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Found 8 results

  1. So, winter has Cat Caps, Winter Hats, and Tam o' Shanters for head slot items. Two have 120 insulation and sanity boosts, while one has 60 insulation and a minor sanity boost. What does summer get? Straw Hats, Ice Cubes, and a Dumbrella. One is easy to make, another degrades fast & slows you down, while the last you can usually only get one of per year. One has a mere 60 summer insulation while the others have 240. (One cools you down though, so its insulation is a little redundant.) I suggest we add a Sombrero to the mix to help balance this out. The Sombrero would cost 12 Cut Grass, 3 Silk, and 4 Papyrus to make, and would offer 120 Summer insulation while boosting sanity by 3.3 per minute. With a Sombrero, players can finally have an in-between item they can make with a bit of work, without fighting over the Dumbrella for cane usage. And the skins! The variety is high. Please think it over and I hope you enjoyed reading this!
  2. Here I will walk through the code and explain how to calculate the exact temperature any combination of any number of heating and/or cooling sources, on the ground or in your inventory, at any distance, wet or dry, in any world ambient temperature, etc, can warm players and/or thermal stones. So first, it's important to understand the "self.delta" variable in the temperature.lua script. It's calculated every frame and can be almost any number. It starts as the ambient temperature subtracted by the player temp with possibly a couple other modifiers, and then the game goes through every single nearby heat source and cooling source within a 10 unit (2.5 tile) radius and each of these add or subtract to the self.delta. It will often end up with some crazy number but more or less all that matters to the game at the moment is if it's positive or negative. The delta mostly just determines whether the player will be warmed, cooled, or stay about the same temperature. But I've figured out an easy way to use it to calculate how much the nearby heat sources can warm/cool the player to, too. Before nearby heat sources are calculated or when there aren't any, this is what self.delta is: self.delta = ambient_temperature + self.totalmodifiers + self:GetMoisturePenalty() - self.current Unless you're wet or under the effect of fire nettles, you can ignore self.totalmodifiers and self:GetMoisturePenalty() to simplify it to just the ambient temperature minus the player temperature. With fire nettles, add 60. I'm doing a simple example in winter. Let's say ambient temp is -20 degrees and the player's temperature is currently 0 degrees. self.delta = -20 + 0 + 0 - 0 self.delta = -20 Every warming and cooling source has a "heat" in the code. You can also find them on the wiki pages for freezing and overheating or asking me. I'm using the scaled furnace which has a "heat" of 115 degrees. local heat = v.components.heater:GetHeat() --Get the heat of the heat source heat = 115 Next, heatfactor is calculated based on the distance to the center of the heat source. A player standing right next to a scaled furnace is 1 unit (wall unit) away from it's center. This distance is squared so if you were 2 units away the DistanceSquared would be 4. But 1 squared is still 1. local heatfactor = 1 - DistanceSquared_To_Player / 100 heatfactor = 1 - 1 / 100 heatfactor = 0.99 Next the heatfactor is multiplied by the heat of the heat source. In this case the heatfactor only reduces the heat by 1% but if you were, say, 7 units away it would be a 49% reduction. local warmingtemp = heat * heatfactor --multiply the heat factor and the heat warmingtemp = 115 * 0.99 warmingtemp = 113.85 Things are slightly different with a cooling source, however, because it has to be based around the overheat temperature of 70 degrees. This doesn't have to be done with warming because the freezing temp is 0 degrees. local coolingtemp = (heat - self.overheattemp) * heatfactor + self.overheattemp --selfoverheattemp = 70 Back to the scaled furnace. The warmingtemp of 113.85 is definitely higher than the player temperature of 10 degrees so this next "if" statement is passed. Of course with a coolingtemp, it has to be less than the player temp. if warmingtemp > self.current then --If the warming temperature is higher than the current player temperature, do this -- 113.85 > 0 -- Endothermic heat sources if coolingtemp < self.current then But now self.delta is being warmed by warmingtemp subtracted again by self.current. Thermal stones in your inventory also have a 2.1x multiplier, and scorching sunfish a 2x multiplier to (warmingtemp - currenttemp) in the form of carriedmult. But for a scaled furnace, we ignore this value. And the formula is the exact same for a coolingtemp, by the way. self.delta = self.delta + (warmingtemp - self.current) * carriedmult --carriedmult only for heat sources in your inventory, ignore it otherwise self.delta = -20 + (113.85 - 0) self.delta = 93.85 So with just 1 scaled furnace nearby, self.delta is 93.85 degrees. Obviously a scaled furnace can't warm you that high during winter. So what we have to do is divide it by 2. That's because the player temperature is actually being subtracted from self.delta twice in total; once in the beginning calculation and once subtracted from the scaled furnace's warmingtemp here. With a second valid heat source, we'd divide by 3. 