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Sanctus

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  1. Like
    Sanctus reacted to Mrs_L in Extremely high First Aid can reduce or eliminate scratch/lac infect chance   
    It's what it says on the tin. Your buddy gets lacerated twice but you manage to get away? Sure you could just patch them up and hope for the best, or you begin a desperate race against time to get them to a level 8 doctor who can give them more of a fighting chance.
     
    It could be based on both the skill (8-10) and how long it's been since the wound's happened, but it would lead to some tense situations and give a real purpose to endgame-tier First Aid, like Cooking 7's rotten food use or high Tailoring letting you make clothes like new.
  2. Like
    Sanctus got a reaction from gabriel rodrigues brandao in Physical changes related to the character's weight   
    That's in the game already my dude.
  3. Like
    Sanctus reacted to Zork in Foraging improvements   
    I am not saying foraging is weak. It's actually quite useful. Handicapped in some respects and overpowered in others. Here is what I would change:
     
    1. Finding LOGS while foraging is ridiculous. You could spot a log at 20 yards without trying. You also never, ever want to just automatically pick up logs when you're out in a possibly dangerous situation. And on top of that it is not really needed. Sticks/twigs fulfill the need for tinder and crafting wood well enough. Please consider removing logs from the foraging loot tables.
     
    2. The amount of tiredness you get from foraging is way, way over the top. Make it 1/4 of what it is now - if tiredness is appropriate here at all. I would rather see exertion used instead. Make it a very exerting activity and it will remain dangerous to do in unsafe terrain. It's silly that foraging for an hour or two makes your character so tired that he can immediately go back to bed for a full night's rest. Foraging involves a lot of looking around, crouching, crawling maybe. NOT very taxing on the body. Not like felling trees. Actually, I take that back. Make foraging not use a lot of tiredness OR exertion. Make it just slow, i.e. see point #3.
     
    3. If 2. is too big of a buff, it's always possible to reduce overall loot to accommodate.
     
    4. Please separate worms, crickets, grasshoppers and cockroaches properly into "Fish Bait" and frogs, eggs etc. into "Animals". Right now you can have Fish Bait turned off but still find plenty of insects and worms.
  4. Like
    Sanctus got a reaction from TrailerParkThor in Zombie piles!   
    I don't think slow zombies like we have here are really coordinated enough to stand on such unstable ground as a pile of shifting moving bodies. although seeing massive hordes trample and create crawlers would be interesting.
  5. Like
    Sanctus reacted to Badgzerz in Food Dehydrator Machine   
    Cooking/foodprep should be the skill that is required to smoke/dehydrate meat. Carpentry would determine how sturdy and efficient your apparatus' are. I would like to make jerky out of all that spoling meat in my game in the first week passively. Cooking suffers from the inability to just let a meal cook all day while you do other things.
  6. Like
    Sanctus got a reaction from sprkng in Accurate calorie counts for vegetables   
    FIrst off, sorry for the mini-necro, I've been on vacation.
    I was indeed wrong about the apple pie, I had the wrong quantity of pie.  When I look at an actual slice it is indeed closer to the number you gave here.  I thought it was low too but I was too focused on my point to confirm that, my bad.
     
    You also make a good point about the raw vs. baked potato so I checked the USDA calorie count for potatoes. Here is some data from a much more reliable source:
    https://fdc.nal.usda.gov/fdc-app.html#/food-details/170026/nutrients
    one hundred grams of potato is about 70 calories and one medium sized potato is about 160.
    This is indeed about 40 calories lower than the numbers on the other website so I think I agree with your assertion about the butter.
     
    If the vegetables are meant to be 100 grams in game it would be nice if some vegetables had their hunger rates changed, -18 seems a bit high for half a potato.
    The other option would be to keep the hunger the same but treat a potato item (or any vegetable) as a single item of that type with the calories of that item.  For example a potato in game would have the calories of a medium sized potato.
     
    I would like the random variations as well, maybe three kinds of each veg (small, med, large) and the higher your skill the better chance of the good ones?
  7. Like
    Sanctus got a reaction from Faalagorn in Accurate calorie counts for vegetables   
    FIrst off, sorry for the mini-necro, I've been on vacation.
    I was indeed wrong about the apple pie, I had the wrong quantity of pie.  When I look at an actual slice it is indeed closer to the number you gave here.  I thought it was low too but I was too focused on my point to confirm that, my bad.
     
