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Found 2 results

  1. I sugest: Fire on a single grass tile should not ignite walls, fences or logs. All items/furniture/nature should have a Temperaure buildup based on heat gain and loss rates. So if temperature reaches some points, it will make stuff enter igniting, flaming, freezing, melting, boiling and furnace effect states. Note the "ing" means when temperature reaches these points, a complex process involving heat rates start to happen. The process process involves a local grid with umidity, temperature and wind direction, with gradient rates to nearby grid cells etc. Igniting process - "Ignite Temperature" and "Ventilation/Sawdust Factor" its way harder to ignite a log than the same weight in sawdust, as it needs a lot of heat and ventilation etc. The ignite process of sawdust is different from a log even if it is the same material. A SIMPLE APPROACH: When log and sawdust reaches their ignition temperature (the same because its the same material) a BUILDUP starts When 30% buildup, the material start small flames, the item durability decays, and the item becomes partially scorched, BUT IT CAN BE EASILY EXTINGUISHED and recovered, as we can still read some partialy burned books, documents etc because the main text is within the book, not on its corners. If the heat source stops at this point, the material cooldowns and extinguish itself. When 60% buildup, a SELF SPREADING fire starts, if the heat source stops, the buildup still increasing by ITSELF depending on material, wind, umidity or local temperature. A small heat influence of this material goes to the tile information, like a heat rate. Before 100% buildup, a lot of original material is still savaged, and the fire could be easily extinguished by hand with small or no injuries. Sawdust has faster BUILDUPS than logs. Logs burn longer than sawdust and are harder to extinguish. So all items/furniture/nature/ has a "Ignite temperature" a "IgniteBuildup" a "Melting Temperature" (metal) a "Furnace Effect Temperature Lenght"(bricks, rocks, clay, as I also sugest a survivalist clay furnace made from tree branches, water, dirt, and fire) and finaly a "Burning Speed After Ignition" "Energy emission Rate After Ignition" and a "Total Calorie". Dont be afraid with many values, these values makes sawdust different from sturdy heavy logs, as they have the same weight and are the same material A simple approach: just put this new value in a table value. (300, 20, -30, False , False, 30, 200, 500) Estimated (just a example as it has no metric scientific system etc) values for gasoline for all above "all items/furniture/nature must have". So, I think a single grass tile should never burn a fence, but if a grass tile has tree branches on it, it would, still depending on umidity, local temperature, wind etc. As items get burned, tiles, nature, furniture and walls could get burned to, the heat information sum of them get passed to a Heat grid. A heat grid could be another layer of tiles, each new tile with information like wind direction, whirlwinds events, local umidity (machines, boiling pots, rivers), temperature, heat rates, etc. As fire happens and renders, a tile that contains this fire passes information to the heat grid, and temperatures spread within a radius or a conic pattern depending on nearby flame related obstacles like stones or metal (some rocks and metals have furnace factors and melting temperatures, so they deflect heat before acting as furnaces or melting itself, respectively). So when an item is on fire, the furniture on the same tile start heating too, a small heat go to nearby tiles like a gradient radius. When the furniture ignites too, the nearby gradient increases, and a local heat grid gets updated, the heat grid contains umidity, wind and outmost temperature that could act as a cooldown to small fires. Its hard to start a campfire in zedless life using paper and logs, first, you get some tiny branches, make a pyramid hut, ignite the paper, the paper ignite the tiny branches, you add a bigger branch and hope it ignites, it hardly ignites, younadd more tiny branches, you add a medium branch, and if fire happens, you open a a log and hopes it ignites soon. So I hope zombie t-shirts could never spread fire to fences or walls, but in dry seasons, grass can ignite grass that could ignite bushes zombie clothing ignite bushes that could ignite tree leaves on trees that ignites trees. As many trees ignites trees on their foliaged dry top, but only on dry seasons as hydrated trees dont ignite like paper mache. SIMPLE APPROACH - heat grid - as tiles, but with local wind direction information, temperature, umidity, and if fire happens, heat goes gradiently (gradient + ly) on a radius or conic pattern deppending on heat reactant/deflectant objects. As fire should never render by itself, when rendered by player the heat grid calculates its obstacles and estimates all the damaged tiles and semi scorched stuff on the calculation end zones and the time to reach each tile, if the player evades the flame zone, the game map updates to the estimated damage within the calculated time. Alcohol, propane or gasoline should ignite immediately if fire, heat or sparkles breaches its containers. A heat buildup for the container is differently from a ignite buildup of the fluid (zippo lighters lockflints last long in zedless life, just the flint is necessary to ignite gas (no fluid is necessary unless you want the flame on the lighter, because the flint sparkle can ignite gas and propane) for the sake of unbreakable gameplay I think we wont have rechargeable zippos neither just the flint sparkle) Zombies still 70% water, just like us I think. So neither a zippo sparkle neither single burning grass tile should ignite them.
  2. Good afternoon Indie Stone & Associates, My name is FireOnApshalt, and I think you may have an inkling about the topic of this post from my username alone. While playing this awesome game online with a friend, we were assaulted by a giant horde. In our cleverness, we decided to lure them to a large open parking lot (with what I assume to be asphalt terrain; correct me if I'm wrong) and throw a molotov cocktail to eliminate with FIRE. Now, once we had tossed the bottle, our mistake was quickly realized. Not only did the fire spread across the asphalt as if it were dry hay in the middle of the dry warm season in the Sahara desert, but it proceeded to burn down the entire forest as well as the majority of the north portion of Muldraugh. I'm not a fireman. I'm not a forensic expert. Nor have I ever started a sizable fire in my life, save for campfires and the such. But, it seems to me that physics works in a way that prevents fire from spreading across cement surfaces, as there is no organic material to be lit. In fact, I'm quite sure that many bunkers and buildings are built out of cement to prevent such a thing from even happening. Sure, asphalt has tar in it as part of it's construction, but I do believe it would take an immense amount of heat to even start it on fire, let alone burn at a consistent rate and spread (wildfire rates, in this case). Does a molotov cocktail possess that amount of heat and power? Again, I'm not a scientist, so I suppose I cannot say. But, it all seems to be a little overkill. My suggestion is this: in the next update, please nerf fire spread on cement and asphalt surfaces. If we can't use molotovs there, then where can they be used intelligently and safely? Why are they in the game? They're too destructive, too unpredictable, and outright suicidal to use in the first place. Thanks and have a wonderful afternoon!
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