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Doors got moved due to some other reasons, and I destroyed my kilns for reasons that aren't relevant with respect to buildings.
]]>You dont need a fire in the room to be at good temp anymore, Good clothes and walls are enough.
Thanks, I learn something new every day!
]]>So, a 6x6 room is currently the largest space to ensure full heat. (overall size 8x8 with walls, or 64 tiles)
But, you CAN have a bigger work building, provided you make rooms. You can put 2 6x6 rooms as shown, and use up an overall size of 15x8 with walls (120 tiles) for a savings of 8 tiles!
Of course you need a fire in each room, and the center door set on spring, but it still less room than 2 full sized buildingsWWWWWWWWWWWWWWW WFFFFFFWFFFFFFW WFFFFFFWFFFFFFW WFFFFFFWFFFFFFW WFFFFFFDFFFFFFW WFFFFFFWFFFFFFW WFFFFFFWFFFFFFW WWWWDWWWWWWWDWW
You dont need a fire in the room to be at good temp anymore, Good clothes and walls are enough.
]]>But, you CAN have a bigger work building, provided you make rooms. You can put 2 6x6 rooms as shown, and use up an overall size of 15x8 with walls (120 tiles) for a savings of 8 tiles!
Of course you need a fire in each room, and the center door set on spring, but it still less room than 2 full sized buildings
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WFFFFFFDFFFFFFW
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It's more efficient to have one forge for speed of making a diesel engine or radio or something else, I suppose using the newcomen multipurpose engine, but it's more building to have a second forge for the engine... even if one has to move stuff around or one has to eat up the forge burning when one runs the hammer or the roller. So, I don't have an exact grounding for an argument in fundamental game concepts as to why one forge is better than two.
]]>An oven, box, etc should have no effect on the wall behind it. But if there's no floor under that oven or box, that's a problem.
Maximum interiorroom size to avoid any cold spot is 6x6, I think, like this, where Y is where you are standing:
WWWWWWWW WFFFFFFW WFFFFFFW WFFFFFFW WFFFFFYW WWWDWWWW
If you walk to the West of yourself by 6 tiles, you find a wall. Same to the North. Thus, the entire room can fit in the 13x13 window centered around you, even though you are in the corer.
If you do this in a 7x7 room, the corners and edges of the room will be cold.
If you do this in an 8x8 room, the 2-tile-wide edges will be cold.
Etc.
In a 11x11 interior room, if you stand dead-center, you will have an indoor effect, but if you take one step off center, you won't have the indoor effect anymore.
This is obviously counter-intuitive behavior. Ideally, this would work for any sized room. But computing this stuff is expensive, because we have to sample the map around the player to find out what's there. So there has to be some sensible limit to how far we look.
Alright, so my 9x9 plaster wall forge shouldn't have worked apparently.
Problem: I need space for an iron stack, kindling pile, and firewood stack inside of my smithy. I also need space for two adobe. The kindling stack either needs to go off to the side or above the forges. I need bowls and plates also in there and a spot for a pile of flatties at the very least. I can get out more than 6 iron at a time in one fire, so sometimes I can use more than 6 flat rocks. Firing more than 6 crucibles at a time can get accomplished also. The problem is even worse once I start running an engine. Shorter description of the problem:
Problem Statement Two: Building is supposed to increase player efficiency by means of temperature, but will end up decreasing it, because of severe spacing issues for a good smithy.
]]>Currently, there's no heat ping, but just a window of tiles around the player that we sample. Is there an enclosed room in this window, yes or no? You could imagine re-centering the window elsewhere, if there's a wall near the player, but there are some cases where that would not be the correct thing to do...
]]>An oven, box, etc should have no effect on the wall behind it. But if there's no floor under that oven or box, that's a problem.