    You also make a good point about the raw vs. baked potato so I checked the USDA calorie count for potatoes. Here is some data from a much more reliable source:
    https://fdc.nal.usda.gov/fdc-app.html#/food-details/170026/nutrients
    one hundred grams of potato is about 70 calories and one medium sized potato is about 160.
    This is indeed about 40 calories lower than the numbers on the other website so I think I agree with your assertion about the butter.
     
    If the vegetables are meant to be 100 grams in game it would be nice if some vegetables had their hunger rates changed, -18 seems a bit high for half a potato.
    The other option would be to keep the hunger the same but treat a potato item (or any vegetable) as a single item of that type with the calories of that item.  For example a potato in game would have the calories of a medium sized potato.
     
    I would like the random variations as well, maybe three kinds of each veg (small, med, large) and the higher your skill the better chance of the good ones?
  8. Like
    Sanctus got a reaction from Faalagorn in Accurate calorie counts for vegetables   
    The vegetables the you farm are basically useless because even if you eat constantly you can't maintain weight.  The issue I believe is that the calories counts of all these foods are vastly underestimated.
    A potato in game has 70 calories, in real life they have around 160.  Why do grape leaves and potatoes have the same calories?
    Cabbage in game has 178 calories, in real life they have around 240.
    Radishes in game have 1 calorie?! In real life they have around 15.
    Lettuce surprisingly is accurate.
     
    Make it easier to maintain weight from your garden please! 
     
    It looks like the non-perishable foods/stuff you find in shops have way too many calories as compared to real life.  A slice of apple pie has 67 calories, but a slice of pie in game has over 400!
    It's probably another kind of pie but that is pretty high for a single slice.
  9. Like
    Sanctus got a reaction from Faalagorn in Accurate calorie counts for vegetables   
    That'd be alright but the food doesn't vary in size or weight in game.  Every potato is a carbon copy of every other potato, which is fine because it's a game, I just assume each potato is a completely average potato. I looked up the calorie count of the average single potato because that's what the game tells me I have.  It doesn't really make sense for the game to track calories per 100 grams while telling my I have a single potato of size 0.2.  However 100 grams of potatoes has even more calories than a single potato does.
    Potatoes are at around 200 calories for 100 grams.  About half as much as an equal amount of sugar.  Grape leaves are a little less than 1 calorie per gram so your number is pretty accurate there for 100g.
    I'm not getting hung up on grape leaves or potatoes but they do explain my point fairly well.  In the game I'm better off eating -4 hunger grape leaves than -18 hunger potatoes, even though the potatoes should provide much more energy per unit of food.  And that is what any player would assume as well.
     
    Here is where I found potato energy density if anyone cares:
    https://bodyrecomposition.com/nutrition/what-is-energy-density (interestingly, fat has nearly ten times as many calories as potatoes)
     
    I'd actually like it if they increased the calorie count of potatoes and other veg to be more accurate while increasing the grow times to be a bit more realistic.  That way it wouldn't be unbalanced but you could still sort of maintain weight with that kind of diet.
  10. Like
    Sanctus reacted to Kappatao in Some improvements to the right click menu   
    I'm sure we've all been in the annoying situation where we can't quite find the right point on a sprite to click to get an interaction option (I'm looking at you lightswitches!)
     
    I'm proposing that right clicking will show all the interaction options available in a 3x3 around the mouse, kind of like how you can see loot in a 3x3 around your character, or even more similarly how the vehicle radial menu shows up interaction options for nearby cars.
    Hovering over an interaction option would highlight the object being interacted with (like hovering over keys highlights the doors they work for), and in the case of being near more than one object with the same interaction prompts (e.g. being near 2 sinks) the object closest to the mouse would get priority (e.g. so you don't get 2 options to fill stuff cluttering the menu), but not the necessarily the current system of having to click the exact sprite/tile.
     
    Another QOL system that I think could greatly benefit certain menus (I have device options and the farming menu in mind) would be if they automatically close when you get far enough away from the object, just like the mechanics menu does, once you're far enough away from a car.
  11. Like
    Sanctus reacted to Lumberjack Baron in Keyring Spawns   
    Keyrings should spawn on Zombies and in houses and cars.
     
