Making a liquid that burns slowly might be tricky. Once the fire leaves the fluid by floating off, there's nothing to catch fire to the liquid anymore. You could always do something sneaky like copy Coal's code. :P
You guys [by which i mean TPT staff] have managed to make an awesome program with many realistic factors and over 100 different elements unique that react with each other, and a website where all of your users can post feedback and interact and overall improve the success of the program. Im absolutely sure that it is possible to make a slow burning liquid, VIVA, LA TPT!!!1
as the programmer n00b I'm guessing the reaction to coal with fire use a rand function which makes it unrealistic (pointing that out by some failed bragging reasons) making it liquid like oil wouldn't be a problem. Making it thick thought; I'm not sure but i don't think tpt got any function for liquids fluance so making a function for that will probably cost us 5-10 fps :/ to be honest i think tpt should put much more hard work on elements and their reactions and the game engine rendering instead of costing us several fps on fancy pants openGL and graphics. Taking the path of off-topic again i guess.. EDIT: begin hating on me then developers and graphic freaks!!! edited edit: bragging fail is fail @TYPE-LANCEL(View Post) low diffusion will indeed create thick fluance
Most of the new elements are actually user made with some fine tweaking from developers (i think).Also there aren't allot of developers since tpt is a small game and mostly just a hobby for the developers to work on (i think)