Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 5

Author Topic: Salt and Oil  (Read 5938 times)

LegoLord

  • Bay Watcher
  • Can you see it now?
    • View Profile
Re: Salt and Oil
« Reply #15 on: August 23, 2009, 08:19:09 pm »

The wall of a reservoir being worn away due to being made of rock salt would probably take a little while. 
Logged
"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

Arkenstone

  • Bay Watcher
  • Perfect Clear Diamond
    • View Profile
Re: Salt and Oil
« Reply #16 on: August 23, 2009, 08:30:28 pm »

The wall of a reservoir being worn away due to being made of rock salt would probably take a little while. 

Actually, not as long as you'd think.  It's one of those 'runaway reaction' things: the pressure rapidly accelerates the dissolving process, and then more water rushes in, dissolving more salt etc.
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

DanielLC

  • Bay Watcher
    • View Profile
Re: Salt and Oil
« Reply #17 on: August 24, 2009, 04:22:14 pm »

This should work on soap too. Toady should add a [WATER_SOLUBLE] tag.
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Salt and Oil
« Reply #18 on: August 24, 2009, 04:24:05 pm »

This should work on soap too. Toady should add a [WATER_SOLUBLE] tag.

It's harder with soap because, due to performance concerns, water can only have a (small) fixed set of "contaminants."  Salt is already one of those, along with blood and... rot and murk, maybe?  Soap isn't one of those and there's much less incentive to make it one, since there are no huge naturally occuring soap deposits.
Logged

Silverionmox

  • Bay Watcher
    • View Profile
Re: Salt and Oil
« Reply #19 on: August 24, 2009, 05:05:52 pm »

This should work on soap too. Toady should add a [WATER_SOLUBLE] tag.

It's harder with soap because, due to performance concerns, water can only have a (small) fixed set of "contaminants."  Salt is already one of those, along with blood and... rot and murk, maybe?  Soap isn't one of those and there's much less incentive to make it one, since there are no huge naturally occuring soap deposits.
Is there a way to make it flexible? I can imagine someone modding in a world with sugar rocks and cacao powder deserts.
Logged
Dwarf Fortress cured my savescumming.

Malsqueek

  • Bay Watcher
    • View Profile
Re: Salt and Oil
« Reply #20 on: August 24, 2009, 05:13:32 pm »

The wall of a reservoir being worn away due to being made of rock salt would probably take a little while. 

Actually, not as long as you'd think.  It's one of those 'runaway reaction' things: the pressure rapidly accelerates the dissolving process, and then more water rushes in, dissolving more salt etc.

Technically, I think it has more to do with surface area exposed to the water...

The pressure creates mechanical strain on the rock salt, which has a relatively low pressure resistnace, so it cracks, increasing the surface area, allowing salt to become solution with the water, exposing more surface area, etc...

Slow compared to a miner, yes, but you would see a pretty significant effect over the course of even a year or two "in game".
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Salt and Oil
« Reply #21 on: August 24, 2009, 05:36:10 pm »

Is there a way to make it flexible? I can imagine someone modding in a world with sugar rocks and cacao powder deserts.

I think it's the same issue as having other flowing liquids -- the map tile format doesn't have much room for flexibility. 
Logged

lucusLoC

  • Bay Watcher
    • View Profile
Re: Salt and Oil
« Reply #22 on: August 24, 2009, 05:44:34 pm »

While i can understand the current limitations, i would like to see the ability to have a working water soluable tag. Seems like it could be useful. Just immagine an indiana jonse style salt pillar trap.
Logged
Quantum dumps are proof of "memory" being a perfectly normal dimension in DF. ~Gazz

Rowanas

  • Bay Watcher
  • I must be going senile.
    • View Profile
Re: Salt and Oil
« Reply #23 on: August 24, 2009, 08:23:16 pm »

Yeah, Toady (armok be with him) has specifically said that he wants to get as much as possible into the raws, and this seems like a prime candidate. Having fluid raws, which allow you to set flow speed, thickness, stuff like that makes sense and (although I am no programmer yet) can't be more complex than completely reworking the physical manifestation of damage down to specific tissue layers.
Logged
I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

blah28722

  • Bay Watcher
    • View Profile
Re: Salt and Oil
« Reply #24 on: August 24, 2009, 08:27:06 pm »

Yeah, Toady (armok be with him) has specifically said that he wants to get as much as possible into the raws, and this seems like a prime candidate. Having fluid raws, which allow you to set flow speed, thickness, stuff like that makes sense and (although I am no programmer yet) can't be more complex than completely reworking the physical manifestation of damage down to specific tissue layers.

The difference there is that he'd (probably, just a guess) have to dig pretty deep to get to the fluid physics, then he'd have to do partial modifications to allow for user-customization.

In the body case, he's making a brand new system from scratch, with changes to a more easily changed system (combat log).
Logged

Rowanas

  • Bay Watcher
  • I must be going senile.
    • View Profile
Re: Salt and Oil
« Reply #25 on: August 24, 2009, 08:30:17 pm »

Yeah, Toady (armok be with him) has specifically said that he wants to get as much as possible into the raws, and this seems like a prime candidate. Having fluid raws, which allow you to set flow speed, thickness, stuff like that makes sense and (although I am no programmer yet) can't be more complex than completely reworking the physical manifestation of damage down to specific tissue layers.

The difference there is that he'd (probably, just a guess) have to dig pretty deep to get to the fluid physics, then he'd have to do partial modifications to allow for user-customization.

In the body case, he's making a brand new system from scratch, with changes to a more easily changed system (combat log).

True, but when he gets to rawing everything I think this could go fairly high up on the list of inconvenient but enjoyable things for players. I'm not going to ask him to change it right now, but, y'know, sometime.
Logged
I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Salt and Oil
« Reply #26 on: August 24, 2009, 08:49:00 pm »

Yeah, Toady (armok be with him) has specifically said that he wants to get as much as possible into the raws, and this seems like a prime candidate. Having fluid raws, which allow you to set flow speed, thickness, stuff like that makes sense and (although I am no programmer yet) can't be more complex than completely reworking the physical manifestation of damage down to specific tissue layers.

The issue is not one of design complexity, it's that flows are already gigantic CPU hogs, even with all the restrictions meant to keep them feasible.  But yes, he'll probably tackle something along those lines at some point.
Logged

King_of_the_weasels

  • Bay Watcher
  • My own avatar creeps me out.
    • View Profile
    • Not even internet famous
Re: Salt and Oil
« Reply #27 on: August 24, 2009, 08:57:03 pm »

Salt would be a good way to preserve meats, if it wasn't for the fact that barrels already do that, also smoking.
Logged
Slacker an illustrated story. Actually updated!?

Rowanas

  • Bay Watcher
  • I must be going senile.
    • View Profile
Re: Salt and Oil
« Reply #28 on: August 24, 2009, 09:28:58 pm »

Well, computer are always getting faster, and the integration with the "40d"s means that by the time he gets to rawing it we'll all be running DF on 1000FPS if we feel like it.
Logged
I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Christes

  • Bay Watcher
    • View Profile
Re: Salt and Oil
« Reply #29 on: August 24, 2009, 09:34:07 pm »

When I first read the title, I thought it was about cooking.
Logged
Pages: 1 [2] 3 4 5