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Author Topic: Hot/Cold tags on meeting rooms  (Read 1439 times)

Trekkin

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Hot/Cold tags on meeting rooms
« on: November 05, 2009, 12:58:47 pm »

I've been messing around with forts in extremes of temperature, and I've hit a stumbling block in making them comfortable in that nothing removes the tags for temperature on the meeting rooms. I can make a meeting room over a magma pipe in cold conditions and it's still cold, and of course hot rooms are always hot. Is there any way to make specific rooms at a comfortable temperature?
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EvilTwin

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Re: Hot/Cold tags on meeting rooms
« Reply #1 on: November 05, 2009, 01:08:21 pm »

dwarves do actually care about temperature as long as it's not turning them into a puff of smoke? never knew that...
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slink

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Re: Hot/Cold tags on meeting rooms
« Reply #2 on: November 05, 2009, 01:17:02 pm »

How do you read the tags?  ???
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Trekkin

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Re: Hot/Cold tags on meeting rooms
« Reply #3 on: November 05, 2009, 01:47:24 pm »

when you go to designate the zone, it will tell you "hot" or "cold" next to "meeting room". I haven't observed any happiness problems, but still...
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Shadowics

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Re: Hot/Cold tags on meeting rooms
« Reply #4 on: November 05, 2009, 02:06:36 pm »

I've played on a scorching desert where animals burst into flames on the surface, and a freezing glacier where elf traders took so much cold damage that half the time they froze to death before they could make it to my depot. I've never seen a 'hot' or 'cold' tag on any meeting room designations, even when designating them on the surface.

I'd like to know how you managed to get such extreme temperatures.
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Magua

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Re: Hot/Cold tags on meeting rooms
« Reply #5 on: November 05, 2009, 02:20:01 pm »

I have seen the 'Hot' tag.  It's present in the meeting room in Redtapers, which should be findable in the community games section.

I didn't notice any ill effects from it, but I only played the fort for a year, so...
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slink

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Re: Hot/Cold tags on meeting rooms
« Reply #6 on: November 05, 2009, 03:14:48 pm »

I have seen the 'Hot' tag.  It's present in the meeting room in Redtapers, which should be findable in the community games section.

I didn't notice any ill effects from it, but I only played the fort for a year, so...

Are you talking about the Meeting Area (20), Activity Zone #1?
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Magua

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Re: Hot/Cold tags on meeting rooms
« Reply #7 on: November 05, 2009, 07:10:48 pm »

My bad; I meant the sand collection zone.  The one that's near the Trade Depot.

Interestingly enough, checking my save, it's not hot during the winter or in early spring.  However, letting it run, I took this screenshot on the 3rd of Slate (Mid-Spring)

Spoiler (click to show/hide)

The hotness didn't bother anyone who was collecting sand, but I never used it as a meeting zone.
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slink

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Re: Hot/Cold tags on meeting rooms
« Reply #8 on: November 05, 2009, 08:31:24 pm »

Okay, yes, I see it now in mid-Spring.  You weren't half kidding about how far the crafts were stored from the depot.  I had to laugh at my mental image of Dwarves, capable of hauling a cast iron coffin all by themselves, racing to the depot with one ring held between the thumbs and forefingers of both hands.  You'd think they would at least carry two, one in each hand.   :D

I guess my arctic colony isn't so cold after all.  I don't see any COLD even on the surface, where the biome is Freezing.  Animals die in the caravans, too.  dtil says this on the surface in med-winter:

Temperature 1 8
Temperature 2 9985

dtil didn't seem to want to work with your version.
 
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Magua

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Re: Hot/Cold tags on meeting rooms
« Reply #9 on: November 06, 2009, 02:51:29 pm »

You should be able to open it in any version of DF; just use the right raws. 

I was a little curious about it -- it is, after all, underground, and to my knowledge, underground temperatures were supposed to be constantly comfortable for dwarves and independent of season.  Maybe it is reading the temperature from outside, but I've played on spontaneous combustion maps where I never saw the tag (may have been more than one level below the surface on those). 

Since Redtapers seems to be dead, I may play the map for fun and profit, perhaps station a dwarf in there and see if anything happens to him.

(And yes, the Trade Depot location was not one of my better layouts.  I can't even remember what I was thinking when I placed it there.)
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slink

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Re: Hot/Cold tags on meeting rooms
« Reply #10 on: November 06, 2009, 04:00:44 pm »

According to Dtil, the temperature is exactly the same on 1 Slate as on 1 Granite.

UG 10015
Surface 10144

10015 ought to be comfortable for Dwarves and it is the same everywhere UG, that I measured except for over the magma channel where it was 10100 (warm stone?).

"i" gives HOT on 1 Slate on anything to the right of some dividing line (biome?).  You can locate this in your stone tunnel leading to the floor over the chasm.  It is on the righthand side.  HOT stops at 7 counting left from the ramps on the right, on that level.  It is further to the left aboveground at the south of the map, where the sand swings left.  I imagine you could map the biome dividing line with it.

I can use "i" inside the magma, where Dtil says it is 12000, and there is no HOT warning.  I guess it should have an INCINERATE warning and hasn't got one?   :D

Browsing through the wiki, I get the idea that its purpose is to warn you that drinking water may evaporate.  If that is the case, then I would expect to see COLD on my arctic colony map, because exposed water freezes there in any season, yet I do not see COLD.
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Quietust

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Re: Hot/Cold tags on meeting rooms
« Reply #11 on: November 06, 2009, 04:15:14 pm »

Surface 10144

That's pretty damn hot - 176°F, or 80°C.
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Trekkin

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Re: Hot/Cold tags on meeting rooms
« Reply #12 on: November 06, 2009, 09:52:57 pm »

According to Dtil, the temperature is exactly the same on 1 Slate as on 1 Granite.

UG 10015
Surface 10144

10015 ought to be comfortable for Dwarves and it is the same everywhere UG, that I measured except for over the magma channel where it was 10100 (warm stone?).

"i" gives HOT on 1 Slate on anything to the right of some dividing line (biome?).  You can locate this in your stone tunnel leading to the floor over the chasm.  It is on the righthand side.  HOT stops at 7 counting left from the ramps on the right, on that level.  It is further to the left aboveground at the south of the map, where the sand swings left.  I imagine you could map the biome dividing line with it.

I can use "i" inside the magma, where Dtil says it is 12000, and there is no HOT warning.  I guess it should have an INCINERATE warning and hasn't got one?   :D

Browsing through the wiki, I get the idea that its purpose is to warn you that drinking water may evaporate.  If that is the case, then I would expect to see COLD on my arctic colony map, because exposed water freezes there in any season, yet I do not see COLD.


The warmest arctic fort I've ever played was at -200, so I could see it not cropping up in the normal 0-100 temperature spread.
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