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Subquake's Undead Legacy

Hi , I want to play this mod as it looks cool, but is there any chance to add it to sphereii's mod launcher..

I play a few mods that have been added to the launcher as its simple to install them that way..

Here's hoping..

Cheers

 
@TempusFugit

I'm sorry, but in the nearest future there are no plans to make the mod compatible with mod launcher, not at least till early February 2018. Reason is I just don't have time for any major changes for the mod, how it is distributed etc, because of real life issues I'm dealing with currently.

Can i simply say that I love this mod?
Yes you can and thank you!

 
Hi Subquake,

I finally got around to trying your mod. So far, it's really good. Although like most have mentioned, larger bags would be nice with the sheer number of things you need to get. Especially in the beginning because you don't know what you need and what you don't. And simple things like diodes and what not wouldn't come close to filling up a bag slot just because of the itty bitty size they are.

But beyond that the ui is amazing, the game feels different and overall is a blast.

One problem I just ran into, (not sure if it's a vanilla thing, but don't recall experiencing it), I qued up over 100 scrap iron log spikes and 100 wood spikes before I quit playing earlier this morning before work. When I reloaded the game a few minutes ago my que was empty and all the items missing. So the game just discarded a lot of work I did and being it's day 7 now it's messed up horde night (well sorta I'll just creative menu them back in). could be a show stopper for someone on a server if it behaves that way there too.

I'm playing single player.

Gorgeous mod. At first I hated twigs because of the amount needed for spikes, but now that I have iron fireaxe it isn't as big an issue. ;)

Keep up the good work. And hopefully you can figure out the que stealing issue.

 
Hi Subquake,

another thing I noticed, I can't repair the wood spikes. the stone axe and the wrench both show an icon with twigs and a red x, but I've got several thousand twigs in my inventory (Canceled the building of spikes for the moment). Not sure if xml is goofy or if i need a different tool than what I'm using.

 
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Hi Subquake,
another thing I noticed, I can't repair the wood spikes. the stone axe and the wrench both show an icon with twigs and a red x, but I've got several thousand twigs in my inventory (Canceled the building of spikes for the moment). Not sure if xml is goofy or if i need a different tool than what I'm using.
That's a bug, thank you for reporting it. I forgot to add twigs to Allowed_upgrade_items list that determines if the tool is allowed to use an item to upgrade/repair stuff.

It will be fixed with the next patch, though I can't give any details when.

 
That's a bug, thank you for reporting it. I forgot to add twigs to Allowed_upgrade_items list that determines if the tool is allowed to use an item to upgrade/repair stuff.
It will be fixed with the next patch, though I can't give any details when.
ok good to know.

the problem with the que disappearing after quitting the game and coming back? Not sure if you got that part in my first message.

 
ok good to know.
the problem with the que disappearing after quitting the game and coming back? Not sure if you got that part in my first message.
I got it, it's the games bug, can't help much about it sadly.

 
how to extend the backpack?
Here's a general tutorial on how to extend the backpack size for the default game: https://7daystodie.com/forums/showthread.php?66410-TUTORIAL-Make-your-own-bigger-backpack-mod

Though I would strongly suggest not to increase it for Undead Legacy, because the user interface will get messed up.

I know many of you guys have stated, that the default inventory size is just too small to be able to handle all the additions to the game by the mod, but that's just early game. When you get to the point of having a minibike, the large cargo space for minibikes compensates that for now. Also most items can be salvaged to their base components.

Currently backpack inventory user interface looks, in my opinion, really great, however increasing the inventory space will lead to multiple compromises, among them would be smaller slot size and a totally different layout for the center area of the interface.

For me to code in a larger backpack wouldn't be hard thing to do, the problem is, that I want it to also look good and feel good, so for now please be patient. Larger backpack will be a thing, but not in the immediate future, because I have to figure out a proper layout for the UI to support larger backpack.

 
thanks for the recommendation, great about the minibikes, good job congratulations

the only thing I miss in the minibike is the button to order the loot, it would be great if you could add

 
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I do have a serious question tho, where do I make rebar frames? I can make rebar in the smithing table, but I can't figure out where I make the frames so I can start my concrete structure.

I'm on day 8, minibike definitely helps but I find I can still only do a few houses or structures when I travel and both it and my bags are full. I suppose as I learn more there will be much I'll just scrap or leave behind, but for now I don't know what is or isn't important and with in minutes I'm packed full of stuff.

In vanilla I usually have steel by now. I'm one tier away from it, then I can make the cement mixer.

edit:

bah spoke to soon one more blacksmith tier to get gears.

 
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(..) minibike (..) button to order the loot (..)
Not possible with just xml edits sadly.

Not a major thing, just pointing it out. :) your whiskey is seriously watered down. It can extinguish fires.
Thanks for pointing that out. It will be fixed with the next update.

(..) where do I make rebar frames? (..)
A bunch of building blocks have been moved to Carpenters Bench




(..) for now I don't know what is or isn't important and with in minutes I'm packed full of stuff.
Yeah, I feel your pain. I'm a pack rat myself and sometimes it's very hard to let go and leave some things behind to be picked up later. Certain aspects were inspired from game called Project Zomboid, that had tons of useful and not so useful items and it was hard to choose what to keep and what to leave behind, because of the carry capacity limitations.

Also I didn't have enough time to properly make all the item descriptions, some don't even have any description, only a placeholder text "No description yet.". Over time all the blanks and incomplete descriptions will be changed, including default item descriptions, that have to be crafted at custom workstations, so that by reading the description you would have an idea where something can be crafted etc.

 
That looks awesome Sub, Nice job!!Will you be doing the skills menu also?
I will have to adjust all the windows, because they overlap with the new layout of the info panel, which by the way I hope looks decent, because I was really afraid how it would end up, because we are all so used to the "classic" layout since A13.

The game has 5 actions reserved, but I trimmed them down to 4 actions, because I haven't seen any item requiring 5 action buttons and the key bindings have only 4 action button mappings. Please post here if I have missed an item, that requires 5 action buttons when you look at it in the inventory.

 
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