I don’t know if this is a me problem or a current game limitation
Converted the privacy fence to a brick wall, doors to metal doors, roofing I was having difficult with and resorted to building Small Metal Support to place roofing as the option to roof was not showing when I was trying to place it between a corner to get the “Must be supported on at least two sides” annotation with supports in place and without - probably not fully understanding how roofing works, but the sky light frames didn’t give me any issues.
Completed the roofing to my knowledge, placed a large heater and it was not heating the room.
I am not sure if I haven’t placed the roofing correctly, there is currently limitation with game in regards to building extensions or some reason I am not aware of
Yeah there has been thoughts on making this better but it’s a lot of work to solve in an efficient way.
I can imagine the difficulty lies in trying to make something that accepts user input as an acceptable map building logic in a multiple layer way. In essence accounting for 3 dimensions in a dynamic way on a 2D baseline in a way that is resource friendly.
Like when a building is made in game it is defined and its attributes known, but the for custom user input then there is another layer of complexity to account for the various types and dimensions of user input and how that input interacts with the world and all that information must then run checks to see if the user created dynamic content meets criteria that qualifies for it being an acceptable object?
Whereas something like basecamp buildings have it’s parameters known and thus when finished act like a pre-built building as the value is definable.
Or something like that, just trying to help myself understand.
So the complexity in design is like the difference between getting a house prebuilt and placed by a team over trying to build a house by ikea without instructions by yourself?
I hadn’t even considered the layer of caching buildings and tracking them together, just the fundamentals of having temperature propagate from sources without being a huge resource hog. Stuff like what you’ve suggest would help but we’d need a bunch of different solutions I think to make it performative.
Also as always with open source there needs to be a will to do it.
True, it is just one system in isolation.
I really thought the heater was an upscaled brazier that provided heat ( according to description + 10 modifier) in a consistent “flat 2D” radius with a dimishining return when it is in a closed air system and multiple heaters would provide accumalative effects where its radii meet.
The benefits would be greatly diminished ( to say a standard brazier) when a door or window was opened, regardless of how many were opened as the outside temperature would override the inside.
The roofing was a check to see if it was a closed air system, and made that assumption from all the times I got an open air type error when an building goes boom when a husk gets too close to something explosive.
I guess I am looking at the trees and not the forest. I don’t expect anyone to do anything especially seeing as it is a complicated problem that has tendrils in a couple of other systems and still requires the optimisation to not physically set things on fire
Ultimately I have always wanted to make a building addition on my own and seems I got it right. So Half-Victory
Thank you for entertaining the idea even if I don’t understand the technical game systems.
CDDA doesn’t really have complex heat propagation because it would grind processing down. The heater may only slightly heat a 4x area and that’s it. Or that’s how it was with my vehicle heater.
You’ll notice the same “hot air” entities on the surrounding squares that you see with fires.