Biomes & Nature [Sprites] Biome-colored lava

It'd just be one liquid. You could see cursed green lava as molten ebonstone, ichor yellow lava as molten crimstone, etc. Normal orange lava is normal molten stone.
I see no point to have coloured lava. Its just pointless. the coloured water actually makes sense. as its not "Watered sand" no its sandy water. water with sand IN it. Also a problem with having coloured lava is it could look too much like the water.

I (going against what I said earlier, I know) wouldn't be against a slight tint in lava. Its red lava but has mud in it, so its a darker tone, but should still be bright enough that players don't run into it thinking its a cool liquid.

@jordan already showed us this is possible without making new liquids
I read threads. I was aware of this. (This is in no way supposed be tro be or sarcastic)

I believe I mentioned somewhere about sulfur lava(Cyan). Others exist too. If you heat certain metals or minerals they can become any colour you imagine. Hell, there are some that become molten at room temperature.

I could go into cryovolcanism too on other worlds.
Is it really lava though? From what I know lava is molten stone. If it was mostly sulphur, it would be molten sulphur and lava.

Still these are just my thoughts, I do not want to get too personal about this. I apologise if any of this sounds mean or unfair.
 
I see no point to have coloured lava. Its just pointless. the coloured water actually makes sense. as its not "Watered sand" no its sandy water. water with sand IN it. Also a problem with having coloured lava is it could look too much like the water.
If you want to apply logic to the change of color, then the cursed green lava is molten ebonstone, and the ichor yellow lava is molten crimstone. Purity gray stone is orange when molten, purple ebonstone and red crimstone are green and yellow when molten.

I feel like I'm repeating myself here.. but if you are going to be against it, well, it's confusing when you use points that are in favor of it. Yellow desert sand has sand in it just as cursed green lava has corruption in it. It's molten ebonstone. It's a different kind of stone, so it appears differently from normal stone when both are in their molten states.

The reason why it's not a tint is because the stone types aren't tinted. That, and to give us more colorful liquids to play with. Notice how Purity, Snow, and Jungle water each have their own fountains and colors, but appear nearly identical? That's a problem I wanted to avoid with the lavas. To give more options that are actually different, not have options that all appear the same.

Also, a tint wouldn't even work. If you tint orange with green, you get something more like brown lava in the corruption, then if you tint orange with cyan, you get a sickly green color in the hallow. Barely tint and the colors will be too identical, halfway tint and the colors are wrong, but tint fully where the new color completely takes over and you've got brand new liquid colors to work with. I prefer the latter. Not only is it atmospheric, it gives more building options, and on top of all that, also makes sense with the "it's molten [biome prefix]stone" reason. Also, it allows for higher damaging lava for hardmode, where normal lava starts dealing less damage. That's a win-win-win-win, with the true main issue remaining is lighting and particles, which doesn't sound impossible to do.

I think it adds a little more lore to Terraria. What happens to ebonstone when it's melted down? Instead of just normal lava, it becomes its own form of lava. Just how cool would it be to have some new lava enemies, like a cursed flame hand reaching out trying to pull you under? Or a brilliant sapphire blue orb that rises from the sea of molten blue pearlstone, which releases its deadly heated pearls at you. I can't stand for just plain ordinary carrot soup lava everywhere. There's too many possibilities with this.

So, to answer your response: The glow sets it apart from water. Water tends to be pitch black unless you add some light source inside the lake, but you can see lava completely, as it IS it's own light source. Also, no, there are points. Several of them, listed above. One more though: It'd be awesome.
 
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I see no point to have coloured lava. Its just pointless. the coloured water actually makes sense. as its not "Watered sand" no its sandy water. water with sand IN it. Also a problem with having coloured lava is it could look too much like the water.

I (going against what I said earlier, I know) wouldn't be against a slight tint in lava. Its red lava but has mud in it, so its a darker tone, but should still be bright enough that players don't run into it thinking its a cool liquid.

Is it really lava though? From what I know lava is molten stone. If it was mostly sulphur, it would be molten sulphur and lava.

Still these are just my thoughts, I do not want to get too personal about this. I apologise if any of this sounds mean or unfair.
http://www.smithsonianmag.com/scien...an-volcano-burn-bright-blue-180949576/?no-ist

Coloured lava does make sense. Take a class in chemistry. Most heated or reactives follow the red>orange>yellow>white convention.
But some, and you'll be surprised to learn that you're probably already familiar with it, react differently. Burn a magazine. Sometimes the chemicals in the paper cause it to burn green and blue. Pass an electrical current though a filament and it'll glow. That's how LEDs work. http://www.explainthatstuff.com/diodes.html

Lava that is coloured works exactly like muddy water. It's just lava with 'other stuff mixed in'
that other stuff can react big time, creating all kinds of neat effects.

The lava it's self is generally the same typical colour, but the reactives mixed in will have none of that.


