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Remove heat clamping of constructed items


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<Current Behavior>

Mining -20C sandstone and then building a ladder with it will result in a +20C ladder .. the temperature of which then slowly lowers to 0C for unexplainable reasons, but still resulting in 20C being added to the simulation for no good reason.

Mining +1100C igneous rock and then building a ladder with it will result in a +45C ladder, deleting 1055C of heat.

Mining a +1070C chunk of copper ore and building a door with it will result in a +45C door, deleting 1025C of heat.

 

<Expected Behavior>

Mining -20C sandstone and then building a ladder with it would result in a -20C ladder.

Mining +1100C igneous rock and then building a ladder with it would result in a +1100C ladder.

Mining a +1070C chunk of copper ore and building a door with it will result in a +1070C door

<Comments>

This behavior is especially egregious when considering that building tempshift plates with the barely solidified metal of a gold volcano will result in massive heat deletion as the constructed tempshift plates are set to +45C.

I`d prefer if dupes would get instantly scladed when picking up >100oC materials resulting in them dropping them on the ground so they can`t carry around super hot stuff and randomly drop it somewhere and making the place hot all of a sudden.

Alternatively some stuff should just be marked as "to hot to build out of" and be ignored as a buildable material.

This mechanic won't work unless there's a way to choose what temperature you want something built at. You have no say in what pile the dupes use, and having to cool / heat every single piece of a given material that can be reached would change the game by a lot.

On 12/29/2018 at 9:43 AM, DesktopMan said:

This mechanic won't work unless there's a way to choose what temperature you want something built at. You have no say in what pile the dupes use, and having to cool / heat every single piece of a given material that can be reached would change the game by a lot.

Actually, you do. They use whatever material is closest to them when they initiate the supply task. With clever usage of doors to block/allow access to high/low temperature materials, this would be quite workable.

I understand your suggestion, but this would be tedious as hell in the current game. U can't select which item the dupes should be use. The current game has in my opinion a "tedious" factor. At the moment the progress is slowed down by researching, to many available tasks through new content or other stuff. If u start a new colony, all what u are doing repeats in every new colony. They should remove tedious tasks and by the way not implement your suggestion.

Don't add to much things to force the people to wait! We need at first an intuitive UI :D

21 minutes ago, DustFireSky said:

At the moment the progress is slowed down by researching, to many available tasks through new content or other stuff. If u start a new colony, all what u are doing repeats in every new colony.

I understand you're having an existential crisis. That's normal. It's the nature of survival games to repeat some tasks for every new game. Most every new game of modded Minecraft has you punching a tree, building a crafting table and furnace, and so on. Would you have the necessity of those tasks removed from Minecraft, as well?

 

Edit: In the great game of life, every new human player has to be born, undergo toilet training and such, and go to school for 12+ years. This is a formative process of ones life. Sometimes I wonder what it would be like to 'skip' it, but I think it's important. True, in some sci-fi, you could be a vat grown baby and be hypnotically implanted with all the necessary info to succeed at life and start fully grown, but that also has some nightmare implications.

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