Author Topic: PK's Rebalancing Mod  (Read 106599 times)

Offline Wally-kun

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Re: PK's Rebalancing Mod
« Reply #795 on: February 10, 2017, 07:25:39 PM »
I'm playing an older version of the game so I'm not sure if this is fixed or not, but I have problems with the health system this mod makes. I seem to take huge spikes in health for little to no reason and I can't find explanations for it. Sometimes it's radiation sneaking up on me, sometimes it's...idk I stood outside or something. It's really bad, and I burn through vitamins like candy trying to keep it under control. No matter what I seem to do I always end up taking huge dives into the negatives and spend weeks getting it under control, just for it to tank one night at random.

Can this get looked at as far as balance is concerned? I love everything else about the mod but this really grinds my gears.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #796 on: February 10, 2017, 07:39:07 PM »
Its many things.

Its also not random.  The major sources of unhealth are:

- being too hot or cold
    - The first level of too hot or cold will only hurt your current health.  This is 'chilly' or 'warm'.  The next ones will hurt your longterm health.

- Radiation
    - I dont change this, its already present in the base game.

- Poison
    - Poison will drain your health by quite a bit.  Poison resistance will help a lot, but poison will make you less fit, period.  This applies to food poisoning as well.

- Crappy (non)foods
    - Taking lawn fertilizer isnt a healthy thing to do, nor is eating junk or impure water.


Its a scaling system that is being tweaked.  But in general negative health isnt a untenable position.  In newer versions its looked at.  Specifically the health loss by temp.  its nerfed down quite a bit.



Stay comfortable, be aware of what is and isnt poisonous, and dont eat poorly.


P:

And dont trouble too much about health; its less of a hindrance than you think.  Its a passive and relatively unimportant stat.  Unless it is at -200.

In my playthrough on youtube my character's health is -50 and hmod is -150, and hes doing good but any standards.
« Last Edit: February 10, 2017, 07:42:57 PM by pisskop »

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #797 on: February 10, 2017, 08:02:41 PM »
Try this newest release of mine.

https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.0.7


I did find one bug.  So I hope this fixes that for you

Offline Wally-kun

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Re: PK's Rebalancing Mod
« Reply #798 on: February 10, 2017, 10:43:21 PM »


Was this supposed to be dropped on top of an existing version? Because I removed the older version and put this one in instead.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #799 on: February 10, 2017, 10:59:24 PM »
Sorry.  I didnt test I was in the hurries.

https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.0.7a


Replacing it is fine.

Offline H__D

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Re: PK's Rebalancing Mod
« Reply #800 on: February 16, 2017, 07:12:58 PM »
Hi there I updated core game and PKRebalanced (via github) and I'm getting these:
(click to show/hide)

Help? Am I doing something wrong? Thanks!

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #801 on: February 16, 2017, 09:03:03 PM »
Not you.  They appear to have altered the id of the public works building.   Because why the hell would we have consistency?

Ill fix.  should be as easy as finding what the new id is and inserting it via replace function

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #802 on: February 16, 2017, 09:30:59 PM »
https://github.com/pisskop/PKs_Rebalancing/tree/3.0.7.b

Yo.  so yea.  jsonifying anything means that you can no longer rely upon C++ placements and editting. this is fix

Offline H__D

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Re: PK's Rebalancing Mod
« Reply #803 on: February 16, 2017, 10:31:58 PM »
Thank you very much! Unfortunately that first debug message still shows on screen after new world creation. Is it important? I'll try to play a bit anyway to see if it's not gamebraking.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #804 on: February 16, 2017, 10:34:44 PM »
Its not.

Its complaining that I have an empty definition bracket.  Which was intentional.  Ill see about dumping it, but the issue is finding it.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #805 on: February 16, 2017, 11:42:12 PM »
yea, all fixxed and an issue opened on git about it.  technical stuffs really.  about linting.

Offline Coolthulhu

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Re: PK's Rebalancing Mod
« Reply #806 on: February 17, 2017, 02:33:54 AM »
Not you.  They appear to have altered the id of the public works building.   Because why the hell would we have consistency?

Because old version was using ancient neighbor-dependent generation, which can only be hardcoded.

Offline Coolthulhu

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Re: PK's Rebalancing Mod
« Reply #807 on: February 17, 2017, 02:43:45 PM »
In general, expect all the hardcoded mapgen functions to go away some day, while also losing their old IDs in the process.

Next one is school: https://github.com/CleverRaven/Cataclysm-DDA/pull/20304

Offline Lazy_lizard

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Re: PK's Rebalancing Mod
« Reply #808 on: February 17, 2017, 11:24:50 PM »
In general, expect all the hardcoded mapgen functions to go away some day, while also losing their old IDs in the process.

Next one is school: https://github.com/CleverRaven/Cataclysm-DDA/pull/20304

And prison: https://github.com/CleverRaven/Cataclysm-DDA/pull/20306

Offline Cringe

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Re: PK's Rebalancing Mod
« Reply #809 on: February 18, 2017, 02:26:17 AM »
I'm using the CDDA launcher to play the game, but I notice I don't see the option for your mod when I am making a new world. Whenever I use the launcher I clearly see it is within my list of installed mods, but I do not see it when generating a world. Is this a known issue? Or am I just doing something wrong?