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[CR] Make ordinary walls non-flammable #15537
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I'm pretty sure it's supposed to be wooden frame and drywall. |
Most houses in USA are made from wood. It would fit the retro-futuristic theme DDA has if they kept being wooden. |
@Rivet-the-Zombie well, then I'm a bit confused why it is much more sturdy than purely wood wall or palisade. |
I meant retro-futuristic as in "just basically copying the present, then adding robots and teleporters". Cars right now are running mostly on gasoline, so cars in DDA are running mostly on gasoline, even if electric cars are likely to replace them in the future. Electric cars right now have 1 large engine rather than 4 smaller (one per wheel, which is likely to happen in the future), so electric cars in DDA have just one large engine. Houses in USA are made from wood, so houses in DDA are made from wood. Unless there is a good reason for why should it differ, it probably shouldn't. |
Crazy untamed flamer NPCs attacking everything in their sight, burning everything in their path. |
Making most walls not flammable is the wrong solution to that problem. Smarter NPCs is the solution there. |
Yeah, but that's gonna take years. |
As noted in the op, even modern buildings tend to only partially collapse Side issue:
Three problems here, first, as coolthulu notes, the setting is |
We now have "transforms_into" for the terrain. As far as I can see it's used only for harvesting crops. My point is: we could use the same mechanics (maybe even the same field) for transforming terrain into burned terrain, which cannot be burned even more. Along with yet another field which specifies probability of burning to ashes (or rocks or whatever), it would produce solid remains of burned down buildings (and any other flammable stuff). |
We can change outer walls in most mapgen templates to something more sturdy and fire-resistant, leaving inner walls to be flammable |
@Night-Pryanik We could also use condition-based approach. For example: The task of determining outer walls seems to be related to the worthwhile proposal #15253. |
It will be better/easier to explicitly define outer walls as separate terrain and not use conditions for doing so (because it adds excessive complexety for really small benefit). I see nothing wrong in step-by-step updating of all houses. Yes, it will take a lot of time but did we rush to some date? |
I thought that maybe we should leave all houses flammable as-is, but update the buildings I mentioned earlier (banks, hospitals, gun stores) with non-flammable outer walls. |
Deciding on flammable vs non flammable walls based on adjacency to |
I think I'll close this pr as we came to the conclusion that it's better to change mapgen of specific buildings. |
This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: https://discourse.cataclysmdda.org/t/no-hope-mod-v0-7/24971/1 |
I asked once about this change in IRC, few people said nay to it, but I want to try nevertheless.
First of all, the main question: what material ordinary wall,
t_wall
, is made of? Because depending on the answer, this whole PR will make or will not make sense at all.After some research I came to these conclusions:
In my tests with non-flammable
t_wall
I set the furniture in houses on fire, and after the fire houses resemble boxes with burnt-out insides, just like IRL.