Here is the buffs:
Vanilla buffElementCold with some tweaks.
<buff name="buffElementCold" name_key="buffElementColdName" description_key="buffElementColdDesc" tooltip_key="buffElementColdTooltip" icon="ui_game_symbol_cold" icon_color="255,221,186">
<damage_type value="cold"/>
<stack_type value="ignore"/>
<effect_group>
<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffElementCold"/>
<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffElementFreezing,buffElementFreezing2"/>
<passive_effect name="FoodChangeOT" operation="perc_add" value=".3"/>
<passive_effect name="FoodChangeOT" operation="perc_add" value="-.045">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect>
<passive_effect name="FoodChangeOT" operation="perc_add" value="-.09">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect>
<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="1"/>
<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.15">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect>
<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.3">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect>
<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.2" fade="2" effect_name="Cold">
<requirement name="CVarCompare" cvar="_coretemp" operation="LT" value="-5"/>
</triggered_effect>
<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Cold">
<requirement name="CVarCompare" cvar="_coretemp" operation="GTE" value="-5"/>
</triggered_effect>
<triggered_effect trigger="onSelfBuffStart" action="AddJournalEntry" journal="coldWeatherTip"/>
</effect_group>
</buff>
Vanilla buffElementFreezing with some tweaks.
<buff name="buffElementFreezing" name_key="buffElementFreezingName" description_key="buffElementFreezingDesc" tooltip_key="buffElementFreezingTooltip" icon="ui_game_symbol_cold" icon_color="255,144,71">
<damage_type value="cold"/>
<stack_type value="ignore"/>
<effect_group>
<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffElementFreezing"/>
<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffElementCold,buffElementFreezing2"/>
<passive_effect name="FoodChangeOT" operation="perc_add" value=".6"/>
<passive_effect name="FoodChangeOT" operation="perc_add" value="-.09">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect>
<passive_effect name="FoodChangeOT" operation="perc_add" value="-.18">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect>
<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="2"/>
<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.3">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect>
<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.6">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect>
<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.5" fade="2" effect_name="Cold">
<requirement name="CVarCompare" cvar="_coretemp" operation="LTE" value="-17"/>
</triggered_effect>
<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Cold">
<requirement name="CVarCompare" cvar="_coretemp" operation="GTE" value="-6"/>
</triggered_effect>
</effect_group>
</buff>
New buffElementFreezing2 based on buffElementFreezing.
<buff name="buffElementFreezing2" name_key="buffElementFreezing2Name" description_key="buffElementFreezing2Desc" tooltip_key="buffElementFreezing2Tooltip" icon="ui_game_symbol_cold" icon_color="255,0,0" icon_blink="true">
<damage_type value="cold"/>
<stack_type value="ignore"/>
<update_rate value="10"/>
<effect_group>
<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffElementFreezing2"/>
<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffElementFreezing,buffElementCold"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Health" operation="subtract" value="1"/>
<passive_effect name="FoodChangeOT" operation="perc_add" value=".9"/>
<passive_effect name="FoodChangeOT" operation="perc_add" value="-.13">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect>
<passive_effect name="FoodChangeOT" operation="perc_add" value="-.27">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect>
<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="3"/>
<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.45">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect>
<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.9">
<requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect>
<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="2" effect_name="Cold">
<requirement name="CVarCompare" cvar="_coretemp" operation="LTE" value="-30"/>
</triggered_effect>
<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Cold">
<requirement name="CVarCompare" cvar="_coretemp" operation="GTE" value="-18"/>
</triggered_effect>
</effect_group>
</buff>
I really appreciate it if anyone have any thoughts on this