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Author Topic: Fluidic blood simulation  (Read 1836 times)

macgruber

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Fluidic blood simulation
« on: October 30, 2011, 02:10:41 pm »

Alright, now I'm sure most of us have all seen this image sometime in the past.
Spoiler (click to show/hide)

Only to lament upon the fact that it currently is unfeasible, as blood is a "contaminant" and thus cannot be quantified as a liquid.  However, during some discussions on /r/dwarffortress, some brainstorming took place, the transcript is as follows:

Spoiler (click to show/hide)

And so I have.

The general idea is that upon death or serious wounding(contingent upon the creatures size of course) an amount of blood would be released.  This blood would be simulated in the exact same way as water, with a few differences.  Notably, that when it "evaporates" it leaves behind dried blood contaminant rather than mud, and this contaminant gives off a mild miasma.

Though this idea of liquid blood certainly isn't new (lets face it, this is Dwarf Fortress), this implementation is somewhat more practical than previous iterations.
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peskyninja

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Re: Fluidic blood simulation
« Reply #1 on: October 30, 2011, 02:37:02 pm »

First we need liquid booze, my dwarfs are thirsty.
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thobal

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Re: Fluidic blood simulation
« Reply #2 on: October 30, 2011, 03:53:52 pm »

What happens when blood mixes with water?
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Neonivek

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Re: Fluidic blood simulation
« Reply #3 on: October 30, 2011, 03:54:50 pm »

What happens when blood mixes with water?

Yep this is the entire reason why there arn't more liquids then water.

THAT and the amount of memory that would be taken up.
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zarokima

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Re: Fluidic blood simulation
« Reply #4 on: October 30, 2011, 11:19:23 pm »

What happens when blood mixes with water?

I would imagine it should, well, mix, and result in a liquid that is part water and part blood. Or for an easier "let's just get it functional" solution, it could revert to just being a contaminant upon contact with water. Same could happen with booze or other liquids, or depending on which is more voluminous the water could contaminate the other, to get "diluted blood" or something.
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Neonivek

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Re: Fluidic blood simulation
« Reply #5 on: October 30, 2011, 11:36:55 pm »

What happens when blood mixes with water?

I would imagine it should, well, mix, and result in a liquid that is part water and part blood. Or for an easier "let's just get it functional" solution, it could revert to just being a contaminant upon contact with water. Same could happen with booze or other liquids, or depending on which is more voluminous the water could contaminate the other, to get "diluted blood" or something.

So your having entire bodies of water keep track of their contents?
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peskyninja

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Re: Fluidic blood simulation
« Reply #6 on: October 31, 2011, 02:01:08 pm »

First we need that blood spreading bug fixed.
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dwarfhoplite

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Re: Fluidic blood simulation
« Reply #7 on: October 31, 2011, 02:52:53 pm »

I laughed my beard off.
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ludsoe

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Re: Fluidic blood simulation
« Reply #8 on: October 31, 2011, 11:47:25 pm »

What happens when blood mixes with water?

I would imagine it should, well, mix, and result in a liquid that is part water and part blood. Or for an easier "let's just get it functional" solution, it could revert to just being a contaminant upon contact with water. Same could happen with booze or other liquids, or depending on which is more voluminous the water could contaminate the other, to get "diluted blood" or something.

So your having entire bodies of water keep track of their contents?

Its that simple?  :o Lol.
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jaxler

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Re: Fluidic blood simulation
« Reply #9 on: November 01, 2011, 10:02:23 pm »

What happens when blood mixes with water?

it goes away when it touches water. that would end that problem

and blood should evaporate, this would remove the everlasting blood glitch

and seas of blood whould replace the haunted seas.

and great idea u get gold star
« Last Edit: November 02, 2011, 04:12:24 pm by jaxler »
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Deimos56

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Re: Fluidic blood simulation
« Reply #10 on: November 02, 2011, 01:49:53 am »

What happens when blood mixes with water?

i goes away when it touches water

and blood should evaporate this would remove the everlasting blood glitch

and seas of blood whould replace the haunted seas.

and great idea u get gold star
Aren't the haunted seas often connected to normal ones?

If it weren't for the memory issue, I'd say have blood and water share behavior and blend when they meet - 4/7-7/7 blood acting like blood would and 4/7-7/7 water acting like water with varying degrees of horrific, metallic smelling contaminants would.

