[FEATURE] Apparel: insulated parka & duster for cold/hot biomes #50
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game-dev/RicosWorld#50
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Follow-up to #48 / PR #49 (seasons, biome temperature, hypothermia/heatstroke).
Tundra/desert colonies currently only have heated/cooled rooms as an answer to exposure. Cloth (from
cotton_plant) has no use.Scope
content/items.json+content/recipes.json(Insulated Parka: cloth + timber → cold; Duster: cloth → heat) with a targetStock.apparelslot onPawnEntity; auto-equip best apparel from stock (mirrorstryAssignEquipJob).EXPOSURE_MIN_C/EXPOSURE_MAX_C) and comfort band;stepExposureand mood temperature thoughts use per-pawn values.Done when a parka measurably lets a colonist survive outdoors at about −15 °C where an unclothed colonist accrues hypothermia.
Handoff — PR #51 (branch
claude/50-apparel, stacked on #49 /claude/48-systems-overhaul)Completed
insulated_parka(#24) andfrontier_duster(#25) items, plussew_insulated_parkaandsew_frontier_dusterrecipes at thecampfire_hearth.APPAREL_STATSandPawnEntity.apparelId.thermalBand()andapparelClimateScore()insurvival.ts.tryAssignWearJobauto-equip; demand-gated sewing intryAssignCraftJob.sim-core/tests/apparel.test.ts(14). Fullnpm testandnpm run typecheckpass.Remaining
mainafter #49 merges.Gotchas
apparelIdis now incomputeStateHash, so state hashes differ from before this PR. No tests pin hashes.