93.85 / 2 = 46.93 degrees But what if there was also say, a level 1 (small) endothermic fire nearby? It has a heat of -10 degrees. It's 3 units away from the player so the heatfactor would look like this: local heatfactor = 1 - DistanceSquared_To_Player / 100 heatfactor = 1 - 9 / 100 heatfactor = 0.91 This heatfactor is used to calculate the coolingtemp like so. local coolingtemp = (heat - self.overheattemp) * heatfactor + self.overheattemp coolingtemp = (-10 - 70) * 0.91 + 70 coolingtemp = -2.8 And this is added to self.delta along with the players temperature being subtracted--self.delta starts equal to 83.85 because of the scaled furnace --self.delta starts equal to 93.85 because of the scaled furnace self.delta = self.delta + coolingtemp - self.current self.delta = 93.85 + (-2.8 - 0) self.delta = 91.05 The delta only decreased by like 2 degrees, but that's misleading. Now, the player is only warmed to about 30 degrees instead of 47. For every additional valid heat source, increase the number you're dividing by, by 1. For thermal stones and scorching sunfish in your inventory, this number is actually instead increased by 2.1 and 2 respectively. So with a scaled furnace + thermal in inventory, you'd divide the self.delta by 3.1. 91.05 / 3 = 30.35 --max temp a scaled furnace + small endo fire can warm you to in winter NOTE: If a heat source's warming temp is less than the temperature that the other nearby heat sources can warm you to, or if a cooling temp is greater than this temperature, IGNORE it. For example, a thermal stone has a "heat" of 60 degrees. If other nearby heat sources can warm you past 60 degrees, the thermal stone does nothing. if warmingtemp > self.current then self.delta = self.delta + warmingtemp - self.current end if coolingtemp < self.current then self.delta = self.delta + coolingtemp - self.current end WETNESS is actually pretty straightforward??? When the player is wet, self.delta is decreased by up to 30 based on the wetness level. It's just the percentage of your wetness as a decimal multiplied by -30. So 100 wetness is -30 and 50 wetness is -15. When there aren't any heat sources nearby, this effectively decreases the world temp for the player by (up to) 30 degrees. The heatfactor (the decimal value reducing the effectiveness of the heat source) is multiplied by 0.75 if the heat source player is wet. So if a wet player is 4 units away from a heat source, the heatfactor is 0.63. Thank you for correction hornet. local heatfactor = 1 - self.inst:GetDistanceSqToInst(v) / ZERO_DISTSQ heatfactor = 1 - 16/100 --4 unit distance heatfactor = 0.84 * 0.75 --wetness penalty heatfactor = 0.63 OTHER NOTES for the 3 people that made it to the end of this in one piece... Ambient temp and world temp are the same thing and I used them interchangeably I said "player temp" but what would be more accurate is "player or thermal stone temp". Thermal stone's internal temperature works exactly like a player's. And this can be used to calculate how high heat source(s) raise a thermal stone's temperature as well. The only difference is that thermal stones can NOT warm other thermal stones for obvious reasons. So ignore those heat sources when calculating a thermal stone's temperature. @Hornete is evil but thanks for explaining things to me even through your 3+ mental breakdowns If you actually find this useful or are curious about it for some reason feel free to ask any questions here or on the discord Definitely good that I'm making this into a seperate post instead of a giant spoiler on my winter warmth strat post
  3. Is there any way to make a Mod that will disable the extreme color filter? Everything is so yellow/red in summer and then so blue/greenish in winter. I can not stand it because my character has blue skin and in summer it looks yellow. I have searched the forums and google relentlessly, and only found maybe one or two topics that mention it.. but no answers. I just want to be able to disable the colors all together if possible. I want my character to look more like she does in Spriter. The very few topics I have found that mention this: this person wanted the same thing it seems, they never got any answers sadly =( http://forums.kleientertainment.com/topic/14338-changing-the-overall-color-palette/ This thread mentions it a bit http://forums.kleientertainment.com/topic/52162-lightsetcolour/
