Palaxin
New Member
Currently:
As far as I know (I'm still new to the game) physical units are practically not used in the game. Temperature and humidity are values [0..1] (see https://github.com/MovingBlocks/Terasology/wiki/World-Biomes) and there might be other uses.
Proposal:
I have to get more familiar with the game code and coding in general at the moment...
What do you think?
As far as I know (I'm still new to the game) physical units are practically not used in the game. Temperature and humidity are values [0..1] (see https://github.com/MovingBlocks/Terasology/wiki/World-Biomes) and there might be other uses.
Proposal:
- implement "real" physical units (define in engine as basic physics or add as module only?)
- SI base units: meter (m) for length, second (s) for time, kilogram (kg) for mass, kelvin (K) for temperature. Ampere (A) for electric current, mole (mol) for amount of substance and candela (Cd) for luminous itensity are not relevant here at first.
- SI derived units: e.g. (volumetric mass) density = mass / length^3, velocity = length / time, acceleration = length / time^2, energy = kg * m^2 * s^2, ...
- make a physical units module
- user can choose from a list of template systems of measurement
- SI: Système International
- cgs: centimetre-gram-second
- "Computer Science": [0..1]
- country specific unit sets
- ...
- user can customize (edit scale and unit name) each unit (or the whole system) and save it
- again, choose from a template
- define a custome scale with two fixed values
e.g. my new temperature unit shall be called "Degree Palaxin" (°P) with 5°P := 273.15 K (0°C) and 15°P := 373.15 K (100°C). Every temperature value is now calculated in °P, so for example 7.6 °P would equal 26 °C. Alternatively you should be able to define the values by specific in-game elements (also from a list) e.g. -10°P := human body temperature and 347.8 °P := dragon fire temperature.
- user can choose from a list of template systems of measurement
- in game: units aren't visible normally but can be examined with experiments or at specific instruments e.g. workbench, thermometer, scales, ... You could have a book in which all your in-game knowledge is documented. As you discover more and more materials, properties and values, the book will be filled.
- Blocks should have a bunch of units describing their properties, e.g. density, mass, volume, specific heat capacity, burn/melting/evaporation temperature, elastic and shear modulus (for solids), viscosity and pressure (for fluids), ...
Perhaps also the composition of rocks and ores could be implemented --> useful for sifting in Manual Labor by @Josharias
New mechanism: sifting. Now you can separate out the undesirable substances out of ores using water and a little man power. More polish required still, but it has a fluid display and is "functional".
View attachment 1586 - Some applications may not be bound to blocks e.g. air pressure as a function of altitude above sea level (would be easier than calculate pressure for each block). Similar for water (but here things get more complex as water boundaries aren't ocean surface in general).
- Internally existing values could be used ([0..1] temperature) and calculated into other units when needed
I have to get more familiar with the game code and coding in general at the moment...
What do you think?
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