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#1 2019-02-16 19:30:54

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

New temperature mechanics

I have a few questions about the new temperature mechanics for someone who is better able to make sense of the math.

Do you starve faster while standing naked in a desert or in a tundra?  Which temperture extreme is worse or are they equally bad?   What about jungle versus desert?   I assume desert is still hotter, but does it kill you a lot quicker or not that much different?   Are all the other biomes (grasslands, badlands, swamp, prairie) equally cool ... no changes there?   

I'm trying to work out where we should be trying to live for optimal temperature regulation and starvation management.   At the moment, I'm thinking Eves should be looking for a large green space with plentiful wild food/berries, bordered by a decent sized swamp with ponds and clay and a large prairie within a reasonable walking distance for meat/furs.   

Jungle edges can provide bananas, but I don't think it is worth the risk of yellow fever and out-of-biome insects.  Deserts have renewable cactus fruit, but the heat shock when traveling from cold to hot is dangerous.  Maybe not worth the risk, unless you are already dying of hunger.    With the "heat shock" mechanic, I'm also wondering if it is a really bad idea to locate your camp close to a hot zone, since this will imcrease the chance that naked or partially clothed people will move back and forth between temperature extremes  without realizes the new danger.

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#2 2019-02-16 19:44:16

Tarr
Banned
Registered: 2018-03-31
Posts: 1,596

Re: New temperature mechanics

DestinyCall wrote:

I have a few questions about the new temperature mechanics for someone who is better able to make sense of the math.

Do you starve faster while standing naked in a desert or in a tundra?  Which temperture extreme is worse or are they equally bad?   What about jungle versus desert?   I assume desert is still hotter, but does it kill you a lot quicker or not that much different?   Are all the other biomes (grasslands, badlands, swamp, prairie) equally cool ... no changes there?

If given the choice (nude of course) to walk through the jungle, desert, or arctic the best choice is the arctic. The jungle will be nearly max temperature (as hot as neutrals are cold) but upon leaving the jungle into any cold biome you get temperature shocked into the lowest possible temperature and have to warm up back to neutral temperature. This means you're going from Cold > Hot > Max heat > Max cold > cold which probably isn't very ideal. Walking through the desert would make you go from Cold > Max heat > Max cold > cold which is still terrible due to being at both extremes which have the same drain rate. Walking through an arctic is Cold > Max cold (but this takes time to reach instead of being instant like the other two) > Cold as you just naturally warm back up. So unless wearing clothes you absolutely should not be in walking and out of hot biomes.

All the neutral biomes are unchanged.

   

DestinyCall wrote:

I'm trying to work out where we should be trying to live for optimal temperature regulation and starvation management.   At the moment, I'm thinking Eves should be looking for a large green space with plentiful wild food/berries, bordered by a decent sized swamp with ponds and clay and a large prairie within a reasonable walking distance for meat/furs.

Ideal neutral biome isn't too much of a worry. Just have some water, soil, and natural food sources and you should be fine. Bunnies don't have to be super close (but it's better to have a nice prairie within distance) just like iron doesn't have to be close. Basically if it looks good it's probably worth a shot at starting a family instead of the old find X/Y/Z + A formula.

DestinyCall wrote:

Jungle edges can provide bananas, but I don't think it is worth the risk of yellow fever and out-of-biome insects.  Deserts have renewable cactus fruit, but the heat shock when traveling from cold to hot is dangerous.  Maybe not worth the risk, unless you are already dying of hunger.    With the "heat shock" mechanic, I'm also wondering if it is a really bad idea to locate your camp close to a hot zone, since this will imcrease the chance that naked or partially clothed people will move back and forth between temperature extremes  without realizes the new danger.

Until Jason fixes temperature shock like he will later today having at least one warm tile near camp is great. Once you get clothing you can start gaming the temperature shock as you can gain heat by stepping on and off of the warm tile. With just a seal coat + loincloth I was able to gain this much heat.

vwf8yej.png

It's better with more clothing/bad clothing as with all best in slot clothing pieces you get much more minimal gains. I wouldn't exactly recommend being near jungle unless that thing is filled with bananas because as you said out of border mosquitoes, and temperature shock to nude people is rather costly.

Last edited by Tarr (2019-02-16 20:47:02)


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#3 2019-02-16 20:35:06

yaira
Member
Registered: 2018-07-26
Posts: 65

Re: New temperature mechanics

how much dangerous is temperature shock?  like, even if you wear seal coat + loincloth, still there is a small but rapid temp change. is that a shock too? is that less dangerous?

Last edited by yaira (2019-02-16 20:37:27)

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#4 2019-02-16 20:40:19

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: New temperature mechanics

Thank you, Tarr.   This matches up with my in-game experiences.

  I was having a hard time judging which was worse, but it defintely felt like I was in more trouble around deserts and the tundra wasn't as scary.  At one point, I had found an abandoned village, built on a desert border, in the old fashion.   Moving from one side of the village to the other was very problematic since it involved three or four temp changes.  I had a decent amount of clothing and plenty of food, but I eventually died while reaching for a basket filled with pies after misjudging how much time I had left.  My hunger rate was all over the place.  Unfortunately, I'd prioritized clothing over backpack, since I was all alone in a town with a ton of bushes and pie-making supplies.    Didn't expect finding food quickly would be a problem.

