Happiness for Clothes and Shoes vs. My Happy Place achievement

So I’ve been trying to complete My Happy Place: Reach 100% overall happiness on vanquisher difficulty. I don’t understand how many clothes and shoes I am required to have for each person. I have 218 villagers, 294 shoes and 420 clothes and yet the shoes and clothes part of happiness are both at 88%. How does this achievement work?

And what about the items that say your villagers are not concerned with this yet? Do they have to be at 100% too?

I don’t understand shoes and clothes either to be honest. I think that it’s something like: villagers want 100% new clothes and shoes, but only get new ones when they’re worn down to 25%, so when wearing them at 50% they suffer a slight hit to happiness. And there’s not much you can do about it. But that’s just speculation from me.

However, in practice, it doesn’t matter. You can have 100% happiness in total without every individual category being at 100%. In essence, this because the happiness from desirability is actually over 100% even if the UI doesn’t show it, so the average over all categories can be over 100% even if a couple are just below it.

Also, I think that achievement is bugged. At least, it used to be, not sure if it was ever correctly patched.

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Desirability does not amount to happiness. The former relates to home tiers and the later the four stats listed at the top of the happiness screen; Work/birth/immigration rates and Combat Efficiency.

As I gain more coats, I am wondering if the clothes and coats together tie into the clothing part as my percentage is going up, however my shoes seem to be matching pace so I’m not sure if they are tied together somehow or what.

Desirability does count towards happiness. That’s why it’s listed in the happiness menu screenshot you posted (4th item down). I know desirability is needed for house upgrades, but it also boosts happiness - and it boosts it more for higher tier houses (something the game also tells you when upgrading houses). It also isn’t capped, so you get a high bonus for a higher desirability, even if it exceeds housing needs.

Just in case it isn’t clear, everything listed from food to spirituality are the factors that determine happiness, while work / birth / immigration / combat rates are bonuses (or penalties) applied due to happiness.

I just checked and, no, clothes is only linen clothes. Coats are not linked to it.

You sure?

Less than I was lol? But I did look at the code for this:

private void DailyHappinessUpdate()
{
  float monthsPassed = this.GetMonthsPassed();
  ...
  float num2 = this.linenClothesPointsAtMonth.SafeEvaluate(monthsPassed);
  ...
  float num16 = num2 * villager.villagerHealth.happinessClothesPct;
  float num28 = villager.villagerHealth.ShouldSeekLinenClothes() ? 0f : num16;
  villager.villagerHealth.linenClothesHappinessReduction = Mathf.Max(0f, num16 - num28);
  num25 += num28;
  villager.villagerHealth.happinessClothes = ((num16 == 0f || !villager.villagerHealth.ShouldSeekLinenClothes()) ? 1f : 0f);
}


public bool ShouldSeekLinenClothes()
{
  return !this.VillagerHasLinenClothes();
}

private bool VillagerHasLinenClothes()
{
  bool result = false;
  if (this.villager.permanentInventory != null && 
  this.villager.permanentInventory.GetItemCount(this.linenClothesItem) > 0)
  {
    result = true;
  }
  return result;
}

Syntax and variable names are odd because of the nature of inspecting source code, but the explicit reference to linenClothesItem should be clear. I’m guessing this is one of the places where the game rules evolved and the descriptive text lagged behind?

To further complicate things, the town centre menu and happiness menu disagree about shoes and clothing.

Happiness quotes 84% and 82% for shoes and clothes respectively; while TC gives 118/81 and 79/81 (hides coats are at 95/81 for reference). I think this 81 is my non-infant population:
8 children + 26 teenagers + 42 adults + 5 senior. My total pop is 96 (15 infants). That would imply that everyone but 1 baby has a hide coat, but I don’t know how 22 more people are wearing shoes than I have people. Or how I only get 84% happiness from this. The other bars in the TC have more descriptive tooltip text and are explicitly about residences rather than villagers, which adds yet more confusion.

I am running mods, but none that would mess with this.

EDIT:

I just counted and I have 11 hunters + forager shacks. These shacks also count as residences. 11 is half of 22. So possibly the game tried to subtract those hunters + foragers to avoid double counting them (assuming it adds up the amount of goods needed and required by summer over every residence), and instead adds it again? So while trying to account for a double counting it ends up triple counting? Also, the 84% clothing happiness lines up with 11 hunters + forages / 73 fit-to-work population = 15.1%, which with rounding is the complement of 84%.

Just a conjecture, and I’m aware this looks a little like rambling numerology, but there could be a bug going on here somewhere in all this?

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At this time, I show 293 workers and only 1 missing linen cloth. All have coat and shoes. I cycled through each one in the P menu using the magnifying glass next to each profession.

387 total villagers: 9 Elderly, 51 Senior, 146 adult, 87 Adolescent, 79 Child, 15 infant.
(all but child and infant are workers)

Happiness shows 96% shoes and 96% clothes.

Inventory has 252 coats, 696 linen clothes and 518 shoes.

That one worker missing linen clothes makes up 0.341% of the worker population and 0.258% of the total population.
If you add the children and infants, then 95 people may not have some clothing item. That would be 24.548% of the total population.
If it were just the infants not wearing clothes, plus the one adult, that would be 16 people or 4.134% of the total population.

So it seems the infants don’t wear clothes and are thus preventing us from reaching 100%. And indeed, I found a 3 year old child without any clothing items (checking each shelter).

So the only way to get this achievement would be to somehow kill off all the infants. Maybe cut your population down to near extinction while hording food in the trade center, then release the food to gain the well fed rating.

Having 0 surplus housing for the time it takes infants to grow into children might be a safer way to implement the same idea. Births seem to drop to near 0 (or even exactly 0) when there isn’t enough housing.

I tried getting housing full so the infants would just grow up but then I get hit with over crowding penalties. I might have to reduce the population limit back down to 500 while still having housing for more than that.