  4. So I heard the Most Beloved Mime in the History of Gaming (I dare you to name a more beloved mime in games O__O) made a comeback so I had to test him out... and what better stage than an Endless Server (500+) in Summer!! I heard his Pin Wheel can cool you down... but you have to run to get a breeze... So when I entered the world: I immediately assumed resources would be scarce... there's an abundance of skeletons which is nice... but then I can't "read" what happened to them because "silent mime" which was... well he is a mime so let's leave it at that... I then went tree hopping and managed to find the razed pig village... What perplexed me most is not the razed houses... but this pig, who exited the now burned down house (bug?) Also, as a ghost, I'm able to blow balloons, I don't know if it is intended or not but it was amusing nonetheless... (<--- I didn't know it could be written as one word) I died because I couldn't find any twigs let alone any saplings still in pristine condition in the summer heat... so didn't get to test out the Pin Wheel... (P.S. I don't know where to post this... in the bug reports or tales of life and death... so I split the difference and posted it here in the General Discussion section... sorry if I got it wrong again) O__O
  5. It's a simple poll. Which do you think is harder to survive, winter or summer? Personally, I think that winter is harder to survive, because the things that you require to survive winter are much harder to acquire than those for summer. So, what do you think?
  6. Currently, I feel there is not enough incentive for use of the scalemail. Its durability is 1800 units of damage, consequently allowing for extended periods of use. However, it is ultimately outperformed by the log suit, providing 80% resistance to physical damage as opposed to 70%. Additionally, when at low durability the log suit can be disposed of by burning it, serving as excellent fuel. This means that, instead of having two slots taken by a piece of armor about to break and its replacement, you can consistently maintain high durability alongside periodic fuel for fires. Scalemail, unfortunately, is comparatively more expensive to craft (and has an inconsistent availability) but absorbs less damage. Another perk of scalemail is its fire resistance. This is rarely useful, as prolonged exposure to fire seldom happens. On the other hand, its ability to ignite attackers often requires remaining aware of resources/structures in the immediate area, which the fire could spread to as well. Overall, it's almost as if the scalemail was designed for future confrontations against the dragonfly, in a continuous cycle of killing and crafting. This is reminiscent of the lantern/miner's hat, bound to use in the caves because of light bulbs and their fast spoilage times. Without a variety of applications it ends up becoming a boring mechanic, seen as more a routine rather than an actual game that's dependent on player input. Perhaps there is a way to incentivize use of the scalemail more than now (e.g. synergy with fire-based weaponry).
  7. No real incentive to play summer? Well here is a potential solution; a summer exclusive feature that actually makes sense and is easy to build any new content into. For instance if people want a summer version of the Walrus Hunting Party then this lake could perhaps dry up and expose a dry, cracked riverbed inhabiting scorpions, snakes or perhaps even destructible termites mounds. - Tons of potential. The lake could then fill up again when it rains in the Autumn and will be dormant until the next summer. I'm not sure how the transition between lake and no lake would look and how the creatures can spawn without just blinking into existence, but it's an idea. Note-able comments:
  8. So, I REALLY love koalefants, as you can see, and I decided to make a fanfic.Enjoy! The summer koalefant walked over to the beefalo herd, occasionally talking to some teen beefalos. He then heard his stomach growl, and slowly trudged away from the group. He walked into a forest, smelling the sweet smell of fresh honey. He walked over to a berry bush, and began to eat its fruit. It was beginning to turn to nighttime. The koalefant looked up. He walked back to the savannah, and laid down. The summer koalefant enjoyed yet another peaceful rest.Chapter 2 The koalefant woke up. He looked around at his surroundings, and saw a tallbird that he hadn't seen before. He trudged over to it, and the tallbird stared at the koalefant. Then the koalefant got bored, and walked off. The koalefant saw a human running in circles, weaving and dodging things that were invisble. The koalefant tilted its head, and walked over to the human. The human took out a razor, and charged at a beefalo herd. Next thing he knew, the koalefant had a net placed over him.This will be updated.