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DF Suggestions / Re: more different uses of materials and rocks and object properties
« on: January 24, 2010, 08:14:01 pm »
first of all thanks for spoiled raws.
Second this just suggestion if toady feels like to implement any then ok otherwise so be it.
Cracks are like damage over time( taking season or even years to destroy tile, dependand on architecture)
but with side effect of lowering durability of this section and support weight.
And with nasty effect progress not in level but to other tiles too.
but still possible to implement this fracture we already have and durability can be aproximately calculated like, k*(density)/(molar mass) where k is custom constant. but still it would be rather aproximate cause real durability depends from plenty things like atomic arrangements in material.
it can be ended like this granite obsidian and other magmatic rocks would be rather hard and crackable after few hits, while sedimentary rocks got destroyed before they can even crack, but sometimes can save much work to your architectors fixing walls.
As for durability boost for neghbouring sections made of same material (artifacial made tiles) not scientificaly legal, but still it can be nice effect of forcing players to think, what they want either durable walls with same material, or more crack resistant (cracks have hard time to move onto next tile if it is made from other material or even not possible i.e. composite materials).
As for new suggestions u can use mudstone, silt and clay for making mud from water.(yay 7 depth mud river), witch rather slow comparing to water but more strong and dense(same as deadly)
I don't know weather it is posible to make ceramics now, but still can be good use for clay too.(forged and dyed ceramics)
Second this just suggestion if toady feels like to implement any then ok otherwise so be it.
Cracks are like damage over time( taking season or even years to destroy tile, dependand on architecture)
but with side effect of lowering durability of this section and support weight.
And with nasty effect progress not in level but to other tiles too.
but still possible to implement this fracture we already have and durability can be aproximately calculated like, k*(density)/(molar mass) where k is custom constant. but still it would be rather aproximate cause real durability depends from plenty things like atomic arrangements in material.
it can be ended like this granite obsidian and other magmatic rocks would be rather hard and crackable after few hits, while sedimentary rocks got destroyed before they can even crack, but sometimes can save much work to your architectors fixing walls.
As for durability boost for neghbouring sections made of same material (artifacial made tiles) not scientificaly legal, but still it can be nice effect of forcing players to think, what they want either durable walls with same material, or more crack resistant (cracks have hard time to move onto next tile if it is made from other material or even not possible i.e. composite materials).
As for new suggestions u can use mudstone, silt and clay for making mud from water.(yay 7 depth mud river), witch rather slow comparing to water but more strong and dense(same as deadly)
I don't know weather it is posible to make ceramics now, but still can be good use for clay too.(forged and dyed ceramics)
