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TheExceed

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  1. A buddy and I are quite annoyed constantly needed to re-ally everytime we join our game. So, I would like to request a modlet that allows you to make a perm-ally request and you stay allied regardless if we log off. Any help would be appreciated. Edit: Also compatible with Undead Legacy Overhaul
  2. Initially, Sub wanted to have more slots. However there were bugs and glitches with it. As torqqed said, if you click on the tool and/or recipe, it will tell you where and what tool you need!
  3. This mod does not modify world gen at all.
  4. http://ul.subquake.com/download?b=80&v=1.3.0.3 (bigger backpack) The files you seek are in the zip file.
  5. 1-2 in the minimum. Keep that in mind. As for update after a17, there are some things he is waiting for until after a17 is released but after discussing max player level and skills, he decided to rework the skills. Only issue is based on how much TFP change skills in a17. He definitely plans on adding more content for the mod later on. Seems he is focusing on the UI and balancing. Sub is extremely good at details. I love it. Being able to see where everything is crafted or what skills you need for items is so incredibly useful. But editing all of that takes time.
  6. Haha yep. He is doing his best. But as you can tell by the screenshots.. it will be worth the wait. The new skill changes and level cap are amazing.
  7. As sub said, gotta all happen at once. But it will be a great update. Sub has been putting a lot of effort into this next update. Like the skill page rework. It will need to be balanced and that takes a bit of time.
  8. Same exact specs and I have no issue except inventory lag when I am crafting something. Which I also get from other mods. All of that will be balanced out. Sub does a really good job balancing. Right now, for many people, the games progression with this mod, is not very difficult. You will have a load of quests to do (if not in 1.4, after a17) and each quest will give a skill point as you progress. Don't get too worked up over new changes until you try it. Give it a chance before. A lot of perks are getting combined making point useage a bit manageable with the new sp per level change. Ex: Gunsmithing will have bullet recipes rather than their own skills. Or camel and survivor being combined into a survivor perk. To make it easier with the new points. Will it be a bit harder early on? Yes. Impossible? No.
  9. The changes being made are not going to make the game impossible. It will add a bit more challenge in point management. Nothing is being locked behind classes or class papers like RH. This will hopefully extend the lifetime of playthroughs for the more efficient players of 7dtd while still keeping the game enjoyable for everyone. You will have to be smart about your perks. HOWEVER, subquake has done a GREAT job so far at balancing the skills to make them easier to understand, as well as combining skills as to not make the skill points too difficult that you cannot progress. It's something unique to the 7dtd community (at least to me) You will have quests and challenges that still give skill points. These will help you unlock extra skills and perks you want. I think it will be a wonderful change for the mod. Test it out when its released before you decide to hate it.
  10. Figured, Just wanted to point it out, in case it wasn't already
  11. Also, burning barrel does not specify the place it's crafted in. Not sure if you intended for everything or not. So thought I would mention it
  12. Yeah, copper and lead ingots could be used, I was kind of confused why you can use brass ingots for casings but not lead ingots for bullet tips. Loving the inc rounds though. Would be cool if it used something other than paint. Maybe use copper for that? Could add a resource called copper thermite. Add some zinc/magnesium to the game and combine all three to make copper thermite to be used in inc rounds.
  13. Sounds good and alright. Ill keep a look out for them. They seem more rare then solar cells xD I have found 4 of them. Looking forward to what you plan to do with this mod. Would love to see new traps and zombies. But lemme say, spec-ing into QJ/SS seems so underwhelming. Lol I get the same stuff in the stash with 3/3 than I did with 0/3 I swear xD
  14. You rock sir. So just curious how rare are fusion cells? And will titanium weapons/tools be smeltable for titanium?
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