Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: porosity and permeability  (Read 1132 times)

D34dlock

  • Bay Watcher
    • View Profile
porosity and permeability
« on: March 25, 2012, 10:42:04 pm »

I don't know how hard programing this would be but could this be added by making full rock tiles act like containers that can hold liquid tiles when the tiles next to it are full? Rocks that don't let water through would have a container rating of zero & rocks that water can flow through would have a container rating of greater than zero. Let water spill/flow from the rocks at a slower rate by checking less often or by limiting how much can change with each check? How fast or how much water flows out of them would be determined by how much the rock can hold. More porous would let more water in & out faster. Maybe rock that can hold a lot of water could could be tagged to also let some water pressure though? Lots of work for an unknown amount of player Grief/Happiness over worse & more expansive aquifers.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: porosity and permeability
« Reply #1 on: March 25, 2012, 11:02:19 pm »

This could tie in to the [ABSORPTION:x] tag as well.

tsen

  • Bay Watcher
    • View Profile
Re: porosity and permeability
« Reply #2 on: March 25, 2012, 11:20:13 pm »

Did I just hear the words, "dwarven magma fracking"?
Logged
...Unless your message is "drvn 2 hsptl 4 snak bite" or something, you seriously DO have the time to spell it out.