I may eventually want to use this mod for my Adventure Mode pack. Are you open to a few PR changes? Basically only API-type stuff.
just a few suggestions I had thought of while playing this mod as I have died several times while in my house which seems to be hard to keep at a comfortable temp in game.
1 - while normal torches increase temp maybe ice torches should work in reverse ? sort of a cold fire torch ?
2 - some sort of placeable heater with a higher radius then fire/fireplace and higher temp ? capable of being turned on and off maybe ? partly to lower fireplace/campfire spam in houses (also maybe fireplace could get a bit of a bigger radius then the campfire making it sort of more of an upgrade considering it also uses more resources ?)
3 - fans so like a reverse campfire cools an area around it 2 sizes maybe small one with a small radius, larger one with a bigger radius but requires wiring making it something you need to gain a little later ?
3a - ceiling fans smaller to chandeliers
4 - air conditioner (hard mode placeable wall furniture maybe so requires cogs or something from the steampunker ?) a combination of fan/fireplace that keeps a general area at a set comfortable temperature
and with those out of the way I have noticed that the debuff for hypothermia and heatstroke (I think I got those right) do not have timers on them so they do not wear off if you go near a fire or get shelter from the heat. I have found I can manually turn them off once my temperature is in a safe zone again. I am unsure if this is a bug, mod conflict, or working as intended though but figured I would bring it up here
Very interesting the idea of the mod, can give more immersion to the world. I already thought about playing with the "Various Weathers' mod installed as well, I think it can be a great combination of weather mods.
I was wondering if the thermometer UI could be downscaled just a little bit in order to make it easier to fit in with various other UI elements? It's awesome, though. I'm having a blast playing with this mod!
Yes, that is actually planned for the next minor update, shouldn't be too long until then. It'll add a few small features as well as some config options for things like that.
Glad you're having fun with it!
Out of curiosity, and by no means do I intend to add pressure on you given that this mod is already freaking awesome, have you given some thought as to how to implement compatibility for modded outfits/armors/accessories?
In case you are open to suggestions - and please take this with a grain of salt, I am no modder myself nor do I have the slightest idea whether what I'm suggesting is simple or ridiculous to make - I had an idea about that. Basically, I was thinking there could be some sort of menu or window or whatever in which users can basically put/select an item and tell the mod 'Okay, this armor/outfit/accessory is supposed to protect against heat/cold at X level', and then save it, and bam, the game now considers the item as such, allowing for a certain number of such items to be saved at once, say 10-20, allowing people to set handle modded content themselves, without adding need for patches/constant updates for popular mods/etc.
Alright. I was trying to think of a simpler way, but if you're actually willing to include modded armors, I'm certainly not gonna complain. Do you take specific mod requests?Everything is pretty much feasible, but I'm not sure about complete player control over stats. I will need to do more brainstorming and potentially simple add in a ton of modded armors myself for compatibilty.
Alright. I was trying to think of a simpler way, but if you're actually willing to include modded armors, I'm certainly not gonna complain. Do you take specific mod requests?
I still encourage you to go about allowing proper cross-mod interaction so other mods can add cross-mod implementation between your mod and other mods, especially those that are more niche (if you haven't already, that is).At first I think I'll do the most popular content mods first, calamity, thorium, eytc, and then maybe after those are done take requests for some smaller mods. It will likely take a ton of time though so I'll have to see what to do about it. Honestly just a lot of brainstorming from here on out.
I still encourage you to go about allowing proper cross-mod interaction so other mods can add cross-mod implementation between your mod and other mods, especially those that are more niche (if you haven't already, that is).
I'll go ahead and test that in a couple of days. I'll make a PR if there are any complications that need fixing.As far as I'm aware, it should be possible granted strong dependecies are used. If an entire mod is made for specifically adding TerraTemp compatibility for, say, Calamity armors and such, if that mod strongly depends on both calamity and terratemp it should just be as simple as adding new ItemChange instances or SetBonusChange instances or whatever else change to the end of their respective lists. I haven't gone about testing making my own "dependency" mod, but as far as I am aware it should have no problem working granted the mod adds everything to the necessary lists properly.