While browsing the mods on the forums, I came across Oxygen Mod. Which simulated oxygen requirements for the player, and as the developer of MoFarm from the MoMods Series. I had a idea. Why not simulate hunger to give players reason to harvest fish and use all those agricultural mods. So MoSurvival is the result of that idea. Right now I have a small prototype ready for those of you who dare try it, modders to get their hands on the script interfaces early.
Currently in new games, MoSurvival will give you 10 fish to start with to lengthen the amount of time you have before you need to harvest food to eat. Without fish or any other food you will start to starve after 10 minutes from a full stomach.
Alright, for all you modders who want to add support for your food related items I have a simple interface right now.
Ill be expanding it later depending on feedback you guys give me.
if remote.interfaces.MoSurvival then
remote.call("MoSurvival", "RegisterFoodItem", "item-name, hunger-value)
end
MaxHunger = remote.call("MoSurvival", "GetMaxHunger")
PlayerHunger = remote.call("MoSurvival", "GetHungerofPlayer",player-index)
remote.call("MoSurvival", "SetHungerofPlayer", player-index, hunger-points)
Currently the mod only consumes food if the player can stomach it. Aka current-hunger+food-points < max-hunger.
Currently players can only store 6000 food points, which runs out after a hour if they are not fed.
MoSurvival itself adds no new entities/items. So chances are your going to run out of food really fast unless you have a constant supply of fish... So Ill link you guys to the latest MoFarm Experimental so you can automate food production.
However i do like the idea for the hardcorepack i have if you dont mind me adding it in the future I hope what new you bring us with this mod different from hardcorios variant !
Goodluck!
Re: [0.11.21] MoSurvival -Simulated Hunger
Posted: Tue Apr 21, 2015 5:36 pm
by ludsoe
Oh I wasn't aware I was beat to the hunger mod idea. How ever my goal is to make an expansive system around eating items. My second goal is to make it 100% mod compatible and have all the data be exposed to other mods.
As for putting it in you're pack, I'm totally on board.
Re: [0.11.21] MoSurvival -Simulated Hunger
Posted: Tue Apr 21, 2015 6:29 pm
by darkshadow1809
ludsoe wrote:Oh I wasn't aware I was beat to the hunger mod idea. How ever my goal is to make an expansive system around eating items. My second goal is to make it 100% mod compatible and have all the data be exposed to other mods.
As for putting it in you're pack, I'm totally on board.
Alright man Sounds cool. I wonder what it will turn out to be
Goodluck!
Re: [0.11.21] MoSurvival -Simulated Hunger
Posted: Sun Apr 26, 2015 7:31 pm
by darkshadow1809
I just had some sort of idea for you.. Not sure if you can make it a possibility
You know those little animals roving around the mainland? How about turning those into a foodsource aswell? Making them like a fenced off area and make them breed? Multiple once defined into a sort of blueprint area. > make a fence a square = turn it into breeding ground or something.
Then slaughter the animals urself or have a machine do it ? Like > tick dmg per w/e and have the breed the same so for everyone that dies a new one respawns and make it deposit the meat it harvests into a chest? just a suggestion:p Maybe a bit vague! but fill it with your own imagination ! As currently the only food is fish. So it is sparse..
Maybe make trees that grow apples? Addition for your mofarms? Treefarm > applefarm ? I dunno! Maybe even get some foods with benefits! Mining buff which increases mining speed for (amount of time) or speed buff increases running buff? All sorts of things!
Have fun!
Re: [0.11.21] MoSurvival -Simulated Hunger
Posted: Thu Apr 30, 2015 4:49 am
by MiniMe943
darkshadow1809 wrote:You know those little animals roving around the mainland? How about turning those into a foodsource aswell?
Little animals? Are you talking about the biters?
Because if so, that makes me laugh... I want an insane mod like that. Like, imagine a whole MoAliens mod... A MoMod focused around industrializing the biters. Capturing them, breeding them, harvesting them for artifacts and food, and then training them to fight for you and genetically modifying them to better fit your needs.
Ludsoe! Get on this!
Re: [0.11.21] MoSurvival -Simulated Hunger
Posted: Thu Apr 30, 2015 9:37 pm
by darkshadow1809
MiniMe943 wrote:
darkshadow1809 wrote:You know those little animals roving around the mainland? How about turning those into a foodsource aswell?
Little animals? Are you talking about the biters?
Because if so, that makes me laugh... I want an insane mod like that. Like, imagine a whole MoAliens mod... A MoMod focused around industrializing the biters. Capturing them, breeding them, harvesting them for artifacts and food, and then training them to fight for you and genetically modifying them to better fit your needs.
Ludsoe! Get on this!
Well technically without eating them i am working on a mod right now.
Makes you able to catch biters breed them and harvest food for them to make them grow stronger and breed and crossbreed them Only problem is the friendly A.I but Fish is gonna help me with that he has a pvp mod with friendly biters so thats nice i am trying to finish a rough prototype of it in a week or so
Re: [0.11.21] MoSurvival -Simulated Hunger
Posted: Fri May 01, 2015 3:27 am
by MiniMe943
darkshadow1809 wrote:Well technically without eating them i am working on a mod right now.
Makes you able to catch biters breed them and harvest food for them to make them grow stronger and breed and crossbreed them Only problem is the friendly A.I but Fish is gonna help me with that he has a pvp mod with friendly biters so thats nice i am trying to finish a rough prototype of it in a week or so
Sounds interesting, I'll be on the lookout for that.