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Temperature should affect morale.


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We already have a stress system when it is too hot or too cold, but what about morale boost when temperature is just right (19-24 celcius for example). This would incentivize building base cooling solutions, and controlling spread of heat through generators etc.

How would that be different than it affecting stress? You want it to work like decor with the averaging temp throughout the day? Ultimately morale is a stress modifier. It`s used moslty for stuff that changes daily. It would be hard to do for temperature but not impossible. We could roll all stress modifiers into morale but i`m not sure if it`s needed. I`d rather have morale reflect the stuff that makes the most impact and not have it flicker when a dupe moves over cold/hot areas.

Rimworld has "slept in heat" and "slept in cold" effects.

Since sleeping dupes spend a longer while in one spot, the temperature wouldn't change much, so averaging it would not be too imprecise.

A small range (5C) would certainly require HVAC. It would be more interesting if the range was wider, because then it wouldn't be just about "have/don't have a HVAC" but also "sieve too close", "bathroom too close, sieve water causing overheating".

Another way to calculate it would be summing the time spent in comfortable temperature vs uncomfortable. Possibly weighted so that very uncomfortable temperature is worse than just bad. Then a dupe would get a bonus or penalty on the next cycle. Comfortable temperature could additionally depend on worn clothing (because clothing doesn't matter enough).

Going for bonus instead of penalty has one advantage: dupes in atmo suits shouldn't get neither bonus nor penalty. So if it was a bonus, there would be an incentive not to slap atmo suits on everyone, but if it was a penalty, dupes should wear atmo suits everywhere to avoid it.

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