Update
It turns out this is a lot simpler than I thought, most of the relevant warmth/wet/wind values this bio needs seem to be consolidated in player.cpp, I was just looking in the wrong place this whole time.
Edited title to match the updated description thanks to darktoes.
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“A biomimetic layer of thermoelectric material has been grafted into your skin, exploiting the difference in ambient and body temperature to produce power.”
I’ve been trying to replace the Internal Furnace CBM with Thermoelectric Exchange CBM in my build since the current benefit is … too quick. ie: “500+ PU per Log” ?
Its essentially a passive power source with the contact surface covering large parts of the body.
I was reusing parts of the internal climate control code in .cpp to do this until i realized doing it that way wouldn’t be an accurate description of what the bionic is supposed to do.
Different body parts experience different ambient temperatures depending on the clothing worn so a ‘general’ temperature just won’t be precise enough to account for exposed arms in the rain or wind passing over thinly covered legs, and I’m not familiar with body_part code.
Basically the bionic generates more power the further away ambient temperature is from the temperature of each body part, with Minus points from Insulation and Humidity followed by Plus points from Wind and Wet.
ie: Torso_Heat_Flow = (37c - Ambient) - (Insulation + Humidity) + (Wind + Wet).
This wont work well for warm/hot climates because the closer you get to core body temperature, the less difference there is to exploit, but its a different story for lower temperatures when you’re the only heat source around.
And any further decrease in ambient temperature would be counterbalanced by the risk of getting frostbite or dying.
What do you guys think? Is the bionic too weak? is replacing internal furnace too much?
Normally I keep any code changes i make to myself but i figure some of you guys might have the same … OCD about instant power-up CBM’s like the Internal Furnace.