Hats off to Spider for a mod with some truly amazing design concepts. We've been playing it for a couple of weeks now on a private AWS RHEL 7 instance, and I've been tweaking it as we go when someone notices a problem (usually when I'm busy fleeing from a pack of dire wolves). A few of the things that we've found:
The nutrition system should work as implemented; but it doesn't. From our experience, it seems that it becomes harder and harder to avoid becoming 'malnourished' the longer you play (specifically, the more times you die). There's a post from another mod creator (that I can't seem to find at the moment) suggesting that permanent incremental custom buff values (like nutrition and scratch) can persist as a variable in player save files after death - which is a hard-coded issue, and not anything mod specific. I suspect that this is what's happening with the nutrition and scratch values and why they appear to increase faster and faster after each death. I'm trying to find a workaround, but for the time being I've locked the baseline nutrition and malnutrition values to 0 in buffs.xml:
<buff id="nutrition_30_Trigger" duration="1" actions="increment(nutrition, 30, 0, 0, 1);[b]min(nutrition, 0)[/b]" />
<buff id="nutritionFade" buffif="nutrition greater 0" debuffif="nutrition less 1" duration="0" actions="increment(nutrition, -1, 900, 0, 0);[b]min(nutrition, 0)[/b]" />
<buff id="scratch" duration="1" actions="increment(scratch, 1, 0, 0, 1);[b]max(scratch, 0)[/b]" />
<buff id="scratchesHealing" duration="0" buffif="scratch less 6" debuffif="scratch gequal 6" actions="increment(scratch, -1, 1200, 0, 0);[b]max(scratch, 0)[/b]" />
And then remove the requires="goodNutrition1Tag" flag from the eatFood Triggers so that food will potentially heal you:
<buff id="eatFood_1_Trigger" requires="goodNutrition1Tag" duration="1" actions="increment(CTRfood, 1, 0, 0, 1)"/>
to
<buff id="eatFood_1_Trigger" duration="1" actions="increment(CTRfood, 1, 0, 0, 1)"/>
Etc.. Also, the dismemberment chance for most perks doesn't seem correct: look at bladeWeaponsAction, for example, and cycle through the 1 to 100 levels and you'll see that it shows "None" for levels 4 to 100. In progression.xml, DismembermentChance is configured as:
<effect name="DismembermentChance">
<add perk_level="0" value="0" />
<add skill_level="1" value="0.1" />
<add skill_level="2" value="0.2" />
<add skill_level="3" value="0.3" />
</effect>
For a 1 to 100 increment, it should be something like:
<effect name="DismembermentChance">
<multiply perk_level="0" value="1"/>
<multiply skill_level="1,5" value="1,1.04"/>
<multiply skill_level="5,11" value="1.04,1.07"/>
<multiply skill_level="11,19" value="1.07,1.1"/>
<multiply skill_level="19,32" value="1.1,1.14"/>
<multiply skill_level="32,49" value="1.14,1.19"/>
<multiply skill_level="49,70" value="1.19,1.23"/>
<multiply skill_level="70,100" value="1.23,1.28"/>
</effect>
We've also added some quality of life changes (like more common gas, etc.) while trying to maintain the mod's focus on maximum challenge. I figure that it'll be another week or two of tweaks and general hitting of things with a hammer. After which, I'll upload the changes for anyone who wants to try them.