Thanks for the feedback again.
I intentionally made the effect very weak to not force players to use the system, but I do plan on like doubling the max negative effects for the next release.
Yep, I’m also planning this. I didn’t make the effects more linear as I ran out of time to implement the system fully in time for 0.8.1.
Yeah… I managed to eventually fix the infinite MP exploits with the tolerances, but I couldn’t at the same time get the sliders to move backwards when at near 0 MP. If you move the sliders back before hitting the hard stop, then it works correctly and refunds MP.
Well the cost is the opportunity cost of not being able to do as many other edits. I can crank up the MP cost for the sliders if people keep thinking they are without downsides.
Once in the next release the tolerances feature is more complete, organelles will provide tolerances. So photosynthesisers get UV resistance for free but other cells need to spend a bunch of MP on it, if they also want it.
First it used to be so that clicking them did nothing. I put in opening the evolutionary tree as a placeholder, but the ultimate goal is that clicking on a species will open that species’ Thriveopedia page. The reason it doesn’t do that yet is that the per species Thriveopedia pages have not been implemented yet.
In reality rusticyanin should depend on both oxygen and carbon dioxide. To make it useful in the game we had to remove the oxygen requirement, but the carbon dioxide requirement is still kept for realism and it doesn’t really break the iron gameplay so it can stay.
Quite a long standing bug. I think this is the relevant issue for it:
I thought that it was a fine enough implementation as that way it can hook into the process panel automatically, and we don’t need a bunch of separate code components to track how much radiation something has taken in and a cooldown for radiation damage. That all gets perfectly handled by internally simulating radiation as appearing as a compound inside cells that decays either naturally (causing damage if too high at the same time) or through the melanosome consuming it.
How should it work differently?
That’s always the case when we don’t add anything that breaks the save compatibility or would have major gameplay drawbacks if an old save was continued.
We accept pull requests for fixes and new features (as long as its some feature we are willing to accept).
There’s been mods that have worked for over a year (though the ECS refactor finally broke them). Mods don’t just magically break based on the number of changes in the game. They only break when some part of the game they modified or dependent on working exactly as it was changes.
Yes, but we don’t have the programming implementation effort available to do so. We have had colourblind filters in the game almost ever since the change to Godot. Those could be added as they were not much programming effort.
But if anyone wants to make PRs about improving various aspects in terms of accessibility, I will accept those.
We actually don’t. It was first researched that only an eukaryotic thing in real life has managed to evolve radiosynthesis. Based on that we made the decision to only have eukaryotic variant of the organelle in the game. Only after that we brainstormed up the idea of melanin being the thing the radiotrophy organelle in the game will be modelled on. So it doesn’t matter at all that melanin equivalents exist in bacteria if they cannot get energy from radioactivity.