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I am curious to know if "sharp" and "blunt" defense are treated the same though. Intuitively I would figure "blunt" armor would imply a greater amount of softness than "sharp" armor would, since most IRL armor that affects "sharp" weapons does so by creating a hard surface to deflect the blow, while most IRL armor that affects "blunt" weapons does so by cushioning the blow directly.
As an aside, is there a way for another mod author to specify a softness value directly? This could let mod authors who have textiles that math out to be way less soft than they ought to to directly provide a value for the bed to use. VGP's linen springs to mind.
I'm not sure if high sharp values always mean less softness. Take a chainmail for instance: very good against sharp and piercing weapons, not so much against blunt ones. Lots of padding, on the other hand, while good at absorbing blows, would inevitably mean a stiffer fabric. A "chainmail" cushion would be softer than one made out fo hardened leather.
A way for other authors to set their own fixed sotfness value could be a way out. But that's trickier to pull out. And that would make it harder for us to maintain a balance between materials good for armour vs. good for your bed. VGP's linen seems to fall on case 2 of What I'm not looking for, as I described above. It is trying to be good at everything.
One material which softness looks wierd to me is Spidersilk. Its armor values are 55% and 15%, its insulation is 24.0 C (for cold) and 34.0 C (for warmth) and its cost is 8.00$. It has the same softness as cloth - 62%.
I also wonder, is there any material woth softness of 80 or 100%, if even Alpaca wool is only 67%?
I'm not sure I follow, do you consider the Spidersilk's softness too high or too low?
With those numbers, it is more valuable and better insulator than cloth, but also has a higher armor value, so that balances out at the same softness value.
This is a good example of what I'm looking for, because the author decided spidersilk is much better at absorbing blunt damage than it is with sharp damage, but that doesn't matter to the current formula. If we want silk to be softer than cloth, then this difference could be a telltale sign to look for.
About the max value, it is around 70%. This isn't a ceiling, but we made the formula so the vanilla materials fall into that range. That's because it is added to the bed base value. A poor 30% comfort bed plus the best bedding would sum up to 100% comfort. Does it make sense?
I also feel that patch leather, the frankenstein material, is better than multiple other materials because of its low armors.
I think a simple formula of (cold + heat/2) -12 yields a very intuitive result that presents interesting choices. It places materials harder to get in bulk (e.g. guinea pig + thrumbo), > the best in space-age materials (hyperweave) > other wools (muffalo + alpaca) > devilstrand > furry animals (bears, wolves, foxes) > cotton (cloth) > leathers.
Yes, it does put rhino/elephant leather better than light leather, but the difference is negligible (2-3 points) and makes a lot more sense than basic cotton being 20 points more comfortable than the most valuable synthetic fiber in the universe (hyperweave).
As an added advantage, the best material provides about half the softness (35 v. 68), which means the base comfort of the beds doesn't need to be reduced as much (maybe 40-50 instead of 25).
Finally, I suggest the above is more interesting. If I have hyperweave and cloth, the current mod makes the decision a no-brainer, hyperweave is better for clothing and cloth is better for bedding. Using the formula I proposed, you have to decide whether bedding or clothing is more important.
FYI - While I disagree with your particular choice in the softness formula, the concept and breadth of this mod is fantastic.
Just as an example...
dragon scales:
blunt armor 2.1
sharp armor 2.3
market value 6
heat insulation 25
calculated softness 46%
vs
thrumbo wool:
blunt armor 1.25
sharp armor 1.3
market value 10
heat insulation 25
cold insulation 25
calculated softness 32%
I like your intention of making weaker materials more useful for bedding, and understand that any armor value is automatically going to cause a big softness hit, but this seems decidedly backwards? is the fact that the scales don't have a cold insulation stat messing with the formula?