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Fire extinguisher / firefighter DLC


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As a volunteer firefighter I found myself driving home thinking about the fun it could add to Oxygen Not Included if things could catch on fire, explode, etc.

Obviously the dups would need to be trained on how to use different tiers of fire suppression equipment and industrial equipment itself would catch fire after X amount of damage instead of just being "broke."

It could get really educational concerning what gas environments aid or hinder fire spread or what metals react exothermically or violently when exposed to water or other liquids.

It could add a fun level of complication for players to plan their bases to take advantage of space sucking out fire through an automated "fire escape" hehe. (Yes yes, I know space doesn't suck and drafting water from a fold-a-tank isn't a vacuum.)

 

In addition to multiple levels of protective gear to safeguard the Dups or structure of the base, one would also consider the advantages of catching things on fire intentionally.

Fire suppression techniques could include: Extinguisher, sprinkler system, firehoses with configurable nozzles, space vacuum, flood the room with gases that don't support combustion, or go at it with diarrhea.  

 

That's probably enough text to get the brain juices moving. 

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1 hour ago, Nicadeamas said:

Obviously the dups would need to be trained on how to use different tiers of fire suppression equipment and industrial equipment itself would catch fire after X amount of damage instead of just being "broke."

It could get really educational concerning what gas environments aid or hinder fire spread or what metals react exothermically or violently when exposed to water or other liquids.

This is the best concept of introducing fire/explosions in to the game I've seen.. subtle danger, but serious at the same time. We already have the gas and heat systems.. adding this complication to the mix just makes sense. If a building is overheating, combustion is the most likely option... not just breaking down.

Though, I am concerned about the potential devastation down the road... oxygen generators, which are usually crucial to a bases survival, will be deadly.. as pure oxygen is highly flammable.

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Fire already had been confirmed in a dev stream a while ago and, as far as i know, it is partially in the gamefiles. "New game systems" are promised for the DLC, so maybe it will introduce it.

Wouldnt it be great if there was some form of deflagration of flammable elements!? For example a wire overload deletes a lot of breathable oxygen or hydrogen/natgas and damages objects in a specific radius. That would give another reason to store your stuff in actual tanks.

I think they have to add other forms of ignition though. Otherwise you might not see this happen in the whole game because you can count wire overloads per 1000 cycles on one hand.
Maybe sparking critters or plants. To prevent serious performance issues when ranching/farming them, sparking should only happen on specific events. For example the plant absorbs natgas to grow and not being harvested in time leads to the release of a spark.

The radius of the deflagration should be dependent on the Wattage. While the critters and plants have low Wattage, your wires can cause real danger.

I also like the idea that co2 extinguishes fire really quick or even prevents it and leads to the good old breakdown.

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1 hour ago, stoeberhai said:

Fire already had been confirmed in a dev stream a while ago

Iirc it was very long ago. Like oil upgrade or something. O lot has changed since then. But it`s still possible they plan to do it. They made a "combustible" tag for materials.

I can imagine a simple fire system where each material has a temperature where it ignites and a time it needs to spend it that temperature to ignite (some like coal or sulfur could ignite instantly). Based on the amout of oxygen it would either burn strong ot mildly (basically strong flames when ver breathable and just smoldering when barely breathable). It would use up the oxygen and create temperature in the tile. Only debris and building could burn. Dupes could carry the water in bottles or use a specialised fire hose that has te be close and connected to a water pipe (but it`s more effective).

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I'm not sure how many more crises I want to deal with, but I agree that:

  • Crude Oil / Petroleum / Ethanol on the ground should be a hazard of some kind
  • Methane in the air should be an explosion hazard

I think a problem is that they don't handle gas mixing very well, you don't see a single block contain oxygen + methane for example, it either has oxygen or methane.  To burn stuff needs oxygen, does that mean pure O2?  They might need to review how the air works before implementing this, otherwise how does methane burn?  A chamber of pure methane, or hydrogen, would not be hazardous.  Either one mixed with oxygen would be quite hazardous.

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On 11.03.2020 at 8:18 AM, Einmaniac said:

think a problem is that they don't handle gas mixing very well, you don't see a single block contain oxygen + methane for example, it either has oxygen or methane.  To burn stuff needs oxygen, does that mean pure O2?  They might need to review how the air works before implementing this, otherwise how does methane burn?  A chamber of pure methane, or hydrogen, would not be hazardous.  Either one mixed with oxygen would be quite hazardous.

Making debris or buildings burn is easy. But making gasses or liquids combust can be a problem. It would need to check nearby tiles and that`s a lot of calculations to be done.

It needs to be simple to work in a game way. If we make it combust without oxygen we create a huge hazard that is pretty hard to deal with. It would need another thing that makes it catch fire like a critical amount. Lets say methane won`t explode if under 2kg per tile. Petroleum could explode easily but crude oil hard so it won`t spntainously explode but when refined needs to be treated carefully.

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