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drkoaeg

[Solved] Weather, potion effects

6 posts in this topic

Does this count as new feature or would it be possible to make other mods able to change weather and potion effects:

I was concretely thinking about weather 2 mod that lets sometimes the torches go out sometimes not (as well as barrel fill/ fire burn out/ rain commands). Also I use some mods which should give you potion effects but they do nothing (some do the particle). An example would be poisoning plants in plantmegapack. Some mods also seem to rely still on vanilla health/hunger system, isn't there a way to align those? Thank you for your thoughts, Kitty :)

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When it comes to rain, TFC is just using the vanilla mechanic so any compatibility issues there are with the other mod, and not with TFC. There is no way to add compatibility with food/hunger from other mods. As for potions, I have no idea why it's not working for you since we don't edit potion effects, and actually use them for stuff like hunger/thirst debuffs and hot springs regen. To double check, I just loaded up a survival world and drank a poison potion. It worked just fine giving me the poison effect display in the inventory, the particles, and the periodic damage that decreases health.

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The issue with the PMP poison is that it is just a tick and does vanilla level of damage, so 1hp at most. 

It is possible to scale this damage in the damage handler, but as TFC does not ever trigger poison effect they haven't scaled. The damage effect is scaled in the TerraFirmaPunk pack. 

 

Weather 2 storms are entities. You can set configs to have invisible vanilla weather running, but it means you'll have at times clear skies while everything else is behaving like it is raining. Including thunder. 

It is possible to have compatibility where TFC sees the storm entity and behaves like it is raining. We've done this, but requires compatibility added to TFC.  It isn't perfect because the range for rain effects from storm entity is variable. So sometimes when you see a storm barrels will fill with no rain particles or the opposite. 

Edited by Bunsan
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Thank you for these explanations. You have really digged into it, Bunsan, right? ^^ Sorry for not testing it with the potion only right before, Kitty. So I see possible solutions would have to be custom for any single mod. Might the scale-up be possible to write into TFC (hope that is not too dump, I am learning in my free time as much as I can about programming)? In short-term I think I will use your pack which already provides this compatibility, thanks for your work, you both =)

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Yeah, since I'm doing a bugfix release in the next day or two anyways I went ahead and added in the scale up for magic damage. So poison potions will do 25 hp per tick instead of 1. A player starting at 1,000 HP drops down to about 400 HP after getting hit with a normal splash poison potion. Also made sure to add in the check so it won't kill the player, their health with just stay around 1 - 25 HP until it wears off.

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9 minutes ago, Kittychanley said:

Yeah, since I'm doing a bugfix release in the next day or two anyways I went ahead and added in the scale up for magic damage. So poison potions will do 25 hp per tick instead of 1. A player starting at 1,000 HP drops down to about 400 HP after getting hit with a normal splash poison potion. Also made sure to add in the check so it won't kill the player, their health with just stay around 1 - 25 HP until it wears off.

That is really great, thank you very much!

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