{
"$type": "site.standard.document",
"bskyPostRef": {
"cid": "bafyreidra3iswiavgkch7qqhshkpqtrvcsjhgv2u3xmbag4hex2yak37da",
"uri": "at://did:plc:pvz7ox4x2ehjiezsahttqyyz/app.bsky.feed.post/3mgoly3yhu7h2"
},
"path": "/viewtopic.php?p=449943#p449943",
"publishedAt": "2026-03-09T18:25:32.000Z",
"site": "https://forum.luanti.org",
"tags": [
"Temperature Survive",
"Skamiz Kazzarch"
],
"textContent": "Couldn't find it when I first read this topic, but happened on it by coincidence today. Yet another mod that does temperatures: Temperature Survive\n\nA more detailed response to your suggestions:\nIn practice, simulating temperature for every single node is not feasible from a performance perspective. Maybe if it was a feature built in into the engine? But implementing it just through the API would be way too slow for sure.\n\nYou could cut out a lot of the calculations by ignoring large volumes of air and underground stone, presuming that they are already well mixed. Maybe updating the nodes at random rather then every node every time? And probably a lot of other things.\nGenerally you will want to focus the mechanic as tightly as you can around the stuff that is most directly relevant to the player. And even then you might not get away with it without knowing specialized optimization techniques. Making faithful yet performant simulations is not a simple mater.\n\nStatistics: Posted by Skamiz Kazzarch — Mon Mar 09, 2026 18:25\n\n* * *",
"title": "Modding Discussion • Re: Temperature system for a winter survival game.",
"updatedAt": "2026-03-10T01:22:54.000Z"
}