Tired of the all-same routine every day? Do you want something more... let's say, special? Wait no more! Survival Inc. corporation, in association with Steve&Steve industries, is pleased to present you the newest product in our line!
Survival Inc. mod is a mod focusing on providing generic survival related stats, such as body heat, hydration, and mental sanity. This mod is mainly focused to make minecraft a little more challenging, even at late game. All this awesomeness comes thanks to our cooperation with Klein Enterprises' "Don't Die-because-you-forgot-to-eat" game. Therefore, all stats in this mod are at least a little bit influenced by the ones present in their game. And it was totally not a business espionage, our staff assures you.
Some shady details:
This mod is, in fact, a continuation (or revival) of SchopCraft, a mod by Schoperation. In fact, the code was forked from his repository on Github, but it was heavily modified since then to the extent that you can hardly find an unmodified line. Be sure to also check up on Schoperation. He is a very cool guy :)
IMPORTANT: About bugs/issues/feature requests
Have you found any bug or issue with this mod? Do you have a specific feature request? Please, do NOT use the comment section on curseforge for reporting bugs. Use the "issues" tab on the curseforge page, which will take you to the github issue page. You can report whatever concerns you about the mod there.
Features
Not convicted yet? Well, look at few features Survival Inc. provides:
Body Heat stat, stating how warm you feel
- Directly corelates with the biome you're in
- Caves tend to have relatively stable temperature
- Heat exchange rate is also influenced by your wetness. You know, water is more conductive than air.
- Leather armor has proven to be a good thermal insulant. It will surely keep you warm in freezing weather!
- If you're feeling cold, just create some fire!
- Lava and operating furnaces can also provide sufficient warmth
- Staying in close proximity to lava can overheat you. Turns out you can burn even when not standing directly in a lava puddle.
Hydration stat, showing how (not) thirsty you are
- Excess body heat can induce a lot of sweating!
- You can bring the water with yourself! Just throw in some leather and you have a nice water canteen!
- Don't want to kill these poor cows? No problem! You can drink water directly from rivers and lakes!
- Going on a vacation to nether without some water is also not a good idea!
- The nature is unforgiving. Forgetting your water canteen means you signed your testament.
Mental Sanity, or how crazy you are
- Staying in a spooky environments is not, well, normal...
- Did I just see a face staring at me from the darkness?
- Staying awake long in night also isn't very good for you
- Being dipped in water-soaked clothing can be very annoying!
- After all, the nether vacation the travel company has been offering to you isn't such a good idea
- On the other hand, animals (and other players) tend to make very good companions!
- Noone in this world wants to be alone! Taming pets can only be good for your sanity! Now, petting your pets will give you 4x more sanity!
- Going out of your mind? Well, it can't kill you. But after you experienced it, you will want to kill yourself anyways.
Wetness, or how deeply drenched in water you are
- Bathing in your clothing causes it, well, to soak up the water
- The nature can be merciless, and so the rain also gets into your clothing
- Being wet increases the rate at which you dissipate heat. In other words, you can get badly cold if bathing for too long!
- We all have taken physics classes. Water is heavy. Too much water, and you are also as heavy.
- Too much water on you? Just use our patented Towels! Guaranteed to absorb at most 40% of your wetness! Well, at most... Who has written this?
- Are your towels just way too... soaked up? Just drop them on top of your surface and watch that water evaporating in front of your eyes!
Ghost Mode
Do you think the respawn mechanic in Minecraft is just way too simple? Have you ever thought how this can be exploited by some players? Damn, have you ever asked any meaningful questions? Anyway, the waiting is over! Survival Inc. has also though about this, and our R&D team has brought up a very good question: "Dude, do you thing there is a life after the death?" Our answer to this question is: "Yes, there IS!". With our patented devices, we created a realm for ghosts to freely roam the landscapes. In reality, the ghosts are just slightly irradiated and heavily ionized souls of the players. This way, it effectively denies them to grow up a new body immediately. Instead, the ghastly soul needs to wander around the landscape, searching for our patented devices which can be used to revive those poor souls. And our devices are totally not powered by any sort of magic power whatsoever. Don't ever listen to those journalists. They just want all the fame for themselves.
