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Can you integrate gas explosion and or machine explosion.  

More specifically if hydrogen or natural gas gets too hot or encountering a exposed wire allowing the gas to ignite.  ( may require oxygen to ignite in order not to mess with current temperature profiles)

*You can use the sound profile from sneezing or snoring to be the radius of the explosion. Depending on gas size+ amount 

*The next adjacent tiles will be destroyed/ blasted into raw materials. 

*The explosive gas will be broken down to pollution 

*will hurt or possibly kill a dupe if a big enough explosion 

* will cause a extreme spike in heat in immediate vicinity!!!!!

* some materials will not be destroyed by explosions (too resilient/ hard )* explosion chamber *

*and many other fun things can be derived from this quicker  digging.... advanced materials/tools/ efficiency boosts to existing machinery...  or just pure chaos 

Please consider.  

Thanks

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1 hour ago, Iloveoxygen said:

What can be gained from this though, don't really see any possible uses other than looking cool and creating more lag

First off it should be a fairly rare occurence unless you build for it or do not build smart enough to allow it to happen. 

There is a lot of things in the game that have no "gain" just aesthetic or fun... but im not proposing that, it does have uses .I pointed out plenty of things you could use it for but... you didn't read??  O.O

Having more danger or a fear factor in a base building game is always fun... an Element of suprise  if you would ;)

The game doesn't lag ... or doesn't lags for me . Stop using a 1991 potato lol j/k...      but this would hardly use much more resources  again.. they could use some similar assets/profiles already in the game **like i said **

1 minute ago, Ungnome said:

First off it should be a fairly rare occurence unless you build for it or do not build smart enough to allow it to happen. 

There is a lot of things in the game that have no "gain" just aesthetic or fun... but im not proposing that, it does have uses .I pointed out plenty of things you could use it for but... you didn't read??  O.O

Having more danger or a fear factor in a base building game is always fun... an Element of suprise  if you would ;)

The game doesn't lag ... or doesn't lags for me . Stop using a 1991 potato lol j/k...      but this would hardly use much more resources  again.. they could use some similar assets/profiles already in the game **like i said **

It's not resources that cause lag. It's the calculations the computer makes when looking at all possibilities that make it lab. Even if explosions had its uses, it would be never used, since the conditions to create an explosion seem to extreme and difficult to control. Not worth the hassle

50 minutes ago, Iloveoxygen said:

It's not resources that cause lag. It's the calculations the computer makes when looking at all possibilities that make it lab. Even if explosions had its uses, it would be never used, since the conditions to create an explosion seem to extreme and difficult to control. Not worth the hassle

Hmmmm im just curious if you're the programmer of this game and you know for a fact that it would be to difficult and to much hassle.. 

With a lack if imagination i highly doubt it though... your quick to point out the impossible without a lot of hard data to back it up. Just a simple negative response to a very simple suggestion. 

I'm not a programmer, but i often think like one.  So i will try to simplify this as easily for you to understand.  In a non program way

(Specific  gas *natural gas/ hydrogen will have conditions (*which they already do) = no major resources or mod needed 

If conditions are met then explosion happens. 

Conditions = heat and or electrical short( a recalibration of some gas game temp may need to be adjusted. 

Simplified calculations can be made to determine size/intensity of >explosion

(or no calculation if it's too much for you) examples ( gas thresholds over x amount = explosion) IF conditions are met

An explosion = instance ( or... event if you will)

Instance or event =  adjacent areas *break/or gets reduced to raw materials 

( * a dig function is recalled to keep it really easy for you )

If a dupe or organic (living organisms) are in the area it takes damage. 

All possibilities are not going to be recalled all the time as i doubt that's how the game works as is. More likely its in field of view active areas .... and im sure it's not as complex as you imagine...

And it's not even that complicated.  But im sure it can be further reduced or simplified.

Do you even play OnI? ..... really what's wrong with wanting more diversity in a cartoony fun small world simulation...

And the conditions to make anything happen are dependent on your willingness to try ... i have a colony right now with all flatulent dupes I'm going to power it 

With farts...

 

 

 

5 hours ago, Ungnome said:

Hmmmm im just curious if you're the programmer of this game and you know for a fact that it would be to difficult and to much hassle.. 

With a lack if imagination i highly doubt it though... your quick to point out the impossible without a lot of hard data to back it up. Just a simple negative response to a very simple suggestion. 

I'm not a programmer, but i often think like one.  So i will try to simplify this as easily for you to understand.  In a non program way

(Specific  gas *natural gas/ hydrogen will have conditions (*which they already do) = no major resources or mod needed 

If conditions are met then explosion happens. 

Conditions = heat and or electrical short( a recalibration of some gas game temp may need to be adjusted. 

Simplified calculations can be made to determine size/intensity of >explosion

(or no calculation if it's too much for you) examples ( gas thresholds over x amount = explosion) IF conditions are met

An explosion = instance ( or... event if you will)

Instance or event =  adjacent areas *break/or gets reduced to raw materials 

( * a dig function is recalled to keep it really easy for you )

If a dupe or organic (living organisms) are in the area it takes damage. 

All possibilities are not going to be recalled all the time as i doubt that's how the game works as is. More likely its in field of view active areas .... and im sure it's not as complex as you imagine...

And it's not even that complicated.  But im sure it can be further reduced or simplified.

Do you even play OnI? ..... really what's wrong with wanting more diversity in a cartoony fun small world simulation...

And the conditions to make anything happen are dependent on your willingness to try ... i have a colony right now with all flatulent dupes I'm going to power it 

With farts...

 

 

 

I guess it could be a fun feature but I feel like you should be able to toggle the setting, because I don't want half my base wiped out by my hydrogen compressor just because I made an extra wire that sticks out

8 hours ago, Iloveoxygen said:

I guess it could be a fun feature but I feel like you should be able to toggle the setting, because I don't want half my base wiped out by my hydrogen compressor just because I made an extra wire that sticks out

Ahahah it would be a epic explosion though!!! :)

Glad you came around  a little... but think you're still over complicating the feature... if it ever did get implemented I'm sure they would scale the nuance of it to be user friendly unless you build otherwise  ;)

 But this game doesn't punish you for sloppy building much... you can always reload your last cycle... or no sweat mode if you're that concerned. 

There should be a hardcore mode in the game imo... no saves perma death slightly more agressive baddies/germs/heat stroke etc.

 I'm for the total chaos of it all... bring more destruction and drama into my game and let me work it out... 

Heck i want my machines to explode in similar fashion if they overheat  ahahah!

Extra dynamics are always fun... Anyway that's my opinion i suppose. 

For now I'll just enjoy what they got.

 

Explosions remind-me my old heat deletion mechanism:

Before the new steam turbine, my massive heat deletion method was done by heating steam until 1500C (when using thermium aquaturners), and venting all steam to space.... imagine a 6x6 all filled with 2000Kg of steam going to space.... wasteful solution, but with a beautiful effect!!

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