Speaking of villages, I'm thinking that wooden flooring is going to be very important in the new meta.  Walls are kind of problematic for a number of reasons, but a wood floor provides permanant insulation to a tile.  I bet it would be a decent idea to cover as much of your town with flooring as you reasonably can.    Bakery and smithy first ... but why stop there?   Cover EVERYTHING that isn't active farm land. 

Sheep pens could have wood floors.   Nursery areas should have wood floors.  Bunny processing areas too.   Everywhere that people spend time could benefit from more warmth now.   It might even help protect against heat shock when transitioning, but I need to test that.

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#5 2019-02-16 20:41:53

JoshuaN
Member
Registered: 2019-02-12
Posts: 70

Re: New temperature mechanics

Has anyone tested buildings, wood floors, bear rugs? It might be necessary to build structures now. I haven't been able to live long enough to find out myself. If you stumble upon any old buildings lemme know what you can find out!

Building walls around your bakery and smithy seems like it might be a good strategy.

Last edited by JoshuaN (2019-02-16 20:42:47)


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#6 2019-02-16 20:57:10

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: New temperature mechanics

JoshuaN wrote:

Has anyone tested buildings, wood floors, bear rugs? It might be necessary to build structures now. I haven't been able to live long enough to find out myself. If you stumble upon any old buildings lemme know what you can find out!

Building walls around your bakery and smithy seems like it might be a good strategy.

I managed to be born into a decent-sized functioning village this morning.  They were keeping themselves alive by making a steady stream of pies, stew, turkey and broth.   Tons of rabbit meat as a byproduct of all the clothing making and a decent number of people wearing sheepskin or better.  The graveyard was HUGE.

During my life, I saw people build walls around the village bakery.   Four doors to allow easy access and minimize risk from griefers.  It took several players working hard to haul material in carts, but it got done.   However, I wasn't really convinced it was worth the time investment.

Wood floors are good.  Bear rug is even better.   But walls only work if you fully enclose the space AND build a fire AND keep all the doors closed.   Not fully enclosed ... fire goes out ... someone leaves a door open ... suddenly your fancy bakery is no better than a floor-only bakery. 

Only time will tell if true buildings are useful enough to make it worth the hasssle of opening/closing doors and keeping a fire going constantly in multiple areas.  Also, you do not automatically path through a closed door, so you have to be careful where you click if you are racing to the bakery on an emergency food run.

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#7 2019-02-16 21:08:18

Tarr
Banned
Registered: 2018-03-31
Posts: 1,596

Re: New temperature mechanics

DestinyCall wrote:
JoshuaN wrote:

Has anyone tested buildings, wood floors, bear rugs? It might be necessary to build structures now. I haven't been able to live long enough to find out myself. If you stumble upon any old buildings lemme know what you can find out!

Building walls around your bakery and smithy seems like it might be a good strategy.

I managed to be born into a decent-sized functioning village this morning.  They were keeping themselves alive by making a steady stream of pies, stew, turkey and broth.   Tons of rabbit meat as a byproduct of all the clothing making and a decent number of people wearing sheepskin or better.  The graveyard was HUGE.

During my life, I saw people build walls around the village bakery.   Four doors to allow easy access and minimize risk from griefers.  It took several players working hard to haul material in carts, but it got done.   However, I wasn't really convinced it was worth the time investment.

Wood floors are good.  Bear rug is even better.   But walls only work if you fully enclose the space AND build a fire AND keep all the doors closed.   Not fully enclosed ... fire goes out ... someone leaves a door open ... suddenly your fancy bakery is no better than a floor-only bakery. 

Only time will tell if true buildings are useful enough to make it worth the hasssle of opening/closing doors and keeping a fire going constantly in multiple areas.  Also, you do not automatically path through a closed door, so you have to be careful where you click if you are racing to the bakery on an emergency food run.

I'm pretty sure flooring requires you to have walls or else the added insulation they would add gets lost to the open space. I'm almost certain I saw someone standing on an open area bear rug and get no bonus vs just being on a normal neutral tile. Also I believe you need to make sure every tile in the building is floored so don't put down an oven/kiln until the floor boards are down.

The biggest issue is going to be door griefing via newcomen engine towers, locks, and people just opening and closing doors constantly. If you put valuable stuff in a building its going to be locked. If you put the effort into making a nice building it'll eventually be griefed and made inaccessible. I'd say it's worth building a nursery/bakery mix and just leave the forge outside to prevent the forge getting griefed.

I'll have to check later when the game isn't just a bone moving simulator lol.


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#8 2019-02-16 21:10:18

antking:]#
Member
Registered: 2018-12-29
Posts: 579

Re: New temperature mechanics

DestinyCall wrote:

I managed to be born into a decent-sized functioning village this morning.  They were keeping themselves alive by making a steady stream of pies, stew, turkey and broth.   Tons of rabbit meat as a byproduct of all the clothing making and a decent number of people wearing sheepskin or better.  The graveyard was HUGE.

