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251205

Material

If an entity has material and mass, it has some level of flammability. The flammable component stores entity ignition chance, heat tolerance, and max intensity. It also keep track of fuel, both current and max.

There are 10 base materials:

  • Bone
  • Cloth
  • Flesh
  • Glass
  • Leather
  • Metal
  • Oil
  • Paper
  • Plant
  • Stone
  • Wood

Rather than real world weights and measures, I use this table to decide the general mass of an object.

Category Mass Range Example
Tiny 0.1–0.5 Paper scrap
Small 0.5–2 Spoon
Medium 2–6 Chair
Creatures 6–20 Human
Large objects 10–30 Bookshelf
Huge objects 30–60 Tree
Special cases 60–80 Ancient Dragon

Something like a pair of gloves may end up like this:

{
    name: 'Leather Gloves',
    mass: 1.5,
    material: 'leather',
}

And after final calculation to determine flammability you get:

{
    "ignitionChance": 0.17005660008343879,
    "fuel": {
        "max": 16,
        "current": 16
    },
    "maxIntensity": 2,
    "heatTolerance": 1,
}

In this way, a fire can break out across a field of grass, burning through it at a terrifying rate while the leather leavings of a dead goblin might remain unsinged. Doors, upon succesful ignition, having far more fuel than grass will burn much longer providing a different sort of hazard.

material 120525

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