Shoes' Temperature mod

Once my fire fix gets pulled, that will work. For now, though, it would be quite unhelpful. :frowning:

Shoes, this is a wonderful feature and I thank you wholeheartedly for it. Love me some sweaty pits.
Errā€¦

Does the Internal Climate Control bionic solve most body temperature problems or not implemented yet?

I canā€™t find it in my current run where I have a character smart enough to use bionics to test, just getting lots of thermal dissipation bionics from toxic dumps.

It does actually! It requires power to use however. The Whaleā€™s era of the game did so at no power cost, which just rendered my entire mod moot. Soā€¦ I changed that.

Let me know if it is working as intended!

Well if I donā€™t find one in the next few game days I will make a new char and debug it in, is it an active bionic now or passive but automatically takes power when needed (like air filtration)?

I changed it to active, so it draws power. I thought the player would prefer to have control over it, being able to turn it on and off.

Small note, but you missed a mutation that prevents wearing clothes. When a player has the chitinous plate (PF_CHITIN3) mutation then the extra 1 encumbrance to all body parts is enough to prevent the wearing of headgear, so you should include it in your skips next to the curled horns mutation.

Good find! Thanks.

Can you still wear items of 0 encumberance?

edit : I checked, you canā€™t. So gonna add that to the list!

Another one: the CBM head armor (Alloy Plating) adds head encumbrance, thus ruling out all future headgear.

See: http://www.cataclysmdda.com/smf/index.php?topic=14.msg13300#msg13300

After speaking with other devs, I was asked not to skip those body parts in the calculation. In the next update, the player gets a +12C temp boost anyway while awake, so that kind of balances it out. I will bring up the point of CBMs however, because we were only talking about mutations at the time.

Edit : Thinking more about it, I will look into making cloaks and blanket ā€œloose fittingā€ clothes; that is, clothing that bypasses the encumberance and layering checks. That means you could load yourself with cloaks, getting incredibly encumbered, but warm. This would also fix mutants and cyborgs not being able to get into sleeping bags or under blankets :x

OK, Iā€™ve gotten to Summer (day 4) using the code from 08 May. System is tedious at best and IMO doesnā€™t add much value to the game. Specific complaints below.

Problem 1: Cold arms at game start (thanks to short-sleeve starting shirt) is really frickinā€™ annoying.

Problem 2: The system does not consider that characters might use pockets as handwarmers. I have a Leather Jacket, a Trenchcoat, and a Peacoat IRL and all have pockets specially lined for that purpose. Suggest any ā€œCoatā€ provide 5 points of Cold-reduction (as distinct from Warmth) to represent the PC using the pockets as necessary.

Problem 3: Thanks to layering rules, melee fighters (torso encumbrance = Bad) only get one garment in addition to their LBG. This wouldnā€™t be such a problem were it not for the temperature restrictions. Nifty craftable stuff isnā€™t so much fun when just about all of it makes fighting that much more dangerous.

Problem 4: Thereā€™s no way to specifically warm oneā€™s body parts using a heat source. (Iā€™m looking for an interface comparable to the first aid/bandaging menu: ā€œWarm what?ā€)

For example, I was fortunate to have a Fumarole (=surface lava rift) spawn about 4 map tiles from the shelter. Though thatā€™s a fine insurance policy against winterā€“and Iā€™m building a log cabin there, just in caseā€“it doesnā€™t quite do the job because I canā€™t have my character hold his hands/feet/whatever toward the lava to warm them. Instead, he must put his whole self nearby, shake it all about, do the hokey pokey and then turn around to find that now heā€™s too warm all over, possibly having taken overheat damage*.

*Side issue: heat thatā€™ll definitely cook the PC isnā€™t guaranteed to cook xyr food. Why doesnā€™t Lava count as ā€œnearby fireā€ for crafting purposes? And certainly animal-type critters such as bears & spiders should avoid getting too close to the rift, too?

Problem 1 : Why is it annoying? Youā€™re not even cold anymore, youā€™re chilly. That happens when you wear a t shirt in spring. I am not against adding a sweater or something, however.

Problem 2 : Pockets is a cool idea. Now that clothing has been moved to .json files, I might look into making things more interesting, like a per-body-part warmth value. That way, perhaps when the player is not wielding anything, they would have their hands in their pockets.

Problem 3 : Whatā€™s an LBG? Yes you will be encumbered by trying to stay warm and carrying high volume clothing. Use your spring time and summer time to level melee enough so that having a point or two in torso encumbrance isnā€™t world ending.

Problem 4 : Other than fire, what heat source is there in a world with no power? The sun warms you up, and fire/lava do too. I am sure fire/lava could use a revisit, but also keep in mind fire was coded as a means of destruction, not a tool for warmth, so those mechanics are sort of absent. There was talk about adding lava as a ā€œnearby fireā€, perhaps you could mention that to the other devs in the IRC.

As always, thank you for the feedback! Do you feel the system is better overall? The player got a 12C boost to their personal warmth generation, so you shouldnā€™t be feeling too cold anymore. I actually had to balance feeling warm last week!