    Recently i've been playing a scenario where I did not start with a keyring. Managing keys has been very annoying as they clutter my inventory. It makes sense to add keyrings as an item that can be found in the world, sometimes empty, sometimes with a car or house key, if your really lucky, maybe both. Being able to find keyrings would also help people who lose theirs or want to have multiple. As it is i've just spawned one in for my game.
    Not an urgent change by any means but would certainly be nice. Lovin the updates guys, keep up the good work! <3
     
  12. Like
    Sanctus reacted to Torenico in Fishing shoes and socks is not fun   
    And surprisingly clean as well!
  13. Like
    Sanctus got a reaction from Faalagorn in Minor improvements   
    My suggestion for slow driver and speed demon is to have it change acceleration and turning speed instead of just faster or slower. That way they would be worth considering one way or another. Right now I always take sunday driver because it's kind of a positive trait atm.
  14. Like
    Sanctus reacted to MrHrulgin in Let us lock windows from the inside?   
    Playing with the options that let zombies open doors and windows, I find that I very much wish that I could re-latch a window that has been opened. If we can lock a door from the inside without the key, why can't we lock the windows? I'm always sad when a zombie can just waltz on in because I ever opened the window from either side.
  15. Like
    Sanctus got a reaction from Faalagorn in Cats and dogs   
    "this is how you died"
       -Killed by a Black Bear while fast forwarding foraging.
  16. Like
    Sanctus reacted to Batsphinx in IWBUMS 41.44 released   
    NEW
     
    - Re-use container buttons in the inventory and loot windows instead of creating new ones each time the windows are updated.
    - Use radio buttons instead of checkboxes for available bags in the forage ui.
    - Bloodied and dirtied backpacks can now be washed.
    - Removed the "Age" stat from the character info panel
    - Add Yes/No prompt after pressing quit to desktop
    - Arrange option-screen controls better when the resolution changes.
    - Re-enabled the FPS counter - displayed with K by default. Should work okay now.
    - DPad-down displays the emote radial menu. When a sub-menu is displayed, highlight an emote and press DPad-down again to select it.
    - Allow collapsed inventory and loot windows to expand when the mouse moves over them when the player is aiming if the game is paused.
    - Added new hairstyles - center parting, side partings etc
    - Added jar 3D models - mayo etc. (Either eat them with a spoon or directly drink them! wow.)
    - Added petrol can 3D models (also petrol can can now be held in hands)
    - Forbid switching between front and back seats in the police car, since there's a divider between them.
    - Visually indicate seats that can't be reached from the current seat in the switch-seat ui.
    - Added animations for equipping and un-equipping items and clothing.
    - Added new sitting animation used when performing timed actions.
    - Allow fishing rods, spears and lures to be taken from bags when used.
    - Allow stopping ringing clocks and watches in inventory while moving.
    - Updated translations.
     
    COMBAT FIXES
     
    - To address issues of the player attacking a downed zombie rather than an incoming threat, there is now a fixed value of 1.5 for ignoring prone zombies.  When there is a zombie standing within 1.5 squares in front of the player, ground attacks won't happen.  This value is the same regardless of which weapon (including bare hands) is used.
    - Zombies standing behind the player will not prevent ground attacks.
    - As always, prone zombies will be ignored if there is a standing zombie within weapon range, which might be greater
     than 1.5.
     
    - Given a choice between two zombies on the ground:
     1) Give higher priority to a zombie that is getting up.
     2) Give higher priority to a crawling zombie (but lower priority than one that is getting up).
     
    - Fixed a bug where a prone zombie might be chosen over one getting up. This was due to zombies switching from prone to standing half-way through the getting-up animation.
     
    - Fixed infinite ammo exploit with RackAfterShoot firearms.
     
    - Improved the appearance of the aim outlines around zombies and improved colors.
    - Changed the "Aim Outline" option to have three choices: "None", "Ranged Weapons" and "Any Weapon".
     "Any Weapon" should reduce frustration for some people with not knowing which zombie might be hit.
     
