Page 1 of 1

Atmosphere and Pressure

Posted: Tue Mar 21, 2017 8:16 pm
by D&B
What will be the jungle (and crash site I suppose) Kpa? What about atmosphere? Will I be like lavaland where you need internals, or will the vegetation create enough oxygen to forego the need for internals?

How about the subterranean levels? Will the necropolis be normal Kpa, or will the death and sins weight down everything there (high pressure.)

Re: Atmosphere and Pressure

Posted: Tue Mar 21, 2017 8:34 pm
by kevinz000
My suggestion is slightly under pressure but not lavaland level but not enough oxygen so you still need working Atmos and internals to live

Re: Atmosphere and Pressure

Posted: Tue Mar 21, 2017 8:43 pm
by BeeSting12
what would an atmospheric simulator be without the need for atmos?

Re: Atmosphere and Pressure

Posted: Tue Mar 21, 2017 8:48 pm
by onleavedontatme
Remies multi z lets atmos travel between holes in the floor, so it will probably be the same atmosphere that lavaland has currently. You'll need internals, but not a suit.

Re: Atmosphere and Pressure

Posted: Tue Mar 21, 2017 8:49 pm
by Iatots
Loads of CO2.

Re: Atmosphere and Pressure

Posted: Tue Mar 21, 2017 9:14 pm
by D&B
I would find it interesting if different plans or enemies, on death, expelled gases. Destroy one of the necropolis tendrils? Freon erupts to simulate the rigor mortis of the dead land. Destroy a big bulb in the jungle? Hope you enjoy BZ

Re: Atmosphere and Pressure

Posted: Tue Mar 21, 2017 10:25 pm
by PKPenguin321
I'd really like the forest to be livable in the nude. The things in the environment should be what's out to kill you, not some invisible air.

Re: Atmosphere and Pressure

Posted: Tue Mar 21, 2017 10:39 pm
by Armhulen
Lavaland should have slightly heavier pressure and toxic gas

Jungleland should have slightly lighter pressure and breathable air

Re: Atmosphere and Pressure

Posted: Wed Mar 22, 2017 10:36 am
by Grazyn
No breathable air in the jungle to have that Pandora feeling please

Re: Atmosphere and Pressure

Posted: Wed Mar 22, 2017 10:44 am
by Remie Richards
The jungle should be entirely survivable without a suit or internals.
The Lavaland below should remain hostile suit+internals required.

The threats of the jungle should be the flora+fauna.

Re: Atmosphere and Pressure

Posted: Wed Mar 22, 2017 6:06 pm
by Not-Dorsidarf
The jungle should be Pandora-like as Grazyn said - You need internals for more than a short while, but can dance around in your skivvies if you need to .
Maybe rather than insufficient O2, have a poisonous gas in the air so that in a pinch just a gasmask will let you be outside

Lavaland should need some form of suit, and Internals

Space should need Space suits and internals obviously

Re: Atmosphere and Pressure

Posted: Wed Mar 22, 2017 10:44 pm
by PKPenguin321
listen, all i want is to be able to survive it out in nothing but my undies and a tribal mask in a shitty wooden treehouse with a spear and campfire-cooked spear-hunted monster meat

Re: Atmosphere and Pressure

Posted: Thu Mar 23, 2017 11:34 am
by Steelpoint
Make long term exposure to the external air have a deliberating effect, but not a fatal one.

If you breath in the external air for too long you'll start to suffer from some minor disadvantages, such as your vision not reaching as far as usual, you needing to eat more regularly, having a lower critical threshold, your words tend to come out a bit jumbled, have a % chance to fail to use high tech electronic equipment, etc.

Short term exposure won't affect you in a major way however.

You can survive outside in your underwear, but you'll be significantly worse for the wear, and you'll show real in game symptoms of being negatively affected by the external air, requiring medical intervention to help bring you back to good health.

Re: Atmosphere and Pressure

Posted: Thu Mar 23, 2017 1:43 pm
by Screemonster
Like a low% N2O mix or similar unpleasant gas?

Re: Atmosphere and Pressure

Posted: Thu Mar 23, 2017 1:45 pm
by Remie Richards
Just have the forest air contain amounts of BZ.
the horrors of the jungle cause you to hallucinate.

this makes the jungle "uninhabitable" but not "lol if you stay here long enough you die" (plasma, no O2, pressure) or "lol go to bed" (N2)

Re: Atmosphere and Pressure

Posted: Thu Mar 23, 2017 1:58 pm
by Armhulen
Remie Richards wrote:Just have the forest air contain amounts of BZ.
the horrors of the jungle cause you to hallucinate.

this makes the jungle "uninhabitable" but not "lol if you stay here long enough you die" (plasma, no O2, pressure) or "lol go to bed" (N2)
>singulo while fighting

"lol go to bed"
BZ SUX.

