Tried to convert Firehouse Garden to a Greenhouse and left with disappointment
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
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.
Thanks for the answer, it is something I didn't know about vehicle heating - useful if I every decided to make a mobile crawler base one day( still stuck in a 5 wide max mindset).
My observations noticed is it doesn't heat more than one square of clean ground around- any object occupying the adjacent space seem to cancel the heating effect, i.e. planter, table, so I assume the "greenhouse" is still flagged as open air location and is being canceled out by the outside elements.
I guess the vehicle entities have a smaller and more defined resource overhead to check if it is enclosed although my heating tests for vehicles stop at heated tanks for water on the go.
I don't wish to be negative just a little bummed I couldn't make an attached closed-in area to an existing building.
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.