Cataclysm-dda: Skin Blisters From Intense Heat For No Reason

Created on 26 Sep 2018  路  16Comments  路  Source: CleverRaven/Cataclysm-DDA

Describe the bug
When I take off my armor I get blisters that quickly damage me and could kill me within a few minutes.

To Reproduce
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Take off armor
Blisters all over body

Expected behavior
Take off armor, no blisters.

Screenshots
If applicable, add screenshots to help explain your problem.

Versions and configuration(please complete the following information):

  • OS: Windows 10
  • Game Version [from the main menu, e.g. 0.C-32494-g2e596ef]
  • Graphics version Tiles

    • Mods loaded [Filthy Clothes, NPC traits, More Buildings, PK rebalanced]

Additional context
Grayland-current.zip

<Bug> Effects / Skills / Stats Temperature

Most helpful comment

This is most likely an issue with the PK's rebalancing mod. It has a negative "heat" property in the armor value of certain mutations, which makes you cook at room temperature. I have deleted it from the Slimy mutation so far (since it affected me), but I didn't even bother to look at other mutations that might have it. Now that you mentioned this, I took a closer look and it seems like there's plenty of mutations with this value that I'll have to fix.

For what it's worth, the regular PK is very outdated and buggy, and I'm trying what I can to fix stuff in my own fork. I'd appreciate any issue postings.

All 16 comments

What is the temperature? Are you irradiated?

"Year 3, Winter, day 9 8:32:06 PM | field | 'Very Light Sensitive' mutation turned into 'Troglobite'" maybe?
EDIT: seems that should only cause stat penalties, not actually blisters.

Maybe also related to https://github.com/CleverRaven/Cataclysm-DDA/issues/25232 ?

https://github.com/CleverRaven/Cataclysm-DDA/blob/master/src/player.cpp#L1129-L1133
Seems to atleast explain why body armor is involved. As to why it happens i don't know though, the temperature in the save file looks normal enough to me.

I haven't played with the save or anything but looking at player.cpp:1129, it's possible to trigger heat blisters as low as 111F, that doesn't seem right to me. I have never suffered a heat blister and I used to live in a climate where in the summer time 115F+ is expected.

EDIT: The author left us a wiki link explaining the choice of 111F https://en.wikipedia.org/wiki/Burn. This is only through direct skin contact. Luckily your skin has sweat and hair so ambient 111F doesn't instantly cook you alive. This needs to be fixed, but I'm not sure if it has anything to do with the bug reported here.

Yeah, seems someone forgot that the human body can thermoregulate. Not that there is anything but kludges in the code for an actual heat transfer model, but this setting is like making body parts start taking heat/cold damage whenever they aren't at exactly 0 comfort.

This is most likely an issue with the PK's rebalancing mod. It has a negative "heat" property in the armor value of certain mutations, which makes you cook at room temperature. I have deleted it from the Slimy mutation so far (since it affected me), but I didn't even bother to look at other mutations that might have it. Now that you mentioned this, I took a closer look and it seems like there's plenty of mutations with this value that I'll have to fix.

For what it's worth, the regular PK is very outdated and buggy, and I'm trying what I can to fix stuff in my own fork. I'd appreciate any issue postings.

I've been using @dissociativity version of the PK mod that I downloaded on 9/24. I have a ton of mutations and I bet a couple of them are altered by PK's mod like @Siyalatas suggested.

What is the temperature? Are you irradiated?

I've tested outside and inside a lab in early spring and both give me blisters. I am not irradiated currently (Occasionally I get one or two points in irradiated due to food and enemies from PK but I keep it pretty low).

Oh so THAT was what happened with me last time. Had the same bug.

After a discussion on Discord we came to a conclusion that PK mod introduced negative fire armor values, probably to achieve extra fire damage. This however does not happen, it is not optimal implementation, and in effect messes up calculation of blisters.
Negative fire armor should be removed from PK mod. If fire (or any other damage type) susceptibility is a desired feature it should be implemented via other way that setting negative values to armor.

After a discussion on Discord we came to a conclusion that PK mod introduced negative fire armor values, probably to achieve extra fire damage. This however does not happen, it is not optimal implementation, and in effect messes up calculation of blisters.
Negative fire armor should be removed from PK mod. If fire (or any other damage type) susceptibility is a desired feature it should be implemented via other way that setting negative values to armor.

Im not sure that I follow. Would that cause me to get blisters when naked?

If you had mutation that gave you negative fire armor in some situations calculation would be like: 0 blisters - (-5 fire armor) = +5 blisters. It expected positive or zero fire armor values and goes wild with negative.

It sounds like we should floor effective warmth at 0 to prevent this underflow error.

It sounds like we should floor effective warmth at 0 to prevent this underflow error.

No problem, I'll do it, but the problem is mainly on PK's mod's side.

I'm not sure if the usage in PK is reasonable, but "clothing that makes you
lose heat faster than being unclothed" is a real thing, and "a mutation
that makes you shed heat faster" definitely is, so I dont think we can say
that negative warmth is necessarally invalid. If it were invalid, the fix
would be even simpler, flooring the warmth value of each entity that has a
warmth value.

Got naked in the latest experimental, and I didn't have blisters. Yay!

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