Reagent Floods
Posted: Tue Jul 12, 2016 12:51 pm
Because we need more catastrophic disasters to fuck the place up.
Think of it like this: Every tile will have a volume of 10000 units. That's 100 large beakers, if you can't do basic maths.
Instead of spilt reagents just making a spill sprite on the ground, they instead fill a tile's volume. So again if you can't do basic maths, throwing a beaker with 100 water will now make the tile contain 100 water. This will be the same with ANY reagent.
When a tile has more than 1000 reagents, it will even out its contents with any adjacent tiles that have less reagents. And when there are no adjacent tiles with lesser reagents, the tiles will begin to fill up if given more reagents.
As a tile fills up more and more, it will have more and more effects on anyone standing on the tile.
Atmos will have five of these newfangled water tanks. These hold 10k reagent each!



The water will be distributed to any room with a water-dispensing apparatus, and will allow them to function if connected properly. As I don't know shit about atmos, maybe someone else should work out how to do that.
If a tap is destroyed, it will begin to leak water at 10u per second.
As one stands in a tile full of reagent, the tile will visually fill up based on the amount in it, and more and more of the objects on the tile will become submerged.
The sprites will be recoloured based on what reagent they are. They're transparent and done in two layers:
Overlay sprites (these go on top of everything):1k
| 2k
| 3k
| 4k
| 5k
| 6k
| 7k
| 8k
| 9k
| 10k
Overlay sprites (these go under of everything except the floor):1k
| 2k
| 3k
| 4k
| 5k
| 6k
| 7k
| 8k
| 9k
Once somebody inevitably orders 300 tanks from cargo and fucks the station, you can construct pits to keep water in. A pit will fill 10k reagent, and reagent will only spread off of that tile once it has exceeded 10ku. This means constructing a pit will raise a tile's maximum volume to 20ku. This also means we can have swimming pools! Isn't there another station that has that? Now we're better than them >:^)

Sprite joining example:
Now the game's perspective is even less consistent!
You can walk into pits, but you can't walk out of them without climbing out (click and drag, like climbing on tables).
If a pit AND its entire tile is full (>16k total), then you can swim over it without falling in.
Standing in a submerged tile will give these effects:
1k - If feet are uncovered, get effects of having reagent splashed onto skin. If reagent is slippery, 60% chance to slip (instead of the normal 100% for things splashed onto tiles). Slight slowdown.
2k - Contact on uncovered legs, 50% slip. A bit more slowdown.
3k - Contact legs, 30% slip. A little bit more slowdown.
4k - Contact hands and groin, 20% slip. Start drowning if laying down. You can't sleep at this level without being forced to (chems, crit). A biiit more slowdown.
5k - Contact arms and chest, 10% slip. Machinery stops working in this level. Slower slowdown. Still not very much.
6k - Contact arms and chest, no more slipping, as you're swimming by now. Most slowdown removed. (You're still a little slow).
7k - Contact arms and chest.
8k - Contact on neck and mouth. Start drowning. You can drink 10u of the reagent by clicking the drowning icon up in the corner. This will probably be a bad idea. There should probably be a stomach limit for reagents too, in the case of harmless reagents. You suffocate like normal while drowning, but if you go into crit you will start slowly drinking reagents. This is horrible if they're harmful. You can use internals to stop drowning.
9k - Oh no.
10k - Oh fuck dude.
Also, reagent will evaporate (cease to exist) when exposed to a complete vacuum. This is because, in real life, boiling isn't the direct product of heat, but it happens when the pressure of a liquid exceeds the pressure of its environment. And space HAS no pressure, so liquids will evaporate. The liquids then instantly freeze, but I'm not sure how to meaningfully translate that into the game.
Tell me what you think!
Think of it like this: Every tile will have a volume of 10000 units. That's 100 large beakers, if you can't do basic maths.
Instead of spilt reagents just making a spill sprite on the ground, they instead fill a tile's volume. So again if you can't do basic maths, throwing a beaker with 100 water will now make the tile contain 100 water. This will be the same with ANY reagent.
When a tile has more than 1000 reagents, it will even out its contents with any adjacent tiles that have less reagents. And when there are no adjacent tiles with lesser reagents, the tiles will begin to fill up if given more reagents.
As a tile fills up more and more, it will have more and more effects on anyone standing on the tile.
Atmos will have five of these newfangled water tanks. These hold 10k reagent each!




The water will be distributed to any room with a water-dispensing apparatus, and will allow them to function if connected properly. As I don't know shit about atmos, maybe someone else should work out how to do that.
If a tap is destroyed, it will begin to leak water at 10u per second.
As one stands in a tile full of reagent, the tile will visually fill up based on the amount in it, and more and more of the objects on the tile will become submerged.
The sprites will be recoloured based on what reagent they are. They're transparent and done in two layers:
Overlay sprites (these go on top of everything):1k










Overlay sprites (these go under of everything except the floor):1k









Once somebody inevitably orders 300 tanks from cargo and fucks the station, you can construct pits to keep water in. A pit will fill 10k reagent, and reagent will only spread off of that tile once it has exceeded 10ku. This means constructing a pit will raise a tile's maximum volume to 20ku. This also means we can have swimming pools! Isn't there another station that has that? Now we're better than them >:^)




Sprite joining example:

You can walk into pits, but you can't walk out of them without climbing out (click and drag, like climbing on tables).
If a pit AND its entire tile is full (>16k total), then you can swim over it without falling in.
Standing in a submerged tile will give these effects:
1k - If feet are uncovered, get effects of having reagent splashed onto skin. If reagent is slippery, 60% chance to slip (instead of the normal 100% for things splashed onto tiles). Slight slowdown.
2k - Contact on uncovered legs, 50% slip. A bit more slowdown.
3k - Contact legs, 30% slip. A little bit more slowdown.
4k - Contact hands and groin, 20% slip. Start drowning if laying down. You can't sleep at this level without being forced to (chems, crit). A biiit more slowdown.
5k - Contact arms and chest, 10% slip. Machinery stops working in this level. Slower slowdown. Still not very much.
6k - Contact arms and chest, no more slipping, as you're swimming by now. Most slowdown removed. (You're still a little slow).
7k - Contact arms and chest.
8k - Contact on neck and mouth. Start drowning. You can drink 10u of the reagent by clicking the drowning icon up in the corner. This will probably be a bad idea. There should probably be a stomach limit for reagents too, in the case of harmless reagents. You suffocate like normal while drowning, but if you go into crit you will start slowly drinking reagents. This is horrible if they're harmful. You can use internals to stop drowning.
9k - Oh no.
10k - Oh fuck dude.
Also, reagent will evaporate (cease to exist) when exposed to a complete vacuum. This is because, in real life, boiling isn't the direct product of heat, but it happens when the pressure of a liquid exceeds the pressure of its environment. And space HAS no pressure, so liquids will evaporate. The liquids then instantly freeze, but I'm not sure how to meaningfully translate that into the game.
Tell me what you think!