Jump to content

Recommended Posts

Im New to this forum but since i realy love this game i would suggest to make 

Some material flameble.Example:you have  a room full of hydrogen and oxygen at high 

Temperaturen.then the elements check a Radius around them  for other elements they 

Can react with(12tiles or so?).And then they react to(in this Example)even hotter  steam/Walter.

I coulld imagine different elements having different reactions with different other elements.

I'm sure that wont be easy to make but it would be realy cool .

This would be extreamly interesting in the oil-biome.

Because it wouldn't burn in CO2 but because of its heat it would quickly ignite with 

(Poluted)Oxygen ,hydrogen or chlorine.so you would have to be more carefull with it!

Link to comment
https://forums.kleientertainment.com/forums/topic/102077-what-about-fire/
Share on other sites

Fire has been suggested before. It would make the game a lot harder to manage and probnably eat your fps when it happens. I think it`s unlikely to be added at this point as we are in the final phases of development focusing on QoL and bugfixes but it`s definetly something to keep in mind for future updates or dlc.

Some materials already have a "flammable" tag so it`s definetly a possilility in the future.

9 hours ago, Sasza22 said:

Fire has been suggested before. It would make the game a lot harder to manage and probnably eat your fps when it happens. I think it`s unlikely to be added at this point as we are in the final phases of development focusing on QoL and bugfixes but it`s definetly something to keep in mind for future updates or dlc.

Some materials already have a "flammable" tag so it`s definetly a possilility in the future.

 DLC sounds good.Maybe a disaster DLC?With fire and some other catastrophys?But yea,thall will propably take its time.Atleast until the game leaves the alpha.

serious question; how would this add to the game play? To avoid it you just keep O2 sealed up in you habitable areas (as you do anyway, and high temp things aren't done in the hab areas as dupes don't like high temps), so proper gas management avoids the fire issue entirely...

 

18 minutes ago, LeftyRighty said:

serious question; how would this add to the game play? To avoid it you just keep O2 sealed up in you habitable areas (as you do anyway, and high temp things aren't done in the hab areas as dupes don't like high temps), so proper gas management avoids the fire issue entirely...

 

Yea that is the thing. You CAN avoid it.but if you are careless (maybe Brocken wires?)and something starts to burn you can say goodby to that Ressource.Or you use it to make New resources.Or burn hydrogen in exes oxygen to get some extra water?I know that it is complicated AND dangerous  but that is what i like about the idea.

23 minutes ago, LeftyRighty said:

To avoid it you just keep O2 sealed up in you habitable areas

Polluted oxygen from slime still might be problematic then. Also if i remember correctly phosphorus can burn in a CO2 atmospthere so that`s one resource that you`d need to take special care about.

3 hours ago, goboking said:

The same way heat, germs, and a host of other mechanics adds to the game

continuing to play devils advocate:

heat is a good challenging mechanic, there are multiple ways of handling it, there is no "best" solution if you mis-handle it things get dicey. Good gameplay to be had there. 

Germs are an example of tedious gameplay, chlorine and a water tank and/or chlorine/co2/whatever and fridges entirely and uniquely handle food poisoning (or eventually you never use water for food so it's entirely irrelevant). Atmosuits and pressure to prevent off gassing entire eliminates the threat of slimelung. These two add little gameplay and the "there is a best solution" means your base design choice is limited to just those. 

 

So if fire is "don't let O2/pO2 near hot stuff" => solved... it's aiming at the tedious not fun end of what we've got.

 

I mean, fire wouldn't be THAT hard

just get the algae mechanics, but convert a comburent (O2 imo) and a fuel (e.g. Coal) into hot CO2 and steam!

maybe have chemical fires that use different comburents and fuels?

The fire should take damage (wrong element damage) from non-flammable gases and liquids! 

And then when it "breaks" it auto-deletes!

It can spread by building another fire beside it!

It's all already in the game!

Except for the Fire asset.

Which is pretty easy to make considering the game's art style!

To cause a normal fire, heat should be enough, but it would be more of a Mid/Late-game challenge.

15 hours ago, Stressed Dupe said:

I mean, fire wouldn't be THAT hard

just get the algae mechanics, but convert a comburent (O2 imo) and a fuel (e.g. Coal) into hot CO2 and steam!

maybe have chemical fires that use different comburents and fuels?

The fire should take damage (wrong element damage) from non-flammable gases and liquids! 

And then when it "breaks" it auto-deletes!

It can spread by building another fire beside it!

It's all already in the game!

Except for the Fire asset.

Which is pretty easy to make considering the game's art style!

To cause a normal fire, heat should be enough, but it would be more of a Mid/Late-game challenge.

That sounds amazing!

 

It’s nice to see fire hazard on the forum again.

Though I have done once long ago, mine has already been archived.

As well, why not include petroleum as flammables also?

Especially esposed to oxygen.

Meanwhile, storage tanks containing those flammable substances can cause something even amazing - GRAND EXPLOSION.

(though, it is a worse disaster than normally fires)

 

Now I also come with a new idea about we can burn plants into ashes.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...