of thousands of things like lead, copper, iron, coal, all but the titan, getting this current small amount every few game days seems like a joke, when you cannot just leave it run for several loops.

Cause to this early game is hard, and even then you get nothing in amounts that help.

And at end game, when you have a valkerye drill, it seems like ugh.

So could you just change it in a way that instead of searching it like untouched after its done, it just keeps digging non stop, till its full, and needs gas or power to run.

So it would have a progress bar like the recycler, and pull 1 random ore per time, on a much quicker run. you can just open and grab when your near it.

 
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Request:  could you take the rubble that impedes vehicle movement at the waste land traders, and either just remove them, or take the indestructible tag off them?

Would be nice to be able to go down that part of the main road at there door without having to deal with it, over and over. 

 
Subquake said:
There's definitely some overlap with Recycler and Wrenching, but you also have to understand, that not every person will max out Salvage Operations and then it's quite useful, on top of that it can recycle not just blocks, but items you don't need as well. As for blocks, sometimes it gives similar resources than when you wrench, other times it gives different resources, it's so that I tried to make it not quite black & white for it's utility :)
So does this mean that if you max out salvage opperations, in many cases its better to do that instead of picking each object up and bring back to be put in this machine?

Maybe could you add a tool tip popup when you hover over the recyclable tag in the description of the possible items you can get, with a num range on each icon in the list?  Assuming that its as easy as just coding in a reference to the rng pool the machine actually uses.

Also, many things cannot be recycled, like the iron storage boxes, but the steel and titan can be.

Another Request:

Could you add a downgrade option to the maint bench.

Where it would drop an items rank, and give back most of the mats it took to do that?

This would let us downgrade items we find of higher rank, since the recycler does not factor those costs in.

Also, could you add upgrades to the mortar and pestle, cooking fire, and edit the furnaces upgrades to add this.

Each upgrade rank, would increase crafting speed by 10%, and also add 2 more input and output slots to the ques.

The final campfire upgrade would turn it into an actual kitchen stove with a stove top burner object, and it would use electricity instead of coal or wood.

Also, about upgrades, could you make the ore  / oil extractor have an upgrade where it takes a diamond tip mod and some other assorded items as the cost, and it would increase the work speed by mabye 20 %, then a final upgrade where you add a valkerye drill and some asssorted parts, to add another 30% work speed, cutting it down by half for each one you do these upgrades to?

 
very frustrate with the elevators, and drawbridges.

had a brick foundation supported by 8 pillars on the edge as you can see, and the elevator was destroyed along with my blocks, upon placement even tho it was green color.

same thing happened with a powered drawbridge.

image.png

could you possibly make these 2 items, drawbridge, and elevator, since they are so expensive and cumbersome to put down have a placement version you build, called maybe elevator shape helper, and drawbridge shape helper, that would cost nothing more than mabye a bunch of wood and nails.

But this object would have the same mass as the real one, but the same durability as wood. to prevent it from being used as a defense block or something.

so we can place it as a test block.

But also, instead of picking it up to put the real one down, you would use the nail gun or some such tool to upgrade that to the real one by having it in your inventory and applying it.

 
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