I took the time to read and reply to this now that I’m back from vacation.
Yeah, real science is the blocker here.
And yeah, I explicitly blocked this from happening because if you engulfed the rock your distance to it would be basically zero so due to the power law of radiation that would basically kill almost any cell no matter how much melanosomes you have. So that’s why I blocked it and the secondary reason is that the game systems actually would stop working so the radioactive rock would do absolutely nothing if engulf. And I didn’t implement any code for that due to the first reason so if it was made possible it would need updates to the radiation logic for it to keep working when engulfed.
Turning off hazards (including radiation) is not really in scope of changing the radiation gameplay, right? Because it is a hazard only when you aren’t doing radiation eating.
Exactly. But at the same time we are making a game with a lot of volunteer effort going in, so I think it is important to allow people to add their favourite science “fun facts” into the game, even if people then go “well, what’s the point of this energy source when it isn’t super useful?”
Totally agree here as to why I won’t spend time on implementing engulfing radioactive chunks.
But at the same time this would be like just a beginner trap which I think is bad game design to add in the first place, so in addition to taking significant development effort I think the design in the first place isn’t that good.
Good point because the number of combination of possible options causes way more testing scenarios.
These would take significant development time, and even if not done by me they would take significant code review done unless done by a relatively experienced Thrive programmer.