I would love a very in depth heat mechanic. I'm not against it. But the reality is that it has to run on top of a game that already has intensive CPU needs. Heat as a function of energy usage... to me makes the most sense. That mechanic is already built into the game. At any instance in the game, a powered grid is calculating its energy consumption and needs. Heat as a function of energy usage means that no additional whole-grid calculations have to be done. The sum of power being consumed is already there. Converting the power usage to "heat" would be very simple by using a constant of some kind. Every second of energy usage should dump so many "heat-points" to the grid. Grids should have a natural rate of cooling... based on dry mass. This can be accelerated by active and passive cooling blocks. Conversely, heat-points are subtracted by these blocks every instance of calculation. Simply to say if you are generating more heat-points than you can diffuse or radiate away, you will start to overheat. The expensive part will be adding a variable to each block that makes each block non-functional once it passes its heat threshold and then enables the block when the grid levels fall under that threshold. This can be checked during the same routine that a block checks to see if it's receiving adequate power. .IsFunctional would return "false" if the block is overheated. There are plenty of schemes that would be great... in another game... but the reality of having a complex heat management system probably wouldn't make the cut since it's not integral to game play. I want this. But I want it in a way that doesn't impact the game by being overly complex. We were lucky enough to get pressurization and it was a feature already in the game.