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Add photophore mutations #35223
Add photophore mutations #35223
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The kcal values are weird, is it a 1kW flashlight? Where does all the heat dissipate to? |
It's not literally a flashlight, it gives off the amount of light equal to it. |
Co-Authored-By: matskuman5 <selinmatias5@gmail.com>
Incandescent light bulbs have energy effiency of about 5% (i.e. 5% of used energy is converted into visible light). Chemical bioluminescence is about 96% efficient. So no, the mutation should most certainly NOT consume as much energy as a flashlight to produce the same amount of light, it should consume about 20 times less. |
Considering the light has to go through the upper skin layer, your cloth ,and is produced all over your entire body to get those level of light it consume a bit more energy that a purpose build lamp. Still the current values are not that high. |
Why? If the intention is to mimic bioluminescence of real life animals like fireflies, realistic mechanisms and therefore numbers should be used. You also run into the aforementioned heat issue. If the mutation consumes the same amount of energy as a flashlight and produces the same amount of light, the same 95% of energy have to be converted into heat, it can't disappear into nothing. If you call it BIOluminescense it should actually take biology into consideration. The current number is way outside of believable ranges. |
It would be very helpful if you could provide proper numbers. |
See above. 20 times lower than a flashlight of similar light output. Edit: since an average human body burns ~100 kcal/hour just doing usual human things, one has to wonder if this extra burn is even noticeable enough to include. |
Summary
SUMMARY: Content "Add bioluminescence mutations"
Purpose of change
Weak Photophore
: A photophore protudes from your head and can glow like a glowstick for about 9kcal/224hPhotophore
: your photophore can glow like the flashlight app of a phone for about 9kcal/112hDescribe the solution
Move
active_light()
to character ( #34721)Add
lumination
property to mutations, lumination is a map of bodyparts and intensityCheck for lumination from mutations in
active_light()
Check for coverage of affected body part()
Coverage reduces light emited by the mutation
Describe alternatives you've considered
Testing
Lab patient start with biolum trait
Turn on
Glow
Loose kcal
Start again with the oter trait
Glow more consume more kcal
Put on a hat -> no light
Drop hat -> light
Additional context
Once I move
activate_mutation()
to Character I'll probably change BIOLUM1 to either tun on randomly or turn on when the Character mood is high enough, making it a negative trait instead.The initial idea for this trait comes from https://www.reddit.com/r/cataclysmdda/comments/dpneee/bioluminescence/