[MOD] Climates & Calories

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yabay
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Post by yabay » Mon May 11, 2020 1:27 pm

And another question. Products added by the mod have different calories? I just didn't notice a difference in the duration of the endurance buff after eating bread or meat (not a vegan-friendly mod, lol).

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Ralzar
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Re: [MOD] Climates & Calories

Post by Ralzar » Mon May 11, 2020 1:43 pm

Yeah, the food items have different calorie values. Meat is most filling while oranges and apples are least filling.

The difference is in how long they last.
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yabay
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Re: [MOD] Climates & Calories

Post by yabay » Mon May 11, 2020 2:07 pm

And what effect on the character have spoiled products?

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Ralzar
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Re: [MOD] Climates & Calories

Post by Ralzar » Mon May 11, 2020 2:14 pm

Not much. They just have less calories. So the more you let them rot, the less benefit there is in eating it.
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yabay
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Re: [MOD] Climates & Calories

Post by yabay » Mon May 11, 2020 4:22 pm

I noticed a small bug. If you eat in a tavern, then quicksave, then exit the game, then re-enter the game and load the last save, then leave the tavern and go somewhere, then the endurance decreases faster than if without restarting the game, it seems that the endurance buff is not saved (sorry for the clumsy English).

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Ralzar
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Re: [MOD] Climates & Calories

Post by Ralzar » Mon May 11, 2020 4:25 pm

yabay wrote:
Mon May 11, 2020 4:22 pm
I noticed a small bug. If you eat in a tavern, then quicksave, then exit the game, then re-enter the game and load the last save, then leave the tavern and go somewhere, then the endurance decreases faster than if without restarting the game, it seems that the endurance buff is not saved (sorry for the clumsy English).
Hm... I think I know what's happening. I'll take a look.


I've found several minor bugs already so I'll probably release a 1.3.1 in the coming days.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

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yabay
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Re: [MOD] Climates & Calories

Post by yabay » Tue May 12, 2020 8:39 am

How does the wear and tear of clothing affect its ability to protect against adverse weather conditions? And, IMHO, clothes wear out very quickly. I've been traveling for about three days including a rest in taverns and my pants are already battered :)

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Ralzar
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Re: [MOD] Climates & Calories

Post by Ralzar » Tue May 12, 2020 9:28 am

The condition has no effect. I'm making a bugfix release atm, so I'll take a quick look at how the clothing damage was coded and consider if it might need an adjustment.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

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Ralzar
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Re: [MOD] Climates & Calories

Post by Ralzar » Tue May 12, 2020 10:00 am

Ok, cloth damage currently works like this:

If it is over or under comfortable temperatures, the mod has 2% chance every 5 seconds to cause 1 point of damage to a random item of clothing.
1 point of damage can be a lot or very little depending on the clothing items HP.
Most clothing items have between 100 and 150 HP.
Wearing a cloak will cause the cloak to usually take the damage, making the rest of your clothes last longer.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
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yabay
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Re: [MOD] Climates & Calories

Post by yabay » Tue May 12, 2020 10:08 am

And it would be great if spoiled products had a chance of infecting the character with Stomach Rot disease. And it was great to have spoilt food sometimes found in the piles of loot in the dungeons. And again, and again... :D Looking forward to the update! I'm a huge fan of your mod!

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