[MOD] Climates & Calories

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Ralzar
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Re: [MOD] Climates & Cloaks

Post by Ralzar » Wed Feb 12, 2020 1:37 pm

New update.

v1.2.2

Grammar and spelling hopefully improved.

More advice logic, including some vampire stuff.

Fixed the Status textbox lag, so have removed the modsetting for hotkey. It's now just bound to the Status function to avoid making the code too complicated.
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Ralzar
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Re: [MOD] Climates & Cloaks

Post by Ralzar » Thu Feb 13, 2020 7:57 am

v1.2.4

Bugfixing. Getting this all to act correctly was difficult. I also discovered some old bugs that no one had reported.
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L57
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Re: [MOD] Climates & Cloaks

Post by L57 » Thu Feb 13, 2020 8:56 am

Ralzar wrote:
Thu Feb 13, 2020 7:57 am
v1.2.4

Bugfixing. Getting this all to act correctly was difficult. I also discovered some old bugs that no one had reported.
Isn't it v.1.2.3? :)

What were these bugs? Just curious.

Btw, textboxes are lovely, thank you a lot.

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Ralzar
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Re: [MOD] Climates & Cloaks

Post by Ralzar » Thu Feb 13, 2020 9:17 am

It was 1.2.3 for like... 2 hours? :D

I discovered that when the weather was hot outside and you looked up, you got the text for dungeons. No idea what happened to the outside text. I also ran into a few equipment checks that did not first check if you were wearing anything. If you were not wearing something you got a NULL exception and the mod stopped working.

I'm playing with the mod today and the only thing I've run into that was really weird was wading through a pool in sentinel and my sandals breaking.
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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Ralzar
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Re: [MOD] Climates & Cloaks

Post by Ralzar » Thu Feb 13, 2020 12:44 pm

I spoke too soon.

Tedious Travel overland travel deactivates C&C in the 0.10.19 build.


v1.2.5 released

Fixed the TT problem.
Adjust down the odds of equipment damage slightly.
Adjusted down the shoe damage.
Made two new floating messages for when you are just a bit too warm/cold. "You are a bit warm..." and "You are a bit chilly..."
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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Ralzar
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Re: [MOD] Climates & Cloaks

Post by Ralzar » Sat Feb 15, 2020 11:08 am

Stuff I'm working on:

More and better advice logic for the textbox. It now doesn't talk about weather while inside a dungeon, and uses the name of the dungeon you are in.
Hazelnut also wrote some code for me that made the text box work together with the Status function instead of queuing up behind it.

Fix the 0 Fatigue bug with Tedious Travel. When using TT you can hit 0 fatgiue and then not faint because TT forces you to keep going. This can happen a lot when TT is used with C&C. So my mod now checks if you have 0 Fatigue and then sets it to 1 Fatigue, so the fainting effect happens over an over until you actually faint.

Rename some items. Casual Cloaks changed to Thin Cloaks. Formal Cloaks changed to Warm Cloaks. Plain Robes changed to Warm Robes. One type of "Boots" changed to "Shoes" as it can both have the graphics of leather boots and the graphics of sandals.

Some bug fixing.
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
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Re: [MOD] Climates & Cloaks

Post by L57 » Sat Feb 15, 2020 12:31 pm

Hmm I'm not sure if renaming is a great idea, at least in some cases where it's not necessary. Formal cloak isn't just warmer. It is kinda expensive (relatively) and is intended to be 'leisure-class' thing. Hence the name. It's pretty obvious from the appearance that it's warm. Boots/shoes rename is clearly justified though.

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Ralzar
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Re: [MOD] Climates & Cloaks

Post by Ralzar » Sat Feb 15, 2020 1:04 pm

L57 wrote:
Sat Feb 15, 2020 12:31 pm
Hmm I'm not sure if renaming is a great idea, at least in some cases where it's not necessary. Formal cloak isn't just warmer. It is kinda expensive (relatively) and is intended to be 'leisure-class' thing. Hence the name. It's pretty obvious from the appearance that it's warm. Boots/shoes rename is clearly justified though.
I would have agreed with you up until recently. But after watching several videos of people playing with C&C and not grasping this concept, I've decided to give some clearer indicators of what's going on.
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
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Re: [MOD] Climates & Cloaks

Post by L57 » Sat Feb 15, 2020 2:05 pm

Ralzar wrote:
Sat Feb 15, 2020 1:04 pm
I would have agreed with you up until recently. But after watching several videos of people playing with C&C and not grasping this concept, I've decided to give some clearer indicators of what's going on.
What's about adding clothes recommendations in textbox instead of renaming then? I. e., you're too cold it's better to buy warmer Formal cloak... Textbox basically exists for such advices. And it also provides opportunity to inform about hints such as wearing two cloaks simultaneously and such.

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Ralzar
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Re: [MOD] Climates & Cloaks

Post by Ralzar » Sun Feb 16, 2020 10:19 pm

Something I’ve been thinking of adding:
Lower temperature effect in cities. For heat, cities have buildings with shade. For heat, the building provide cover and produce heat.
Also, it can get a little rediculous how dangerous it is to go shopping :D
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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