Harmful chemicals should produce an Area Of Effect when pushed out of pipe endings
egginabox0 opened this issue · 1 comments
Description
Currently (as far as I know) pumping harmful chemicals (those with carcinogenic
, acutely toxic
, or bleach
properties) out of pipes and exposing mobs and/or players to the chemicals doesn't inflict them with the chemical's respective effect or inflict damage. The central idea is that when any chemical is pushed out of a open pipe:
-
If the chemical's boiling point is higher than the environment temperature (say 25*C for sake of example), the chemical may turn into a vapor, and the chemical's harmful properties are applied to any entity within
x
blocks: -
-
x = (chemicalBoilingPoint - environmentTemp) * multiplier
-
-
If the chemical's boiling point is below the environment temp it may remain in its liquid form; touching the liquid will give the entity its effect.
-
If the chemical's freezing point is above the environment's temperature, then the chemical may freeze. Touching the frozen chemical cannot inflict its effect on the entity.
If a player is wearing the hazmat suit while in the AOE of a spilled chemical, they cannot inflict themselves with the effect.
Problem This Addresses
- Makes harmful chemical handling riskier -> encourages player innovation to develop safe(r) handling practices/enables players to ruin everything
- Creates new mob farm opportunities
- Enables new PvP opportunities
- Allows for a form of localized pollution, in which the players action are significantly more visible to them
Minecraft Username
No response