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a multiplayer game of parenting and civilization building

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#1 2018-12-02 17:10:24

Kinrany
Member
Registered: 2018-01-22
Posts: 712

Balancing temperature with clothes is too hard

Played the game for the first time yesterday.  Is it just me, or is clothing not very useful?

Having all the biomes nearby is good because the village has kinds of resources.  But constantly switching between warm and cold biomes means that clothing doesn't save you from freezing or overheating: if the temperature is optimal in one biome, it'll be too hot or too cold in another one.

I see two things that might help:
1. Make biomes bigger (say, larger than an average village by a factor of three) and less chaotic.
2. Make clothes preserve body temperature for longer periods.

Changing biomes is not an easy thing to do, of course.  But it would be wonderful to see different villages use different types of clothing based on temperature conditions.  That, or see people actually change clothes when they move between areas.

Related threads:
[1] The bigger biomes idea (June 2018)
[2] Quick clothing guide in bad biomes (September 2018)
[3] Food Consumption vs Temperature (May 2018)

Last edited by Kinrany (2018-12-02 18:08:03)

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#2 2018-12-02 17:20:33

lionon
Member
Registered: 2018-11-19
Posts: 532

Re: Balancing temperature with clothes is too hard

Well I kinda agree it needs some sort of fixing. Especially since clothes become a death trap with yellow fever.

Also IMO it is one of the most confusing things for newbies...

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#3 2018-12-02 17:24:24

Psykout
Member
Registered: 2018-11-14
Posts: 353

Re: Balancing temperature with clothes is too hard

https://onehouronelife.com/forums/viewtopic.php?id=1544

Going off just the meter doesn't represent the impact of clothes well, but the raw math does. When you look at food consumption of clothed versus not clothed in most of the biomes, there is a pretty big difference between the two data points. Making biomes bigger could have a huge negative impact, displacing resources like soil and water from each other making it harder to start up a village.

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#4 2018-12-02 18:06:10

Kinrany
Member
Registered: 2018-01-22
Posts: 712

Re: Balancing temperature with clothes is too hard

Thanks for the link, added.

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#5 2018-12-02 18:16:20

lionon
Member
Registered: 2018-11-19
Posts: 532

Re: Balancing temperature with clothes is too hard

Psykout wrote:

https://onehouronelife.com/forums/viewtopic.php?id=1544

Going off just the meter doesn't represent the impact of clothes well, but the raw math does. When you look at food consumption of clothed versus not clothed in most of the biomes, there is a pretty big difference between the two data points. Making biomes bigger could have a huge negative impact, displacing resources like soil and water from each other making it harder to start up a village.

As long there is only that one and only tech tree we have now, where you more or less need everything from every biome out there to be kinda sustainable. As recently suggested by someone else, it would be very nice to have different kinds of villages, not only, seen one, you seen all.

Like for example an Northern ice village:
You got no clay? Make bowls and dishes out of wood (like certain cultures did with no access to, albeit it be more work intensive and maybe less durable)
Got no fresh water? Well you'll sustain mostly from fishing anyway (which should then be possible, rather the 3 worms you get per fertile soil).
Make backpacks out of seal skins and needles out of fish bones.

Also biomes wouldn't need to all or nothing. An ice biome still could feature rabbits (aka "snow rabbits") just way less than prairies. Just googled it, inuits made ropes from sealskin as well..

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#6 2018-12-02 18:29:09

Kinrany
Member
Registered: 2018-01-22
Posts: 712

Re: Balancing temperature with clothes is too hard

lionon wrote:

As long there is only that one and only tech tree we have now, where you more or less need everything from every biome out there to be kinda sustainable. As recently suggested by someone else, it would be very nice to have different kinds of villages, not only, seen one, you seen all.

[...]

Also biomes wouldn't need to all or nothing. An ice biome still could feature rabbits (aka "snow rabbits") just way less than prairies. Just googled it, inuits made ropes from sealskin as well..

And it's possible to have different villages with different progressions without multiple parallel tech trees.  Having only a few key biome-specific items is enough to have different outcomes, both economically and visually.

Last edited by Kinrany (2018-12-02 18:29:44)

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#7 2018-12-02 21:02:04

lionon
Member
Registered: 2018-11-19
Posts: 532

Re: Balancing temperature with clothes is too hard

Kinrany wrote:

And it's possible to have different villages with different progressions without multiple parallel tech trees.  Having only a few key biome-specific items is enough to have different outcomes, both economically and visually.