    FITNESS
     
    (Will require balance still, and will be put into the health panel next to temperature etc. in next patch)
     
    - Right click anywhere to bring up the fitness UI.
    - Select an exercise (some require items, like dumbbell), select how much time and click ok.
    - Exercise Fatigue will be induced approx 12h after the end of exercise.
    - Tooltips explain what stiffness does what (doing push ups will bring pain in your arms/chest, making combat slower, etc..)
    - The more you exercise, the more you'll gain "regularity", meaning the less stiffness you'll get from this exercise (each exercise has its own regularity).
    - System takes into account the impact of tiredness on the result of the exercise, nutrition, etc.
    - Includes "struggling" version of exercises for lower fitness level characters.
    - Some professions have existing regularity in certain exercises (fitness instructor, fireman..)

    WATER TIDY-UP
     
    - Changed "Quench Thirst" back to "Drink" for water-containing items.
    - Changed "Remaining: Percent" to "Water: Current / Max" in tooltips for these object context-menu options: Rainbarrel info, Water Dispenser info
    - Changed "Percent full" to "Water: Current / Max" in tooltips for these item context-menu options: Add Water From Item, Drink (from an item), Fill (taking water from an object into an item), Pour Into
    - Added a tooltip displaying "Water: Current / Max" when drinking from a sink or other object, as well as whether the water is tainted.
    - Drinking from sinks before the water shuts off, or rivers, displays "Water: Unlimited".
    - Always display the Drink context-menu option for drinking water from objects.
    - Drinking water from items and objects will reduce thirst to zero instead of possibly leaving some fraction < 0.1.
     
    BALANCE
     
    - Bullets are taken from bags when pressing the reload key without using the radial menu.
    - Fixed a couple places where weapon weight wasn't adjusted when bullets were added or removed.
    - Equipped weight on flashlights now shown.
    - Rename Roasted Vegetables to a Roast
    - Scrap metal now produced when dismantling car wrecks
    - Renamed ".44 Magnum Magazine" to ".44 Magazine". The Magnum is a revolver so doesn't take a magazine. The .44 Magazine goes into the D-E Pistol.
    - Hitting a zombies while going backward in a car can now damage gas tanks.
    - Destroyed traps can return multiple items, those using twine return the full twine cost
    - Storms now less dark during daytime
    - Antique stove can now spawn in a crate in any warehouse (very rare)
    - Fixed wrong items appearing in roomtype 'camping'
    - Fixed wrong items appearing in roomtype 'bakery'
    - Added roomtype 'campingstorage' to lists: Same lootlist as camping, better rolls, crates (cardboard boxes?) only.
    - EggCarton spawn chance increased. Small chance of finding two egg cartons in fridges.
    - Increased numbers of floorboard stashes in houses and numbers of items in them.
    - Increased odds of stuff spawning in bags on zeds

    FOX'S CUTAWAY POLISH
     
    - Player-built walls that enclose a space no longer collapse if there's no window
    - Fixed cutaway starting as soon as character sets foot on stairs
    - Fixed cutaways loading issues
    - Fixed cutaway of fences and walls starting a bit too late.
    - Fixed Dumpsters in warehouses never stop being cutaway or having jagged edges
    - Fixed cars being seen through closed garages
    - Fixed cutaways with missing tile properties
     
    MODDING AND TRANSLATION
     
    - Added EvolvedRecipeName_EN.txt translation file.  This is used for the EvolvedRecipeName property of items.
     Previously, it was using the old DisplayName_XXX translation.
    - Added ContextMenu_CarBatteryCharger_RemoveBattery translation.
    - Added %-substitutions to translations:
     ContextMenu_Add_Ingredient
     ContextMenu_Create_From_Ingredient
     ContextMenu_From_Ingredient.
    - Added "Unload 1 Round From %1" translation for removing a single round from a revolver (instead of Rack).
    - Added "Tags = Screwdriver" to the Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Added Tags=CanOpener to TinOpener.
    - Adjusted recipes that used TinOpener to use any item with Tags=CanOpener
    - Added Tags=FishingRod and Tags=FishingSpear to rods and spears.
     
    ANIMATION CHANGES
     
    -cropped Bob_RunStumble.X
    -tweaked xmls to get smoother get up from scramble
    -capped Bob_JacketLong.X, Kate_Jacket.X and Kate_JacketLong.X
    -unified Bob_WeddingJacket.X normals
    -created ShortSleeveShirt Body Location
    -changed some shirt clothing items Body Location to ShortSleeveShirt so that they don't hide watches
    -hiding fanny packs with certain clothing items
    -removed ApronTEXTURE from outfit Waiter_Diner
    -capped some male and female clothes
    -tweaked transition and blends between run and sprint. sneak versions also done.
     
