![]() ![]() As a rule, leathers are typically better at defense values but not temperature regulation. As far as textiles go, they all have their niche uses. ![]() Jackets fall in between parkas and dusters but fare slightly better in colder climates. This should hopefully address the overall issue of just leaving parkas on your colonists year-round in many environments with no consequences. Parkas are for cold weather, dusters are for hot weather. If that were the case, however, the player would currently need to change every colonists' clothing to avoid certain doom.Īll this said, I think body temperature would be an excellent mechanic once the other systems are able to support it. Something like a parka should really substantially decrease the maximum comfortable temperature as well, since they're probably not the best choice in summer in a hot environment. Base Stats Type Gear Clothing Tech Level Medieval Mass 0.75 kg HP 100 Apparel Insulation Factor - Cold 0. Cloth's main redeeming quality is that it comes from a plant, so it doesn't rely on animals. Cloth is alright against temperature, being 9th place against heat, and 17th against cold. Base Stats Type Gear Clothing Tech Level Medieval Mass 0.07 kg HP 80 Apparel Insulation Factor - Cold 0.5× Insulation Factor - Heat 0× Armor Factor - Sharp 0.2 Armor Factor - Blunt 0.2 Armor Factor - Heat 0. Once that's in place, I think the clothing tolerances and effects can be tightened up somewhat. Cloth is the worst protective textile in the game, with the weakest sharp and heat armor of all textiles, and zero blunt protection (a trait shared with wools ). I think it would be cool if the colonists have an awareness of what they're wearing and seek to adapt to the surroundings, but that may not be trivial. There's certainly some pawn AI for temperature reactions now, but these don't currently include the pawn dressing themselves etc. I’ve found an example of the efficiency ratio for selling cloth: Duster 3.1875. Mechanics like temperature need to baby step their way into a game like this. They allow for a stopgap to temporarily account for some possible shortcomings in the current AI to effectively deal with temperature extremities. parka have an outer layer they are put on, means only 1 outer layer item can be equiped at all times. Camelhair and Alpaca wool would allow for even higher. For an initial cut at implementing the concept of temperature I think the main reasons for the OP Parkas was to not totally break the colonist / raider / visitor AI. Cloth/above-average leather Parka: -40C Cloth/above-average leather T-Shirt: -3C Cloth/above-average leather Pants: -3C Cloth/above-average leather Tuque: -10C Cloth/above-average leather Cowboy hat: +9.5C Here are some values for Muffalo wool, a medial wool, for some of those items. ![]()
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