Flesh

  • sandstorm
    27th Jun 2013 Member 3 Permalink

    *NOTE: this is not a "life" substance, it has no ai*

    ***POTENTIALLY RENAMED AS CORRUPTION***

     

    *Properties:

    Solid, converts to gel at extremely high pressures

    *Color:

    Mottled rust-red to brown-green, color changes slightly over time.

    *Reactions:

    -when it "dies" it loses any conductivity and expels wtrv is there is space, turns a light brown if dry, dark if wet, and slowly disentigrates like goo under pressure

    -water-causes color to turn a darker color like spng, after a point it becomes saturated and if there is still water, it "dies"

    -conversely, if it is heated up too much, it will turn lighter and lighter, until there is no water, and then "char" and turn black like wood, releasing a small amount of wtrv. should burn with a flame of medium heat (around 500ish)

    -When hit by spark, has a a chance to become conductive (60%?) and pass on the spark, killing the flesh in the process. mimics electrocution, potential for (limited) electronic applications

    -when hit by neut, it slowly dies- neut has a low penetration ability.

    -when hit by fast pressure changes, the flesh will dissolve into energy that is absorbed by the surrounding cells, and can be used to "rebuild" the cells or reproduce.

    -cannot tolerate merc, plut, or uran, as the flesh will slowly change to that color and die after a period of time (300 frames?).

    -each particle has a value for oxygen saturation. (this feature can be turned on or off) if the saturation point reaches zero, the cell slowly turns blue and asphyxiates. oxygen is spread throught the mass of cells evenly.

    -cells can collect energy, which is used to either build more cells, or propigate more masses through the use of fruiting bodies which spray spores like a fungus. energy comes from plnt, yest, gas, and desl or mwax.

    -if a cell dies, it transfers it's energy to the surrounding cells, to sort of simulate "running away" as in it will either grow away from the "danger" or it will reproduce. this also takes effect when the player deletes the flesh manually. 

     

    -optional:

    --spores are like a long lived embr that radiates out from the point but is subject to gravity less than the current embr. light green, will turn into a powder or solid (preferably powder) on contact with a solid object.it will either lie dormant or die if the conditions are not right. can be used to simulate bioweapons storage.

    --could have teams, where if an enemy is painted a different color, it will consume any differently colored flesh it encounters, as well as their spores. (do not know if particles can check for color)

    --forms random "veins" that move a fluid and oxygen around (perhaps it requires a certain amount of water to live?) that are noticeably darker (could use some sort of program to determine which areas need veins to keep the creature the most evenly moist and oxygen saturated) http://www.theatlanticcities.com/commute/2012/07/mapping-tokyos-train-system-slime-mold/2679/

    --veins could also follow a life pattern inside of the flesh

    --flesh could grow according to a set pattern like current life types, and "heal" itself if it is damaged and "grow or add on if it is not.

    --forms a skin around the edges that stops 40% of radiation (radiation has a 6/10 chance of passing through) and can be resistant to fire. it will slowly die and regrow, and when it dies it takes any dangerous elements that the flesh absorbed and dispose of them.

    --could absorb pste and use that to grow a shell around itself to simulate a shell, gains any of the water lost in the process of converting pste to brck

    --with a differentiating property (tmp 1, 2 etc) it can be "zoomed out" and take on the properties of a pixel large "being" 

         -darkens, releases steam, is a powder, drowns, dies to radiation, needs o2, etc

         -can be used for people in cities

     

    Uses:

    Oh dear. I guess this idea can mostly be used as a "life" simulator, because while we cannot really emulate that. would be good for bunkers and cities, to sort of require some sort of life support system to keep the inhabitants alive. so far we have no good way of showing that.

     

    creatures: it have seen several "creature" saves, but those always seem artificial and stuff, so this could have some sort of realism to it.

     

    could potentially be used in some forms of devices, to monitor oxygen content and such, or to purify water (through pressure? not sure how to implement)

     

    oxygen to carbon dioxide converter... yah. conv is fun, but... just lacks that realism

     

    could be used as an enemy for cities or as a bioweapons simulator, or as a pet, or as a resident evil simulator(if you're into that sort of thing).

     

    to be quite honest, this is a rather half-baked element, but i just thought it would be sort of "fun"

     

     

    MASSIVE UPDATE TO PROPERTIES. SEE BOLD.

  • hittox
    27th Jun 2013 Member 4 Permalink

    Uses?

  • greymatter
    27th Jun 2013 Member 0 Permalink
    @sandstorm (View Post)
    Uses?
    Some young users may not feel good with "Flesh" as one of the elements...
  • sandstorm
    28th Jun 2013 Member 0 Permalink

    grr. sorry i got interrupted while typing, but i cant fix now.

    i'll get it tomorrow

  • sandstorm
    29th Jun 2013 Member 0 Permalink

    and le bump

  • Roofus
    29th Jun 2013 Banned 0 Permalink
    This post is hidden because the user is banned
  • Sailnir
    29th Jun 2013 Member 0 Permalink

    It sounds interesting I would like it but maybe find a new name... for the squeemish or those who do not want to use... ugh flesh *squirm squirm*

  • Michael238
    30th Jun 2013 Member 1 Permalink

    How about "Organic matter?"

  • sandstorm
    30th Jun 2013 Member 0 Permalink

    to be quite honest, i don't care what it is called, i just want it implemented. howabout some useful feedback?

  • The-Fall
    30th Jun 2013 Member 0 Permalink

    I have for so long wanted an element like this.