
Immersive Inventory Spoilage
Tweaks to inventory spoilage, to make it feel more realistic and consistent
Description
<h3>Have you ever felt there are some weird inconsistencies and unrealistic behaviour in how spoilage is calculated? Wel this mod aims to fix that.</h3> <h3><br>Current features:</h3> <ul> <li>The speed at which items spoil in the player inventory is affected by the temperature in the same way a chest or other storage block would be.</li> <li>Being wet affects the spoil rate of items in inventory (severity depends on food category)</li> <li>Being wet affects the dry speed of items (it can even go negative if you are really wet)</li> <li>Items in the inventory dry slower (still faster then in a chest but I felt like it shouldn't act as if it's drying in open air)</li> <li>Some items (snowballs and slush) are considered wet and will make you wet by carrying them</li> <li>Slush can now continue to melt (until it becomes fully liquid and your backpack can't contain it anymore)</li> <li>Configurable!</li> <li><strong>NEW: now works for attached inventories on entities like elks and boats!</strong></li> </ul> <h3><br>Work In Progress:</h3> <h3>Ideas for future updates</h3> <ul> <li>Have open containers in rain/water also be affected by wetness multiplier (both in terms of spoilage and drying)</li> <li>Having snow/ice inside inventory affect temperature calculation <ul> <li>Making an ice storage block to cool entire rooms/cellars</li> </ul> </li> <li>Making insulated backpacks (maybe even with container for snow/ice)</li> <li>Making waterproof backpacks</li> <li>Difference in spoil rate depending on the type of backpack</li></ul>
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