I would like to see additional liquids in the game, plus maybe boiling mechanics for liquids too.
I know how complex the game would be if there additional liquids in the game interacting with one another, however I think I solved the issue. just keep it simple.
Let us start with two liquids. Blood and Water.
First issue that comes to mind, how will blood be able to be turned into zlvl liquid when coming off of a body when its current only a splash?
Why not make it so if so many splashes of blood occur on a single tile (lets say 3) a single zlvl of generic blood appears. Stepping in the zlvl blood will give a bad thought to most dwarfs, however wartorn dwarves will get a happy thought of "bathed in the blood of his enemies (if it occurred during a recent combat)"
Second issue that comes to mind: How will blood interact with water?
Why not give liquids certain densities,. The density will basically say whether or not the liquid is ontop of the current liquid or on the bottom. If it floats on top it will share the top of the first liquid. If there is a majority of the second liquid on the top vs the liquid on the bottom, the first liquid will simply start being diluted into the second liquid... aka the first liquid underneath goes away.
Liquids, such as blood that falls to the bottom will simply gather if in close proximity. The higher density liquid that gathers on the bottom will simply push up the liquid ontop, but the liquid on the bottom will not move unless a current occurs.
Third issues: Why can't these two liquids mix? I think liquids should only be able to mix together if the densities of the two liquids are close enough together. If its a liquid form of posion for example; lets say 7zlvl posion falls into a pound of 3x3x3 7z level water. Why not keep the water the same 7lvl, but simply adjust the toxicity of the water?
This brings me to my last point: making sacrifices.
It will be impossible to make a every liquid perfectly interact with one another. I think there should only exist so many liquids with specials rules. That way there won't be too much computer power used to make sure the liquids behaves exactly like real world liquids.
Liquids that I think the game should have be limited too:
Blood: Higher density then water, so it will sink vs water.
Oil: Thickest Liquid. Will sink even below blood, but float on water. Surface will turn a blaze if a certain temp is reached (or fire comes near it.)
Posion: Can be its own zlvl as long as other liquids do not come in contact with it. If more then 1/4 of the current posion liquid comes into contact with it within a certain period of time, it will turn into "Mega High toxicity" of the liquid in question. When Posion liquid is added to other liquid, they become poisoned themselves and gain a posion tag.
Posion can cause many different ailments. If any different kind of posion interacts with another, it will dirty the posion rendering it to become a default posion that simply makes entities slightly ill. The best posion is a pure posion!.
If there is water, blood and oil in the same pit then posion is added, all three liquids gain a posion tag.
Lastly...
For boiling...
When Water Boils it evaporates over time.
Oil boiling will set the top portion a blaze, dissipating over time (depending on surface area of oil.)
Blood will evaporate over time, however it will turn into dry blood by itself.
Oil will only be set ablaze ontop of water if fire/magma comes into direct contact with it. Oil will boil with water ontop of it. If water evaporates enough where it touches the heated bottom, it will be set ablase.
Oil will sink in Blood, however if enough oil is added to blood, the blood will NOT dry out when boiled.
These mechanics can safely co exist with one another.
I hope you like my idea.