CTYPE Suggestion

  • pacmanfan123
    27th September Member 0 Permalink

    What if elements share characteristics with others, such as setting the ctype of INSL with DMND so it wont burn  with fire or if PTRI and PTRO has their own ctype that only sucks in and/or sucks out certain elements?

     

    Examples:PTRI (DUST); only sucks in DUST and no other elements

                     HEAC (TUNG); will melt with TUNG's melting point

                     GOO (GLAS); Will dissolve in under positive or negative pressure

    The concept:

    SOLIDS: Only solids should be ctyped with CRMC, WAX, and COAL (Plus SPNG(PLNT), in vice-versa)

    LIQUIDS: All ctyped with OIL, DESL, VIRS, and BIZR. (Except RSST with DESL and OIL)

    GASSES: Not sure if they should have (more) ctypes.

     

    Hypothetical Outcome:Users in TPT would be able to make new kinds of technology and physics that wasn't possible in TPT!

     

    More info: The elements, with changed ctypes should only merge like a newborn element; it should neither have ctypes that will function the same as the default elements nor the elements that oppose each other.


    This is too much work; I'm dumbing it down:

    What if the portals in tpt had ctypes that would make them selectively teleport single, specific elements? For example, PTRI(DUST) will only suck DUST and PTRO(WATR) will only blow out WATR, coming from the PTRI.

     

    I hope this definately won't be as much work as the original suggestion.

     

    Edited 4 times by pacmanfan123. Last: 28th September
  • EnganK
    27th September Member 0 Permalink
    A PRTI/PRTO with a built-in filter would be useful, but otherwise, this feature is completely out of place for TPT. Adding unique behavior for every element/ctype pair would also be a coding nightmare.
  • Aklego-777
    27th September Member 0 Permalink

    Hmm.. it doesnt make the most sense with INSL(DMND) not burning. I don't really see why it shouldnt burn. If you want it to not burn, put something before it that doesnt burn either.

    And after all, you can create mods. 

    Edited 2 times by Aklego-777. Last: 27th September
  • pacmanfan123
    27th September Member 0 Permalink

    @Aklego-777 (View Post)

     It is kinda strange about the fact the insulator burns without conducting heat. It would also be easier to create fire powered engines without overheating.

    @EnganK (View Post)

     I guarantee it wouldn't affect every element.

  • EnganK
    27th September Member 0 Permalink
    That is still a huge number of combinations that aren't even obvious to players - and coding them will be a long and painful process.
  • jacob1
    27th September Developer 0 Permalink
    Yeah I agree, this sounds like a huge amount of effort, and I'm not sure that 90% of the combinations make any sense.

    I had a script pick 10 random elements. Can you describe what these would do? If not it's probably not a great suggestion.

    GOLD(GAS), SAND(COAL), CFLM(PLSM), MORT(VIBR), GRAV(URAN)
  • pacmanfan123
    27th September Member 0 Permalink

    @jacob1 (View Post)

     GOLD(GAS): Will function like C-4 (Not useful)

    SAND(COAL): Will function like BCOL (Not useful)

    CFLM(PLSM): I guess it could trigger hot and cold explosives, but I don't see the potential

    MORT(VIBR): Could be used as a heat/pressure-powered missile, same with TRON

    GRAV(URAN): Hmm, light toxins. It could work.

     

    In addition: I'll edit my post to be more specific with the suggetion. That would probably end the unsureness.

    Edited once by pacmanfan123. Last: 28th September
  • EnganK
    28th September Member 0 Permalink
    There is still no way to unequivocally define an element's "function." Why do GAS and COAL retain their reaction to fire (burning/explosion) but not to other elements? How exactly does URAN turn into "toxins" instead of preserving, for example, the pressure-dependent heating behavior? How do you even determine that certain elements function "the same way" or "oppose" one another?
    Furthermore, many elements use the same variables (life, tmp1–4, and ctype) for different purposes. For example, you might expect SPNG(COAL) to absorb water like SPNG and burn slowly like COAL, but since both behaviors are controlled by the same life variable, the result would be completely unpredictable.
    So, any way of implementing your idea would require a massive amount of work - either hard-coding behaviors for thousands of element pairs or completely reworking the codebase for more "modular behavior" - plus changes to fundamental aspects like element variables. It’s definitely not worth it.
  • Aklego-777
    28th September Member 0 Permalink

    @pacmanfan123 (View Post)

     [About your response] : You can shield the INSL from direct fires and hazards using SHLD or HEAC.

     

     [For your description of the functions for the elements] :

    CFLM(PLSM) doesn't really make sense. It's a sub zero flame. So at that point, regular FIRE might aswell explode C-5.

    MORT(VIBR) also doesn't make the sense. What can and shall it be used for?

  • pacmanfan123
    28th September Member 0 Permalink

    @EnganK (View Post) and @Aklego-777 (View Post)

     I guess you're right; I'm dumbing my suggestion down to The ctype of PTRI and PTRO:

     

    What if the portals in tpt had ctypes that would make them selectively teleport single, specific elements? For example, PTRI(DUST) will only suck DUST and PTRO(WATR) will only blow out WATR, coming from the PTRI.

     

    I hope this definately won't be as much work as the original suggestion.