Inside Survival Inc. business tactics department, we are considering transporting the ghost devices into a separate corporate division, therefore lightening those guys beefing up the stats system. But those guys in fancy suits have not yet decided what to do. As such, we are focusing on our own work for now.
As of now, the ghost mode is disabled by default. We at Survival Inc. are working hard on fixing it, to make it available to you as soon as possible.
Seasons
Contrary to popular belief, the world is certainly NOT that flat and even more certainly isn't completely constant. Things change. And we change with them. Damn philosophers and their "Tempora mutantur et nos mutamur in illis". Anyways, the scientists here at Survival Inc. have proven the existence of some periods in time, which they decided together to call them the "Seasons". They are basically periods in time that change. According to one employee who states he "overheard their murmurs", they discovered they are roughly 14 days long. Also, he states that one may not want to be out in the winter. What a fool! Does he really think some "Winter" can beat a person in "full-dia", just because some nonsense called "heat conductivity"? Pfft!
Contributing
Do you have an awesome idea in your mind that may help to improve the mod in any degree? Don't hesistate, and open up an issue on our github repository! Don't have a github account? No problem! Just contact the mod author by e-mail. You can find the e-mail address on the Github profile page of the mod creator.
API
Our team of programmers at Survival Inc. has also thought about other programmers out there. We have provided a whole-new API for interacting with the stats using a centralized manner. As such, you may use Survival Inc. mod for developing whole new stats. For better overview of the API, see the wiki (our monkeys are currently working very hard on it).
Legal (Jokes Aside)
The name of the project is a unique name made up by Enginecrafter77. The name was chosen for the survival nature of the mod's influence on the main game. Any possible match with a real company with name "Survival Inc.", or a similar-enough name is purely coincidental, and certainly not intended to break trademark law or any other laws available to be misused.
Special Thanks
Special Thanks to the following people (for contributing a noticeable proportions of the mod):
- Schoperation for the original mod
- cyberpunkbln for the NBT canteen rework
- APengu for Russian and Ukrainian translations
- 1_Cavman for a new sanity icon
- Minecraft forge team for making this possible
Similar to Don't Starve
Hey,
Great work! Actually i did something similar waaay back:
https://forums.minecraftforge.net/topic/14684-162-strugglecraft-v027-survival-mod/
While this mod wasn't very polished (used text feedback for temperature/sanity, no HUD etc) it was lots of fun and very well balanced after 200hrs+ of SP/MP play.
If you see anything you like, feel free to add it to your mod or ask about anything. I could send the source code but it's an absolute mess. Back then you basically had to inject a lot of assembler to accomplish core functionality changes. Plus, i don't give a rats ass how my code looks, you won't find any comments.. :D
My approach to sanity (or frustration as i called it) was that i used a tendency as an intermediary which was influenced positively/negatively by player actions and added/subtracted multiple times per minute to/from the absolute sanity (which was never directly manipulated). So you could build up momentum in either direction. When sanity reached 100 (or frustration '0') and there was still enough positive tendency left, the player went into a haste-push state, as i called it, where he would work/run faster. It was an extra motivation, not just to avoid low sanity but to actually go into kind of an exited/flow state.
What i learned to be very important is to give the player a few simple things (to remember and implement) to boost his sanity. In my mod that's mainly running (and mid/end-game drugs). It went so far that we build an underground running track with a lava heated floor, so we could exercise and keep our spirits up during those dark winter days. However, It was very hard on the food supplies, since i increased the resulting hunger from moving and hunting was basically impossible during winter. And it got much worse when we got addicted to weed (in-game), but that's another story :D
I'm dumping all my sanity modifiers (unsorted), maybe you'll find some inspiration
https://justpaste.me/q156
In reply to leechmon:
Hey, that actually sounds pretty good! Especially the positive motivation kind of thing, it sounds really cool. Honestly, I really was struggling with what sanity should do to the player, and this looks like a good idea. And I am still struggling with balancing the mechanics, I didn't really expect it to be that hard! Also, big respect + for accomplishing something like that with assembler injecting, I think I would get frustrated by that really fast (despite the fact that I more-or-less understand assembler and stack-based machine working principles), thank god for the Forge's event framework. Anyways, thank you for the inspiration, I really appreciate that!
