N0wh3re Posted February 3 Posted February 3 (edited) Version: [42.2.0] Mods: [Vanilla] Save: [No Matter] Reproduction steps: 1. Open fluids script files. 2. See properties. I'm pretty sure this should not be intended like this ways and I think this is caused from a confusing of early release so I report this issue here. At the first (42.0.0 or 42.0.2), I was thinking TIS are keep balancing, adjusting and fine tuning scripts so I didn't think this is something a bug. But I saw patch note that they changed "Thirst" of fluids and i started thinking this is a bug, or at least they didn't notice yet. Quote Fixed the thirst values for soft drinks/soda type beverages being wildly out of scale with any other beverage. Because the direction of patch was still wrong. All fluid properties are based on 1000ml, whatever you are looking at. 300ml of soda can says it has -20 Thirst 2L of Soda bottle also says it has -20 Thirst Because they are based on 1000ml. so you will gain -40 Thirst when you drink all 2L Soda bottle while you only gain -6.7 Thirst when drink soda pop It's completely fine but the problem is, new value of properties(thirst, fatigue, etc) doesn't make sense at all. Pure Water only gives -20 thirst when you drink 1L. This mean is, when you drink 100ml water with your teacup, you will only gain -2 thirst. BTW, If you Auto-Drink 1L water then you will gain -90 Thirst. I think this is right, and this is what they intended for first. ------------------------ Coffee and Tea type fluid are also bugged, but I believe it's because Base.Coffee2 is not drainable type yet. Since Base.Coffee2 has -50 fatigue, but if you brew a cup of coffee with Base.Coffee2, then you will only gain -10 fatigue for 1000ml. and brewing a cup of coffee will gives you max 200ml of coffee type fluid, you will only gain -3 fatigue while original coffee gives -50 fatigue. So I think devs are missing something from "properties are based on 1000ml"? Edited Tuesday at 12:20 AM by N0wh3re
Zambronie Posted Wednesday at 01:42 AM Posted Wednesday at 01:42 AM Liquids seem very messy right now. Some calculations are based on the amount of liquid, some are based on the fraction of the container that's full, etc. (i.e., if you have a 1L bottle with 300 ml, in some places selecting "1/4" will use 250 ml and in other places "1/4" will use 75 ml). It's like different parts of the liquid-handling code were written by different developers and each had a different idea of what the numbers meant.
Lightja Posted Wednesday at 06:19 AM Posted Wednesday at 06:19 AM (edited) 4 hours ago, Zambronie said: Liquids seem very messy right now. Some calculations are based on the amount of liquid, some are based on the fraction of the container that's full, etc. (i.e., if you have a 1L bottle with 300 ml, in some places selecting "1/4" will use 250 ml and in other places "1/4" will use 75 ml). It's like different parts of the liquid-handling code were written by different developers and each had a different idea of what the numbers meant. There may be reasons for them being handled differently in certain cases, but there's definitely some issues with the calculations. In my opinion, properties being based on 1000ml volumes makes the most sense and is the most understandable for complex mixes to the player I think, so I am hoping the goal is to sync everything up to that. That's why I was kinda bummed about the soda nerf. The problem with soda pre bugfix was not really the fluid properties, it was mostly due to the bug in the calculation when applying those effects, but then the fluid property values also got patched alongside the calculation bug, so it got double nerfed. I actually suggested buffing the fatigue properties when the bug got fixed in my bug report, but that's just my opinion. Honorable mention for autodrink being 4x more efficient than drink from a bottle and 8x more efficient than drinking from a sink (already reported elsewhere, but tangentially related) Edited Wednesday at 06:22 AM by Lightja
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