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A16 - Undead Legacy. More loot, gear, recipes, custom ui, rebalancing.

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  • I also agree that the yelling is out of order. I can understand the enthusiasm and loyalty, and I don't think it's mean spirited, but, no one needs that in a place where we come to take shelter and forget about the hassle of life. Just relax. Please.

    Subquake, love the detail on the food, and the oxygen bar is really cool. My mind is reeling just thinking on all these changes. If modders are the blood of 7 days, ( and they are ) you have got to be it's thundering heart. This is not a mod, in my opinion... it's art.

    Take it easy Subquake. No one want's you to burn up during the creation of this, or after. Just do your thing. We'll be here when you are ready to touch down.

    Comment


    • Originally posted by subquake View Post
      another quality of life feature added, oxygen bar while underwater:

      omg! Yes!
      Last edited by Aimz; 03-02-2019, 03:18 PM.

      Comment


      • Originally posted by Necrodemus View Post
        I also agree that the yelling is out of order. I can understand the enthusiasm and loyalty, and I don't think it's mean spirited, but, no one needs that in a place where we come to take shelter and forget about the hassle of life. Just relax. Please.

        Subquake, love the detail on the food, and the oxygen bar is really cool. My mind is reeling just thinking on all these changes. If modders are the blood of 7 days, ( and they are ) you have got to be it's thundering heart. This is not a mod, in my opinion... it's art.

        Take it easy Subquake. No one want's you to burn up during the creation of this, or after. Just do your thing. We'll be here when you are ready to touch down.
        Well said.

        Comment


        • Response

          Originally posted by Subquake View Post
          Another quality of life feature added, oxygen bar while underwater:


          Until I got a PC I never realized how much I was missing out on, now I know that there is greatness out there. As hard as you're working on this mod, It would be a nice thought to hope someone else out there could assist with getting this update off the ground, but for now, patience will have to suffice.

          Looking Good

          Comment


          • Only 8 Slots, Bummed lol

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            • Hey, I'm new on the forums but I have been watching this thread eagerly!

              We ran this mod on our server in Alpha 16.4 and it was outstanding, by far the best one we used and I could not be more happy to see you are working on a version for Alpha 17, will be amazing, really looking forward to it!

              The food system looks first class, do you mind if I ask if you have looked at adjustments to the food / water use and weather system at all? Although I enjoy Alpha 17, I do feel the current weather system is iffy (possibly a known thing?) Like currently my higher leveled up character stays at 70 degrees no matter what biome I'm in, at least in alpha 16.4 you could see the temp fluctuating but now it feels static. Likewise at low levels you can be 70 degrees in one biome then instantly freezing in seconds if you enter a snow biome, the balance feels a bit off.

              Anyways, cracking work so far, can't wait for this to come out, going to be many more hours to enjoy with this mod!

              Keep up the fantastic work!

              Comment


              • @Panachronic,

                Glad to see you join the 7 days to die community and the fact, that because of my mod, very nice!

                Regarding temperature fluctuations, the RWG is broken in A17 and I truly hope TFP fix it before I release the mod, since for the first release of A17 i have no plans to edit biome or world generation files just yet. Since I'm working on the mod by myself and I don't have a team of equally talented people like me to help, I have to pick my battles carefully on where my time goes while making the mod.

                Some more screens:

                Items, that have some form of buff, when consumed will show it in the item info panel section:



                Buffs have a nice background sprite now (wasn't possible without SDX):

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                • You ain't done yet?

                  Comment


                  • Originally posted by Subquake View Post
                    @Panachronic,

                    Glad to see you join the 7 days to die community and the fact, that because of my mod, very nice!

                    Regarding temperature fluctuations, the RWG is broken in A17 and I truly hope TFP fix it before I release the mod, since for the first release of A17 i have no plans to edit biome or world generation files just yet. Since I'm working on the mod by myself and I don't have a team of equally talented people like me to help, I have to pick my battles carefully on where my time goes while making the mod.
                    Ah fair play, I did not realise temperature was handled that way. Well, either way this mod is going make a huge difference again, amazing work to do by yourself, keep up the efforts, I know I am not the only one who sincerely appreciates it

                    Comment


                    • If you are not careful and overdose on booze, you can get drunk and stay like that for quite some time, even after the buff of the item consumed has withered away.

