[A16] Magma

Started by Greep, April 18, 2017, 11:52:18 PM

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Greep

Magma



After completing this part of armok, I figured this'd make a neat standalone, mod attached below.  It's not in its intended final state, but it is in a playable optimized one.

Adds obsidian, magma, and volcanoes.  Enjoy!  Let me know if you find anything weird.  Additionally, if you're playing on a heavily vegetated map, the resulting fires can cause a bit of lag until the magma settles down.

Notes: This also mildly changes poison/psychich ships.  They're now .1% flammability and passable only, which was a hack I needed to make them Fire-Safe but not Magma-Safe.  I don't think this actually changes the game in any way other than it's interaction with magma.

License


Please don't upload to steam workshop, I'll do that when I'm satisfied with it's stability.

As for including in modpacks, I would at least like Armok v1 released before magma makes it anywhere else, please.  That should not be for a week or two.

[attachment deleted by admin due to age]
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

SpaceDorf

I love you Greep *throws Chain Mail Bikini*

You bring me in this impossible position between having a great run at my current colony, and needing to make a new one for this mod right now .. knowing this will mean the end of the first one ..

*need to make a playlist with songs about fire before this one .. *

Let's start with this one

Love is a Burning Thing ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Greep

Well currently magma doesn't do a whole lot atm, although that will change later.  There's no liquid system/levers, it just multiplies infinitely, so for most cases a magma'd tile just stays that way.  It is, of course, really freakin cool tho :D  So there's that.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

WalkingProblem

Wow...

You need to continue to develop this man~!

Like making volcano eruption an event and magma cooling down to become super fertile ground for farming etc...

FOLLOWING!

Greep

#4
Yeah there's two ways of handling magma in the future to make it actually useful, and I haven't quite decided on it.

A)  Liquid system: Basically, make drains, and magma has X/7 "height" like dwarf fortress.  Magma with >7 height would just mean it has greater spreading potential  (e.g. volcano magma might start with 1000/7) Unfortunately, this might cause severe lag issues without a lot of work.

B) The quicker way:  Settled magma just has a lifespan where it is deleted, and it stops spreading after a certain point into that lifespan, and some magma gets a flag to stay forever (initial volcano, e.g.).  I'm not sure how to handle the case where a player wants magma to stay in a place, though, but this is the route I want to take for lag purposes.  I was thinking like a ditch that magma can spread into that counts as a floor, and it'd last forever inside it.  Deconstructing it unleashes the magma, and anything that may use magma would have it count as magma.

Both kind of depend on levers to be useful, though, so this is a ways away.

Currently, I can't do eruptions because a single magma spreads to fill the entire enclosed area, so it'd be a bit too lethal xD

1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

sidfu

why not make it a magma/volcano event. have where it randomly like any other event hapen and it randomly mutiples so many times. so say u might have one come up and only cover a 10x10 block area then another time might cover 50 block area.

stone walls chould block it but take damage over time.

WalkingProblem

Greep - why not just let it spread from one point and then it will end after spreading x number of dist (maybe between 25 - 80)

So if a colony is in the way, the pawns need to run away from the coming doom, but rest assure that they can save their life (while everything else get destroyed)

And if the colony is in a corner and is getting trapped - they can still have time to quickly run out of the entrapment.