Sleep gas: Difference between revisions

Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
imported>Trashmonks
(Updated by egocarib with game version 2.0.201.47 using QBE v1.0rc2)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(10 intermediate revisions by 4 users not shown)
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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{As Of Patch|2.0.201.47}}
{{Item
{{Item
| title = {{Qud text|sleep gas}}
| title = {{Qud text|sleep gas}}
| image = sleep gas.png
| image = sleep gas.png
| gif = sleep gas animated.gif
| gif = sleep gas animated.gif
| inhaled = yes
| seeping = no
| seeping = no
| id = SleepGas
| id = SleepGas
| colorstr = &amp;w^Y
| colorstr = &amp;w^Y
| tilecolors = w
| renderstr = ▓
| renderstr = ▓
| inheritingfrom = Gas
| inheritingfrom = Gas
Line 13: Line 14:
| desc = Miasma settles the lungs of its neighbors and guides them to the dreaming dale. Their bodies repose.
| desc = Miasma settles the lungs of its neighbors and guides them to the dreaming dale. Their bodies repose.
| categories = Gases
| categories = Gases
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
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! Reference
! Reference
|-
|-
| [[Sleep Gas Generation]]
| {{favilink|Sleep Gas Generation}}
| Mutation Level
| Mutation Level
| 800 per turn, divided evenly into non-solid adjacent squares
| 800 per turn, divided evenly into non-solid adjacent squares
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| {{Code Reference|namespace=XRL.World.Parts|class=AjiConch}}
| {{Code Reference|namespace=XRL.World.Parts|class=AjiConch}}
|-
|-
| {{favilink|sleep gas grenade mk I}}
| {{favilink|sleep gas grenade|suffix:mk I}}
| 1
| 1
| 40
| 40
| <ref name="GasGrenade"><code>XRL.World.Parts.GasGrenade</code></ref><ref name="ObjectBlueprints"><code>ObjectBlueprints.xml</code></ref>
| <ref name="GasGrenade"><code>XRL.World.Parts.GasGrenade</code></ref><ref name="ObjectBlueprints"><code>ObjectBlueprints.xml</code></ref>
|-
|-
| {{favilink|sleep gas grenade mk II}}
| {{favilink|sleep gas grenade|suffix:mk II}}
| 1
| 1
| 80
| 80
| <ref name="GasGrenade" /><ref name="ObjectBlueprints" />
| <ref name="GasGrenade" /><ref name="ObjectBlueprints" />
|-
|-
| {{favilink|sleep gas grenade mk III}}
| {{favilink|sleep gas grenade|suffix:mk III}}
| 1
| 1
| 120
| 120
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In practice, gas density is highly variable due to a significant amount of randomization involved in gas behavior. Gas is constantly moving between cells, dissipating over time, merging with other gas, and being affected by random calculations in the game engine.
In practice, gas density is highly variable due to a significant amount of randomization involved in gas behavior. Gas is constantly moving between cells, dissipating over time, merging with other gas, and being affected by random calculations in the game engine.


The density of sleep gas can get much higher than 100 with the [[Sleep Gas Generation]] mutation. With that mutation, a creature releases 800 density units of gas into the open cells around them ''each turn'', and can continuously release gas for many turns depending on mutation level. This can result in very high density gas if the mutant releases all gas into the same area without moving, or if there are many nearby walls that contain the sleep gas into a smaller and more concentrated area.
The density of sleep gas can get much higher than 100 with the {{favilink|Sleep Gas Generation}} mutation. With that mutation, a creature releases 800 density units of gas into the open cells around them ''each turn'', and can continuously release gas for many turns depending on mutation level. This can result in very high density gas if the mutant releases all gas into the same area without moving, or if there are many nearby walls that contain the sleep gas into a smaller and more concentrated area.


{| class="wikitable"
{| class="wikitable"
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<references />
<references />


{{Gas Navbox}}
[[Category:Gases]]
[[Category:Gases]]
19,173

edits