No, I continue to despise the thing and look forward to getting a compiler working so I can make CBM: Internal Climate Control passive & zero-cost once more. People have different internal thermostats!

  1. Itā€™s annoying because it constantly brings up ā€œColdā€ on the status line. Iā€™d presume that the PC evacuated wearing something appropriate for Winter, day 11, rather than Summer. (Since the official timeline holds that the game starts five days post-outbreak.)

  2. Glad we agree on something, and that would be a reason to unwield even if you arenā€™t a Martial Artist.

  3. Load-Bearing Gear: utility vest or belt rig. Spring time is constantly chilly anyway so Encumbrance was a significant issue for the first few days. Would rather it not be, kthx.

  4. Fire and lava both work, as could a hotplate or the Internal Toolsetā€™s cooker. Car engines ought to be able to generate heat, either via a Heater/AC unit in the $ menu or simply driving for an hour or so and then touching the tile(s) with the engine(s).

iā€™m not sure what version youā€™re playing but the vanilla .5 has temperature working perfectly for me.

at 65F or so my character had shorts, shoes and a t-shirt on with a ā€˜comfortableā€™ rating 90% of the time.

any damage changed this of course, going down slightly but nothing that effected my character in any real way.

I just noticed 0.5 is out, but Iā€™m pretty invested in the current toon and I donā€™t know yet if the issue will rear its head again in 0.5.

0.4, by 2nd year summer 85F my toon needs 90+ on body part warmth to not be cold, when Iā€™m pretty sure 60 on parts was comfy in 1st summer. Itā€™s nice to be able to wear 140+ in gear but it not only seems noticeably unrealistic (for the survival simulation aspect) but considering the warmest feet get is 120 (winter boots and 2 wool socks, unless I missed something), I hope this isnā€™t a pattern.

Additionally, I havenā€™t been able to dress down enough to get encumbrance to 0 on any part except eyes, not since 1st summer (dude gets too cold even in 85F-rikkin degrees). Then thereā€™s weight and game-wide availability of clothes to stack on if this is a pattern of increasing need of more clothes.

Only thing I can see is Feathers, which the toonā€™s had since 1st spring. No other temperature-related mutations listed. Unless Fatigue is already being considered as well? Toonā€™s at Exhausted, but I sleep him to top off the XP pool now and then, sometimes even back to well-rested (no fatigue indicators). Dude eats only meat and clean water, no drugs or meds or alcohol, maybe 2-3 mutagens. Never teleported, but occasionally irradiated. He did sightsee Hellmouth though, got warm, then bored, and left, in 1st autumn or 1st winter. No artifacts found, let alone used.

I started noticing weirdness once 2nd spring started and temps rose but the toon still needed almost all the winter gear on, but didnā€™t think anything of it until noticing 85F outside in summer and the dudeā€™s still wearing 2 trenchcoats, 2 leather trenchcoats, under armor, 2 util vests no problem (well, except for encumbrance and weight).

are you hurt? are you sure you donā€™t have some form of disease? if not, may in fact be a bug for Shoe.

no problems so far in .5 other than a sudden spike in heat near a fire that lasted for almost 7 hours or so. stripped, re-applied cloths and boom, fixed it.

I havenā€™t reached hospital or installed blood analysis so I dunno about hidden stuff but everything is clear on charscreen. I tried dropping everything, bags included, waiting 1 hour at 0 warmth on all parts, put stuff on to 60-80 warmth, waited 2 hours, everything still cold (cold ) early afternoon in 84F summer clear weather.

Also, no symptom messages or other unusual events to suggest hidden disease conditions.

BTW, I noticed going from winter through spring through summer that I only needed to take off 10-20 warmth off each body part for each warmer season for daytime, but I had to take off more and more clothing going to sleep if I didnā€™t want to wake up hot (only to have to put them on again in the morning or else be cold in the day?!).

UPDATE: No real update on 0.4 issue, but reading through the 0.5 changelog, I guess Iā€™ll just fire up a new toon and maybe revisit 0.4ā€™s world later. The 0.4 toon (and me) have yet to actually take the post-survival/early-game fight to any mobs aside from town non-fungal Z and animals, or explored much outside of town, labs, and military, but considering how otherwise well-geared my scav got I think Iā€™ll move on to what 0.5 offers. Hoping skill rust works nicely now, and, thread-relevant, hopefully temperature modeling is consistent and doesnā€™t require as much fiddling with.

mangodrink: I think the issues you are experiencing in 0.4 are fixed in 0.5. Being tired took a huge hit to temperature, and the player generated very little warmth while awake.

KA101 : On point 4, someone else already added cars having heaters/AC I thinkā€¦ at least planned to, and it hasnā€™t been merged yet. The point on people having different internal thermostats is a true thing too, so not everyone will think this system works ā€œcorrectlyā€; however, a few traits could probably reflect that. One for always being warm, one for always being cold. On your other points, it sounds like you might be missing a detail that you are aware affects body temp, or you found a bug. Could you post some screenshots?

Didnā€™t take any. Sorry; will keep that in mind for future. Looking forward to traits; Iā€™ve suggested Heat/Cold Tolerant, etc before.

What, did a necromancer appear? Whatā€™s going on here?