I wonder if with minor changes this could be a racism argument? hehe
 
The reason why it's not a tint is because the stone types aren't tinted. That, and to give us more colorful liquids to play with. Notice how Purity, Snow, and Jungle water each have their own fountains and colors, but appear nearly identical? That's a problem I wanted to avoid with the lavas. To give more options that are actually different, not have options that all appear the same.
...I actually liked how those biomes had a more subtle (but still obvious) water color changes. It adds more atmosphere without being too over the top and flashy.
 
Isn't the debuff a bit OP pre-hardmode?
 
Well, the hardmode debuffs like cursed inferno and ichor
Cursed inferno is weak. If you are going to die from that, you will stand no chance against the lava. Also, corruption/crimson rarely expand to lava in pre-hardmode anyway, so not that big of an issue.

EDIT: Didn't see you address ichor before. Ichor is a bit iffy due to the possibility of it being used in mob traps. I'm thinking about changing it's effects for npc's so it isn't a huge defense cut, while also removing the possibility for the mobs to be inflicted with normal ichor while the weak one is active. That should make it a bit more balanced.
 
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Cursed inferno is weak. If you are going to die from that, you will stand no chance against the lava. Also, corruption/crimson rarely expand to lava in pre-hardmode anyway, so not that big of an issue.

EDIT: Didn't see you address ichor before. Ichor is a bit iffy due to the possibility of it being used in mob traps. I'm thinking about changing it's effects for npc's so it isn't a huge defense cut, while also removing the possibility for the mobs to be inflicted with normal ichor while the weak one is active. That should make it a bit more balanced.
Could have hardmode change how powerful the effect is if people keep coming with this concern. Pre-hardmode has nerfed debuffs, hardmode returns it to it's intended values.
 
Jungle lava should do less damage, as black lava emits in infrared rather than red (hence the black hue: it's not hot enough), and therefore isn't as hot( but yet I don't suggest a bath)

I don't know if it is possible to make lava flow faster or slower, but then it would be:
extra hot(hell)>cursed (corruption)=ichored (crimson)>hallowed>normal>tar>cooling(snow)

Finally, I'd support a brighter hue (except for jungle and snow) in general, to explain the player that no, that cyan liquid won't give a mana boost and this yellow one is DEFINITELY not honey.

Hey, mana drain would be good for hallowed lava!
 
The only problem I have with this is taking the liquid to another biome, it would make no sense for me to pick up a bucket of cursed flames and dump it out and have it change to tar. It would mean that it would also lead to odd situations where you walk across a biome transition and it immediately changes to a completely different liquid. It would also be possible to have one person see a pool of tar, and have a different person see that same pool of tar as lava. If it was a separate liquid these problems would not occur, but since the identity of what the liquid is, is determined by the biome, then it leads to inconsistencies with the identity of lava.
 
The only problem I have with this is taking the liquid to another biome, it would make no sense for me to pick up a bucket of cursed flames and dump it out and have it change to tar. It would mean that it would also lead to odd situations where you walk across a biome transition and it immediately changes to a completely different liquid. It would also be possible to have one person see a pool of tar, and have a different person see that same pool of tar as lava. If it was a separate liquid these problems would not occur, but since the identity of what the liquid is, is determined by the biome, then it leads to inconsistencies with the identity of lava.
Well, the bucket would stay the same, and therefore have the same icon, namely normal lava, right?
 
The only problem I have with this is taking the liquid to another biome, it would make no sense for me to pick up a bucket of cursed flames and dump it out and have it change to tar. It would mean that it would also lead to odd situations where you walk across a biome transition and it immediately changes to a completely different liquid. It would also be possible to have one person see a pool of tar, and have a different person see that same pool of tar as lava. If it was a separate liquid these problems would not occur, but since the identity of what the liquid is, is determined by the biome, then it leads to inconsistencies with the identity of lava.
I've been thinking on that and yeah, it does seem to be the only reasonable complaint about the system. But the same complaint occurs with water. Namely the so called 'quicksand' water found in deserts. Where to argue from there however is currently beyond me.
 
I've been thinking on that and yeah, it does seem to be the only reasonable complaint about the system. But the same complaint occurs with water. Namely the so called 'quicksand' water found in deserts. Where to argue from there however is currently beyond me.
Since water is technically a clear colorless liquid, and its color actually comes from its surroundings and any impurities in the water, you could reason that in Terraria pure water appears blue (since if it was clear it would be almost invisible). When you place the water in the desert, the blue color is overpowered by the sand and the water turns yellow.

Jakly brought up another good point about multiplayer though, and how it would lead to inconsistencies. Not only could you see another player dip their toe in what appears to be normal lava only to be afflicted with ichor or something else, but the same thing could actually happen with normal enemies as well (assuming they will be affected by the different lava types).
 
