Shoes' Temperature mod

I fixed a number of things, including footwear’s wonky warmth values, making sleeping easier, wool no longer getting wet in rain, oversized clothing, and some other smaller stuff.

I will look into adding hood and pockets as an actual thing, and look again at fire’s warmth production. Then maybe again at the bodytemp equalization code.

Are there other things I should be looking into? Any thing else I missed, KA101?

If you’re asking my opinion, the whole thing shouldn’t have gone in because it’s missing temperature effects on the environment & non-player critters.

(So, maybe you don’t want my opinion.)

In any event, the whole “pockets” thing would be nice, as would be gear to help Mutation-using folks stay warm. Tentacle-warmers, etc.

Adding the oversized clothing was to help with mutations: they can be worn regardless of everything. You can layer 100 cloaks and blankets if you want. Extremities at the moment don’t get covered, but maybe a combination of pockets and better body temp equalization will help.

When I brought up temperature effects on non-player critters, I was suggested not to bother. Maybe at a later date when the effects on the player are more polished I will look again. It would be nice for zombies to become brittle or something in the cold.

Shatter their nose with a heavy stick. >:)

Severe slowdown in the cold winter months…no blood flow + no warmth = freezing (whatever it is remaining in their veins)

that would most definitely be awesome.

otherwise I think you’ve done a fantastic job Shoes and I have almost no beef at all with the current system! (i don’t like being cooked alive by a fire because I am REQUIRED to stand next to it to cook food but oh well)

AFAIK the Goo fills the gaps/repairs the host to a functional being again…This would include blood flow.
If you want to rationalize a slowdown, say the goo freezes.

Don’t ask about the skeleton.

I have explored the warmth function for clothing, and with the new item flag system, I can really do anything I want warmth wise. Pockets are in, and that was easy to do. Hoods could be easily done too, but discussing with some other devs, I might look at “activating” a hood. That will require more time and more learning.

Just a heads-up: some question about emergency blankets. Apparently IRL they aren’t wool.

http://smf.cataclysmdda.com/index.php?topic=1651.0

Thanks for the heads up!

(edit : note to self, thirst isn’t working as intended when warm)

wore a blanket and slept… when I woke up I had blisters on my face from being warm… that can’t be right.

Was wearing all sorts of clothes (underarmor, hoodie, utilivest, jeans, cotton cloak, wool poncho, socks/sneakers, army helmet) but only Glove Liners & Fingerless Gloves when I tried to sleep on my unrolledmat the other night.

Unfortunately, since I am apparently required to sleep in the Starfish position, my hands got cold. I was Chilly all night, despite all the clothing I could dig up, because I hadn’t gone to sleep with my mittens on.

:-/

That is indeed odd, since blisters are only triggered by being close to fire, not body temperature. The only bug I know so far about blisters is the fact that when you reload a game, you might have them for one turn. I think that has been fixed; if not, I should probably get on it.

[quote=“KA101, post:111, topic:128”]Was wearing all sorts of clothes (underarmor, hoodie, utilivest, jeans, cotton cloak, wool poncho, socks/sneakers, army helmet) but only Glove Liners & Fingerless Gloves when I tried to sleep on my unrolledmat the other night.

Unfortunately, since I am apparently required to sleep in the Starfish position, my hands got cold. I was Chilly all night, despite all the clothing I could dig up, because I hadn’t gone to sleep with my mittens on.

:-/[/quote]

Yeah, I wasn’t happy with sleeping only checking torso, and I am not happy with it treating torso and hands as the same degree of importance. You will be happy to know sleeping should only get interrupted if you are more than chilly, and I think I will make it easier still by treating the player as if he were sleeping in a fetal position, instead if the current star fish position ;p If you are playing in the nightly build, you can wear a blanket over all your clothing, so you don’t have to take off your shoes to go to sleep!

In point of fact, the Army Helmet was the dealbreaker regarding Sleeping Bags. Head encumbrance!

Goof to hear about the fetal position.

There’s some sort of issue with unPowered Armor, FWIW: http://smf.cataclysmdda.com/index.php?topic=1764.msg21309#msg21309 .

[quote=“KA101, post:113, topic:128”]In point of fact, the Army Helmet was the dealbreaker regarding Sleeping Bags. Head encumbrance!

Goof to hear about the fetal position.

There’s some sort of issue with unPowered Armor, FWIW: http://smf.cataclysmdda.com/index.php?topic=1764.msg21309#msg21309 .[/quote]

Thanks for the heads up. I added a new flag to clothing, “OVERSIZE”, which can always be worn. Blankets, sleeping bags, cloaks and their variants all have this tag. Mutations and encumbrance aren’t considered when wearing them. I don’t think power armor is either.

Another possible overheat thing, not sure if you fixed it in dev:
http://smf.cataclysmdda.com/index.php?topic=1898.msg23476#msg23476

Yeah, I think the dehydration was fixed already in the dev version. I am not sure in what sense Zaweri Runewright means the fire is not working.

So I’ve come back to finish some business.

Recently added was the ability to sleep on clothing for warmth without wearing it. I want to add a prompt telling you if you will be cold or not before going to sleep, but the best way to do that is to refactor the temperature code – something I will eventually do out of perfectionism, but not yet.

I added new labs that have malfunctioning (and unrepairable) temperature controls : they are very cold. The (hopeful) addition of this lab will require more ways to fight extreme cold, so I will probably look into adding UPS powered heating and cooling garments, and perhaps an augmentation module to the power armor’s internal climate control.

Another consequence is that monsters in this ice lab need to feel the effects : I have working code that slows critters relative to the temperature. It is approximate, but it does the job.

Yet another consequence is the ability to distinguish between temperature due to weather and temperature due to other things (such as malfunctioning labs). The groundwork has been laid to have buildings react differently to the weather outdoors. If wind were to be added, then a survivor could really find refuge inside the walls of a building (note that hiding behind a wall would not be covered, that would be extra code)

And finally, to distinguish further the more difficult ice lab, it would need unique loot (probably cold related) with unique effects. Oh yeah, and with ice labs requiring more clothing, I might look at reintroducing my folding mod so the player can take time and tightly pack up his gear.

So yeah, that’s where temperature is heading.

Thats great news Shoes! It opens up for a lot of diverse game play and strategies, really looking forward to it!

What’s particularly impressive is that Shoes expressly did this (in part, at least) just to mess with me.

Sorry, Shoes–but I established a workaround for your maleficence some time ago. Your Laboratory Lure will freeze all the innocent CataDDA players, but not impair my characters in the least! :stuck_out_tongue:

Your sinister schemes are moot before me. Turn from this dark path! It’s not too late to return to the light side!

/it is TOO possible to have a somewhat-friendly forum rivalry

(psst, I’m the one that added the Jedi Cloak. Looks like you like my mods after all!)