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Please multiply the brain damage when eating poop. haha.'
will do XD
yeah that's quiet strange. I think I did notice that while testing in DEBUG. I noticed that it only happened when speeding up time. My mod doesn't change thirst... It only saves all the stats to its own table for later reference. This might be because at high speed the function overloads the stats module since requesting the stats so much ? not sure. If, I remember correctly without looking at my code, I probably need to add a safety feature which will check if a second has passed or something ;]
I might add an option or trait maybe to make it OP like that
I'd considered this mod a must-have, even tho it does adds (or say "re-active") some new mechanics into the game but still I enable it every playthrough. And with u rewriten bits of it now its even more so as a must-have! since I'm back to pz I figured I shall cherrish the feces along side insanity lololol
I've noticed something in testing though, and it's a rather bizarre bug. With the mod enabled, after my character drinks, they uh...never need to drink again. Their thirst just stops building for some reason. I've been using Cheat Menu to manage my moodles while testing, but running Cheat Menu without the Sanity mods doesn't cause any problems with thirst, meaning it's either an incompatibility or some kind of bug. Tested it on a fresh world afterwards and haven't encountered any issues yet, but I thought I'd bring it to your attention.
In terms of feedback, have you considered having panic contribute to sanity loss? I imagine periods of extended panic could quickly drain sanity, and would be a good way to have extended combat mentally drain a character.
https://prnt.sc/GrA0_OAnSE9m this is the picture
The problem being every hardship just keep on adding the insanity, meanwhile there's not a thing to cope with sanity directly which makes it dropping like a lightweight drinker after two bottles of vodka during any tight corner. And with mods that are dynamic in traits or ultilize these negative effects as well, things could go deep south real fast.
My character deprived to complete sanity within 17 hours, he was experincing muscle fatigue in the morning from exercise then he held his pee in afternoon, and before the clock hits eleven he's already doing self-harms at night.
He started his day intact but he ended his night in never-ending panic attacks, trying desperately to sleep but kept failing miserably due to his aching body and crippling anxiety. All because some exercise and bladder lol
Simple Status Beta
https://sp.zhabite.com/sharedfiles/filedetails/?id=2966174784&searchtext=simple+status
Workshop ID: 2966174784
Mod ID: simpleStatusBeta
Please consider looking into it whenever possible.
Thanks for that. Well deserved up vote
As for the extensive testing so far, I've noticed one BIG issue with how panic is handled.
Excluding the Desensitised Trait. It seems if your character gets over their Insanity, it doesn't revert back to the original panic values. Meaning, if you go to even face 1 zombie, you become instant 4th lvl panicked. Even the Brave trait suffers from this. Making the 70% reduction worthless. It just doesn't seem to go down.
So I think somewhere in your code that changes when you get to at least tier 3-4 Insanity, making your character panic to sounds. It somehow seems to change or delete the original panic values when up against a zombie.
Hope this helps! Thanks again for improving your mod!
Going to test it thoroughly in MP.
One request if you're still working on it, but is it possible to add compatibility with the "More Description For Moodles" by any chance? I would like to see the drastic effects the moodlet has and percentages.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2763647806
Keep it up. I'm sure with enough time, this mod will get more attention.