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Bio Luminizer

Tints a coastal fragment’s glow to a target color using three built-in colored lamps. The lamps bleed into each other, so a script solves the brightness mix that lands on the exact target.

Stats: Power in -12 W · Input buffer 10 · Output buffer 10

How to obtain: Requires the Bioluminescent Infusion research (Temperature 90). Buy from the Shop for 60,000 cr.

Access: self / get_component(id) · Like every component, exposes .id and .name.

The outpost where this building is deployed, as an OutpostRef.

self.load(fragment_id, properties=None, property_match=None) SELF ONLY

Section titled “self.load(fragment_id, properties=None, property_match=None) SELF ONLY”

Pull a raw glowing coastal sample of fragment_id from self.input into the chamber, e.g. self.load("gw_caudal_fin"). Optional properties and property_match use the standard any/subset/exact convention. Read its start color with self.chamber.glow.

Returns: ActionResult · Outcomes: "ok" / "chamber_occupied" / "not_in_input" / "invalid_fragment" / "invalid_properties" / "invalid_property_match" / "busy" (transient)

The ChamberSample loaded right now, or None. Read .glow for its starting color and .fragment_id for its item id.

The RGB-per-unit [r,g,b] a lamp adds per brightness step: its impurity. self.lamp_signature("red") is roughly [6, 1, 1]: mostly red, but it bleeds a little into green and blue. Read all three ("red", "green", "blue") to build the 3×3 you invert. Fixed hardware: read once and reuse. None for an unknown channel.

Returns: [r,g,b] or None

The chamber’s current resulting glow [r,g,b] given the lamps set right now. It reflects set_lamps(...) immediately, so use it to verify your solve before committing: if self.glow() == target: self.infuse(). None when the chamber is empty.

Returns: [r,g,b] or None

Set the three lamp brightnesses, e.g. self.set_lamps(7, 13, 4). Each is a whole number 0-40; the exact answer is always an integer, so round() your computed values. Fractional or out-of-range values raise an argument error (not silently floored). Re-idles to 0 when the script stops.

Returns: ActionResult · Outcomes: "ok" / "busy" (transient)

Produce a Luminous sample at the current glow in self.output, preserving every existing property and adding the tuned glow.

Returns: ActionResult · Outcomes: "ok" / "output_full" / "empty" / "busy" (transient)

Stage the unchanged chamber sample in self.output.

Returns: ActionResult · Outcomes: "ok" / "empty" / "busy" / "output_full"

The InputSlot for raw coastal samples. Inventory is a source only at Nocturna Base; remote Luminizers use a same-outpost Storage Bin/Warehouse.

The OutputSlot for Luminous or ejected samples. Exact sample properties are preserved.

peek_command() · next_command() · command_count() · clear_commands() (SELF ONLY): see Script Commands.

  • Bio Exchange: target_glow on Bio Orders is what this machine hits