maybe they could increase the light level within a set range by just enough that it can’t be used for infinite photosynthesis as well? that way, a species could evolve that intentionally sets off the luminescence to get a meal when it’s dark, and that could also make it so the player can use the vacuoles to farm photosynthesizers and make sure they die if they stray too far away because they simply don’t have enough light! that would also make it beneficial to add a surface organelle that reflects light so the player can farm algae in the dark more efficiently by not wasting as much light!
Those are all great ideas! I especially like the idea of luring photosynthesizer species, sort of like an anglerfish
This looks so good!! I’m totally gonna try this fork when I have some time :>
the player could also make a bunch of cells that reflect all the light they make back int themmselves and photosynthesize with energy from ferroplasts for a really janky method of storing energy. they could potentially use bioluminescent vacuoles in a sacrificial cell to produce lots of UV and reflect all of it back in on the cell from all the parts of the membrane except one, basically making an ATP powered death ray! alternatively, there could be organelles that refract light derived from those cell wall plates to focus light at a specific point, potentially killing prokaryotes and overwhelming the metabolisms of cells that don’t have a pyrenoid! which leads to another idea: a pyrenoid as an upgrade for chloroplasts that makes them larger but able to work better with less CO2, that way, until the chlorophyll breaks down, the more light there is, and the more surface area your cell has, the better the chloroplast works!
cellular death laser is what this world needs
Lawk, non-lawk, and Cellular Death Rays, the three genders.
Can’t wait until the intercontinental ballistic microbe missile
0.7.2.0-a:
- ported fork to now be based on 0.7.1-rc1
- took zombie ejected cells fix from main thrive repo
- took more opaque membranes from main thrive repo
- modified organelle shader to be wigglier
- added galaxy main menu background; disabled other backgrounds
- made blue the default bioluminescent vacuole and made other colors upgrades
- made biolum. vacuoles 50 mp for balance with signaling agents (they have the same functionality but are prettier) and color upgrades 5 mp
- added luciferase, a biolum. protein which is dimmer than the vacuole. Can also be upgraded to various colors
- gave autoevo cells a broader range of membrane vibrancy and opacity
- increased the amount that cell membrane color tints the organelles
- made bacteria swarms up to 10x larger
- made autoevo species 10x likelier to evolve the nucleus
- doubled the amount of polygons membranes generate with for a smoother appearance
- added a wider range of flagella length options. Max length 2x longer
- renamed nitrogen fixing plastid to nitroplast Rename nitrogen fixing plastid into nitroplast · Thrive Suggestions
- added rhizoid organelle Roots that make phosphorite · Thrive Suggestions
- added rare uranium chunks in every patch; right now all they do is pose an environmental hazard. touching them kills you instantly. more abundant in Vents and Seamount
- added basalt chunks in the Vents, Seamount, Seafloor, Hadopelagic, Cave, and Aquifer patches; very abundant in Seafloor, Cave and Aquifer
- uranium chunks slowly vent phosphates
- basalt chunks slowly vent iron
- lava rocks now slowly vent hydrogen sulfide
- removed screen brightness/contrast/saturation adjustments
- removed auto exposure to lessen the severity of the bioluminescence flashbang bug
- removed experimental microbe camera changes
- removed planet customization (frankly porting it is a pain, download 0.7.1-a to play with it)
- default planet size (# of patch regions) is now 9
- default temperature is now 8 C (17% chance for each region to have ice)
- default humidity is now 60 (60% chance for each region to be ocean
- fixed player spawn transition playing twice when leaving the editor
What do you plan on adding next?
Some ideas I have that I may try to implement soon:
-Ability to zoom into / rotate the galaxy main menu screen
-More compounds (methane, acetic acid, manganese)
-More organelles
-Methanogenesis (acetic acid → methane)
-Methanotrophs / methane metabolism (methane → ATP or glucose I don’t remember which)
-Radiotrophy (maybe with a compound emitted from uranium chunks?)
-Volumetric fog that gets denser at night and clearer at day
So like just “radioactive elements” compounds which acts as a poison to everything not adapted to resist or feed on it?
Do you hope that (some of) these features you made will find their into the main game?
Something like that, yes.
Some of my features are on the Microbe roadmap, like Radiotrophy, so those ones will make it into the game. Other more experimental ones could make it into the game if they’re easy to implement and add lots of value, like bloom did.
Guess the more features make it the better. From the fork onto the repository!
This is absolutely amazing!
and it will most likely get even more amazing in due time…
Aaron, it is dope ! If you can fix mapping in better way it will be cooler !
What do you mean by “fixing mapping”?
It is really easy to understand if you look patch map. To make it easier to understand just aesthetically bad, so spiky.
You mean the main-game patchmap or this fork’s patchmap?
What do you think aah you tell me ? Am I posting in general board or this fork’s board ?