Short summary as title says, devices to actively influence temperatures, lets call them air conditioners for now, would be awesome. Within the following lines, I would like to share my idea in little more detail:
How do they work?
By simple installation of Air Conditioners. Each of them has to be connected to power Supply same way as e.g. Millstones. Depending on where these Air Conditioners will be placed and to which hot/cold temperature they will be setted, the use of heat/freezing resistant materials should be necessary for construction. Or things won't work properly possibly leading to "Fun".
Each Air Conditioner covers a specific area, with it's impact decreasing over distance, e.g.
100 % impact: Within one or two tiles of device
75 % impact: Within three to four tiles
50 % impact: Within five to six tiles
25 % impact: Within seven to eight tiles
no impact: nine tiles or more of the device
Maybe even include two operation modi. Standard and Light, with the second cutting the impact range, but also the energy costs of Air Conditioner in half. Light Mode can be useful, when you only want to cover small areas. Each air conditioner needs an included thermostat allowing to enter the desired temperature (similar as indicating the weight of pressure plates). Of course the cooler or hotter you turn the temperatures and the higher the difference to the temperatures of the area it stands in, the more power it requires. Also it should be possible to connect the air Conditioners to a lever e.g. outside the Chambers to turn it on and off without having to enter the area. The temperature changes shouldn't be caused in an instant, but little by little over time. E.g. 8 Urist Degree per day for tiles covered with 100 per cent impact, 6 per day for tiles covered with 75 per cent impact, etc. So that it might take a while till you reach the desired temperatures.
Basic size of an air conditioner is 1x1. Construction of bigger ones should be possible, increasing the distance they cover by one for each device. E.g. an air conditioner of size 1x2 will deliver full impact over a distance of three tiles, 75 per-cent impact within four to five tiles, etc. Also bigger devices will influence the temperature faster (e.g. +2 degrees per day and additional device for tiles covered with 100 % impact, 1.5 degrees for 75%, etc.). Of course an air-conditioner of size 1x2 will use twice as much, one of size 1x3 will use three times as much energy as a single-tiled one.
Not sure, if it is entirely clear, how I mean the above. When there is interest I will draw some basic sketches and post them later on.
Uses of Freezing Chambers:
1) Can be used for Defense. Impact according to how cold it is inside this chamber and the affinity of the creatures inside.
Cool temperatures: Normal temperatured Creatures like Dwarfes, Goblins and Pets won't be effected. Creatures made of flame/fire will severe small penalties. Small Bonus to icy creatures.
Very Cool temperatures: Normal temperatured Creatures will severe medium penalties, Creatures made of flame/fire will severe high penalties, medium bonus to icy creatures
Extremly cool temperatures: Normal temperatured Creatures will severe high penalties, Creatures made of flame/fire won't be able to pass it. Icy Creatures get big bonuses.
Hell freezing temperatures: No one except creatures out of ice will be able to pass it, which become basically invulnerable in there. Everything entering the area e.g. by dropping from a ledge above will instantly freeze into solid blocks of ice (except icy creatures of course).
2) Improved Storage area for food and other perishable goods. Currently food lasts pretty much forever as long as stored in a stockpile. IMHO better and much more realistic will be, when food lasts the longer the cooler the room it is stored in.
3) Agriculture: E.g. Certain crops and/or farm animals need lower temperatures as standard to prosper
4) Source of ice or other frozen liquids: Supply your freezing chambers with water of an underground river for nearly infinite supply of icy blocks. Simply imagine the construction of a fortress completely made of ice in a hot sandy desert. Or even cooler, frozen booze. And super cool, instantly frozen magma. Will also be nice when furniture, statues or other things could be made out of those materials. Or a garden full of instantly frozen creatures within ice blocks.
The opposite way round - Heating Chambers:
1) Again defense purpose: The same way as above indicated at freezing chamber, only the opposite way round for icy and flame/fire creatures
2) Also here Agriculture: Certain crops and/or farm animals need higher temperatures as standard to prosper
3) Quickly drain ponds. Install some Air Conditioners close to it, turn up the heat and evaporate the water.
4) Create pools of liquid metal. Dispose the Undead or garbage in a pool of liquid Gold, Steel or any other meltable material. Will be especially useful when the only magma source is about 150 to 200 levels below surface. The Flow of Liquid stone and metal could possibly behave the same as of Magma. Also high enough tempered pools of Liquid Stone/Metal could be an alternative energy source for Magma Forges.
Last but not least - Create Oasis of Standard Temperatured Areas in otherwise hostile biomes e.g. on top of a Glacier. Make Project Genesis of the Star-Trek Universe become true.
Of course many other things, I am currently not thinking of, could be possible with this. And also lot's of possibilities of "fun" are included, when not handling those Air Conditioners carefully. E.g. turning the temperatures to high will set flamable materials onto fire, when exposed to heaten up areas. Melting too much ice too quickly could flood your fortress. Etc.
Thx for reading. I hope, you like my idea. :-)
edit: After writing down, the whole thingy, I noticed that according to the wiki already some tokens for heat and frost damage exist. Maybe these can be applied to creatures too and used for the above mentioned process of calculating the penalty or bonus they severe in different tempered areas?
"[HEATDAM_POINT:#] — This is the temperature above which the material will begin to take heat damage. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.
[COLDDAM_POINT:#] — This is the temperature below which the material will begin to take frost damage."
Source:
http://dwarffortresswiki.org/index.php/Temperature