Many other processes produce CO2 as well. And there’s also environmental CO2 being constantly generated by volcanism (this effect is pretty strong to support later game photosynthesisers) so if there aren’t a lot of cells to consume it this can spike the CO2 pretty quickly.
Volcanism.
That’s how miches work. Only a single species can occupy a miche at once.
This is actually one of the ways the game is made easier for the player. If a species doesn’t manage to occupy any miches, it will instantly die due to not getting any energy. Except if it is the player species, the player species is allowed to hang around and be not extinct even if the player doesn’t manage to get any miche energy sources.
I’m almost 100% sure it was not changed at all.
The speed of the distortion was adjusted to be low so that it isn’t visually too distracting, because for game readability it is terrible to have a bunch of fast movement constantly that has no gameplay purpose whatsoever (causing just extra visual noise that might look good for a little but then gets extremely tiring and making actual playing annoying).
I’m almost entirely certain that in 0.7.0 the iron process used both oxygen and CO2. I just removed the oxygen requirement to keep iron viable in 0.7.1.
I assume all of the rest of your comments are with the experimental mode on, which is a totally different approach and we’ve already gotten enough feedback on it that I think it should be basically just scrapped and a proper dynamic compounds mode made based on the photosynthesis production code (which is the mode enabled by default without experimental features). Please clarify if any of the rest of your post also applies to non-experimental mode.
Iron is contained in chunks, which is fundamentally different from cloud or environmental compounds, so handling it needs to be coded separately.
You got hit the random Godot Engine bug where game scenes stop loading correctly:
This pretty consistently gets reported for each release multiple times (so I had already posted that link in this thread).