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Author Topic: Salt and Oil  (Read 5928 times)

Osmosis Jones

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Re: Salt and Oil
« Reply #30 on: August 25, 2009, 03:36:07 am »

This be a good thing to add when he gets around to damage of constructed tiles etc. Then just make the flow of water slowly turn the +Unmined Tile+ to a x+Unmined Tile+x and eventually a XX+Unmined Tile+XX in a manner similar to how burning things currently degrade.

Maybe also make the water solubility a variable to allow control over the rate of wear (e.g. adamantium is [WSOLUBLE:0], while something soft like talc woul be [WSOLUBLE:60].

Of course, we'd also need an overhaul to the flow contaminant system to trace what happens to all the dissolved salt etc (would also allow maximum solubilities etc).
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The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Arkenstone

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Re: Salt and Oil
« Reply #31 on: August 25, 2009, 07:24:27 am »

When I first read the title, I thought it was about cooking.
You know, I've always wanted to do something like this:
   [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]
   [REAGENT:1:STONE:NO_SUBTYPE:STONE:BRIMSTONE]
   [REAGENT:1:STONE:NO_SUBTYPE:STONE:SALTPETER]
   [PRODUCT:100:3:POWDER:NO_SUBTYPE:PLANT:DWARVEN_CHILI_POWDER]
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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.

Lord Nightmare

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Re: Salt and Oil
« Reply #32 on: August 26, 2009, 02:34:31 pm »

Oh, the lake peigneur disaster. that's been mentioned on the forums before. Search for it..

LN
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"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"

Vieto

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Re: Salt and Oil
« Reply #33 on: August 26, 2009, 03:58:02 pm »

When I first read the title, I thought it was about cooking.
You know, I've always wanted to do something like this:
   [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]
   [REAGENT:1:STONE:NO_SUBTYPE:STONE:BRIMSTONE]
   [REAGENT:1:STONE:NO_SUBTYPE:STONE:SALTPETER]
   [PRODUCT:100:3:POWDER:NO_SUBTYPE:PLANT:DWARVEN_CHILI_POWDER]

Good enough to shoot bullets from their mouths :D
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Random832

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Re: Salt and Oil
« Reply #34 on: August 26, 2009, 04:05:15 pm »

This be a good thing to add when he gets around to damage of constructed tiles etc. Then just make the flow of water slowly turn the +Unmined Tile+ to a x+Unmined Tile+x and eventually a XX+Unmined Tile+XX in a manner similar to how burning things currently degrade.

Um, unmined (not constructed) tiles already do get damaged. When they turn between the three halftone tiles when you mine them, each of those is a level of damage.
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Rowanas

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Re: Salt and Oil
« Reply #35 on: August 26, 2009, 04:13:11 pm »

That's what he's saying water should do to soluble tiles. Read the thread before picking at the posts.
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Unfortunately dying involves the amputation of the entire body from the dwarf.

Arkenstone

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Re: Salt and Oil
« Reply #36 on: August 26, 2009, 06:01:23 pm »

When I first read the title, I thought it was about cooking.
You know, I've always wanted to do something like this:
   [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]
   [REAGENT:1:STONE:NO_SUBTYPE:STONE:BRIMSTONE]
   [REAGENT:1:STONE:NO_SUBTYPE:STONE:SALTPETER]
   [PRODUCT:100:3:POWDER:NO_SUBTYPE:PLANT:DWARVEN_CHILI_POWDER]
Good enough to shoot bullets from their mouths :D

I was thinking more like the other end... XD
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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.

Vieto

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Re: Salt and Oil
« Reply #37 on: August 27, 2009, 12:55:14 am »

When I first read the title, I thought it was about cooking.
You know, I've always wanted to do something like this:
   [REAGENT:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]
   [REAGENT:1:STONE:NO_SUBTYPE:STONE:BRIMSTONE]
   [REAGENT:1:STONE:NO_SUBTYPE:STONE:SALTPETER]
   [PRODUCT:100:3:POWDER:NO_SUBTYPE:PLANT:DWARVEN_CHILI_POWDER]
Good enough to shoot bullets from their mouths :D

I was thinking more like the other end... XD
Also, leave out the charcoal, and simply put a [Fuel] tag on it.
Alternatively, use potash as a reagent to substitute SALTPETER

I've done a bit of research, before finding out you can't make ammo only capable of being made with a specific metal. So much for gunpowder :(
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Christes

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Re: Salt and Oil
« Reply #38 on: August 27, 2009, 12:58:04 am »

Maybe charcoal is an ingredient?
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Vieto

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Re: Salt and Oil
« Reply #39 on: August 27, 2009, 01:03:01 am »

actually, you just need a combustible source of carbon, some potassium nitrates, and some sulfur. Remove the sulfur for smoke-less, weaker gunpowder. The nessessary carbon from the charcoal is also found in regular coal, so coke also works.
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Random832

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Re: Salt and Oil
« Reply #40 on: August 27, 2009, 06:35:18 am »

That's what he's saying water should do to soluble tiles. Read the thread before picking at the posts.

Um, it was pretty clear he was suggesting "damage to unmined tiles" as an entirely new feature ("similar to how burning things currently degrade") rather than something that already exists that could be caused another way.
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Osmosis Jones

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Re: Salt and Oil
« Reply #41 on: August 27, 2009, 08:32:51 am »

Hmmm, considering it was my post, I'm gonna side with Rowanas on this one, though I'll pay that it wasn't too clear in my post. That being said, it's really hardly worth getting worked up about. Chill guys, it's all good :P

Incidentally, Im pretty sure everything I talked about was mentioned by Toady in an old post in a different thread (if either Toady or Footkerchief the legendary archivist wish to comment?).
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The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Footkerchief

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Re: Salt and Oil
« Reply #42 on: August 27, 2009, 11:05:06 am »

^^^ I searched for "dissolve" and only came up with this, which touches on what we both mentioned about flow contaminants:

Quote from: Heph
Could you modify the spatter system in a way that it interacts with the current water-system? Say that a a blob of Salt(-dust) can "cover" a cube of Water but gets treated as if it is dissolved in said cube of water?

Yeah, there are those two weird flags that spread around for salinity and so on, but nothing else for contaminants, and yeah, it's a question of speed and also memory.  It's not as terrifying as the restrictions on fluid types in general, since the rules for moving contaminations around could be pretty simple, but there's still the question of amount and location and spreading out so on.  The ideas are still kicking around for this one, with no clear solution at this time.

There were a couple more in-depth remarks on Armok I though.
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JoshuaFH

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Re: Salt and Oil
« Reply #43 on: August 27, 2009, 11:07:23 am »

I have a question Footkerchief, is there any talk of heat convection being portrayed more realistically?
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Footkerchief

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Re: Salt and Oil
« Reply #44 on: August 27, 2009, 11:22:08 am »

I have a question Footkerchief, is there any talk of heat convection being portrayed more realistically?

Don't think so.  You mean in terms of magma being insanely hot but still not igniting things until it actually touches them?  The temperature simulation is already complex enough to chew up a lot of CPU time, so it probably just needs some number-tweaking.
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