I have a couple of suggestions that improve some of the more controversial elements of the game: Filthy Clothing and Nutrition.
[center]Filthy Clothing[/center]
According to the patch notes, in the most recent experimental’s, cutting up filthy clothing creates filthy rags. I don’t know the details, but I assume filthy rags either cannot be used until they are cleaned, or they create filthy clothing when used as crafting. I know that currently cleaning clothes uses one charge (out of the 10 soap charges a normal stack uses) of soap, regardless of whether it is a tuxedo or a pair of socks.
I propose two changes that make cleaning clothes available much earlier in the game, albeit using more time. Firstly, soap charges should be multiplied by 10, and (a)pplying a washboard should use the volume of the clothing (rounded up) charges. As an extreme example, a filthy go bag will require 143 charges (1.43 stacks of soap), a tuxedo will take 22 charges (2.2 old charges), and 10 charges of soap will clean something as large as a blanket. Socks would only take 1 charge, so you can clean 100 socks with one bar or soap, which sounds about right.
Secondly, you should be able to craft clean rags using a recipe: 1 filthy rag + 3 clean water + fire (or a lot of cooking charges) over 30 minutes using a tool with level 2 boiling = 1 clean rag. Batch crafting should take just 10 additional minutes (so cleaning 20 rags takes 20 filthy rag + 60 clean water + fire, and 3 hours 40 minutes of crafting time). This uses a vast amount of time and water, but notably doesn’t require soap. Rags, being 1 volume items that can be filthy, can also be cleaned quickly using 1 soap charge, one water and a washboard.
The first change means that what little soap the early game provides can be either used to clean one big item, or lots of little items (increasing player agency). The second change means that the player has a choice to look for a way to store a large amount of clean water for cleaning purposes, in addition to the current choices of finding soap, or sucking the penalties to filthy clothing. This change also increases player agency, without being strictly superior to soap.
[center]Nutrition[/center]
Currently, I struggle to keep my health stat high, as most highly nutritious foods now provide large amounts of nutrition, rather than health. I propose that the current system of levels (eg. calcium deficency; normal calcium levels, excessive calcium levels) are replaced with five levels for each vitamin and mineral (eg. calcium deficency, low calcium, normal calcium, high calcium, excessive calcium). As long as all vitamin and mineral levels are at normal values (as they are at the start of the game), the ‘health modifier’ stat is increased by 33 every time the ‘health’ stat is recalculated (which effectively makes the ‘resting’ point for health 25, not 0). Having high or low levels of any vitamin or mineral negates this benefit; but provides no other penalties. Having a deficiency or excessive levels of a vitamin or mineral reduces the ‘health modifier’ stat by 16 every time the ‘health’ stat is recalculated (which effectively reduces the ‘resting’ point for health by 12 per deficency/excessive level), as well as providing the stat penalties that it already has.
This has a raft of benefits: It means that if you have an otherwise healthy lifestyle, you can indulge in a few luxuries without getting stuck with negative health (the current system means that if you have a negative ‘health modifier’ stat, you will always have negative health). It gives players a bit of warning before they get stuck with a B12 deficiency and the large penalties that that entails, and it means that players can eat tons of one type of food for a prolonged period with minor penalties, increasing flexibility.