Sorry meganoth but I really don't think that's the point.
I don't think the issue here is with screamers or with heat generation.
I think the issue that people have with this is that it's yet another sledgehammer nerf bat dumb fix.
TFP make introduce dew collectors for water.
Players make multiple dew collectors to solve the water problem.
TFP increase heat on collector to "solve" the problem.
Which it doesn't.
No. That is your interpretation of what happened. For me it looks more logical that they simply forgot to include the heat generation in a few workstations and noticed it suddenly. It isn't even certain that it was noticed with the collectors but likely because currently dew collectors are tested a lot more than the cement mixer. But it is certainly telling that it was added to 3 workstations at the same time.
I even think that filled farm plots should also generate a small amount of heat. Did you know that in A15 farms plants were actually targeted by zombies and had to be protected by walls? There is a good chance that TFP eventually does add some "heat cost" to plots, and please remember I said it here. It will not be a reaction and nerf bat to some players having big farms, it will simply be because they want to measure the players "influence and activity" on an area with as much accuracy and as low as possible CPU cycles. And they want NO 100% safe zones. Because of that zombies dig, and workstations are zombie magnets.
There has been no problems with dew collectors. But there seems to be a problem with no screamers showing up. In my SP game I am on day 35 and I haven't seen a single screamer. In our group game we are somewhere after second horde night and again, not a single screamer.
TFP likes zombies to attack the player, that is one of the central game elements of 7D2D and really any zombie game. If you don't like to be visited by a screamer once in a while I have to wonder why you play a zombie game? TFP probably doesn't know either, they think screamers are fun.
It's like the flame traps they introduced.
TFP make flame hazards.
Players use flame hazards to kill zombies.
TFP nerf flame damage to zombies (what are they - made of asbestos now?)
I don't know the details, sorrry. But I can imagine that flame traps were simply OP. Were they? They don't seem to need any sort of fuel or upkeep and they don't wear out. Would they kill ferals or even glowies when they walked through? If yes, then they were OP. So they were nerfed, this time actually as a reaction to players using them. Does that make TFP the villain in this piece? I would say it makes them the balance-maker. Balance trumps realism I would say.
As I've posted time and time again there just seems to be no thought put into this whatsoever.
It's idiotic - so I'm not surprised that people find fault with it.
Maybe, just maybe they might do something about it if people stop defending their stupid decesions.
But I doubt it.
Because it is not a stupid decision. It follows the same design principle they always had: "No place is secure". If you don't like that doesn't mean it is stupid.