Yes, this is what I ment.

I wouldn't like a mechanic where people of a certain "tribe" can only do certain stuff (as been suggested in the past). But simply more alternatives to do stuff, available to everyone, but only in some places viable.

Theoretically for food we got already lots, but the less used ones are unused for a reason. First it's that it is to adapt to a specific biome (mix), secondly you have to have compost and you have to keep replacing baskets and this will produce quite a bunch as wheat as "by product" and thats why you'll have to have to rely on bread/pies as major source of food for an older town to work.

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#8 2018-12-02 23:09:44

Catfive
Member
Registered: 2018-07-27
Posts: 256

Re: Balancing temperature with clothes is too hard

Yes varied sustainable biome camps would be great but it would require a lot of extra work from Jason to flesh out so many varied tech trees.

Clothing makes a huge difference despite how it appears as mentioned above. Note also that shoes can add as much insulation as sealskin coat!

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#9 2018-12-02 23:38:54

FakerFangirl
Member
Registered: 2018-12-02
Posts: 2

Re: Balancing temperature with clothes is too hard

Walk along the edge of the biome. Leave the biome when you're too hot.

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#10 2018-12-03 01:04:46

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

Re: Balancing temperature with clothes is too hard

the idea of adding basic variation to the tech tree has been floating around forever, I think. I think that now that we have jungles we could achieve that by making biomes just a bit bigger and some tech skippable/achieved in a different way/achievable in other biomes.

Honestly, if we could get rope and branches from biomes other than grass we'd already have much more diverse game starts. Alternative fire making and some other way to produce kindling could also work. Also, wouldn't hurt to have other objects that work as a water pouch or bowl.

If this ever happens we should see some buff to biomes like arctic and wastelands too.


But honestly? The last updates all helped in game balance and variation, I think. Jungles are hard to achieve perfect temp in but are already close to the middle spot, so light clothing at all times is an option. They also mean you don't have to rely on grass for easy food as a young eve nor on deserts for heat. Water and iron nerfs were long overdue but at the very least we have rubber and more iron tech to work on.

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#11 2018-12-03 02:22:12

betame
Member
Registered: 2018-08-04
Posts: 202

Re: Balancing temperature with clothes is too hard

lionon wrote:

clothes become a death trap with yellow fever.

yep, + reference. This definitely needs fixed before anything. I don't care how much food a set of clothes could save if they could also kill me randomly in all biomes.
The OP's 2nd option would be a perfect solution for this! (have clothing reduce the "heatUpdateSeconds" as its called in the server code)

Catfive wrote:

Note also that shoes can add as much insulation as sealskin coat!

?? OneTech lists their weighted insulation as 31.5% for sealskin coat, and 8.5% each for rabbit fur shoes.


Morality is the interpretation of what is best for the well-being of humankind.
List of Guides | Resources per Food | Yum? | Temperature | Crafting Info: https://onetech.info

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#12 2018-12-03 05:28:22

BladeWoods
Member
Registered: 2018-08-11
Posts: 476

Re: Balancing temperature with clothes is too hard

Clothes are very useful outside of deserts. Some deserts tho are so hot that you overheat even when naked, so I wish there was something you could do about that.

Unlike what the tutorial suggests, you really don't need to constantly be switching your clothing everytime you go to a different biome. If you're gonna be a gatherer, clothes are great. If your home isn't in a desert, clothes are great. If your home is in a desert, don't wear clothes.

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#13 2018-12-03 08:21:12

lionon
Member
Registered: 2018-11-19
Posts: 532

Re: Balancing temperature with clothes is too hard

BladeWoods wrote:

Unlike what the tutorial suggests, you really don't need to constantly be switching your clothing everytime you go to a different biome. If you're gonna be a gatherer, clothes are great. If your home isn't in a desert, clothes are great. If your home is in a desert, don't wear clothes.

Also practically you just can't. Put the clothes down to go through a desert? Yeah and on the other side make new ones? Sure. Or you live in a village that sits in a jungle or desert? Yeah, put your clothes in a box when you get home from a voyage into your village... only to find them gone when you about to go on the next expedition...

Last edited by lionon (2018-12-03 09:10:06)

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