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Thermal Stone degradation


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It seems that when a thermal stone degrades, all thermal stones on the server degrade at the same time independent of use.  An unused thermal stone kept in a chest, created midsummer, and picked up for the first time in winter will have a 50% durability.

 

I don't want to submit a bug report if this is a "survival feature," but figuring out the rhyme and reason to how it degrades has been tricky as I can't see the pattern.

It degrades if it's in the 4th tier of heat.

It used to degrade constantly but it was annoying.

If I were you, I'd wear a beefalo hat if insulation is your utmost concern.

 

Do you mean 4th tier of heat only, or 4th tier of heat on each side of the heat/cold spectrum?  So whenever it reaches extremely hot, and whenever it reaches extremely cold it loses durability?

Looking at the code, it looks like it degrades by a set amount (1/8, or 12.5%) when it drops to tier 2 (blue) after having been at tier 4 (yellow). I'm pretty sure it's not doing it for all thermal stones server-wide at the same time.

 

That being said, I don't understand why this change was made. Did they think thermal stones were too strong? If so, why wasn't this change made to all forms of Don't Starve? If anything, it seems like thermal stones are less useful in Together (even without durability) because stones are a much more valuable (and finite) resource.

 

From my tests thermal stones actually cool you down faster if you've got a beard and a beefalo hat, so I don't use them as Wilson at all, and even as other characters I don't often use them because it's more of a hassle than having things to heat you up.

 

Code I'm talking about:

local function TemperatureChange(inst, data)	AdjustLighting(inst)	local range = GetRangeForTemperature(inst.components.temperature.current)	if range ~= inst.currentTempRange then		local percent = inst.components.fueled:GetPercent()		--going from hot to cold		if range == LOW_TEMP_RANGE and inst.reachedHighTemp then			percent = percent - 1/TUNING.HEATROCK_NUMUSES			inst.reachedHighTemp = false		end		UpdateImages(inst, range)		--wait until after setting the image to set the percent		inst.components.fueled:SetPercent( percent )	endend

Thanks for looking at the code, that makes a lot of sense to what I and my starving-mate have been experiencing.

 

Didn't know that they overrode insulation like that either.  That is certainly going to change how I do winter once I have the high tier'd items.

@Cmfips it's not exactly that they override insulation, but the difference between your temperature and the stone's temperature affects your temperature change. Your insulation insulates you, but not the stone, so the stone will cool down faster than you will, and then start cooling you down.

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