Liquid circuit

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Sarah_U.
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Liquid circuit

Post by Sarah_U. » 23 Dec 2016, 12:00

Summary (a quick, 2-3 sentence summary):
Add a mean for liquids to be transfered and/or travel through the ship. (E.G: Fuel & Water)

Benefits (How this will benefit the server and game as a whole):
This would allow for several new gameplay mechanics, including the transfer of chemical reagents through the ship.
This would allow for engineers to have more uses and things to do.
Perhaps, this could add dynamics and/or benefits to the server.
This would be a nice QoL and realism improvement.

Details (Description of how you think this would work, the benefits, etc):
Basically, I can't quite figure out every single items and/or components of the circuit, but it would be similar to how atmospheric works.
A liquid transit through pipes, beginning from an entry node (Cannister / Dispenser / Etc) to the end of its circuit.
I would believe many are familiar with how atmospheric works, so I will cut it short and say this would most likely work with/like atmo; Since gas and liquids are pretty much similar in video games on how they work.

An exemple of how this could work:
START: A chemical dispenser is linked to the circuit and distribute chemicals in the pipework instead of a beaker.
BETWEEN: A circuit of pump and valves lead the liquid(s) toward its end destination.
END: The chemical is stored into an end point item; Exemples of these items could be a cannister, a device that automatically/manually fill containers (beakers etc) or the floor must the system be broken.

Implementation (Optional, if you have an idea how to implement it):
Code magic.



PS: Big system, would like it to be implemented, but not mapped as it'd give MUCH MORE opportunity and possibilities for engineers and several departments (Medbay / research) to improve and distribute their chems in many ways. It could also allow for traps and other odd stuff to be suggested after this is implemented (Flamethrower pipework?)
PPS: Don't need to force everything like showers and sinks to be connected. Having the basic system in and slowly built up and improved would be a great start. We'll just consider showers and such to be self-sufficiant in the mean-time ;p
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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MrJJJ
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Location: Spider Lab

Re: Liquid circuit

Post by MrJJJ » 23 Dec 2016, 12:08

Can i use vodka to make every single marine drunk?

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Sarah_U.
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Joined: 24 Apr 2016, 07:19

Re: Liquid circuit

Post by Sarah_U. » 23 Dec 2016, 12:09

Vodka's a liquid ;..;
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Derpislav
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Joined: 10 May 2015, 09:14

Re: Liquid circuit

Post by Derpislav » 23 Dec 2016, 12:39

I'd rather have the transfer be next to instantenous without pipes really "holding" the liquid. Atmos pipes are impossible to completely scrub clean after you've pumped gas into them, and you can't put the entirety of a loop's content into a canister, only half of it - the other half will reside in the connector port.
Plz don't base it on atmos.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
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Sarah_U.
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Re: Liquid circuit

Post by Sarah_U. » 23 Dec 2016, 12:51

True, but the layout could be done much like atmo. Even if made instant following a 'logic gate' system.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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forwardslashN
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Re: Liquid circuit

Post by forwardslashN » 23 Dec 2016, 12:54

We just don't have the resources to do this. Atmos is already stressful enough to deal with, and I'm not sure if we'll ever get to something like this. Cool idea, but denied for now.
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