NOT an element. A value similar to pressure or tempurature. Does not go through most particles. Fire stkm ect consumes it, plant, electrosis ect creates it. Its a percentage, not a value and naturally increses slowly to 23%(i think its around there eh?) kills/ stkmand slows/stops fire if too low. Can be toggle like ambient heat and neutonian gravity. Maybe the element O2 increases it to 100%.
Maybe, it'd be kinda neat since anything much over the natural amount of oxygen causes things to combust spontaneously. Otherwise I'm not sure, would be neat for a mod for sure.
Theres a difference. Im suggesting something different. You suggest the particle oxygen is required. In my suggestion this is not true. In my suggestion oxygen is naurally there whether the particle is or not.
I think TPT needs a toggle button for my idea of a new mode I'd call "realism mode".
In that mode, O2 particles would not burn, but would absolutely be required for flammable substance to burn. If an O2 was within a a radius of a certain number of pixels (maybe 2, 5, or 10, not sure which would be a good number) of a flammable particle, it would be consumed along with the flammable particle when the flammable particle reached the necessary temperature to burn. Programatically, when a flammable particle reached its burning point, it would start searching for a nearby particle of O2, When it found one, it would destroy the O2 particle and itself, and heat adjacent particles by a certain amount (and the burning point, as well as the resulting temperature transfer would be based on scientifically accurate sources). If more than 1 O2 was present within that radius, then all the O2 particles in that radius would be consumed, resulting in proportionally higher temperature transfer and any O2 involved in that burning event would be destroyed (lets say WOOD burned with one O2 per WOOD, it might make a temperature increase to nearby particles of 5 degrees, but with 2 O2 it would increase the temperature to all adjacent particles by 10 degrees and both O2 would be destroyed). If there is enough O2 (maybe 3 or 5 O2 particles per fuel particle) then instead of simply increasing the temperature of nearby particles and destroying itself, it would actually convert itself to FIRE and impart a temperature increase on nearby particles and the flame would have a temperature 20 times that temperature increase (if it added 20 degrees to all adjacent particles, the flame itself would be given a temperature of 400, if it added 60 degrees to all adjacent particles, the flame itself would be given a temperature of 1200 degrees). Of course the flame itself could then go on and heat other substances to their ignition point. This way fuel O2 and heat would all be needed for a fire in TPT, just like in real life. You would also have a particle generator that would put 3 particles of O2 and 7 particles of N2 (my next suggested element) in every 10 by 10 square (yes this is a different size than the pressure calculation blocks, but those would be not be used in my realism mode anyway) on the TPT screen at the beginning of the "realism mode" simulation when the user clicks the check box to enter realism mode on the options menu. The total number of air particles after that would not change (though within certain regions it could be higher, meaning that it would be lower air concentrations elsewhere, such as if an O2 moved from one 10x10 square into another). If an O2 or N2 left the side of the screen (or if an O2 was consumed in a fire), then another one would be generated on the edge of the screen at a random location and moving inward. Also gases (O2 and N2, but also all other gasses) won't have random movements, but instead will travel in straight lines (as with photons) with random initial speeds and directions (gas particle movement speeds can be increased or decreased during the simulation by increasing or decreasing their temperature). They will only change velocities (speed and/or direction) when they collide with other particles (be it other's of the same gas, or other gasses, or other materials altogether). Air pressure and velocity won't exist as numbers in a field in space, but will instead exist (as in reality) as the direct result of collisions with gas particles. Pressure damage will occur when enough particles of gasses within a moving-window of time (maybe within a period of 5 frames) strike a pressure sensitive substance at sufficient speed to impart damage. An initial air temperature (which will also effect initial average air particle speed) will be manually typed in when entering "realism mode". Just as if something changes the temperature, the speed should increase, if the speed increases, then so should the temperature. Also heat shouldn't just be speed or air particles, but specifically the speed of air particles moving in random directions with respect to each other (thus preventing a high speed wind from automatically being a high temperature wind, as with wind the movement is not random, but instead an organized movement of air particles all in one direction). Since this is mathematically accurate to real atomic air motions, addiabatic heating (taking a volume of air and then quickly compressing it by dropping a load of STNE or BRMT on it) should accurately simulated just by the atomic motion model of the air (no separate "ambient heat" variable required). Also gas atoms should inherently have some weight (thus a tendency to fall) so over time lighter gas atoms tend to move upward, and in Newtonian gravity mode gases would never get trapped under powders because the gasses would be less dense than the powders.
Of course this isn't just fire-realism mode or even atmosphere realism mode that I'm suggesting. This is realism mode, so all the other improvements on realism that I suggested in other threads here would also be included when this mode was activated.