Config
This mod is really simple and it can be a nice showcase, how to add a new modifier to the game.
If you want to add a new modifier, you need to extend an enum of eModifiers
Code is available on github
Default config file
Upon starting the server, the config is created in $profiles/CRDTN/FireRegen/World.json
float HealRadius = 2; // Radius in meters
float HealTreshold = 100;
float BloodTreshold = 5000;
EStatLevels HungerThreshold = 1; // GREAT - 0, HIGH - 1, MEDIUM - 2, LOW - 3, CRITICAL - 4
EStatLevels ThirstThreshold = 1;
float HealthRatePerTick = 0.25; // Amount of stat add/subtract per TickIntervalActive
float BloodRatePerTick = 0.25;
bool IndoorOnly = true; // If false, works on every fireplace object
float TickIntervalInactive = 10.0;
float TickIntervalActive = 10.0;
// All notifications can be left blank "" so they are not displayed within the game
string NotificationHealEnded = "Goodbye my lovely fireplace!"; // A notification displayed when leaving the fireplace or the effect stops
string NotificationHealStarted = "Ho Ho Ho... I'm getting much better now."; // A notification displayed upon start
string NotificationHungerAndThirst = "Player is too hungry or thirsty to heal"; // Shown when player is not elligible for the regen
string NotificationHealthIncrement = "Player's health is increasing"; // Shown per tick
string NotificationBloodIncrement = "Player's blood is increasing"; // Shown per tick
string NotificationHealthReached = "Player's health is full"; // When filled the stat
string NotificationBloodReached = "Player's blood is full"; // When filled the stat
World.json
{
"HealRadius": 10.0,
"HealTreshold": 100.0,
"BloodTreshold": 5000.0,
"HungerThreshold": 1,
"ThirstThreshold": 1,
"HealthRatePerTick": 10.0,
"BloodRatePerTick": 10.0,
"IndoorOnly": 0,
"TickIntervalInactive": 10.0,
"TickIntervalActive": 2.0,
"NotificationHealEnded": "Goodbye my lovely fireplace!",
"NotificationHealStarted": "Ho Ho Ho... I'm getting much better now.",
"NotificationHungerAndThirst": "Player is too hungry or thirsty to heal",
"NotificationHealthIncrement": "Player's health is increasing",
"NotificationBloodIncrement": "Player's blood is increasing",
"NotificationHealthReached": "Player's health is full",
"NotificationBloodReached": "Player's blood is full"
}
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