1.3.146
DON'T FORGET TO DELETE CONFIG BEFORE USING!
Fixed
- Crash with new version of Hbm's NTM
- Bug with playing gas mask breathing sound for some players (Requires Hbm's NTM loaded)
- Even more bugs with temperature-armor calculations
Added
- When mining enviromine coal, Hbm's NTM coal dust will be released.
- More parameters related to temperature-armor calculations
- Added tooltips to armor according to its temperature protection
Is Temperature Resistance
="This armor is resistant to average temperatures"
= protects against fire / normal NTM Space planets | doesn't protect against lava / extremely hot/cold NTM Space planetsIs Temperature Sealed
="This armor is resistant to extreme temperatures"
= protects against any temperatures
- Fixed display of parameters with index 100+ at the beginning of the list (config)
1.3.144
DON'T FORGET TO RESET THE CONFIG BEFORE INSTALLING, IF YOU HAVE CHANGED IT, YOU NEED TO TRANSFER THE CHANGES TO THE NEW CONFIG! (concerns biome and general config)
-
[NTM Space compat] More severe temperature conditions on planets.
- "Cyclic temperature rate":
- The same as “n temperature decrease”, but for temperature rate, that is, separate configs for Dawn, Day, Dusk, Night.
- Hard temperatures
- Temperatures that can penetrate weak suits without fire resistance (HEV/MITTY)
- Highly optimized armor checks for temperature, ~7.246 times faster
- Air vents (finally) are working properly
- Fixed a couple of errors in temperature calculations, depending on the position of the sun on the planets
- "Cyclic temperature rate":
-
[NTM compat] Machines affect body temperature | Support for hbm's ntm blocks/items by default | Misc stuff
- Some machines will now increase the ambient temperature.
- Сan be disabled in config
- The divisors for the heat value can also be changed in config (ambient temperature of most machines is calculated from the heating of the machine, but we don't use "raw" values, since they can be around several thousand, so we use divisors so that the ambient temperature is in an acceptable range. Machines without heat (e.g. diesel generator) generate heat simply due to the fact that they are turned on, their heat values are constant, and can also be changed in the config)
- Now items with certain hazards will affect player
- "Pyrophoric / Hot" items increase ambient temperature
- "Coal dust" / "Asbestos" items decrease air quality
- "Digamma Radiation" items decrease sanity
- Added plastic bottles, have 2 times more capacity than regular glass ones
- bottles work with the hbm's liquid system, so you can draw it from the barrels
- Some machines will now increase the ambient temperature.
-
Fixed several minor (and not so) bugs
-
Added more types of water, because I can
- cold water can now be dirty
- you can cool cold/cold dirty water with ice to frosty water
- you can heat clean water to warm, and warm/warm dirty to hot
- you can heat cold water to clean, and frosty to cold
-
Added texture for the extinguished torch
- also fixed a bug due to which vanilla torches were consumed even in creative
-
Added the ability to change a huge number of hardcoded values
- config now has 150+ options
1.3.144
DON'T FORGET TO RESET THE CONFIG BEFORE INSTALLING, IF YOU HAVE CHANGED IT, YOU NEED TO TRANSFER THE CHANGES TO THE NEW CONFIG! (concerns biome and general config)
-
[NTM Space compat] More severe temperature conditions on planets.
- "Cyclic temperature rate":
- The same as “n temperature decrease”, but for temperature rate, that is, separate configs for Dawn, Day, Dusk, Night.
- Hard temperatures
- Temperatures that can penetrate weak suits without fire resistance (HEV/MITTY)
- Highly optimized armor checks for temperature, ~7.246 times faster
- Air vents (finally) are working properly
- Fixed a couple of errors in temperature calculations, depending on the position of the sun on the planets
- "Cyclic temperature rate":
-
[NTM compat] Machines affect body temperature | Support for hbm's ntm blocks/items by default | Misc stuff
- Some machines will now increase the ambient temperature.
- Сan be disabled in config
- The divisors for the heat value can also be changed in config (ambient temperature of most machines is calculated from the heating of the machine, but we don't use "raw" values, since they can be around several thousand, so we use divisors so that the ambient temperature is in an acceptable range. Machines without heat (e.g. diesel generator) generate heat simply due to the fact that they are turned on, their heat values are constant, and can also be changed in the config)
- Now items with certain hazards will affect player
- "Pyrophoric / Hot" items increase ambient temperature
- "Coal dust" / "Asbestos" items decrease air quality
- "Digamma Radiation" items decrease sanity
- Added plastic bottles, have 2 times more capacity than regular glass ones
- bottles work with the hbm's liquid system, so you can draw it from the barrels
- Some machines will now increase the ambient temperature.
