[MOD] Filling Food

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L57
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Re: [MOD] Filling Food

Post by L57 » Sun Feb 09, 2020 4:55 pm

Latest version of this mod doesn't work with 0.10.19 either. :(

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Hazelnut
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Re: [MOD] Filling Food

Post by Hazelnut » Sun Feb 09, 2020 5:20 pm

Ralzar wrote:
Sun Feb 09, 2020 4:03 pm
At this point it might be an idea to start looking at which features from Ironman System might be remade in RP&R. A lot of them were honestly just stuff that made the game more realist and, usually, harder. Stuff like the robbery system and gauntlest/boots defining your weapon material for hand-to-hand.
I was referring to the food stamina increase that this mod provides, but I will consider the robbery stuff.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Ralzar
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Re: [MOD] Filling Food

Post by Ralzar » Sun Feb 09, 2020 5:39 pm

L57 wrote:
Sun Feb 09, 2020 4:55 pm
Latest version of this mod doesn't work with 0.10.19 either. :(
Hm, weird. That mod is so small there's almost nothing to break.
I'll take a look.
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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L57
Posts: 182
Joined: Tue Dec 31, 2019 7:53 pm
Location: Moscow, Russia

Re: [MOD] Filling Food

Post by L57 » Sun Feb 09, 2020 5:45 pm

Hazelnut wrote:
Sun Feb 09, 2020 5:20 pm
I was referring to the food stamina increase that this mod provides, but I will consider the robbery stuff.
The problem with robbery stuff from Ironman is that it was not thought out well. AFAIR he kept stealing-from-shelves mode during the night, and also added a chance for guards to spawn. Hence stealing during the day is easier than at night, which is obviously wrong. This idea needs some careful fine-tuning.

I'd also suggest to consider addition of bounty hunters if you don’t pay off the debt on time (Daggerfall devs apparently planned to implement this) and/or tighter borrowing limit in banks. Or you must have a collateral for big loans.

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Ralzar
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Re: [MOD] Filling Food

Post by Ralzar » Sun Feb 09, 2020 9:58 pm

L57 wrote:
Sun Feb 09, 2020 4:55 pm
Latest version of this mod doesn't work with 0.10.19 either. :(
Just tested it. Worked fine here?
I'm making an update anyway, because I found some better ways to code it but when I test it in 0.10.19 I get the text and fatigue regenerates.
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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Baler
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Re: [MOD] Filling Food

Post by Baler » Sun Feb 09, 2020 11:08 pm

Out of inexperienced curiosity. how difficult would it be to create foods that add temporary magical effects?
Part thief, part warrior & wannabe wizard.
I can read C# & C++ well but can't write it.

L57
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Re: [MOD] Filling Food

Post by L57 » Mon Feb 10, 2020 9:25 am

Just tested it. Worked fine here?
Began to work as soon as I put its load priority over C&C. Now its load priority is 1, and C&C is 2, and it works as expected. Apparently your novelty with clothes degradation affected it somehow, because I updated DFU along with your weather mod. I wonder how it could interfere :| completely unexpected

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Ralzar
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Re: [MOD] Filling Food

Post by Ralzar » Mon Feb 10, 2020 9:37 am

L57 wrote:
Mon Feb 10, 2020 9:25 am
Just tested it. Worked fine here?
Began to work as soon as I put its load priority over C&C. Now its load priority is 1, and C&C is 2, and it works as expected. Apparently your novelty with clothes degradation affected it somehow, because I updated DFU along with your weather mod. I wonder how it could interfere :| completely unexpected
Whaaa? No idea either. I’ll have to do some testing.
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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