This update adds a new wetness indicator to the HUD! A small blue checkboard pattern will appear under your hearts, showing exactly how wet you are. This will hopefully make it easier to intuit the heating mechanics of Scorchful.
Now that I'm fairly happy with the survival mechanics, my focus will shift to the development of The Mirage.
Changelog:
- Added a wetness indicator
- Updated required Thermoo version to 2.3
- Add a mount temperature indicator
- Known issues: Both the new wetness indicator and mount health overlay do not currently work with Armor Points++. Use Colourful Hearts or Overflowing Bars instead.
This update reworks how Scorchful interacts with Dehydration (when it is installed) and also takes the first step towards combat.
- Made Fire Charges (the vanilla item) throwable (Closes #41)
- Removed passive shading (fixes #39 - this caused too many issues with Frostiful installed)
- Made Rehydration pop more often (though gives less water)
- Added a new parching foods tag. This is not used by any vanilla items, but is used by alcoholic items from Let's Do mods. More items are likely to be made parching in the future.
- Added integration for the foods and drinks added by various Let's Do mods. Note that most of these items won't have their tooltip working, but that is an issue with how Let's Do implements their tooltips (if they call
super.addHoverText
it will work).
Dehydration Integration Reworking
Dehydration and Scorchful integration has been updated. The gameplay experience with Dehydration installed should now be identical the experience without it - except of course you must manage thirst to avoid death. All of these changes only apply when Dehydration is installed.
Closes #29
- Dehydration has been given its own config section in the Mod Integration Config.
- Sweating now drains up to 4 points of thirst (configurable)
- Dehydration added by wetness is now based on the maximum number of points of thirst Scorchful will take, and it is no longer directly configurable.
- These changes should make it so that sweating will last roughly as long with Dehydration as it does without, making future balance changes easier.
- Fixes #40 - Rehydration does not work with Dehydration
- Rehydration now requires 4 points of thirst to be drained before it can pop
- Rehydration enchantment now provides a random amount of thirst when it pops, increasing with the number of armor pieces enchanted with Rehydration worn.
A second balancing update, this time a bit more focused on the Nether and later game. This is probably not going to be the last balance update, but hopefully now things are generally a bit more okay. Note that this update changes a few default config values, and the config will reset itself if automatic updates are not disabled!
- Cooling is now applied to all living entities (Fixes #34)
- Fixed Rehydration not ticking properly
- Fixed screen going completely black when using a Spyglass and wearing a Sun Hat (Fixes #35)
- No longer scale cooling by wetness percent (this made it too hard to tell whether or not drinking actually did anything)
- Nausea is no longer applied at max heat when the player has fire resistance
- Added config values for heating in The Nether
- Added a separate configurable on fire warm rate with Fire Resistance, which is set to a quarter of the normal on fire rate by default
Config Version 4
- Reduced cooling from wetness to -6 from -12
- Reduced drying per tick from being on fire from 50 to 3
A small update mainly focused on balancing the early game. Note that this update changes a lot of default config values, and the config will reset itself if automatic updates are not disabled!
Fixes and Mechanics Changes
- Sandstorms now slow the player when they are outside (Closes #28)
- Powder Snow now applies cooling when the player is warm
- Freezing Ticks from Powder Snow are no longer added while the player is warm if Frostiful is not installed
- The Sun Hat now cancels all additional heat from Scorching biomes
- Added integration with Fabric Seasons (Closes #30)
- The amount of cooling applied from wetness is now proportional to your wetness percent. However, the maximum cooling is now double what it used to be. This is based on discussions in #29.
- Increased the minimum amount of water needed for Sweating when Dehydration is installed (also related to #29)
- Mangrove Swamps are now considered to be Warm and Humid biomes
- Added Chinese translations (by JellyBubb1e in #31)
Config Version 3
- Reduced the maximum temperature from 12,600 to 6,300
- Readjusted many of the heat values to provide half the normal amount of heating or cooling, in alignment with the change in max temperature
- Massively increased the amount of water gained from all food and drinks
A small patch update to better support Quilt
- Reduced required Fabric API version to 0.91 so that Scorchful can be used with QSL.
Things are warming up
Scorchful is finally here! This initial release is focused primarily on the survival aspects of Scorchful. It includes passive heat, a light thirst system, sandstorms, nether lillies, turtle armor, and sun hats.
The next update will feature more combat-related features, such as The Mirage. You can give feedback on The Mirage here.
Things are warming up
Scorchful is finally here! This initial release is focused primarily on the survival aspects of Scorchful. It includes passive heat, a light thirst system, sandstorms, nether lillies, turtle armor, and sun hats.
The next update will feature more combat-related features, such as The Mirage. You can give feedback on The Mirage here.