    UI TIDY-UP
     
    - Hide the post-death text when the quit-to-desktop dialog is visible.
    - Draw a rectangle under the post-death text so it is easier to see on light backgrounds.
    - Fixed layout of some things at different font sizes.
     
    OPTIMIZATION
     
    - Optimized PropertyContainer's handling of IsoFlagType. This is an optimization to a foundational element of PZ's code, which should give a small boost to many, many elements of the game since  property containers / isoflagtype stuff is used throughout - especially map rendering, game logic etc. We have already seen gains in built-up areas like West Point.
    - Declared a lot of classes and fields 'final'.
     
    FIXES
     
    - Fixed DebugScenarios.lua calling Events.LoadGridsquare.Add() even in non-debug mode.
    - Fixed ambulance door mask to correct left and right
    - Fixed some see-through clothing on corpses
    - Fixed the player being immune to attacks from the front while holding bags in both hands.
    - Fixed Sugar not having nutritional value
    - Fixed Stone Axe weighing more than elements needed to assemble it
    - Fixed Cooked Rice and Pasta never rot
    - Fixed when building a fence up to a wall, the part where it connects to the wall isn't cut
    - Fixed ability to expand the inventory and loot windows if the player is aiming or panning the camera via the keyboard.
    - Fixed awarding Foraging experience points when failing to find things that are impossible to find, due to time of year and/or skill level.  The player could easily level up Foraging skill without ever decreasing the zone's abundance.
    - Fixed exception in IsoCell.CullFullyOccludedSquares().
    - Fixed animation clock running at a lower speed than expected, and adjusted global anim speeds to fit
    - Fixed small bug caused dont allow pouring multiple types (sand/gravel/dirt) not working
    - Fixed lua error when build cursor is on empty squares (above ground level) 
    - Fixed build cursor not turning red when hovering invalid tiles for example when above ground level
    - Fixed being able to dig graves in interior
    - Fixed being able to dig graves on tiles with a poured dirtpatch but no natural floor underneath
    - Fixed trap spawning items when regularly removing it (non breaking)
    - Fixed radiointeractions missing out lines due to cooldown on fast speed (the fast-forward misses out on XP bug)
    - Fixed not racking some weapons after each shot.
    - Fixed issues with firearm and magazine weights.
    - Fixed muzzleflash textures not being visible on the first shot.
    - Fixed nearby vehicles not being rendered when the vehicle is inside the same room as the player.
    - Fixed the debug FPSGraph not being rendered unless the clock is visible.
    - Fixed corpses being drawn beneath railroad tracks and graves.
    - Fixed Lua error with "Insert Magazine" when right-clicking on a firearm.
    - Fixed trait tooltips not being displayed in the character-info ui when the character has a trait without a texture.
    - Fixed SmallCar extents not matching physicsChassisShape.
    - Fixed non-transfer of Lighter or Matches from bags when smoking. This also works when eating any item with RequireInHandOrInventory.
    - Fixed animation lockup with emotes.
    - Fixed the ZombieSurprisedPlayer sound playing too often. The timer is reset whenever the player sees a zombie.
    - Fixed deafening multiple thunder noises on speeds > 1
    - Fixed exception when scavenging if more than one type of item is found.
    - Fixed items required for repairing items not being taken from bags.
    - Fixed "Dig Furrow With Hands" not being displayed when using a controller.
    - Fixed the hotbar being displayed for splitscreen players using a controller.
    - Fixed zombies flipping from back to front to become crawlers when being stepped on or when under a vehicle.
    - Fixed lua error repairing vehicle parts.
    - Fixed the player tripping in trees when in ghost mode.
    - Fixed getting free ammo when spamming the unload-magazine command.
    - Fixed zombies sometimes falling backward when shoved from behind. This happened when hitForce was <= 0.1.
    - Fixed drainable items losing their Favorite status when emptied after being used in recipes.
    - Fixed not using translations for moveable object names with the "Plumb XYZ" context-menu option.
    - Fixed the quit-to-desktop dialog overlapping buttons at the bottom of the screen after death.
    - Fixed clothing sometimes not getting a hole when it should.
    - Fixed sprinters pursuit collision
    - Fixed a lots of missing cutaway properties.
    - Fixed tied hair that's grown out still having 'untie' options
    - Fixed fishing from a long distance away
    - Fixed position of the 'muzzle' attachment on handguns and revolvers (used to display the muzzle-flash sprite).
    - Fixed missing overlays in pie shop
    - Fixed saplings grown by erosion system slowing and scratching player
    - Fixed various mapping bugs
    - Fixed items not being transferred from lightest to heaviest when dropping items onto container buttons.
    - Fixed the "Put In Container" context-menu option not working when right-clicking on the equipped primary or secondary icons
     unless the player's inventory (not a bag) was displayed.
    - Fixed NullPointerException adding gas to a generator when the gas can wasn't equipped.
  17. Like
    Sanctus got a reaction from Nazarito22 in Cats and dogs   
    "this is how you died"
       -Killed by a Black Bear while fast forwarding foraging.
  18. Pie
    Sanctus got a reaction from Planet Algol in Cats and dogs   
    "this is how you died"
       -Killed by a Black Bear while fast forwarding foraging.
  19. Like
    Sanctus got a reaction from trombonaught in Solution to end game safety   
    This is a good idea.  You could also do the same thing with cells that have a lot of player made stuff, bringing the population around those areas higher than others.
    It would be cool to see gunshots and other loud sounds temporarily increasing the population cap as well.  Then we can simulate zombies hanging around the area they last heard sounds even after we wander off.
  20. Like
    Sanctus reacted to otvertka12 in Make the table like a container.   
    Предлагаю сделать стол как контейнер, чтобы на него можно было что-то положить.
    p.s And I would like to see automatic animations (Fatigue, or when it smells bad, etc.).
  21. Like
    Sanctus got a reaction from sleepyheaddreams in Adjust Farming yield   
    I agree, I think the yield and growing time should be balanced, longer growth time, but less yield, with higher calories for each individual veg.
    That way when we make a massive vegetable soup we can actually maintain weight, but it wouldn't be overpowered because of the growing time and yield.
  22. Like
    Sanctus reacted to luxlime in Deactivate and detect House Alarms with Electrical Skill   
    It always bothered me, that there is no real reason to level Electrical Skill beyond lvl 4. (first to hotwire cars, then to move ovens and washing-machines)
     
