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Deadly puddles#207

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BrightNibbleston wants to merge 11 commits into
funky-station:masterfrom
BrightNibbleston:deadly-puddles
Draft

Deadly puddles#207
BrightNibbleston wants to merge 11 commits into
funky-station:masterfrom
BrightNibbleston:deadly-puddles

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@BrightNibbleston

@BrightNibbleston BrightNibbleston commented Jul 11, 2026

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About the PR

made it possible to drown if a puddle exceeds 200u

Why / Balance

would make liquid based disasters a possibility, and make for some fun interactions, this mechanic will likely not see much use without someone attempting to use it or an artifact released an absurd amount of liquid, or something else
example is this, during messing around on marissa stuff happaned that lead to cargo being flooded with a ton of liqued, creating a puddle that could drown people if my pr was merged
image

Technical details

added a new component that prevents inhalation called "NotBreathingComponent"
added datafield in PuddleComponent.cs called "DrownU"
added 3 new functions in SharedPuddleSystem.cs called "DrowningInternalsCheck", "DrowningStart" and "DrowningEnd"

"DrowningInternalsCheck" checks if internals are on or off when internals are toggled and adds or remove "NotBreathingComponent" depending on if its turned on or off. Triggers when someone toggles their internals

"DrowningStart" checks for internals being on, if they are not it than checks if the puddle is larger than "DrownU" and applies "NotBreathingComponent" if it is. triggers when someone touches the puddle

"DrowningEnd" just removes "NotBreathingComponent" Triggers when someone steps off the puddle

Test plan

I tested it by filling a room with under and over 200u of liquid and by turning on and off my internals without running into much issue, and leaving myself in the 200u puddle to make sure i drowned properly

Media

no media yet, need to make the sprite and apply it

Requirements

  • I have read and am following the Macrocosm Pull Request Conventions.
  • I have tested this pull request and written instructions on how to test it
  • I have added media to this PR or it does not require an in-game showcase.
  • If I am porting something, I have done my best to respect the appropriate licenses associated with the presented changes.

License

MIT

Breaking changes

may cause lag as I haven't ensured "DrowningInternalsCheck" only triggers if the person is touching the puddle and toggles their internals,

ToDo

add a sprite for puddles exceeding 200u
Add movement slow down inside puddle

Changelog

🆑

  • add: drowning in large puddles

…ze, and to get the coords of it, need to add enitity collision, and add not being able to breathe in if inside puddle with a volume that exceeds DrownU
…ity has it. changed entity detection to use StartCollideEVent and EndCollideEvent to find touching entity, does not give component to entity for unknown reason, remnant code in SharedPuddleSystem.cs in Drowning function remains, remove before pr. also added comment for DrownU detafield in PuddleComponent.cs
… the amount that causes drowning, add comment on drowningu to specify that. works in my testing
@JohnnyDangerSpace

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better have a different "deeper" sprite for the puddle when its in dangerous depths to warn players...

...or i will drown you... irl...

@github-actions

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions

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RSI Diff Bot; head commit c954e77 merging into 76e47ab
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Fluids/deepliquid.rsi

State Old New Status
deepliquid0 Added
deepliquid1 Added
deepliquid10 Added
deepliquid11 Added
deepliquid12 Added
deepliquid13 Added
deepliquid14 Added
deepliquid15 Added
deepliquid2 Added
deepliquid3 Added
deepliquid4 Added
deepliquid5 Added
deepliquid6 Added
deepliquid7 Added
deepliquid8 Added
deepliquid9 Added

@github-actions github-actions Bot added size/S and removed size/M labels Jul 17, 2026
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2 participants