Maximum interiorroom size to avoid any cold spot is 6x6, I think, like this, where Y is where you are standing:
WWWWWWWW WFFFFFFW WFFFFFFW WFFFFFFW WFFFFFYW WWWDWWW
If you walk to the West of yourself by 6 tiles, you find a wall. Same to the North. Thus, the entire room can fit in the 13x13 window centered around you, even though you are in the corer.
If you do this in a 7x7 room, the corners and edges of the room will be cold.
If you do this in an 8x8 room, the 2-tile-wide edges will be cold.
Etc.
In a 11x11 interior room, if you stand dead-center, you will have an indoor effect, but if you take one step off center, you won't have the indoor effect anymore.
This is obviously counter-intuitive behavior. Ideally, this would work for any sized room. But computing this stuff is expensive, because we have to sample the map around the player to find out what's there. So there has to be some sensible limit to how far we look.
Isn't it possible to make the "heat ping" bounce if it reaches a wall?
For example if you are near a wall to your east the ping recognize it and allows more space in the opposite direction (west)
So if x+1 = wall then allow to go until x-10 for example to look for a wall else you can only go to x-5 or something like that
Basically detect walls and recalculate in the opposite direction if you hit a wall.
]]>Maximum interiorroom size to avoid any cold spot is 6x6, I think, like this, where Y is where you are standing:
WWWWWWWW
WFFFFFFW
WFFFFFFW
WFFFFFFW
WFFFFFYW
WWWDWWWW
If you walk to the West of yourself by 6 tiles, you find a wall. Same to the North. Thus, the entire room can fit in the 13x13 window centered around you, even though you are in the corer.
If you do this in a 7x7 room, the corners and edges of the room will be cold.
If you do this in an 8x8 room, the 2-tile-wide edges will be cold.
Etc.
In a 11x11 interior room, if you stand dead-center, you will have an indoor effect, but if you take one step off center, you won't have the indoor effect anymore.
This is obviously counter-intuitive behavior. Ideally, this would work for any sized room. But computing this stuff is expensive, because we have to sample the map around the player to find out what's there. So there has to be some sensible limit to how far we look.
]]>What do you mean about oven blocking it?
Also, keep in mind that the window is 13x13, but centered on you. The entire room must be contained in that window (all walls), and the entire thing must be surrounded by walls and doors, and the entire middle must have floors under it, like this:
WWWWWWW WFFFFFW WFFFFFW WFFFFFW WWWDWWW
The 13x13 window doesn't mean you can have a 13x13 indoor room, unless you stand right in the middle so that all walls fall inside the window.
So what is the maximum size room to avoid any cold spot?
Like an oven or box etc could prevent the wall behind to work?
I just remember a kitchen with ancient walls not insulating, dont think there was sign but there could have been tbh.
]]>I do think that my plaster wall forge is entirely contained like that. When the temperature didn't work right on the edges, I went about checking the walls by hovering over all of the spots with the cursor (a better test would be to try to move to each wall spot in retrospect).
]]>Also, keep in mind that the window is 13x13, but centered on you. The entire room must be contained in that window (all walls), and the entire thing must be surrounded by walls and doors, and the entire middle must have floors under it, like this:
WWWWWWW
WFFFFFW
WFFFFFW
WFFFFFW
WWWDWWW
The 13x13 window doesn't mean you can have a 13x13 indoor room, unless you stand right in the middle so that all walls fall inside the window.
]]>Checking...
Turns out that the stone walls with signs do not insulate at all.
Any chance that these buildings you're testing have signs on them?
I'll fix that, of course. But the other stone walls (ancient and not) look fine.
Not 100% sure but i think there wasn't any signs, maybe box etc prevent insulation.
Also didnt test adobe walls and all the colored ones. Or pine walls.
Maybe oven blocks it too
And maybe standing at the edge of the room Vs standing in the middle
]]>Turns out that the stone walls with signs do not insulate at all.
Any chance that these buildings you're testing have signs on them?
I'll fix that, of course. But the other stone walls (ancient and not) look fine.
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