BiancaMoon Posted November 21, 2025 Report Posted November 21, 2025 I have noticed that digging down increases temperature. Even when going in caves the temperature rises as you go down. When thinking about cellars this is problematic, and it is not realistic. The temperature should go down as you dig, but then it should not go below certain point. For example, temp should go down to -4'C and then stay on that value no matter how deep you dig. This would work both for cellars and insulation in very cold zones. The depth needed to reach the -4'C should vary depending on where you are at, in hot zones you should need to dig more to get to the -4'C while in cold zones it should be less. Players that have a base in warm or hot zones would have to dig deep cellars to store their food and fight the heat, while players in cold zones would actually benefit from having a shallow cellar and dug in homes that are better for very cold winters. Imagine a home with a dug in ground floor where you spend most of your winter and a second floor above ground where you spend summers. It would be much more realistic and bring new dimension to home planning. Finally this would enable players in warm or hot zones to make the infamous blue cheese and not make it exclusive for cold areas. 2
Thorfinn Posted November 21, 2025 Report Posted November 21, 2025 Depends on your location, but IRL, most caves are pretty steady year round, somewhere between 50F and 60F. (42.5-79.4 gigaNewtons/lumen) Very few are below freezing, and even then, not by much. There are some ice caves up by Barrow that stay below freezing, largely because the Ocean is wicking away the earth's heat. A Russian exchange student talked about some land-based caves like that somewhere in Siberia. I have never found out any more about them, and not from a lack of trying. I think the major discontinuity is trying to get something that represents the range of real conditions, from refrigerated to lava pool, in 100m of depth. The near surface cellars are reasonably accurate, assuming you are below the frost line. I don't know whether that would be easy to change up or not. I looked at it once back around 1.14, so I could make mountains more "realistic" but don't remember what I decided other than it was pretty good after all, if one went by % of worldheight instead of meters.
LadyWYT Posted November 21, 2025 Report Posted November 21, 2025 4 hours ago, BiancaMoon said: Players that have a base in warm or hot zones would have to dig deep cellars to store their food and fight the heat I will point out that one benefit of living in a warm zone is that the growing season is year-round, so players don't really need to store much in a cellar. Meat can be salted, veggies can be pickled, and fruit can be jammed if the player really needs foodstuffs that keep for a while, but otherwise it's just as easy to leave crops in the fields or leave livestock alive until one actually needs the food. 4 hours ago, BiancaMoon said: while players in cold zones would actually benefit from having a shallow cellar and dug in homes that are better for very cold winters Cellars in cold zones also aren't really optional, unless one wants to spend all winter hunting and foraging to avoid starvation. It can be done, but that's no easy task. 4 hours ago, BiancaMoon said: Finally this would enable players in warm or hot zones to make the infamous blue cheese and not make it exclusive for cold areas. One design feature of Vintage Story is that you can't necessarily produce everything in the spot you choose to settle. Certain things are unique to certain climates. Cooler climates get blue cheese(although I daresay you could potentially still produce this on mountaintops in the tropics, where the weather is cooler), and warm areas get things like olives, mangoes, and other tropical fruit. 1
BiancaMoon Posted November 22, 2025 Author Report Posted November 22, 2025 LadyWYT even thou I see the logic behind all of what you said I also still believe that enabling players to adapt their preferred operations in different climates should be better. Growing season is all year round but the soil fertility is not, and the crops are either preferring the cold or hot zones. In warm zone, so between hot and cold, plants have to be rotated to avoid stunting or death. Having a period without planted crops is a must for soil fertility unless you are constantly adding fertilizers. So I do prefer and I find it quite useful, to have a growing season - and food stored in between, not to mention how important this is for exploration. It would also be interesting to get cold in deep caves, and players from hot zones having to pack fur coats down there or light fires. I am sorry if I was misunderstood about cellars in cold zones. I know they are a must, this is why this temperature distribution will allow players in cold zones to build them easily, just few blocks deep, with players in warm or hot zones would have to dig much much deeper. That would be a pay off. Make us dig 30 blocks down and light the area very good to prevent nightmares spawning in the food cellar, but let us have the blue cheese at least that is my opinion.
LadyWYT Posted November 22, 2025 Report Posted November 22, 2025 6 hours ago, BiancaMoon said: LadyWYT even thou I see the logic behind all of what you said I also still believe that enabling players to adapt their preferred operations in different climates should be better. I am inclined to agree, but when it comes to changing underground temperature distribution I'm a little on the fence about it. On one hand, it makes sense, but on the other hand, it seems like it could easily open the door to "farm anything, anywhere, as long as you turn on underground farming". Not that there aren't already farming exploits along those lines, given one can dig to the mantle for warmer temps or build on a mountaintop for colder temps, but both of those options require a lot more effort than just building a farm plot a few meters below the surface. 6 hours ago, BiancaMoon said: Make us dig 30 blocks down and light the area very good to prevent nightmares spawning in the food cellar, but let us have the blue cheese at least that is my opinion. Possibly, but I think I would be more inclined to give the warmer climates some more unique food options as compensation, as well as allow agriculture traders to sell blue cheese in greater quantities(and perhaps a little more frequently). 6 hours ago, BiancaMoon said: It would also be interesting to get cold in deep caves, and players from hot zones having to pack fur coats down there or light fires. I'd actually disagree here, especially if the underground temperatures are supposed to be more realistic. The better way to handle a concept like this is perhaps let players acclimate to the local climate over time, so that players who spend a lot of time in cold areas will end up being able to tolerate much lower temperatures before they actually start to get cold. Likewise, players that spend a lot of time in the tropics will get cold more easily, and likely need a jacket or something when venturing into cooler temps. Of course, I'm not sure how feasible that is to actually code though.
Recommended Posts