There's also the question of clotting. Which is a major question, because blood clots, and rots as well. Magic, preservatives, or chemicals of some wonderful flavor would be needed, and Armok help you if any of said preservatives/chemicals/magics get on your dwarves.

As for booze, could just have it be progressively weaker booze the more water's mixed into it, until it's nothing more than a contaminant. It could count as booze, but thoughts associated with it would decrease and eventually shift over to the 'water' flavored thoughts as it becomes more diluted.

Or for an easier "let's just get it functional" solution, it could revert to just being a contaminant upon contact with water.
I'm not sure that would work, as then a pool of blood large enough to drown a dwarf (4/7+) in would turn into a contaminant if a puddle (1/7) got too close to it.
« Last Edit: November 02, 2011, 01:53:08 am by Deimos56 »
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peskyninja

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Re: Fluidic blood simulation
« Reply #11 on: November 02, 2011, 07:34:01 am »

What happens when blood mixes with water?

i goes away when it touches water

and blood should evaporate this would remove the everlasting blood glitch

and seas of blood whould replace the haunted seas.

and great idea u get gold star
Aren't the haunted seas often connected to normal ones?

If it weren't for the memory issue, I'd say have blood and water share behavior and blend when they meet - 4/7-7/7 blood acting like blood would and 4/7-7/7 water acting like water with varying degrees of horrific, metallic smelling contaminants would.

There's also the question of clotting. Which is a major question, because blood clots, and rots as well. Magic, preservatives, or chemicals of some wonderful flavor would be needed, and Armok help you if any of said preservatives/chemicals/magics get on your dwarves.

As for booze, could just have it be progressively weaker booze the more water's mixed into it, until it's nothing more than a contaminant. It could count as booze, but thoughts associated with it would decrease and eventually shift over to the 'water' flavored thoughts as it becomes more diluted.

Or for an easier "let's just get it functional" solution, it could revert to just being a contaminant upon contact with water.
I'm not sure that would work, as then a pool of blood large enough to drown a dwarf (4/7+) in would turn into a contaminant if a puddle (1/7) got too close to it.
I think the most efficient solution is the disoving thing, maybe they (liquids) should work like a murky pool tile absorving a certain quantity of liquid before creating another tile of liquid.
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Loud Whispers

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Re: Fluidic blood simulation
« Reply #12 on: November 02, 2011, 07:40:03 am »

I always wanted a river of blood :]

jaxler

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Re: Fluidic blood simulation
« Reply #13 on: November 02, 2011, 04:14:33 pm »

What happens when blood mixes with water?

i goes away when it touches water

and blood should evaporate this would remove the everlasting blood glitch

and seas of blood whould replace the haunted seas.

and great idea u get gold star
Aren't the haunted seas often connected to normal ones?

If it weren't for the memory issue, I'd say have blood and water share behavior and blend when they meet - 4/7-7/7 blood acting like blood would and 4/7-7/7 water acting like water with varying degrees of horrific, metallic smelling contaminants would.

There's also the question of clotting. Which is a major question, because blood clots, and rots as well. Magic, preservatives, or chemicals of some wonderful flavor would be needed, and Armok help you if any of said preservatives/chemicals/magics get on your dwarves.

As for booze, could just have it be progressively weaker booze the more water's mixed into it, until it's nothing more than a contaminant. It could count as booze, but thoughts associated with it would decrease and eventually shift over to the 'water' flavored thoughts as it becomes more diluted.

Or for an easier "let's just get it functional" solution, it could revert to just being a contaminant upon contact with water.
I'm not sure that would work, as then a pool of blood large enough to drown a dwarf (4/7+) in would turn into a contaminant if a puddle (1/7) got too close to it.

no i'd drain my booze in a hole. and make a lake of booze just to show off
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I've decided to say "fuck it" and will just implode my fort.

“Ok, Neo ChosenUrist, before you is two levers. Pull the Kimberlite lever -- you wakeup in a random bed and have whatever thoughts you want to think. You pull the Bauxite lever -- you stay in the caverns and I show you how deep the adamantine hole goes.” - psalms

Loud Whispers

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Re: Fluidic blood simulation
« Reply #14 on: November 02, 2011, 04:22:46 pm »

Could you just technically change the colour of water, change it's name to blood, and have a fortress full of blood drinking dwarves?
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