I just made this change after testing that rounding can be inconsistent, for example if you have just 20.96 MP left but a part costs 21, it would be confusing with the earlier rounding.
So I made this PR:
Hang on, can you provide more details? Iβm slightly suspecting that there could be a bug where the layouting algorithm or growth order doesnβt fully work together which might cause a major bug if something is determined to attach to a thing that grows later than it does.
Yeah, the balance between Eukaryotes and Prokaryotes is pretty much a perpetual issue because each food source only has a βslotβ for one species. So that can be a prokaryote or a eukaryote, not both. The main reason it was all prokaryotes last update was that auto-evo was not good at placing the nucleus to begin with.
The solution is to create more slots, that particularly favor small, quikly reproducing species. For implementation this is relatively easy, but it would likely have a significant effect on auto-evo times to have more βspecies slotsβ available.
That does luckily seem consistent with the constraints of the growth order; no cell appears to have a really long connection away from where it is due to growth order. So at least those screenshots donβt show a bug.
Itβs pretty funny that for a year+ people have been almost constantly βcomplainingβ that thereβs no non-player eukaryotes around, and when there is it is just one that is also extremely rare.
So pretty funny that in a single release it totally flipped, now people are wishing for less eukaryotes.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
45
In the autoevo sim Iβve run in the current version prokaryotes all go extinct after around 60 generations
I initially used Double Membrane, but then switched to Chitin, and eventually Calcium Carbonate and other membranes, since I was also seeing in my initial playthrough of the update how it felt to play with the new changes to different membranes.
I have also notice this in some world patches during my first playthrough of 1.1.0.0, and eventually, the prokaryotes return, with the distribution fluctuating being around 70-30% prokaryotes.
I noticed with specialization, you still canβt have cells rely on others. If a cell has negative ATP, it canβt use a neighboring cell to help. if a cell doesnβt have chitanase, it canβt absorb cells with chitan, even if another cell does.
That means all cells have to be self-sufficient, which gets in the way of specialization.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
48
Didnβt observe that in the autoevo exploration tool really, I would expect the playerβs presence to accelerate their extinction if anything
Sharing ATP between cells would be unrealistic iirc
My presence did inadvertently cause extinctions of Eukaryotes in the Banana Biome where my organism stayed, but then the Prokaryotes eventually came back with their proportion fluctuating.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
50
What were the designs of those prokaryotes? Were they hyperadapted for one specific miche?
If remember correctly, the Prokaryotes came from other biomes and had different adaptations, like some had more Rusticyanin, while others had more Thylakoids or had more Chemosynthesizing Proteins.
The craziest Eukaryote that I distinctively remember fossilizing was just a bunch of Cytoplasms with a Nucleus and a Pilus stuck to different sides. And it was located in the Underwater Vents.
Okay then. I asked, because part of the intention with the photosynthesis rebalance was the combination with the membrane type rebalance. So photosynthesis is supposed to be much more viable with a good osmoregulation cost reduction, and perhaps even not moving too much.
Not explicitly size-based, but effectively pretty close. What I would do is focus on simulated βrapid reproductionβ since that is a real-life niche separator you find commonly, and indeed a specific advantage prokayotes have over eukaryotes. And in Thrive and real life, that is pretty closely tied to size.
Thereβs already a selection pressure for this, so I would try to make a small branch for each non-predation food source that emphasises it more.
This is intended, and how cells work in real life. Every one needs to produce its ATP, but the resource used to make that ATP can come from others.
For this also. You donβt need chitinase in every cell. You just need to make sure to engulf your prey with the cells that do have chitinase. The glucose, phosphate and ammonia acquired in this cell is then shared with the others.
Your foot cannot digest food, but it gets fed by your digestive system.
So this is simply not quite correct.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
58
This does make me wonder though how would phloem cells be handled considering they kind of do something similarβ¦
Phloem cells are basically emptied out of almost all functions, itβs almost more of a corpse kept intact by the neighbouring companion cells. If I had to implement it, I would hope to have a system for non-cell parts to represent it.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
60
So would their interior be more like extra(or intra-)cellular matrix?