Just saw this, apologies; that’s a conversation on life cycles as a whole. It would be interesting to see in Thrive, but our ability to adequately represent life stages depends a lot on what is possible during implementation given manpower. I can imagine an implementation method for life cycles, where you have to basically have to play as your two body plans with a fade-to-black cut to your grown lifeform, but again, implementation. There’s also a question of how long we want the average lifespan of a macroscopic animal to be in Thrive. But to answer your more immediate question, I do think introducing life stages would allow for some loosening of editor rules.
Thanks for the input! With this specifically, that was kind of what I was going for with the “Keratization” attribute - I do believe that toads generally have more keratin in their skin, but I can’t find a source that states that absolutely right now. In my head, respiration through skin for mucoserous organisms in Thrive is tied to surface area effects, so taking away the impact of surface area also takes away some impact of that respiration.
That’s part of the reason why I didn’t make bring that up as a concept yet. There’s a whole conversation to be had about internal organs, and there’s an overlap between internal organ systems and integumentary systems via attributes that is important to clarify. I think once we have some conceptual understanding how how organ systems work, we’ll be better able to understand when an attribute or organ is better to represent certain adaptations. Of the catalogue I brought up, those are mostly things which I generally think are best dealt with via a generalized system like an attribute. There are still ideas there that might be best represented through appendage or organ editing however - for example, the “Spined” attribute for fish scales.
Yeah, that could be an interesting way to represent such phenomena. This was something that was giving me a bit of trouble. I’m not sure if such hard sectioning off of your body plan will be easy to do - what if auto-evo disagrees with you on where your organism’s sides, back, belly, etc. start? - but something along those lines could be part of it - for example, appendage specific adaptations.
Attributes are meant to be general qualifiers of skin, so there are complicating manners there. For example, who knows if attribute A can co-exist with attribute B, even if they are on different sections of the body. On the other hand though, there are animals which do have integument variations across their body - us having more hair in certain regions for example, or certain species of porcupine having more quills on their rear.
I think if anything, this is where more traditional brushing tools can come in. Players could perhaps be able to specify the thickness or sparsity of certain attributes, how much of their body is covered by it, and where the integument effect is concentrated. So a player with a “Quilled” attribute could reduce how much of their body is quilled, and drag a sort of “marker” of the center of their quills wherever they want on their body.
Pycnofibers are traditionally interpreted as some sort of “proto-feather” I believe, and are potentially a very basal adaptation found at the root of archosaurian divergence. For that reason, I see it as being appropriate to list as an attribute of keratinous scales, since it kind of represents the first steps in the evolution of feathers.
I didn’t count it as an attribute of the feather skin type because it would have probably been the unattributed feather type, which I think is somewhat limiting for the player. And I didn’t count it as its own skin type because it generally appears to be less common than other major skin types, found in Archosauria. I actually counted unfurred glandular skin as its own skin type for a bit while typing up this concept to represent synapsids and the evolution of fur, but realized similar things about the prevalence of the adaptation and decided that it would be better to represent it as an attribute of scales.