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Smell system comment/request

This is a comment/request about the Smell system.

First comment.
I think there is a bug in the system, at least when you play co-op.
when you eat food, you get a smell level that reduces over time and when you get wet it reduces quicker.
in co-op it appears the host has their smell totally removed as soon as their wet, but the clients go down slowly (sometimes its 2/sec others its 10/sec) so not sure what is actually meant to be the correct way.

next (leading to the request for help or change) I want to enhance the smell system.
I have already made a mod to give the "bundle Raw Meat" also have a smell property of 1 so now it basically only reduces the amount of smell so you can carry more meat before you start to get effected. Then I made a new "Wrapped Raw Meat" that also requires beeswax to make it totally smell free. I may make it, so you make grease proof paper and use that instead of having to carry both paper and beeswax.

But now I want to add a bass smell level that is the minimum you can go to until you get wet so I can add other smell methods like sweat from running/working, gore from fighting/stepping on gore blocks etc. so when you carry items or eat items with the smell property, it adds to this and only auto reduces to this over time and never remove others until washed. but the smell value is a CVAR and the controls for add/removing for it is not in the XML that I can find and would need c# coding. I tried adding a smell property to a buff so I could create a "sweat" buff, but the property didn't work there. and if I add a value to the CVAR. the smell control just puts it back.

so, request for help.
does anyone know how to change smell levels without using the property on an ITEM, possibly how to set a smell property in a buff.

if not, a request for the Devs. could the CVAR be made a stat so we can do a passive base_set and your smell system use a base_add or could the smell property be added to buffs also.
 
I usually put the raw meat on my mountain bike, so I won't smell or have to carry it around. If I do carry it around while driving the bike, pretty soon I'd have bears, cougars, wolves and dire wolves running behind me.
 
That's good for when you get the bikes and we do the same, but from the start of the game you don't have them. and we are making survival harder so it will be longer until you get them and as we are making food more important, hunting will be a big thing.

That being said for the food side, which not much needs to be done with for smell (although we have some ideas). To make the survival harder we want to add other types of smell that augments their smell system, and at the moment I can only see giving smell properties to items and they have to be carried for the property to be applied. If I change the "smell" CVAR it changes back by TFP internal code to what items I'm carrying with the smell property.
 
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