Water Reagent Changes (mainly the ocean) #1162
Merged
+56
−8
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
About The Pull Request
This PR changes water reagents for some sources to more be more accurate, as well as giving some extra utility to some.
The current list of changed liquids is not very high, but it paves the way for some variety in them.
Changed water types:
Salt water (ocean water) and it's deep variant:
Actually saltwater now, instead of killing you when drinking it, it will simply dehydrate you, similarly to real ocean water.
Can be boiled in a full pot (on a hearth, unless you can place pots on fires in the future) to purify it into drinkable water, as well as a few piles of salt.
Axians and Abyssorites can drink saltwater without any negative effects as well. (This is given by "Denizen of the Deep" trait)
You can also wash in deep saltwater tiles now, cuz why not.
Tastes salty now.
Bathwater:
No longer kills you when drinking it. Now the only negative effects are on your personal sanity, you weirdos.
Also tastes like bathwater now.
Murk:
Doesn't taste like lead anymore. It tastes like "sometime vile." No more lead in the moats.
Can also be boiled in a pot to purify it into drinkable water, but will not yield any salt when doing so.
Testing
Tested to make sure each aspect works, so there should be no issues upon merging.
In testing there /was/ a point where I accidentally caused the saltwater boiling to spawn infinite salt piles, but that was very easily fixed. Set to 3 salt piles for now.
Also streamed the testing to Free, who aided immensely in troubleshooting as well as some additions.
Why It's Good For The Game
The ocean is no longer filled with lead, and our sea-dwelling folks can swim and drink to the fullest.
We also don't bathe in lead-water anymore, since soap in ye olden days was mostly animal fat and organic materials.
Plus some extra survival utility for murk/ocean water for immersion.
Doesn't really affect balance since it takes a few minutes to make 3 piles of salt, and there are definitely faster ways to get it.
The hope for this PR is to begin to introduce more use to the ocean and survival-living. In the future I was hoping for some more content to be added into the ocean parts of the map, or even more dungeons there.
All in all though, this is just a small immersion and QoL PR.
A harmless little "salt" PR, if you would...