Flame Purity

Forum for suggesting changes to Salem.

Flame Purity

Postby Hans_Lemurson » Tue Apr 16, 2013 10:17 am

One of the critical areas which has been untouched by the purity updates so far is flame. It is present in fireplaces, stoves and torches, and is used by ovens, kilns, smelters, and smokehouses. It is one of the four Aristotelian elements, and yet has no place in alchemy? This is clearly an oversight.

The purity of flame should be based on the materials used to create it (branches, tinder, etc.) but should also carry some innate alchemy with it based on it's history. The tinder drill or flint&steel used to start a fire will give it some basic purity, and this will be averaged with the purity of the fuel, and further influenced (but to a lesser degree) by the container the flame is in (use high purity dross for your fireplace for best results).

The uses of element-rich flames will be manifold. Flame touches upon so many different aspects of the game that it will rival our beloved Humus, allowing for the enhancement of purity in places where we never had it before.

Food baked in an Oven will be modified by the purity of the Flame; Mercury-rich fire being a great boon for mushroom pies.
Pots baked in a kiln can be further modified and enhanced in the purity of your choice.
Smelters can be lit with flame that complements your Ore, to give an even more potent product.
Stoves will prepare meals with an extra bonus.

There will be a virtuous cycle in enhancing the purity of both flame and tree, as the branches of a tree are used to make the fire that sinters the pots for the next generation of tree.

A large village could specialize in all 4 types of flame, keeping multiple stoves lit with only the best fuels, using the pure torches to transfer the flame, and enhance all of their projects in exactly the way that they wish.

I feel that the addition of a new ephemeral substance whose purity may also be enhanced will add great depth and complexity to the game. I look forwards to further ideas and enhancements to the concept of Flame Purity, since the Flame topic is so broad, and believe that if we work together we can make this thread the best Flame thread that we can.
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Re: Flame Purity

Postby RuneNL » Tue Apr 16, 2013 10:28 am

When I read your post I cant stop my mind going; "Oh my ****, MORE grinding?!".

Where it sound nice in theory it will just result in even more grinding. Quickly lighting a fire will turn into a science. Then you have those tinders that "break and ploink in the eye" be more frustrating because they are actually expensive :).
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Re: Flame Purity

Postby lachlaan » Tue Apr 16, 2013 11:06 am

Hans, I think you left out a few troll faces to clarify the nature of the post :P But since we're on the topic of "Purify ALL the things!" , I also propose air should have different purities, that change based on the purities of the alchemical fields of all the things wind passes through. This could affect both the purity of your flame, since fire ultimately needs both the fuel and the oxygen to burn, and also other things like your drying racks. Perhaps even the compost bin. More wind of a certain type could dry up the compost, or just shift it slightly towards the wind's alchemical composition ¦]

Edit : Forgot to post this -> http://www.youtube.com/watch?v=_QyYaPWasos
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Re: Flame Purity

Postby RuneNL » Tue Apr 16, 2013 11:10 am

lachlaan wrote:Hans, I think you left out a few troll faces to clarify the nature of the post :P But since we're on the topic of "Purify ALL the things!" , I also propose air should have different purities, that change based on the purities of the alchemical fields of all the things wind passes through. This could affect both the purity of your flame, since fire ultimately needs both the fuel and the oxygen to burn, and also other things like your drying racks. Perhaps even the compost bin. More wind of a certain type could dry up the compost, or just shift it slightly towards the wind's alchemical composition ¦]

Edit : Forgot to post this -> http://www.youtube.com/watch?v=_QyYaPWasos


And then based on what you eat you fart a certain purity which in turn will influence the composition of the wind. So a large town can quickly raise or neutralize the wind. Better think what you eat before you eat it. /sarcasm
Last edited by RuneNL on Tue Apr 16, 2013 11:13 am, edited 1 time in total.
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Re: Flame Purity

Postby lachlaan » Tue Apr 16, 2013 11:11 am

Every noob would be building their base down-wind of the people that farmed 100% purity xD
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Re: Flame Purity

Postby RuneNL » Tue Apr 16, 2013 11:14 am

lachlaan wrote:Every noob would be building their base down-wind of the people that farmed 100% purity xD


¦]

I vote for this idea!

/end derail
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Re: Flame Purity

Postby thl111 » Tue Apr 16, 2013 12:17 pm

Flame from wood piles should affect purity of ore too. So, say, you prospect a 10% salt mine, it's in 5%p lead air and you light a 15%p lead flame maybe you'll end up with 12% lead ore :D . And when you want to have different elemental ore, use different fuel with higher purity.
¦]
Last edited by thl111 on Tue Apr 16, 2013 12:24 pm, edited 1 time in total.
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Re: Flame Purity

Postby Snowpig » Tue Apr 16, 2013 12:18 pm

<derail>we need fart-catchers then</derail>

When I read your post I cant stop my mind going; "Oh my ****, MORE grinding?!".


How about an initial elemental composition for each character then? Mercury-rich characters have a general bonus for crafting mercury-stuff etc. Each composition would be unique, unchangeable and hidden. :roll:
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Re: Flame Purity

Postby thl111 » Tue Apr 16, 2013 12:25 pm

How about an initial elemental composition for each character then? Mercury-rich characters have a general bonus for crafting mercury-stuff etc. Each composition would be unique, unchangeable and hidden. :roll:

You mean massive alt spawning?
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Re: Flame Purity

Postby alloin » Tue Apr 16, 2013 12:48 pm

RuneNL wrote:"Oh my ****, MORE grinding?!"
jorb wrote:all I see is misplaced machismo and a lot of very cheap talk. ^^

Darwat confirmed scrub!
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