In reply to enginecrafter77:
Fortunately, I have a knack for (re-)balancing games and inventing compelling mechanics ;)
I scouted the mod landscape after being away for several years and decided to port my mod to 1.12. I already compiled a modpack that will outsource much of my original features.
I can't just add your mod to it because I need to hard-wire a lot of stuff into the sanity and temperature algorithms. But I like your setup/structure so I will fork it and apply my mechanics to it. I don't like doing things from scratch if it isn't absolutely necessary. No worries, I won't publish it. Just for personal use.
When I'm done I'll send you the result and you can merge the parts you like into your mod.
A few hours later: Lol, I have to take that back. This is way above my capabilities :D This code is so clever, it makes me feel like I have an amoeba level of intelligence at best..
Much later: Strike that. It's working! I'm at primate level now.
In reply to leechmon:
Oh yeah I think I saw your fork, I just couldn't understand why you deleted gradle, license, readme and all the issue templates lol. Anyways, feel free to play with the code as you like, the code is licensed under MIT license, so it allows you practically anything as long as you keep the LICENSE file. But anyways, if you have some ideas on re-balancing the mod, feel free to open up an issue! And thanks for that code structure compliment!
mmm, i have a couple of doubts related to gameplay:
1.- how are you supposed to start playing? well, this maybe is too specific, but i play with PrimalCore and that mod changes the recipe of the leather to be more realistic (i like this), but that also means that you will die constantly when you try to search for the necessary materials to get leather, i'm missing about something?
(i feel that the system of 'gain and loss of body heat' is too dramastic, it is for a realistic gameplay? i looked at the respective page in the wiki and it seems to be, but i think that there should be a way to gain heat at the cost of hunger (like running))
2.- how exactly i register more armors to the list of armorMaterialConductivity? Heat and Climate implement something similar and it is specific for every wear (boots, helmet, chest, leggings). Why not, if HaC is present, Survival Inc. takes that info for its purposes?
In reply to gato_borrachon:
Hi, most of your concerns are already being discussed here (assuming by username that you opened the issue). In short, I also came to the conclusion that the heat mechanics are a little bit overkill, and I decided to change them so that, as you mentioned, the player's body has some heat generation capacity (like IRL). The problem with current mechanics is that the player's body behaves like an inert object, i.e. it does not generate heat on it's own. And compatibility with HaC is also discussed in the linked issue.
The armorMaterialConductivity registration is a little bit basic at the moment. Basically, try to add the armor material ID followed by space and the thermal conductivity multiplier (the conductivity is split among the armor pieces, with all pieces totaling with the entered value).
In reply to enginecrafter77:
yeah, practically we said the same there and here, sorry.
and i readed in one of your Projects that you plan to add that about body heat generation, sorry for not taking too much attention.
If I play in a player how do I revive?
In reply to bandet88:
Stand within 3 blocks distance of a mob about to die with full ghost energy. Zombies burining in morning are great candidates.
I moved my comment to Github: https://github.com/Enginecrafter77/SurvivalInc/issues/22
My water canteen doesn't work, when I drink with it the thirst bar stays the same :/
In reply to Accord210:
Hi, assuming you're using the latest version. Can you please open up an issue on github and maybe post some screenshots and/or logs so we can work it out?
In the ghost section... What is the "patented devices"
In reply to nikothewolf:
It's more or less made-up lore about the ghost mechaincs in Minecraft world. Take it with a grain of salt :)
In reply to enginecrafter77:
o h
Gooebye Tough as Nails and Serene Seasons! Hello Survival Inc. I'm so glad I found this while late-night diggign through adventure mods for 1.12. This mod is awesome and I cannot wait to see more features you have planned.
How is the sanity update going?
Well, to be honest, I find it hard to focus on single task for long. Especially now when I have to face some difficulties in real life. But most of the sanity update is implemented at this moment, but some niche things are still missing (like the jumpscare things etc). I have been working on the ghost module for a while now, and so far I can say that I have been pretty successful in making it functional (along with bringing some new things to table; check the Ghost-related project on github for more info). So to conclude, I apologize for not being able to focus all the time on working on the sanity update as you might've expected, but expect update with new content anyways. Have a nice day :)
In reply to enginecrafter77:
lol I don't blame you, at the end of the day it's just a Minecraft mod and there are more important things out there to focus on