Warm static: Difference between revisions

Tunerfish (talk | contribs)
m Added ichor merchant spawn, removed editorializing
Tunerfish (talk | contribs)
Clarified content based on the code, added a tips section
Line 32: Line 32:
** Cost 1 mutations such as {{f id|Mutation:DarkVision}} only randomize into cost 1 mutations. Other mutations won't randomize into them either.
** Cost 1 mutations such as {{f id|Mutation:DarkVision}} only randomize into cost 1 mutations. Other mutations won't randomize into them either.
** Mutations can only be randomized by mutants specifically - if a [[True kin]] happens to gain mutations, it will not randomize them.
** Mutations can only be randomized by mutants specifically - if a [[True kin]] happens to gain mutations, it will not randomize them.
* Pure {{name}} mixed with another liquid in a [[Liquid Container]] will change the first liquid to the same number of drams of a random, non-rare liquid.
* Pouring pure {{name}} onto a non-food item will change it into a random non-food item.
* Pouring pure {{name}} onto a pool of liquid will change it to a random number of drams of a random, non-rare liquid, with a tendancy for certain round values like 500.
* Pouring pure {{name}} onto a food item will change it into a random food item, including corpses.
* Pouring pure {{name}} into a [[Liquid Container]] with another liquid will change that liquid to the same number of drams of a random, non-rare liquid.
* Pouring pure {{name}} onto a pool of liquid will change it into a random number of drams of a random, non-rare liquid.
* Pouring pure {{name}} onto a creature will change it into a random creature.  
* Pouring pure {{name}} onto a creature will change it into a random creature.  
** The player is not an exception.
** The player is not an exception.
** The new creature will keep its previous inventory.  
** The new creature will keep its previous inventory.
** If the new creature is a merchant, it will restock after a few days like normal.
** Creatures in settlements will maintain a base demeanor of docile.
** Creatures with a base demeanor of docile will maintain that demeanor, even if the creature would otherwise be aggressive.
* Pouring pure {{name}} onto a non-creature, non-item, non-liquid object will transmute it into a random object of the same type. For instance, [[furniture]] will become random furniture, [[walls]] will become walls, and foliage will become foliage.  
* Pouring pure {{name}} onto an item will change it to a random item, and food will likewise become different food.  
* Pouring pure {{name}} into an empty space will perform a check on every object in the zone. Each object will have a 20% chance to be teleported to a random unoccupied tile, and a 2% chance to be transmuted into a random object of the same type.
* Pouring pure {{name}} into an empty space will move around 20% of the objects in the zone randomly; around 2% of objects in the zone will become different objects of the same category. Notably, liquids changed this way can become rare liquids, unlike when {{name}} is poured directly into another pool.  
** Liquid pools transmuted this way bypass the restriction on rare liquids encountered when {{name}} is mixed with them directly.  
** Any pool that becomes {{favilink|Neutron flux}} will explode instantly. A large pool can be lethal, even at high level.
** Affects ground decoration objects, which normally cannot be interacted with.
** Can create more pure {{name}}, allowing the player to loop the process indefinitely.
* It is the [[water ritual]] liquid for [[highly entropic beings]].
* It is the [[water ritual]] liquid for [[highly entropic beings]].


== Tips ==
{{ambox
| border = qudbrown
| type = ''This section is opinion-based. Your mileage may vary.''
| image = [[File:AmboxCrow.png|30px]]
| format = tiny
}}<noinclude>[[Category:Notice templates]]</noinclude>
Pouring {{name}} into an empty tile is the most efficient way to use it. If the zone is well-prepared, it can be used to randomize many objects at once.
* Can be a highly profitable (and dangerous!) activity.
* Using {{favilink|Precognition}} or a {{favilink|sphynx salt injector}} is recommended, to prevent dying or wasting {{name}}.
* Should be performed in an empty zone with no creatures and high visibility. Foliage should be avoided, as it will become trees which disrupt vision and movement.
** [[Salt Dunes]] are perfect for this.
* Fill the empty zone with disposable objects of the desired types.
** Ammo is a cheap source of items.
** Preserved foods are a cheap source of corpses.
** Salt rivers are a free source of liquids.
* Liquids are the most lucrative and dangerous option, as they frequently transmute into rare liquids.
** These have extremely high commerce values and are a good way to store wealth.
** A large pool of pure {{name}} will usually appear within a dozen or so attempts in a salt river zone. This allows the player to repeat the process indefinitely.
** Any pool that becomes {{favilink|Neutron flux}} will explode instantly. A large pool that spawns next to the player will almost always be lethal, even at high level.
** The chance to change into {{favilink|Primordial soup}} will inevitably cause [[Soupy sludge|Soupy sludges]] to spawn. These should be killed as soon as they appear, as they will level up quickly due to the number of liquids in the zone, and can accidentally be transmuted into dangerous enemies like [[Chrome pyramid|Chrome pyramids]] if {{name}} is used again.
{{Liquid Navbox}}<!--  
{{Liquid Navbox}}<!--  


Store other related warm static liquids
Store other related warm static liquids
-->{{#cargo_store:_table=GeneralData|DisplayName={{qud shader|Y|dilute warm}} static|PlainName=dilute warm static|ObjectID=DilutedWarmStaticPuddle|DisplayChar={{qud char|&amp;Y|≈}}}}
-->{{#cargo_store:_table=GeneralData|DisplayName={{qud shader|Y|dilute warm}} static|PlainName=dilute warm static|ObjectID=DilutedWarmStaticPuddle|DisplayChar={{qud char|&amp;Y|≈}}}}