During my life, I saw people build walls around the village bakery.   Four doors to allow easy access and minimize risk from griefers.  It took several players working hard to haul material in carts, but it got done.   However, I wasn't really convinced it was worth the time investment.

Wood floors are good.  Bear rug is even better.   But walls only work if you fully enclose the space AND build a fire AND keep all the doors closed.   Not fully enclosed ... fire goes out ... someone leaves a door open ... suddenly your fancy bakery is no better than a floor-only bakery. 

Only time will tell if true buildings are useful enough to make it worth the hasssle of opening/closing doors and keeping a fire going constantly in multiple areas.  Also, you do not automatically path through a closed door, so you have to be careful where you click if you are racing to the bakery on an emergency food run.

So I guess now we need maids and care takers to, keep rooms at a descent temp, close doors and maintain fires, while assisting the worker of the room... they should also work to plaster walls and make sure that doors don't get locked


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#9 2019-02-16 21:55:26

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: New temperature mechanics

Tarr wrote:

I'm pretty sure flooring requires you to have walls or else the added insulation they would add gets lost to the open space. I'm almost certain I saw someone standing on an open area bear rug and get no bonus vs just being on a normal neutral tile. Also I believe you need to make sure every tile in the building is floored so don't put down an oven/kiln until the floor boards are down.

The biggest issue is going to be door griefing via newcomen engine towers, locks, and people just opening and closing doors constantly. If you put valuable stuff in a building its going to be locked. If you put the effort into making a nice building it'll eventually be griefed and made inaccessible. I'd say it's worth building a nursery/bakery mix and just leave the forge outside to prevent the forge getting griefed.

I'll have to check later when the game isn't just a bone moving simulator lol.

Ah dangit.  I must have misunderstood the wiki.   I never tested the insulating properties of floors in game.  I'm sure you are correct - it makes more sense that way, but I was hoping this was one of those situations were game logic trumpt real world logic.  So much for that idea.

But ... indoor sheep pens are still possible.   Not sure if they would be worth it though.   Indoor nursery probably would be, since a good nursery now requires a constant fire.  Walls would expand the warm space, conserve the heat and lower food requirements of the baby sitters.   Smith and bakery have heat sources, but even when they are in constant use, the oven and forge spend most of the time in a cold state.  When you factor in people running back and forth for supplies, heat loss through open doors will severely cut into any heat savings, I suspect.

I wish pine doors were more affordable.  So much milkweed for a door that can't be locked.   I really do not like the idea of getting trapped in a locked bakery.

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#10 2019-02-16 23:08:16

Booklat1
Member
Registered: 2018-07-21
Posts: 1,062

Re: New temperature mechanics

The meta for buildings might develop into big buildings with many doors tbh.

oh yeah, and fires on all the time

Last edited by Booklat1 (2019-02-16 23:10:54)

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#11 2019-02-16 23:26:47

NoTruePunk
Member
Registered: 2019-01-25
Posts: 321

Re: New temperature mechanics

Heat shock kills. I didn't know about it and went from 5 pips to 0 in under 3 seconds.

F this

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#12 2019-02-16 23:44:47

Peremptive
Member
Registered: 2019-02-14
Posts: 199

Re: New temperature mechanics

You need a closed nursery, or babies will need to press F by the time the previous F fades, you die in a few seconds, it is just mad. Everywhere else, it is practically impossible to do it indoors. A building on its own is useless from what I understand, you need all the elements mentioned previously.

Last edited by Peremptive (2019-02-16 23:46:42)

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#13 2019-02-16 23:47:24

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: New temperature mechanics

Peremptive wrote:

You need a closed nursery, or babies will need to press F by the time the previous F fades. Everywhere else, it is practically impossible to do it.


Fire.  Drop your babies on the fire.   

Piles of infants huddled around a blazing bonefire is now an effective childrearing strategy, instead of using a biome edge.   Alternatively, you can spend thirty years of your life holding babies non-stop and accomplishing nothing else.  But I highly recommend the bonefire approach.  One or two ladies can watch the babies and keep them alive long enough to starve to death later.   The rest of you better be working on food or clothes or related tasks, or the whole house of cards will collapse.

Last edited by DestinyCall (2019-02-16 23:54:37)

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#14 2019-02-17 16:12:45

mrbah
Member
Registered: 2019-01-15
Posts: 156

Re: New temperature mechanics

I managed to hit fifty something, somehow, but as a child you either survive thanks to a caregiver in a heated paneled room , or because your mother is constantly carrying you.

I managed to get all my kids safely back into the nursery, but out of tweleve kids, only three managed to live to ten years old, and only two actually got old.

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#15 2019-02-17 20:20:13

WalrusesConquer
Member
Registered: 2018-07-11
Posts: 492

Re: New temperature mechanics

Eventually it will get calmer. We just need grit and resilience! Keep going!


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