    I thought it would be great to have a bigger Motivation to max out your Electrical Skill, like the ability to detect and turn off House-Alarms!
     
    At Electrical level of 5 you would have the ability to detect a House-Alarm, and the ability to deactivate the alarm at lvl 6 or 7. But there would be still a little chance to trigger the alarm accidentally. The higher your Electrical-level gets, its less likely to trigger the alarm, while attempting to remove it.
     
    Greetings,
     
    luxlime
  23. Like
    Sanctus reacted to Mike280 in To be able to look down from upper-floor windows   
    I didn't see this in the commonly suggested suggestions.  The title is pretty self-explanatory, but I'd like an option to walk up to a window and right-click "look below".  That way when you're taking a sheet rope down, you don't land on a pack of hungry Zeds that would have been easily noticed if you would have just popped your head out the window and looked down.  Just using the focus button can see out of a window, but not directly below you.  Considering how hard it is to shake Zeds off of you with the new animation, it would be a huge help and I can't see how this wouldn't be realistic from a game-play perspective.
  24. Like
    Sanctus reacted to Magic Mark in Tucked in Camo Pants   
    and untucking shirts, while we're at it! 😁
  25. Like
    Sanctus reacted to Grelko in Show -hunger on unopened canned food   
    For the people using Nutritionist, I'd like to see -hunger on the unopened canned items.  It would give you better control over having them consume less calories, or letting them bulk up a bit, before opening the can and possibly wasting it, seeing that sometimes food "especially canned food" can be quite rare.
     
    For example -
    Canned carrots is around 10.5 calories and gives -12 hunger =  0.875 calories per 1 hunger
    Canned spaghetti bolognese is 540 calories and -25 hunger = 21.6 calories per 1 hunger
     
    Let's say your character needed -100 hunger, the difference between those two would be 2072.5 calories.
     
    I'm just suggesting this for the people that try to control their characters weight.
     
    Now if your character is starving, just let them eat and don't worry about the calories that much.
     
    Edit - Seeing that my characters weight is currently at 107, I have to waste that open can of spaghetti bolognese.
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