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Author Topic: Idea/Concept: Temperature Influencing Device to Create Freezing/Heating Chambers  (Read 2700 times)

GavJ

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Yes but you all forget the most important question in an intricate fortress?

Hpw will this affect FPS?
Having inconsistent and changing temperatures everywhere would result in a massive drop of FPS.

The game already calculates tile temperature changes from tons of things, including the body heat of passing creatures. Adding a freezing room trap thing would likely only add about as much lag as a small handful of extra dwarves, and only while in operation.

Also, since Toady likes to do things in big bunches, one would generally expect that if there were to be temperature devices added as a feature, it would probably come along with temperature algorithm optimization, so quite possibly actually no effect on FPS, or even an increase in FPS overall.
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Nikita

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An artificial way to freeze water would he awesome, especially since not every biome actually freezes. One way to do this, I think, is give nether caps a temperature below the feeezing point and allow them exchange heat with the surroundings. That way a chamber of water can be frozen by simply exposing it to a nether cap. With ambient cave wall on one end and a nether cap on the other, the tiles would form a temperature gradient so that only water close to the nether cap actually freezes.

(sorry for the necro)
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Scruiser

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I think necros are actually preferred suggestion form if the alternative is to start a new post for a idea that has been discussed to death (i.e. economy, magic, GUI improvements, and a few other topics) and at least okay for other topics.

  Anyway, just getting air flowing over water is enough to cool an area IRL isn't it?  A way of modeling airflow would be required though... not sure what that will do to fps, maybe if the game avoided modeling it, except as necessary (wind and temperature gradients generating air flow)?  I think right now the game just checks if the area is windy and assumes all of the outside is windy for the purpose of windmills.
  I am not sure if all of the improvements would be practical for the few applications.  The only applications I can think of for such a moderate usage of air cooling is happy thoughts triggered "Was cooled by a nice breeze lately" and maybe food storage (I am not sure if a slight drop in temperature makes that much of a difference)?
   Most of the heavy cooling ideas kinda breaks the feel of technology level, even if it is done with nethercaps... I think Toady will eventually need to make a decision on how the fantasy elements affect the overall middle-ages feel.  I think if temperature changes around mountaintops was implemented and you embarked close to a mountain, you could get hillocks dwarfs to cut ice for you, or you could store ice if it freezes in your biome during winter.


 

 
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