Re: Atmosphere and Pressure

Posted: Thu Mar 23, 2017 2:19 pm
by Screemonster
If you're going for a planetside map you might as well take advantage of it. You could have things like pockets of seriously toxic gas (like straight-up plasma) that will kill some chump who punctures them without a mask on but would be relatively harmless once they disperse into the general atmosphere.

Edit: low concentrations of plasma popping into the outside air from time to time might be a reason for NT to be hanging around there if they've got scrubber stations to pump in the outside air, filter it, and collect dat precious plasma.

Re: Atmosphere and Pressure

Posted: Tue Mar 28, 2017 6:36 pm
by XDTM
I toned down the shit hallucinations and made more interesting ones. All stunning hallucinations can be dodged or outran if you're careful.

Re: Atmosphere and Pressure

Posted: Wed Mar 29, 2017 11:14 pm
by FantasticFwoosh
To stop us having a kind of scenario that Fallout 13 has with a closed map running out of oxygen after some idiot blows open a hole into space with a huge explosive, i think we need to differentiate between HEAVY and light gases as to keep the atmos system in check

- HEAVY GAS, basically tile localised gas for as long as you are outside a room (its still possible to create a vaccum or poison a air supply if you pump gas into a closed room, basically vents just help circulate air from outside)

- Light gas is the conventional gas that spreads everywhere.

To implement Remie's BZ heat hallucination ideas (i dont like the idea but it fufills the purpose of explaining this) the air would be composite BZ & oxygen, meaning that the air is static, can spread out in its own area but otherwise remains restrained, light gases can interact and spread out but mostly if you were to run a air purifier all day, the heavy gases are unchanging. Meaning that without cheating by putting O2 everywhere and hoping it doesn't run out, there will be air and whatever else gases you want there ALL the time.

Probably paint the area in map-maker or something because space tiles wont exist in planet-station as a base turf, space is just a void of heavy gas. While associated (Grass or Jungle) areas would have their own static air input.

- If the underground has a slightly oppressive KPA, and also irritant/burning (sulphur gas that causes passive burning in the mouth, irritation of the eyes and non clothed areas) heavy gas, then we could adequately create pockets of actually lethal light gas trapped between rocks as well as simulate a inflow of HEAVY surface air around cave ins.

Re: Atmosphere and Pressure

Posted: Wed Mar 29, 2017 11:37 pm
by onleavedontatme
The floor won't break to space on planetstation because our code is much better than Fallout 13 and I fixed that problem years ago.

Re: Atmosphere and Pressure

Posted: Wed Mar 29, 2017 11:39 pm
by FantasticFwoosh
I wasn't saying that it would, but i just mean some silly reasoning to passively drain the map of air, therefore requiring a sort of static air solution to stop gases travelling to far or too thin. (Or running out in a atmosphere that should be sustainable but if we're going along remies lines of certain air compositions in places, also managably varied.)

- A giant plasma fire somewhere on the map due to something starts to burn away all the air. ETC.

Re: Atmosphere and Pressure

Posted: Wed Mar 29, 2017 11:41 pm
by onleavedontatme
Again, we have better coders than Fallout 13 does. MSO made planet turfs slowly reset to their original air content to simulate gasses dispersing into the atmosphere. Once a plasmafire is done burning out the air would cool back to normal over time.

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 1:19 am
by Bombadil
Kor wrote:Again, we have better coders than Fallout 13 does. MSO made planet turfs slowly reset to their original air content to simulate gasses dispersing into the atmosphere. Once a plasmafire is done burning out the air would cool back to normal over time.
Plasmafires instantly dissipate on lavaland.

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 12:42 pm
by FantasticFwoosh
Because there's no air, in a oxygen rich environment it can keep burning away, wildfires might become a problem if the objects & certain turfs are also flammable.

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 12:45 pm
by kevinz000
Kor wrote:Again, we have better coders than Fallout 13 does.
shots fired

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 1:14 pm
by Gun Hog
FantasticFwoosh wrote:Because there's no air, in a oxygen rich environment it can keep burning away, wildfires might become a problem if the objects & certain turfs are also flammable.
Wildfires should definitely be a feature! "Only you can prevent wildfires!"

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 1:18 pm
by Remie Richards
Bombadil wrote:
Kor wrote:Again, we have better coders than Fallout 13 does. MSO made planet turfs slowly reset to their original air content to simulate gasses dispersing into the atmosphere. Once a plasmafire is done burning out the air would cool back to normal over time.
Plasmafires instantly dissipate on lavaland.
that's unfun.
*blows horn* :honk: STONERRRRRRRRRRRR
What do you have to saaaaaaaaay?

