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Subquake

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Posts posted by Subquake

  1. On 5/28/2024 at 5:17 PM, Verion17 said:
    Subquake, have you thought about making a sorting machine that would sort things into containers? Not that this is 
    very necessary in your mod at the moment, but I watch one streamer (Krabo Land Games), he is always crying - would 
    anyone do something like this, since manual sorting takes a lot of time.
    

    no, but that's an interesting suggestion, I'll have to think about that

  2. Here's some upcoming features coming in the next update of Undead Legacy - ambient light changes, volumetric lights, flashlight effects, items requiring batteries and dynamic loot containers:

     

     

     

  3. On 5/13/2024 at 1:00 PM, unlike them said:

    Is food overhaul included in the next update?

    no, that's 2.8 stuff

    On 5/12/2024 at 1:51 AM, wolfarus said:

    @Subquake

     

    Question for ya.

     

    To your knowledge, is it possible to program the bedroll/land-claim block to automatically match it's boundary to the boundary of the poi you set it up in? And if so, possible to program it to do that no matter where inside the poi boundary you place it?

     

    And if that's all possible, are you willing/able to incorporate that feature into your upcoming update?

     

    Always found it annoying trying to match up a space in the center of where you want to set up, switching the radius in the MP settings to try and match the size of the property, ect.

    interesting idea, idk

  4. 1 hour ago, ColdSun said:

    I honestly hope you wait for the A22/1.0 release. I can wait, and haven't played 7D2D since A21 came out. That's just my opinion though and don't hold it against anyone that wants an A21 version. Maybe you should put up a poll somewhere?

    There's still quite a lot to be done to get the update playable, will see how it goes.

     

    Also here's a video of the new zombie: 

     

     

  5. On 4/4/2024 at 1:23 AM, wolfarus said:

    He's said it'll be done when it's done. Have patience.

     

    @Subquake

     

    Question for ya. Since they just announced the next release is supposed to be happening sometime this summer, and with you still working on the update for the current release, are you going to take a breather after you're done w/ this current update? As in skip updating UL for the upcoming release and work on updating for the one after? You certainly deserve the break, if that's the plan.

    No breaks, I work on UL all the time. The fact that I don't post every single day, doesn't mean I don't work on it, some days of course I get the chance to work more, others less, but it's always some progress moving forward :)

     

    On 4/4/2024 at 4:12 AM, Ranzera said:

    Hopefully he gets it out before A22, or at least commits to an A21 release. TFP keeps finding new sharks to jump with those armor changes.

     

    If it's like June, then maybe not, will see. I'm done reworking electricity, the upcoming research tree change is almost complete, but needs some refinement, lots of busy work on just general XML changes, that come with a21, so it's quite hard to do any actual and factual estimates, plus is it really smart to release A21 2.7 UL experimental right before A22 drops? Don't really want my mod to be irrelevant right after launch and people jumping on A22 hype train, then might as well focus to release 2.7 as soon as possible after A22 drops.

  6. 16 hours ago, The Freehold said:

    Subquake, is there any chance that the Alpha 21 release being compatible with the Teragon map creation utility?  I only just discovered it, but I'm really enjoying its biome creation based on height map.

    I can't tell, not there yet to mess around with such things.

     

    10 hours ago, SavageSaffron said:

    Just about wrapped up a solid Darkness Falls server game and we're all eagerly awaiting completion of this update!  Keep up the good work; hope you get to the finish line for A21 soon!

    Thanks!

     

    4 hours ago, Verion17 said:
    I'm trying, but I want to be in the know)

    I post on my discord almost daily on how things are going.

  7. 4 hours ago, Dark_Shadow_231 said:

    I'm pretty sure TFP have plans for teleportation already, so SQ is unlikely to do it himself if they are already going to do so.

    I'll most definitely will do my own version and will modify whatever TFP plan to do to fit my goals, I don't want fast travel to be cheaply or easily available in the game where it makes vehicles trivial and unnecessary options

    6 hours ago, Kuoshi_Zetzy said:

    Hello, dear creator-modmaker!

    I want to thank you for such a titanic job. This mod gives a new look to the game by adding a lot of features and a lot of content. I can continue to praise you and your baby-mod!

    I want to ask you to think about teleportation. A kind of sophisticated machine that allows you to be in the right place and in the right position almost instantly. Naturally, it shouldn't be easy, and every use of this device requires a lot of energy and resources!

    At the moment we can create a huge world, moving from point to point will take a very long time. Ground transportation is inefficient. And helicopters are undoubtedly useful vehicles, but the speed leaves much to be desired. I want, for example, jet planes.
     

    I love traveling, but I want to embrace the whole created world.
     

    Thanks for your attention!

