dreamdancer
Refugee
Reducing strength to 0.001 results in ~10% heat generated per chunk, per <frequency>. So at 0.001 and a frequency of 2, with a long MapTime results in a screamer every 20 minutes or so.
That said, I -don't- know how cpu intensive keeping track of that many 'heat particles' is, as I don't know how that is handled under the hood. If each source creates it's own object with it's own time check every tick tracking it's decay for each heat pulse, that could end up being a big drain. If it's handled in a more generalized way, it will be negligible. More testing for performance would be needed. If I had tools to see what segments of code were using what resources, i'd be able to give a clearer assessment of the performance impacts.
That said, I -don't- know how cpu intensive keeping track of that many 'heat particles' is, as I don't know how that is handled under the hood. If each source creates it's own object with it's own time check every tick tracking it's decay for each heat pulse, that could end up being a big drain. If it's handled in a more generalized way, it will be negligible. More testing for performance would be needed. If I had tools to see what segments of code were using what resources, i'd be able to give a clearer assessment of the performance impacts.