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#1 |
Prophet
Join Date: Apr 2008
Posts: 2,957
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[3.4 RC] Your light has gone out!
... and the torch I was wielding is gone. I know this is convenient for normal torches, but it was an ego torch of Brightness, which I wanted to keep a little longer than 5000 turns. The new refill system should probably be only applied for normal torches and not ego ones...
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#2 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
Do you by any chance know the commit that changed the behavior? |
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#3 | |
Prophet
Join Date: Apr 2008
Posts: 2,957
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Quote:
https://github.com/angband/angband/c...fd08062ed6aef3 Make torches disappear when they go out: https://github.com/angband/angband/c...55c26858a71715 And the following commits changed a couple of things too...
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#4 |
Prophet
Join Date: Apr 2008
Posts: 2,957
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Well at the moment the only ego type for torches is brightness, which is the same as a plain lantern but a little lighter. So it doesn't matter much...
Unless much more powerful types of torches are introduced, like torches of telepathy or immunity. Then those 5000 turns of fuel would be really precious ![]()
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#5 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
If there's some profound disagreement, it doesn't look like it'd be too difficult to make an exception for ego torches, but I just don't see this as making sense. |
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Isn't a torch basically a stick with oil-soaked rags tied to one end? It's not the wood that burns (at least, not for most of the torch's operation); it's the oil. "Refuelling" a torch ought to require a flask of oil, just like refuelling lanterns (and you should be able to refuel a torch using a lantern as well). Alternately we could have a new item, "oil-soaked rag", that would reset a torch's timer when applied to it.
Indeed, torches need not have a flammable handle at all -- think the Olympic torch, where the only flammable bit is the fuel. So it's not at all clear that the current behavior makes any kind of sense. |
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#7 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
In this case you have "fuel of brightness." Torch fuel is cruder than the refined oil that's needed in lanterns. |
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#8 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Okay, I can buy that. Well, I can't, because it's not sold in the general store, but you get the idea.
The problem of course is that then you have the same problem with lanterns. A Lantern of Brightness should really be a bog-standard Lantern that's been fuelled with Oil of Brightness. But as far as I'm aware we have no way of tracking that kind of thing. So code-wise I don't know how you'd go about implementing that. I suppose you could make a special class of torch/lantern that's been designed to work with the bright fuel (and thus has an innate higher light radius, and can't use the normal fuel -- kind of like a sportscar), but that seems pretty hacky to me. |
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#9 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Not at all. The lantern is designed efficiently to provide for a better oxygen/fuel ratio to maximize brightness potential. Whereas normal lanterns are just a torch in a box. I do think that brightness lanterns should consume fuel at 2-5 times the rate as normal ones, but since fuel is only important in ironman games, it's not worth worrying about.
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#10 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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