    My goal is to add Valheim like teleporters, but in order for them to operate, they will require lots of power and will have to be powered or charged on both ends to work and would not allow you to use them, if you're encumbered to prevent cheese, like trying to carry through a buttload of materials, vehicles or whatever else. As I stated above, I still want vehicles to be a meaningful part of transportation, but if you want to quickly be somewhere else, there would be an alternative end game option such as a personal teleporter.

    Planes are also planned :)

  8. On 2/6/2024 at 4:23 PM, Verion17 said:

    Subquake, is there any hope of seeing A21 UL in February? or is it still March?

    Thx for your work)

    And sry for my english)

    Definitely not February, it'll be ready when it's ready

  9. 6 hours ago, Aurolotus said:

    Hey, I just wanted to ask if there is a new release window, the current year is already coming to an end? If it takes another 3 months that's just the way it is but a rough classification would be cool :D

    Happy holidays and a good start into the new year 

    ETA was pushed back to sometime next year (Q1, 2024), had a bunch of IRL stuff to do in December, so I didn't have much time to work on the mod. When exactly - hard to say.

  10. 4 hours ago, mugern said:

    помогите с проблемой. на сервер  установил undead legacy, но я не могу присоединиться, потому что там написано "it's impossible to join the server. the discrepancy between the undead legacy version between your client (2.6.17) and the server (unknown).

     

    help with the problem. undead legacy is installed on the server, but I can't connect because it says "it's impossible to join the server. the discrepancy between the outdated version of undead between your client (2.6.17) and the server (unknown).

    That means that you either didn't install UL on the server properly or didn't launch it properly, if it's a linux server, you have to use run_bepinex_server.sh script

  11. 12 minutes ago, Zex said:

    Hello, I love this mod and would like to play it in version A 21. can you tell me when it will be released?  You just wrote the 4th quarter, and already it is approaching and there is no exact date. Of course I understand that this is difficult, but can I find out the release date?  p.s I write from a translator.

    I can't give you an exact date... 

    Still working on it, good news is that I am almost done overhauling the entire electricity system in the game - all the vanilla power related things have been converted to use the new system. It was a lot of work, but in the long run it will pay off by giving a lot more flexibility on what can be done with the new system vs relying on the limited vanilla power code. I doubt it'll be out in November this year, but December... who knows, who knows, anything is possible, but I can't give any solid promises...

  12. 1 hour ago, Castiel4HR said:

    Will saving the current patch work in the new version of the mod?🙄

    No it won't, you will have to start a new game, A21 changes a lot of stuff. It's still 1-2 month away (at least, hopefully sooner, who knows), so you have plenty of time for a playthrough.

  13. 1 hour ago, Mastabeefalo said:

    Is there a standalone modlet for the backpack? I would love to add that to a21 until the full overhaul comes out. I was trying to figure out in the config files for the a20 version what xml edits were for it but there's just so much that I wasn't sure where to even look. 

    No, Undead Legacy is not a modpack, it's all one big mod.

  14. 2 hours ago, Xammux said:


    Include me as well.  I have the exact same bug. Everything was fine when I only had 3 oil/coalshale extractors working in a block just south of my base.  When I added two more for a total of 5 extractors, the game will crash the second I enter that block/Region.

    I have tried all the steps to rebuild those blocks and region independently, together, and everything else I can try; however, the moment you cross into that block the game crashes to desktop.

    So, it appears the safe limit is 3 extractors; go up more and it will cause some error that crashes the mod when entering the block.

    Hopefully it can be fixed when the update occurs. 😊  I LOVE THIS MOD!

    Try to avoid placing the extractors tightly next to each other, that's what probably is causing the issue, also if you previously had farm plots or something like that before in those spots - that can cause that issue as well. spread them apart, have at the bare minimum 1 block free between them

  15. On 7/21/2023 at 11:12 AM, swmeek said:

    I have a few questions . 

    When a screamer screams does she continuously generate zombies until you kill her? 

    Is there a way I can change something to make the little bags like arrows that drop out of zombies when they despawn last awhile longer ? 

    Also can S-core, NPC-Core and some of the zombie packs be added to the modpack ? 

    Thank you

    S-Core/NPC-Core is not compatible with UL

    As for screamers - they work like in vanilla.

    Also Undead Legacy is just one mod, it's not a modpack

  16. 4 hours ago, Melange said:

    Yep, but since we need an engine to be able to research the motorcycle repair manual in the first place, finding that first engine can sometimes take longer than it seems it should. RNG is not always nice to us. Then again, in this last play through I found the first motorcycle engine while looting (not wrenching) a car, but it was around day 40 (60-minute days). So you never know...

    I will work on improving ways to get that engine, there were other alternative options suggested as well 

  17. 52 minutes ago, Kajimbeck said:

    May I ask? how can I take the generator that I placed in the inventory, all the workbenches and items can be moved to the inventory, but for some reason the generator cannot be used, maybe need to use some kind of item?

    Have to place a land claim block to be able to pick up electrical stuff

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