                      Last edited by Subquake; 03-05-2019, 08:35 AM.

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                      • Thought this was going to be release last month.

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                        • Originally posted by Elsher View Post
                          Thought this was going to be release last month.
                          I thought so too, but what can you do, life is life

                          Here's some booze shots:

                          Comment


                          • This looks amazing.

                            I did have a question and I know it might just come down to me experimenting, but do you think your mod will work with both the Farming Expansion 1.1 mod (https://7daystodie.com/forums/showth...-Expansion-1-1) and Farm Life v2 mode (https://7daystodie.com/forums/showth...Farm-Life-v2)? I noticed on your website that you are overhauling the nutrition system, so I'm not sure how all that would jive. I'm thinking they probably aren't compatible, but always worth an ask for a general guess based on what you know of your mod and how well it may or may not play with others.

                            Thanks in advance!

                            Comment


                            • Originally posted by Kelath View Post
                              This looks amazing.

                              I did have a question and I know it might just come down to me experimenting, but do you think your mod will work with both the Farming Expansion 1.1 mod (https://7daystodie.com/forums/showth...-Expansion-1-1) and Farm Life v2 mode (https://7daystodie.com/forums/showth...Farm-Life-v2)? I noticed on your website that you are overhauling the nutrition system, so I'm not sure how all that would jive. I'm thinking they probably aren't compatible, but always worth an ask for a general guess based on what you know of your mod and how well it may or may not play with others.

                              Thanks in advance!
                              No, it will not be compatible with 99.9% of "modlets", because I am overhauling the whole game, items, blocks, recipes, loot, traders, entities, quests, user interface etc. People, who will want to use my mod and have modlets will have to make custom modlets to mod the mod, not vanilla game.

                              Here's an example of one Undead Legacy code change for an item (yellow parts changed/added):
                              Code:
                              <item name="resourceCropSnowberryPlant">
                                  <property name="Extends" value="ulm_FoodMaster"/>
                                  <property name="Group" value="Food/Cooking,Science"/>
                                  <property name="CustomIcon" value="foodCropBlueberries"/>
                                  <property name="CustomIconTint" value="ffffaf"/>
                                  <property name="EconomicValue" value="50"/>
                                  <property name="EconomicBundleSize" value="10"/>
                                  <property name="CarryWeight" value="0.05"/>
                                  <property name="CraftingIngredientTime" value="10"/>
                                  <effect_group tiered="false">
                                      <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$Add_Carbs" operation="add" value="4"/>
                                      <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$Add_Protein" operation="add" value="1"/>
                                      <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$Add_Vitamins" operation="add" value="2"/>
                                      <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$Add_Water" operation="add" value="10"/>
                                      <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$Add_Poison" operation="add" value="0.01"/>
                                      <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
                                  </effect_group>
                              </item>
                              vanilla code (orange parts changed/removed):
                              Code:
                              <item name="resourceCropSnowberryPlant">
                                  <property name="Extends" value="foodCropBlueberries"/>
                                  <property name="DisplayType" value="food"/>
                                  <property name="CustomIcon" value="foodCropBlueberries"/> <property name="CustomIconTint" value="ffffaf"/>
                                  <property name="EconomicValue" value="2"/>
                                  <property name="EconomicBundleSize" value="5"/>
                                  <property name="CraftingIngredientTime" value="10"/>
                                  <property class="Action0">
                                      <property name="Delay" value="1.5"/>
                                  </property>
                                  <property name="Group" value="Food/Cooking,Science"/>
                                  <effect_group tiered="false">
                                      <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="1"/>
                                      <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/>
                                      <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffIllFoodPoisoning0">
                                      <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="1"/>
                                      </triggered_effect>
                                      <display_value name="FoodPoisoningRisk" value=".01" />
                                  </effect_group>
                              </item>
                              P.S. I have my own plans for overhauling farming:

                              Last edited by Subquake; 03-06-2019, 08:56 PM.

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                              • Can you make your mod compatible with other mods?
                                Such as the better graphic mod and three of the gun mods, (need the more guns, game lacks so much guns >.<)

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