Survival Inc.

Survival Inc.

7.5k Downloads

[Feature Request] Sanity Overhaul Suggestion

gatoborrachon opened this issue ยท 0 comments

commented

Please describe your requested feature
+Implement a config option (similar to how you handled item_effects.json) to add Blocks/Entities that increase/decrease your sanity when you are close to them (with the same range as the one used for hostile/friendly entities)

Describe your proposed implementation details
-This Feature Request was originally about adding the Paints (which are entities) to the list of things that increase your Sanity
-But after thinking more about this, implementing a config file to add blocks and another for entities (similar to item_effects.json) would scope all the possible events (with paints as default/ an example)
-Adding support for Metadata blocks would be nice, in case this is a good suggestion

EDIT: And i think that this implementation could not be only limited to Sanity, for example, here we could add Heat/Cold and Humidity/dryness sources (But idk how TileEntities could be handled, HaC was able to distinguish between BlockStates and that was enough for some TE)

Additional Notes
+This was inspired in a scene of Portal 2 where you need to look at a paint to feel "mentally reinvigorated", and i can add that this is also a feature in the game Oxygen Not Included

-I also had in mind something similar but for SoundEvents, you have a card in the Sanity Overhaul Project where you wanted to add monotonic factory sounds as Sanity Decreasers, but since there are a lot of sounds in big mods, well, a similar implementation would be helpful to the user

+And finallly, in case you are also interested in adding SoundEffects as Sanity Affectors, i wanted to say this:
-Immersive Vehicles has a config to add fuels for the vehicles, but the author implemented a way to extract all the registered fluids in a file (with their localized name) so you can choose from there, why not generate a list with all the sound effects for this same purpose? (in case you don't have a better alternative way to handle these SoundEffects)