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But seriously, there's no way it's working as intended.
It'd be very useful, you don't notice heat or cold until you either freeze or overheat and it's quite a big distance of temperature between the two statuses (I discovered through the "display values" mod). That could potentially also give you a better idea how effective different resistance items are.
As for the frozen stone, yeah, totally overrated. I'm not sure if they plan to tweak that or not. At this point i've found it's beetter to freeze it in preparation for summer, and when you're getting close, leave it on the ground near your endothermic fire pit until it warms up to "cold" and you can actually carry it again.
It kind of makes sense that you would know how hot or cold you are anyway.
Yeah, same here. I don't mind Always On for the health/hunger/sanity, because you can hover your mouse over the icons and see those anyway... but I edit-out the temperature and naughtiness views. I feel like Klei wanted not knowing these things to be part of our challenge, so I shouldn't reconfigure my gameplay to work-around and see it anyway.
Still can't find where the devs commented about fixing the thermal stone behavior =/
This is the best I can find for now, where another player calls out specifically how to change it... maybe keep an eye on this? http://forums.kleientertainment.com/topic/34745-iceover-widget-doesnt-load-warning-stage-outside-of-winter/
I personally have all resources and easy food sources set to "less", and annoying monsters and boons set to "more". Then I have some basic quality-of-life mods like backpack slot, always on status and smart crock pot (shows recipes before cooking). The end result is that the game is more challenging, yet also more fun and interesting.
It's not that I don't enjoy mods, most times when I play Civ 4 it's one of the many fantastic mods made for it, but I'd like to give the main game at least one playthrough on the default settings first.
A stone may look cold, even very cold, while it really isn't.