Talor

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Everything posted by Talor

  1. Just released an update with the following change: Checks GM-protection and new player protection when drinking water from the ground
  2. I don't think it is. I have tested with fountains on my test server and it fills with 100ql water. I also jumped onto your server superfly and drank a little from the fountain at the starter deed, when it refilled the ql went up. If you have low ql water in the fountain, you'll need to remove this so that it can fill up with 100ql water.
  3. This was another bug. I have just released an update with the following change that will fix the problem: Another bugfix for fountain water decay (previous fix only affected wells)
  4. Okay, so on your server, you would like the wells/fountains to give you disease if they are low quality?
  5. I'm not sure I understand what you are saying. If you are talking about how water in fountains/wells was decaying, that was a bug, which has been fixed in the latest version. Or do you mean something else?
  6. I just released an update with this change: Fixed bug that caused decay of water in fountains/wells
  7. I have just released a new version with the following changes: A roof is now required to protect from rain Crops will not grow during winter (can be enabled/disabled via the .properties file)
  8. Differences from a hell horse: 1) Unicorns have higher fight skill 2) Unicorns can have a passenger (one person could archer while moving, or could jump on when they're dehorsed) 3) Unicorns can be champion, greenish, etc. 4) Unicorns are slower
  9. If the water is 100 ql, then it is safe to drink. The lower the quality, the worse a disease you may contract. Water taken from wells and fountains is 100ql. Water taken from the ocean will usually be of lower quality. When you boil the water, the quality level raises to 100. So it doesn't matter how many containers you move seawater around between, it will still be unsafe until you have boiled it. If you mix some unsafe water with some safe water, the mixed water will have a quality averaged between the two sources. So the combined water would be unsafe to drink.
  10. Yes, water from fountains and wells is completely safe to drink. (I could maybe make it so the quality of the well/fountain affected how safe it is if people wanted something like that)
  11. I just released an update with the following changes: Using the 'taste' option on water tiles will say the water tastes bad. Changed 'contracted disease' message to be the type that flashes up on the screen (I've held off on the proposed change to mines for now, as the arguments against were convincing)
  12. Hmmm. While it makes sense, it might be a bit overpowered in terms of gameplay? It is pretty easy to open a one-tile mine and throw a door on it. Being in a cave of any kind already gives you protection from the wind and rain effects, so I don't think we should buff caves too much more.
  13. I'll make it so if you use the 'taste' action, it will tell you that the water tastes bad and might need boiling. The game doesn't have a way to distinguish between sea and lakes, so it will have to be the same message for both. I hadn't thought of this. It makes sense that if you're deep in a cave system that the temperature would be quite mild, but if you are only just inside the cave then you wouldn't get the same protection. How about if I have it check for a cave opening within 10 tiles of the player, if there is no cave opening, then they'll have a much more mild temperature? But if there is a cave opening, then it functions the same as it does now, because the cold air can easily come inside?
  14. I haven't got any plans to make a client-side version of this mod. I can see the value in giving players the choice, but I think you lose a lot by making the features client-side. On pvp servers, anyone who kept the features enabled would be at a disadvantage. On pve servers, there would be no need for people to make inns, sell warm clothing, firewood, etc. I'm not sure if you were talking specifically about the new water disease feature or more generally. The temperature and drinking water features can be enabled or disabled separately. So I was thinking that server owners would choose which features they want, and players can then choose a server that offers the type of gameplay they enjoy.
  15. Just released another update with a new water disease mechanic: Drinking sea/lake water may give you disease status Boiling water removes this risk Water from wells & fountains is still safe This mechanic can be enabled or disabled in the .properties file (This is the same disease status that you get from standing on tiles with lots of creatures)
  16. I have just released an update with the following changes: Players will be 'cold' if they log in during cold environmental conditions Players will no longer see warming messages from eating/drinking if temperature survival is disabled in .properties
  17. Do you mean the player is freezing cold and the damage from taking a cold wound is interrupting the cap? Or something else?
  18. Currently this mod is quite 'non-invasive'. While it would be possible add a new database field for temperature and save this at logout and load it at login, this seems like asking for trouble. If the code is not completely watertight, it might lead to more serious exploits. How about this as an imperfect but maybe workable solution: When you log in, your starting temperature would be based on how warm or cold it is. For example, if you log on when you are 'rapidly getting colder', you would be very cold. If you log in when you are 'getting warmer', you would log in warm or very warm. How does that sound?
  19. I have just released a new update with the following change: Standing on snow tiles will make you colder (this refers to the snow tile type, not other tiles that render as snow during winter) The mod is more-or-less complete in terms of features, and the balance seems to be in a good place. So I have changed the thread to [beta] to reflect this.
  20. I just released an update with the following change: Removed pvp check and replaced with a hardMode option, configurable in the .properties file. (If you are running a pve server and want conditions to stay the same, use hardMode=true. If you are running a pvp server and want conditions to stay the same, use hardMode=false.)
  21. I just released an update with this change: Mod detects if player is on a pvp server or within a pvp focus zone, and makes them slightly warmer if they are
  22. So far, I've been balancing the mod with pve in mind; it might be that pvp requires a different balance. I'm going to play a bit on Desolation V5 and see how it feels. One thing I noticed straight away though, is that on DV5 players start with 15ql cloth. Cloth doesn't have the bonus resistance to wind and rain that leather has, and the 15ql instead of 30ql will give slightly lower thermal bonus and wind/rain resistances. These factors combined will probably make the early-game more challenging. If you have verbose logging on, could you paste in the logs, and also let me know the /time output? This will help me a lot for this kind of balance fine-tuning. The snow modifier is definitely possible. I could add that to a future version. As far as food giving bonuses/penalties, I want to wait until the cooking update comes in before doing too much on this. Likewise for this, if possible could you paste the logs if verbose logging is enabled, and let me know the /time output? It makes it a lot easier for me to see what is going on.
  23. I just released a new update with the following changes. It changes quite a lot, so there might be some new bugs. Clothing quality now affects warmth, rain protection, etc. Day/Night and seasonal temperatures should be more realistic Eating 'hot' food or drinking 'hot' drinks has a warming effect It is now slightly colder at higher altitudes Added a 'you are hot' message to /mytemp and adjusted the other messages Fixed a couple of bugs It looks like Wurm only lets you drink hot tea and not hot water, even if it is the same temperature. I don't want to mess around with that though, as the cooking update may change all of that code. Here's a graph of the new day/night and season formula:https://www.desmos.com/calculator/azyrtghy2e Assuming no clothing and no other modifiers, when the black line goes under the green line you are 'getting colder', and under the blue line is when you are 'rapidly getting colder'.
  24. In the next version, I'll make the quality of the clothing/armour have an effect. Currently all clothing counts as 100ql, so in general the next update will make it a bit colder. If after that it is still too easy, I can tweak it a bit more.