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 2:27 pm
by Fiz Bump
I think a high oxygen atmosphere would be pretty neat, especially if the planet is covered by plant life.
It would require something to be coded in to cover the effects of oxygen toxicity though, because I'm pretty sure our current code doesn't have anything there. It would also be really neat if the atmosphere was slightly above normal, rather than below. This would help explain the heat of the planet with a high O2 concentration and would also beong interesting consequences into play for airlocks and holes in the base.

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 2:36 pm
by FantasticFwoosh
I mean players only consume 16 moles of air a second, you couldn't actually punish them with oxygen toxicity, but high oxygen would be nice. Never self extinguishing fires outside unless the actual fueling source runs out.

Reflect it on the fauna around them too, eating something like 30 moles of oxygen a second to survive just because that's their habitat, but obviously something not gratuitous enough to actually drain certain areas of the planet of oxygen.

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 2:48 pm
by Remie Richards
Fiz Bump wrote:I think a high oxygen atmosphere would be pretty neat, especially if the planet is covered by plant life.
It would require something to be coded in to cover the effects of oxygen toxicity though, because I'm pretty sure our current code doesn't have anything there. It would also be really neat if the atmosphere was slightly above normal, rather than below. This would help explain the heat of the planet with a high O2 concentration and would also beong interesting consequences into play for airlocks and holes in the base.
adding oxygen poisoning is actually just one line since my gas breathing refactor ages ago (the one that added plasmamen to /tg/), simply set safe_oxygen_max to an amount of moles and that's it.

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 3:04 pm
by Wyzack
It is kind of tricky, on one hand it would be really cool if devolved tribes of greyshirts could rough it out in the deep jungle away from civilisation, but on the other hand i think it is important to have certain pressures to incentive remaining in an internal environment with purified air. What if we had some sort of agent in the air or outside that causes minor disadvantages like Steelpoint said, but they can be circumvented by herbs, plants, or other materials found around the jungle and you will always need to find more.

If a good balance could be found it would make life outside the planet station viable but still a constant struggle

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 3:08 pm
by Screemonster
If you really want to be fun, add nitrogen narcosis.

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 3:44 pm
by factoryman942
What if you make O2 rise from lavaland to jungle, and plasma/N2O/etc sink from jungle to the area below through chasms
While N2 just spreads evenly between the two levels
Then the top would be mostly-habitable, and lavaland would have little/no oxygen and all the toxic shit from the station

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 4:12 pm
by Iatots
Remie Richards wrote:
Fiz Bump wrote:I think a high oxygen atmosphere would be pretty neat, especially if the planet is covered by plant life.
It would require something to be coded in to cover the effects of oxygen toxicity though, because I'm pretty sure our current code doesn't have anything there. It would also be really neat if the atmosphere was slightly above normal, rather than below. This would help explain the heat of the planet with a high O2 concentration and would also beong interesting consequences into play for airlocks and holes in the base.
adding oxygen poisoning is actually just one line since my gas breathing refactor ages ago (the one that added plasmamen to /tg/), simply set safe_oxygen_max to an amount of moles and that's it.
Right now CO2 at anything over like 2% (1atm) causes severe asphyxiation. Could you make it so that between 2-8% it causes things like stamina loss, tunnel vision etc?

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 4:55 pm
by Bombadil
Also the plasma dissipates rapidly like using a inferno grenade all the plasma dissapears in like 10 second

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 4:58 pm
by FantasticFwoosh
Messing with planetstation atmos defeats the point of being able to survive outside without obviously having some no-go areas (and then there's a case that if you destroy all the trees, what happens to the gas? Is it just stuck to that area?)

Swamps are noted to be noxious from gases emerging from them, so around stagnant water map features just release additional CO2 with some nitrogen or something along those lines (harvest propane/geothermal gases off them or something)

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 5:09 pm
by XDTM
Gas is pretty hard on performance, especially on a map that is no longer mostly space. I may be wrong, but i doubt we'll see outdoor atmos features unless they get very optimized.

Re: Atmosphere and Pressure

Posted: Thu Mar 30, 2017 5:18 pm
by ShadowDimentio
The surface absolutely should have a hospitable environment, at least for breathing, but lavaland should be full of hot CO2 that demands a suit to survive. Breaches from lavaland to the surface such as from tendrils or bombs would thus constantly be spewing a hot, unbreathable gas, killing plantlife/people nearby.

Re: Atmosphere and Pressure

Posted: Fri Mar 31, 2017 7:50 am
by DemonFiren
Won't be spewing shit unless lavaland is under high pressure. CO2 is heavier than air.

Re: Atmosphere and Pressure

Posted: Fri Mar 31, 2017 1:53 pm
by Iatots
Hot air rises dumb lizard.

Volcanoes (at least on earth) are also a big source of water vapour, which is currently a half-baked excuse for LOLSLIPS and could use a rework, though that is outside the scope of the current project unless you think implementing toxic molds is a high priority issue.