I would like to see expanded difficulty options and different presets.
I'd like to be able to adjust headshot damage independently from body damage and also to be able to adjust limb damage. It would also be nice to have an easy way to adjust dismemberment chances.
I personally think that...
I think it's entirely possible to have both a system for spoiling meat and a system for ageing it. I think I could even tolerate a spoilage system if we also got a system for making and storing jerky so that it wouldn't spoil anyway. I think it could just add some urgency to actually do...
I'd like to have an option for blood moon nights to basically be a long series of wandering hordes popping up on you. It could be a lot more nerve wracking just because you know that you can potentially avoid them if you are stealthy enough, but if you screw up then it would turn into a standard...
I just thought about the tests on food consumption that I did, and I remembered that I did the test on a new game. When you start a new game in A17.1, you start out with 150% food and 150% water. Does anyone know if it is possible that having over 100% water would increase your stamina...
I looked at the xml files to see if I could figure out how the hunger system works. Apparently, it is not using stamina that consumes food, but regenerating stamina that consumes food.
From entityclasses.xml:
0.017 HP/Second * 60 Seconds/Minute = 1.02 HP/Minute, this seems simple enough.
If...
I'm just going to clarify what led me to create this thread.
I've been trying to make a mod which would make the amount of meat you get from animals proportional to their actual real world sizes. I.e., a stag could give you 60 lbs of meat whereas a chicken might give you 5 lbs. In the real...
Maybe it could be implemented in some sort of optional manner? Maybe something that you could choose in an individual game's settings menu perhaps? All of those downsides seem like they would apply to multiplayer only.
What is the average expected food/water consumption per day per player? I think the most realistic setting would be to take half of those expected values and to just set them to occur naturally as time passes. Then halve the food/water consumption from all other activities. It should average...
So I decided to do a bit of testing to see how quickly the food and water meters deplete if you aren't engaging in any physical activities, and they don't.
Until the bloodmoon happens, you can survive indefinitely by just standing still away from any zombies.
If you have a good bloodmoon base...
On a slightly unrelated note from all this, I want zombies to trip, stumble, and fall over stuff.
If a zombie runs off a cliff, I want it to faceplant.
I've been doing some tests on the point at which the zombies choose digging over other paths.
I dug out a path diagonally downwards to bedrock and walled off the entrance. Standing at a point about 30 blocks horizontally from the entrance, zombies chose to break through the entrance to get to...