The only problem I have with this is taking the liquid to another biome, it would make no sense for me to pick up a bucket of cursed flames and dump it out and have it change to tar. It would mean that it would also lead to odd situations where you walk across a biome transition and it immediately changes to a completely different liquid. It would also be possible to have one person see a pool of tar, and have a different person see that same pool of tar as lava. If it was a separate liquid these problems would not occur, but since the identity of what the liquid is, is determined by the biome, then it leads to inconsistencies with the identity of lava.
The same thing happens with water, as well as biome backgrounds. You and someone else could be one block apart but one player might have the snow background and the other could have the forest background. The person in the forest biome then places one snow block, then the whole background magically transforms into the snow biome. Terraria is a sandbox game, there's not much that can be done about it. You either have these jarring features, or remove them, or remove world editing completely. I'd go with option one, while trying to make transitions as smooth as possible without sacrificing atmosphere/detail.


Since water is technically a clear colorless liquid, and its color actually comes from its surroundings and any impurities in the water, you could reason that in Terraria pure water appears blue (since if it was clear it would be almost invisible). When you place the water in the desert, the blue color is overpowered by the sand and the water turns yellow.

Jakly brought up another good point about multiplayer though, and how it would lead to inconsistencies. Not only could you see another player dip their toe in what appears to be normal lava only to be afflicted with ichor or something else, but the same thing could actually happen with normal enemies as well (assuming they will be affected by the different lava types).
You can try to explain water, but then you're still left with sky color and background. Anyway, you start harming a game if you introduce realism for the sake of realism. Imagine what Terraria would be if you removed anything unrealistic just because you want it to be realistic.

The same can be said about lava. The water becomes contaminated when placed just as the lava becomes infected/effected when placed.
 
You can try to explain water, but then you're still left with sky color and background. Anyway, you start harming a game if you introduce realism for the sake of realism. Imagine what Terraria would be if you removed anything unrealistic just because you want it to be realistic.

The same can be said about lava. The water becomes contaminated when placed just as the lava becomes infected/effected when placed.
I'm pretty sure that the sky doesn't change color for specific biomes anymore, and even if it does, the same thing happens in real life. I'm not saying that the game has to be 100% realistic, it would suck if it was (I even mentioned in my post that pure water is unrealistically blue because it would be hard to see if it wasn't). I just think that it has to be consistent and make sense to play.
 
Support! Tired of same lava
9 . 999999999999999999/10
 
Im a bit late in this thread as I have been busy, but new liquids are 100% possible (with source code modding), but they require some extensive reworking, especially if you add more than a few, as the current method of storing information about tiles has 3 variables, 2 of which are bytes (8 bit types) and one is a short (16 bits). Each bit or group of bits in the variables are used to store information like: liquid type, color, frame, if its a wire, which type of wire, etc. However there are a few unused bits. I used these unused bits to store information on whether or not it was one of my new liquids. Keep in mind, when you run out of unused bits, its still possible to add more liquids in, it just would become MUCH more complicated as you would have to change one of the byte variables to a short, or create a new variable for each tile (which could also potentially induce lag).

Thats just storing the liquids, there are also functions that take a square of tiles and check how to liquids should interact, you have to change that, as well as add some textures for the new liquids, and then you just need to update the server code, net messages for communicating with the server, and some of the random checks for individual liquids or tile types that are scattered around throughout the code.

Also someone mentioned water being clear which it ins't completely, it is somewhat blue as it absorbs some red light, even without impurities. (see the wiki article about that here) Although this may be mostly irrelevant to this thread

If you just want to COLOR lava based on the biome that should be really simple, the code is already set up for water, it would just take a few if statements, some extra textures to load, and checks to the current biome the player is in.
 
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Im a bit late in this thread as I have been busy, but new liquids are 100% possible (with source code modding), but they require some extensive reworking, especially if you add more than a few, as the current method of storing information about tiles has 3 variables, 2 of which are bytes (8 bit types) and one is a short (16 bits). Each bit or group of bits in the variables are used to store information like: liquid type, color, frame, if its a wire, which type of wire, etc. However there are a few unused bits. I used these unused bits to store information on whether or not it was one of my new liquids. Keep in mind, when you run out of unused bits, its still possible to add more liquids in, it just would become MUCH more complicated as you would have to change one of the byte variables to a short, or create a new variable for each tile (which could also potentially induce lag).

Thats just storing the liquids, there are also functions that take a square of tiles and check how to liquids should interact, you have to change that, as well as add some textures for the new liquids, and then you just need to update the server code, net messages for communicating with the server, and some of the random checks for individual liquids or tile types that are scattered around throughout the code.

Also someone mentioned water being clear which it ins't completely, it is somewhat blue as it absorbs some red light, even without impurities. (see the wiki article about that here) Although this may be mostly irrelevant to this thread

If you just want to COLOR lava based on the biome that should be really simple, the code is already set up for water, it would just take a few if statements, some extra textures to load, and checks to the current biome the player is in.
Source code adding liquids would be trivial for redigit, just working out interactions and usages is probably what has deterred them from adding more previously.

Last bit is really easy (check biome then change texture), as shown by my mod doing exactly that (plus more) :P
 
I love the idea, it would give me a reason to use lava more. Support
 
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