viewtopic.php?f=93&t=47451&hilit=+stamina
Roughly updated. However, since the API to manipulate the new Regeneration mechanics isn't there, if you craft in combat, you will have a bad time.
Highly configurable as well, and no risk of killing yourself from overcrafting.
[MOD 0.12.11+] Stamina
- Ranakastrasz
- Smart Inserter
- Posts: 2171
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Re: [MOD 0.12.11+] Stamina
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: [MOD 0.12.11+] Stamina
Awesome~ Reason I asked is that I have some associates really wanted some RPG type elements (as options) in the game like"
-Hunger
-Sleep
-Stamina
To name a few... ;P
-Hunger
-Sleep
-Stamina
To name a few... ;P
-
- Fast Inserter
- Posts: 223
- Joined: Wed Apr 30, 2014 11:17 pm
- Contact:
Re: [MOD 0.12.11+] Stamina
The easiest way to handle this is simply to revert regeneration behavior to the old mechanics in data.lua (set ticks_to_stay_in_combat to zero). I've considered it, but I'm kinda lazy (and Stamina isn't high on the priorities right now).
(working on it, and a new set of numbers, now)
(working on it, and a new set of numbers, now)
Like my mods? Check out another! Or see older, pre-0.12.0 mods.