Also such a
would most likely require some considerable amounts of thought process to assembly since you’re not supposed to end up finding one solution to all ecosystems.
Also such a
would most likely require some considerable amounts of thought process to assembly since you’re not supposed to end up finding one solution to all ecosystems.
smack studio for far away objects?
Far-aways are going to be less visible than the closest ones most usually, as so they don’t need as much details or processing put into them.
https://forum.revolutionarygamesstudio.com/t/environmental-tolerance-adaptations/699/70
Well, since the preview isn’t working right now:
Posted by Hhyyrylainen
I’ll now start implementing this feature based on adding a few sliders:
- Preferred temperature
- Temperature tolerance range
- Preferred pressure
- Pressure tolerance range
- Oxygen tolerance
- UV protection
I look forward to seeing this in action. Also, I wonder if this system is flexible for additional tolerances in the future? Such as salt or pH?
You mean implementing it to your FG?
No. This is by Hhyyrylainen on the dev forum, as seen in my post:
BTW if you start your message with >
, like > this text is a blockquote
, it will turn into a quote just like the ones you can do when selecting text. It looks more aesthetic and I think would fit. Just telling you this for future use.
Oh yeah, I thought AA meant they’d start implementing the feature despite not being a developer…
Yeah. I forgot to do that. I will fix it.
I wonder if inland waters will be added at some point as viable patches for water-borne critters…
I would love to see recursive Islands and recursive Lakes in the game!
These ones might just take too much effort for their worth…
I don’t think we should allow plants that move around in the game. It will be not realistic and it would be a nightmare for performance.
Ok so I’m really against banning moving plants completely since there are many species that move if they’re touched, Reacting to music, and hunt which is the venus fly trap already mentioned. There’s also walking palms a moving tree species, though weither or not they actually walk is debated. and there’s probably many others I’ve forgotten. I’m fine if they’re treated with an entity limit like the fauna but I just feel like they need to be more seriously considered. Atleast as a future consideration for a later date.
I would like to add that Sagebush and other plants, like Arabidopsis thaliana, have been shown to have kinship recognition and self vs. non-self responses/“behavior”.
I would like to further add that Carnivorous Plants, along with Non-Vascular Plants and Fungi, play an important role in balancing bog-like ecosystems where the soil does not provide enough nutrition for more common plant life.
I do hope atleast carni plants aren’t left out just because “too niche, won’t spend time on them”…
This is how I understand it. This post is mainly about optimizing the general flora, which is dense and prevalent in a patch. Limiting complex moving plants such as carnivorous ones to a similar density to fauna seems like a reasonable compromise. This is just preventing things like a lawn made completely of Venus flytrap grass, which seems implausible anyway, so limiting it would not really be an issue.
Yeah, as low-end devices can only take on so many entites…
Imagine cranking your render distance down to like 2 feet.
The border between what’s simulated indepth and what’s not would be very visible I’d assume