![]() This should hopefully address the overall issue of just leaving parkas on your colonists year-round in many environments with no consequences. Base Stats Type Gear Clothing Tech Level Medieval Mass 0.75 kg HP 100 Apparel Insulation Factor - Cold 0. What does this actually mean I keep putting out decent clothes yet I always have to make them put it on. ![]() 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. 3 Posted by 6 years ago Parka trouble I got a message that not all of my colonist had warm clothing so I started crafting parkas. While the duster is good for hot biomes, the parka is the counterpart for the cold days. ![]() 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. parka have an outer layer they are put on, means only 1 outer layer item can be equiped at all times. To give your colonists a pullover, you can equip your them with a duster, jacket or parka. Muffalo wool tuques are the mid-game option on cold biomes this involves taming a muffalo. Once that's in place, I think the clothing tolerances and effects can be tightened up somewhat. It has to be made from fabrics - cloth, wool or devilstrand. 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. Is that it and do they hate having to wear forced clothes That just means you commanded a colonist to wear something, and they won't exchange it for anything better unless you say so. There's certainly some pawn AI for temperature reactions now, but these don't currently include the pawn dressing themselves etc. What does this actually mean I keep putting out decent clothes yet I always have to make them put it on. 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. 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. 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.
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