Cataclysm-dda: Dissecting corpses when running drains stamina

Created on 18 Mar 2020  路  2Comments  路  Source: CleverRaven/Cataclysm-DDA

Describe the bug

If you are in running mode your stamina will drain quickly when dissecting corpses (probably other tasks, not sure about that)

Steps To Reproduce

  1. Toggle running
  2. Stand over a corpse while holding Fine cutting tool in your inventory (i used X-acto knife)
  3. Start dissecting corpse
  4. Observe your stamina draining, and message at the top of the screen change constantly from Dissecting to Catching breath (dissecting thus takes way longer then it should)

Expected behavior

You should expect the same results as if you are dissecting when not running - your stamina should slowly regenerate

Versions and configuration

  • OS: Windows 7
  • Game Version: 10429 (but was observed in a lot of previous versions)
  • Graphics version: Undead_people (but was also observed with ChestHole)
  • Ingame language: English
  • Mods loaded: dda, cataclysm++, aftershock, bionic slots, CRIT expansion, Disable NPC needs, Magiclism
(S2 - Confirmed) <Bug> Balance Character / Player

Most helpful comment

Yeah this is actually a bit worse than this. Stamina recovery is always affected by current move mode. Recovering using the "wait" menu with "wait until you catch your breath" took me 12:13 with a character while in running mode, but 3:04 while in crouching mode.

I'm looking at a fix that will remove the move modifier from the update_body() call that happens every turn, but I think it will require a counterbalancing increase to how stamina is burned when actually moving in order to not effectively dramatically increase running range.

All 2 comments

Can confirm i've experienced this as well.

Yeah this is actually a bit worse than this. Stamina recovery is always affected by current move mode. Recovering using the "wait" menu with "wait until you catch your breath" took me 12:13 with a character while in running mode, but 3:04 while in crouching mode.

I'm looking at a fix that will remove the move modifier from the update_body() call that happens every turn, but I think it will require a counterbalancing increase to how stamina is burned when actually moving in order to not effectively dramatically increase running range.

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