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Author Topic: Time to introduce additional liquids.  (Read 728 times)

mnjiman

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Time to introduce additional liquids.
« on: May 10, 2013, 10:16:43 pm »

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.
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I was thinking more along the lines of this legendary champion, all clad in dented and dinged up steel plate, his blood-drenched axe slung over his back, a notch in the handle for every enemy that saw the swing of that blade as the last sight they ever saw, a battered shield strapped over his arm... and a fluffy, pink stuffed hippo hidden discretely in his breastplate.

helmacon

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Re: Time to introduce additional liquids.
« Reply #1 on: May 11, 2013, 01:09:44 am »

ok, just a few reasons why i dont think blood not should be a liquid.
 I consider a 1/7 liquid tile to be around a quarter to a half inch of liquid. That would be a LOT of blood. when someone is hurt, even really badly, like severd limbs, there is not that much blood. It looks like a lot of blood comeing out, but not so much once its on the ground. Also, you can see blood mixing with water, if something dies next to or in a river, you can see all the blood washing downsstream, But an actual liquid tile of blood would require a exorberent amount of blood. theres no way you could get that much blood in one place through blood splatters.
I kind of like the idea of boiling stuff though, like you could boil salt water at a still and get fresh water and salt, then you could use salt to preserve meat or season food to increase its value. That could help when you embarke on the coast too, especaly when (if?) we get to alcohol requireing water. the specifics of boiling would need some work though.
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10ebbor10

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Re: Time to introduce additional liquids.
« Reply #2 on: May 11, 2013, 03:55:29 am »

Quote
BEFORE POSTING A SUGGESTION

•Check our development pages. You can find everything in one place at this link.
Search for an existing thread. If you find a thread similar to your idea, you can bump it to expand on the suggestion, even if the thread is old.  However, please do not bump threads just to show support.

Also:
Quote
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.)
That's not how real world fluids work.


Search term: Liquid
« Last Edit: May 11, 2013, 04:01:37 am by 10ebbor10 »
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mnjiman

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Re: Time to introduce additional liquids.
« Reply #3 on: May 11, 2013, 07:23:09 am »

So you want me to copy and paste my idea and piggy back on those peoples threads? Alright.

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I was thinking more along the lines of this legendary champion, all clad in dented and dinged up steel plate, his blood-drenched axe slung over his back, a notch in the handle for every enemy that saw the swing of that blade as the last sight they ever saw, a battered shield strapped over his arm... and a fluffy, pink stuffed hippo hidden discretely in his breastplate.

CrzyMonkeyNinja

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Re: Time to introduce additional liquids.
« Reply #4 on: May 11, 2013, 02:15:13 pm »

ok, just a few reasons why i dont think blood not should be a liquid.
 I consider a 1/7 liquid tile to be around a quarter to a half inch of liquid. That would be a LOT of blood.
This is a masterwork *mole blood barrel*. Your argument is invalid.

Joking aside, I do agree with you for the most part.
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assasin

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Re: Time to introduce additional liquids.
« Reply #5 on: May 11, 2013, 04:05:33 pm »

blood? oil? what about the alcohol. How the hell do I make alcohol fountains without the liquid happy-juice.
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Gargomaxthalus

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Re: Time to introduce additional liquids.
« Reply #6 on: May 24, 2013, 01:21:35 am »

Unfortunately Toady just  said in the latest pod-cast that fluids are extremely CPU intensive and that there aren't likely to be many additions in this area at all.
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MrWiggles

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Re: Time to introduce additional liquids.
« Reply #7 on: May 24, 2013, 01:50:37 am »

He's said it a couple time, through FoTF and other podcast.

Its also an X^X issues. Every possible combination and reaction has a squared number of other possible combination and reaction to every fluid introduced.

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