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Re: [MOD 0.12.11+] Stamina

Posted: Thu Jul 13, 2017 4:00 pm
by Ranakastrasz
viewtopic.php?f=93&t=47451&hilit=+stamina

Roughly updated. However, since the API to manipulate the new Regeneration mechanics isn't there, if you craft in combat, you will have a bad time.

Highly configurable as well, and no risk of killing yourself from overcrafting.

Re: [MOD 0.12.11+] Stamina

Posted: Thu Jul 13, 2017 4:18 pm
by abordoli
Awesome~ Reason I asked is that I have some associates really wanted some RPG type elements (as options) in the game like"
-Hunger
-Sleep
-Stamina

To name a few... ;P

Re: [MOD 0.12.11+] Stamina

Posted: Thu Jul 13, 2017 5:28 pm
by Schmendrick
The easiest way to handle this is simply to revert regeneration behavior to the old mechanics in data.lua (set ticks_to_stay_in_combat to zero). I've considered it, but I'm kinda lazy (and Stamina isn't high on the priorities right now).

(working on it, and a new set of numbers, now)