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Understood, I will investigate and fix it. :)
However you shared your log to me and that made I can upload for the fix within an hour or less.
that's why I asked for console.txt.
to upload hotfix.
otherwise I won't be able to upload fix until next 24 or 48 hours.
Anyway it's because of Heater, I have no idea how heater working with autostar vehicles, I'm gonna disable checking. thanks.
https://pastebin.com/4jS5GzL2
Mod has been updated and now has sandbox option. For player who is using this mod with existing world, all new features are disabled by default. To use new features, you have to uncheck "Beta Disable" option.
There are 3 new features have been updated.
1. Filter Power: currently, there's no filter system so this value will determine overall sickness. if you set this to 0, sickness will not be reduced by any chance.
2. Effect of Low-Condition parts: If doors/windows are worn, virus can pass more than usual. especially windows are critical than doors.
3. Heater Bypass Multiplier: if you are using heater or A/C then vehicle have to take air from outside. Currently, heater and A/C effects are same. but it will be adjusted later.
If wearing nothing more than a bandana heavily reduces corpse sickness exposure (which it does), then being inside a car absolutely should reduce it as well.
I do think it probably shouldn't reduce it to 0 like a full gasmask with oxygen tank, and should probably reduce it even less if the AC is on (which necessarily sucks in outside air), but a car should absolutely at least partially reduce corpse sickness.
@N0wh3re Glad to hear you're working on tuning this mod! If I might make a recommendation, I think it would be a good idea if the level of reduction was set as a mod or sandbox option so people can tune it to what they're comfortable with.
Two features: "Air filter power" & "Low condition parts can be passed viruses"
Both will be adjustable via sandbox option.
ETA is maybe 2-3 days. also you can share your opinions and new ideas by leaving a comment.
So I'm about to add those feature maybe tomorrow, any detail ideas more than comment you've written do you have? otherwise I'm just going to add simply "how strong the filter(not changeable atm)".
I'm asking because other people always have different experience so they would have another great ideas :)
Otherwise cool mod and hope to see a version of it applied to base game
local currentForce = bodyDamage:GetBaseCorpseSickness() -- incoming sickness from corpse
setCorpseSicknessRate(0) -- To make moodle disable (Noxious smell)
bodyDamage:setFoodSicknessLevel(currentLevel - currentForce) -- To ignore sickness rate incoming from corpses
local currentLevel = bodyDamage:getFoodSicknessLevel()
local currentForce = bodyDamage:GetBaseCorpseSickness()
player:setCorpseSicknessRate(0)
bodyDamage:setFoodSicknessLevel(currentLevel - currentForce)
This is what this mod does basically. This mod reduces the sickness level by the amount of sickness gained from the current corpse (i.e. offsets the value to zero).
so this mod ignores sickness rate from corpse but no effects to any other method (food, infection, etc..)
were you drunken?
That's what I exactly planned for future update and will be included in sandbox option. second one is interesting and could be implemented but let me think some more.
also I'm thinking to add a new moodle which tells how much air is clean so maybe I can connect them?