All ideas tagged "sinks"

#4095

 · 
vanilla

You can apply or otherwise dump a potion of acid into a sink to flush out the black pudding in the pipes, if the sink hasn’t yet produced one.

#4033

 · 
vanilla

YAFM when you are hallucinating and would hear one of the “sink on the level” noises: “You have a sinking feeling”, or “You hear something that gives you a sinking feeling”.

Allow sinks to be catalysts for alchemizing things. (Or possibly add a “cauldron” as a new piece of dungeon furniture, but that’s iffier.)

  • You can dip potions into sinks to pour them down the drain, experiencing the vapor effects in a safe way. (Pouring polymorph down the sink of course polymorphs the sink.) This requires vapor effects to be implemented for many of the potions that don’t currently have any.
  • If you don’t pour the potion down the drain, you instead mix it with the fluid from the tap, which is usually water but can already be a random potion.
  • Possibly, doing alchemy in/on a sink is more efficient. There are many possible forms this could take, such as:
    • Potions not diluting when you mix them.
    • Reduced or zero chance of an alchemic blast.
    • You can get results from mixing potions that you can’t otherwise. (Flavor for this is weak. Is the character heating them somehow with the hot water?)

#3448

 · 
vanilla

A foocubus generated by kicking a sink should have a small chance of wearing an apron (as it is the “dish washer”).

#2996

 · 
vanilla

If you displace a tame or peaceful cat onto watery terrain such as a sink or fountain (or shallow water, if implemented) it automatically attacks you, though it doesn’t actually go hostile; it’s a one-off reaction to getting wet.

#2787

 · 
vanilla

Digging down on a sink does not automatically stop when it becomes a fountain. Some of the time, it goes straight to creating pools, the “Water gushes forth” effect (as if it had momentarily become a fountain then you kept digging), and disappears.

Giants can rip doors off their hinges, by picking them up, to use them as weapons. They do a lot of damage, and can only actually be wielded by giants. Possibly, kicking a door with excessive strength (and/or being a giant) not only breaks it off the hinges, but sends it flying to hit anything unlucky enough to be in its path.

There isn’t really an obvious object class for a ‘door’ object to be in, though WEAPON_CLASS is probably the most straightforward.

Possibly also allow this with sinks or trees. All of these heavy improvised weapons should probably use club skill.

#2604

 · 
vanilla

If you get a black pudding from kicking a sink and you are hallucinating, print a YAFM “How can you have any pudding if you don’t eat your meat?”

#2491

 · 
vanilla

Assuming empty potion bottles are somehow implemented so as not to be game-breaking: they should weigh 1 or 2 aum, and can be dipped in sinks to fill them from the faucet. This usually fills them with water, but can have other sink effects such as getting a random potion from the faucet instead.

#2167

 · 
vanilla

Special “cell” room. Only valid if one end of the room has no doors. It generates a line of iron bars across this end of the room, with a locked (iron if possible) door somewhere in the line. Independently, it may contain: a prisoner, a sink, a bed (if those exist), and 1-2 chests with random contents.

#2157

 · 
vanilla

When the game tries to generate a sink in a room, it tries to place the sink next to the wall (though not in front of a doorway).

#1939

 · 
vanilla

Make somewhat more of the effects from dropping a ring into a sink not lose the ring.

#1796

 · 
vanilla

Mimics can mimic other pieces of furniture like sinks, thrones, and altars. (They can already mimic doors and stairs.)

#1757

 · 
vanilla

Monsters that hide under objects can also hide under or behind various types of terrain, such as sinks, ladders, thrones, and gravestones.

#1467

 · 
vanilla

Pudding globs that fall onto a sink slide down the drain and disappear.

#1441

 · 
vanilla

Dropping items into a sink has a 1% chance of sucking you in and levelporting you randomly.

#1387

 · 
vanilla

You can dip a potion into a sink to pour water into it from the tap, diluting it and causing runoff which subjects you to vapor effects (hopefully identifying it). For simplicity, the 1/30 chance of a random potion coming out of the sink should probably be ignored here.

Stepping on a squeaky board near a sink may spawn one or more sewer rats on the sink. Alternatively, sinks may occasionally just spawn a sewer rat on their own.

#1137

 · 
SporkHack

If the player is strong enough and able to pick up a sink off the floor, it actually works: they rip it off the floor and water floods the room.

#945

 · 
vanilla

When a black pudding is created from a sink, rings buried beneath the sink may be placed into the inventory of the pudding.

#887

 · 
vanilla

Sinks’ glyphs should be changed to a white {.

#723

 · 
vanilla

Kicking a sink can dislodge a small swarm of sewer rats (and possibly some other random r monsters), or snakes, in addition to its other kick effects. Unlike puddings which are one per sink, these don’t stop coming until they’re extinct.

#722

 · 
vanilla

All sinks spawn with a ring buried beneath them. If you kick the sink and get the “Flupp! Muddy water” message, the sink will spit out one of the rings buried under it. This removes the need for the S_LRING flag, and also allows players a non-destructive way to retrieve rings they dropped down the sink.

#675

 · 
vanilla

Kicking a sink may produce an air elemental.

Vampires can’t step onto sinks, because they “can’t cross running water”.

#597

 · 
vanilla

Random chance of getting lead poisoning while quaffing from a sink. This abuses Int and Con.

#291

 · 
vanilla

Include a kitchen sink in plans that add a separate reward level above the top level of Sokoban, or in that level (so that anyone wearing a cursed ring of levitation there has some recourse to get back down).