Problem description
Given some consmetibles have freezing points, it's kind of annoying when thing freeze really damn fast, as compared what real life would be. If I have two canned chickens in my pockets, or backpack, they shouldn't freeze outright, or as fast as they do in-game.
Solution
The warmth value of the container- backpack, inner/outer clothing pockets, etc.- should somehow sufficiently retard, or mitigate solidification of _x_ volume of inventory, by imparting a respective heat thereupon. Held items, say, a briefcase (didn't have warmth and wasn't wearable, if I recall correctly) in the winter, should keep something inside some amount insulated from the cold, given what's inside is warmer.
Alternatives
Straight-up lowering of freezing points, so that they're inaccurate- simpler, but the clothing and layers thing is lost.
Additional context
Add any other context (such as mock-ups, proof of concepts or screenshots) about the feature request here.
Body heat and clothing insulation are already taken into account, albeit in a rather hand-wavy fashion
https://github.com/CleverRaven/Cataclysm-DDA/blob/9ab8172b29f22e5364cad356cffe773c6e0988fb/src/item.cpp#L7088-L7099
This probably needs to be improved upon however, though that would be difficult/impossible to do without having https://github.com/CleverRaven/Cataclysm-DDA/issues/3671 implemented.
When the body warms the loot, then the loot has to cool down the body might be uncomfortable to carry a bunch of very cold loot
@communistkiro
Briefcases are wearable, same as shopping bags and even stuff like laundry baskets.
They just add a whole lot of encumbrance on arms/hands.
Basically until we have item locations within inventory tracked, we can't
do much with this.
Since individual item location slotting and tracking is tedious; would an averaging of everything not work as well, such as:
SUM ( <clothing layer volume> * <one of 5 equidistant points on a LOG scale, based on total warmth of worn items, and your own temp or internal heat>)
The scale and sum could be updated on articles being put on, taken off, (and your temp); no tracking and individual slotting necessary. Belted items would be very close to outer temp and innermost- closer to body temp, whatever that may be.
@Mecares equilibria would help. But that might be making things just more convoluted . . .
In addition, how about an initial temperature for butchered things- unless I'm not reading the log and missing sth big there, a quick-ish, 5' butchery of a previously living animal at -5掳C in spring, shouldn't result in instantly frozen meat.
It can probably wait until #3671.
Otherwise, it's just piling up more crutches on a system in need of a revamp.
And like @ifreund said, just carrying the food in the inventory eventually warms it up; I've been using this in the game, it makes sense, and good enough for now.
shouldn't result in instantly frozen meat
??? I've never seen that happen. Pretty sure butchered meat spawns with default temperature. If you feel that it freezes over too fast (which I personally don't, I remember leaving it for half a day before cooking it on a default start, and it still wasn't frozen), then that's another issue altogether.
Butchered meat spawns without temperature. Then it is set to enviroment temperature. If enviroment is sub zero then the butchering results will freeze instantly.
Better system would be to give the corpse some temperature at death and process it as any other food temperature. And then make the butchering results at the corpse temperature.
Requested functionality exists, need more detail for further improvement
Most helpful comment
Butchered meat spawns without temperature. Then it is set to enviroment temperature. If enviroment is sub zero then the butchering results will freeze instantly.
Better system would be to give the corpse some temperature at death and process it as any other food temperature. And then make the butchering results at the corpse temperature.