-
Fixed several minor (and not so) bugs
-
Added more types of water, because I can
- cold water can now be dirty
- you can cool cold/cold dirty water with ice to frosty water
- you can heat clean water to warm, and warm/warm dirty to hot
- you can heat cold water to clean, and frosty to cold
-
Added texture for the extinguished torch
- also fixed a bug due to which vanilla torches were consumed even in creative
-
Added the ability to change a huge number of hardcoded values
- config now has 150+ options
2 releases in one, yeah
1.3.143
- Added support for Serene Seasons
- All relevant settings in the parameters of each biome
1.3.142
Attention: for the correct operation of biome temperatures on planets, go to: Enviromine menu - Custom Editor - Profile settings - default_settings.cfg - Config - Generate Defaults - true
- Added support for Hbm's NTM Space fork
- Default temperature values on other planets
- Temperature (depending on distance from the sun): closer than the Earth? very hot: further than the Earth? : very cold
- Air vent allows you to breathe
and maintains a comfortable temperature in the immediate areaCurrently not working, replacement planned - Change in temperature values if the planet was terraformed (transition to more comfortable temperatures)
- Improved compatibility for armor with temperatures (canSeal from space fork)
- Default temperature values on other planets
General: all config options have been moved from the main one to their own category - "Kotmatross Fork Changes"
Armor/temperature:
The armor/temperature interaction system was slightly reworked, several bugs were fixed
[1]From the largest, it can be noted that all previously hard-coded values can now be changed in the config:
A short explanation with hbm's ntm: the numbers indicated in brackets, for example (-700, -1000), are not degrees or something like that, these are temperature units in hbm. (burns (hbm), frozen (hbm) - player states when temperature(hbm) is above/below 1000/-1000)
1) HBMBodyTempBest - (totally HBM's NTM thing) a number that is subtracted if the player has sealed armor when exposed to very low temperatures (-700, -1000), or if the armor has less protection (HEV/Environment Suit) when exposed to low temperatures (-500, -700) (or a number is added if the player does not have FSB armor, and burns (hbm))
- HBMBodyTempVeryGood - (totally HBM's NTM thing) a number that is subtracted if the player has sealed armor and frozen (hbm)
2) HBMBodyTempGood - (totally HBM's NTM thing) a number that is subtracted if the player has HEV/Environment Suit when exposed very low temperatures (-700, -1000) or doesn't have FSB armor when exposed low temperatures (-500, -700)
3) HBMBodyTempBad - (totally HBM's NTM thing) a number that is subtracted if the player has HEV/Environment Suit and frozen, or doesn't have FSB armor when exposed very low temperatures (-700, -1000)
4) HBMBodyTempWorst - (totally HBM's NTM thing) a number that is subtracted if the player doesn't have FSB armor and frozen
5) StrongArmorMaxTemp - If the armor has 12.Is Temperature Sealed = true, or the armor is ArmorFSB from hbm's ntm, which has the "Fireproof" characteristic, then the body temperature will be maintained at 36.6, if at the moment the player's body temperature does not exceed n
- 6) StrongArmorMinTemp - If the armor has 12.Is Temperature Sealed = true, or the armor is ArmorFSB from hbm's ntm, which has the "Fireproof" characteristic, then the body temperature will be maintained at 36.6, if at the moment the player's body temperature is not less than n
7) LightArmorMaxTemp - If the armor has 11.Is Temperature Resistance = true, or the armor is HEV/Environment Suit from hbm's ntm, then the body temperature will be maintained at 36.6, if at the moment the player's body temperature does not exceed n
- 8) LightArmorMinTemp - If the armor has 11.Is Temperature Resistance = true, or the armor is HEV/Environment Suit from hbm's ntm, then the body temperature will be maintained at 36.6, if at the moment the player's body temperature is not less than n
9) LavaBlockAmbientTemperature - Ambient Temperature will be equal to this number if the player is in lava (if the armor has 12.Is Temperature Sealed = true, then no)
10) BurningambientTemperature - Ambient Temperature will be equal to this number if the player is on fire (or in lava if11.Is Temperature Resistance = true, if the armor has 11.Is Temperature Resistance = true, then no)
11) RiseSpeedMin - Minimum RiseSpeed if player is on fire
12) RiseSpeedLava - RiseSpeed if player in lava
13) RiseSpeedLavaDecr - RiseSpeed if player in lava and wearing hev/env suit or armor has 11.Is Temperature Resistance = true
14) SprintAmbientTemperature - The player's temperature will increase by this number when he runs
15) SweatTemperature - The player will begin to sweat starting at this temperature
-
16) SweatDehydrate - When a player sweats, he will lose n% of water per second
-
17) SweatHydration - The player needs n (n or more)% of water to decrease temperature
-
18) SweatBodyTemp - If the player has enough %water (see SweatHydration), then the body temperature will decrease by n every second
-
Added 2 config options to each armor:
- "Is Temperature Resistance"
- "Is Temperature Sealed"
They are all used to regulate temperature, read "[1]"
To understand why this is needed at all, read changelog of the previous update
All configs that affect temperatures in biomes were transferred from the global config directly to the settings of each biome.
Added 9 settings:
-
"Dawn biome temperature" (number, default - 4.0) - Number by which the biome temperature changes if it's dawn
-
"Day biome temperature" (number, default - 0.0) - Number by which the biome temperature changes if it's noon
-
"Dusk biome temperature" (number, default - 4.0) - Number by which the biome temperature changes if it's dusk
-
"Night biome temperature" (number, default - 8.0) - Number by which the biome temperature changes if it's midnight
-
"Biome temperature rain decrease" (number, default - 10/8/6 (depends on the biome type)) - Number by which the biome temperature decreases if it rains
-
"Biome temperature thunder decrease" (number, default - 12/10/8 (depends on the biome type)) - Number by which the biome temperature decreases if there is a thunderstorm
-
"Should biome temperature decrease when rain?" (true or false) - Whether rain should affect the temperature
-
"Should biome temperature decrease when thunder?" (true or false) - Whether thunder should affect the temperature
-
"Biome temperature shadow decrease" (number, default - 2.5) - Number by which the biome temperature decreases if the player is standing in the shadow
Due to the incredibly huge changelog, see the changes on Github
- Fix a crash with new versions of Hbm's NTM, since in new versions
GAS_CHLORINE
was replaced withGAS_LUNG
- Fix a bunch of logic errors with gases, this includes bugs where poisoning was not applied to the player, even if he didn't have any protection (the mod considered that the player was in creative, even if he was in survival, or he considered that the player already has a mask, although there was none)
- Add a bunch of configuration options related to the characteristics of poisoning (how long the effect is applied, what level the effect is, how dense the gas should be for poisoning, etc.)