General development questions

I named this thread like that because I don’t know if it deserves a new thread. Let me know if I should change something :+1:

I wanted to try to implement filters for save manager (for regular saves, autosaves and quicksaves) and couldn’t find a way to get the save type of each save in list. Should I dive deeper into the more hard coded things or just not continue the work?

Also how should I name the regular saves filter? Right now I made placeholder “regular” but I think it needs a better name.

The special save types (versus manual, this term is already displayed to the user in the save load menu) are determined based on the filename. It’s detected with a regex here:

The actual save type is stored inside the file in the save info section JSON. That variable is of type SaveType.SaveInformation

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Ok so I kinda got stuck when it comes to refreshing save list with showing only specified type saves, but you don’t need to help me unless you want to.


Edit:

I kinda got it working, but I have feeling the code is kinda messy. I’ll show it here anyways.


(I’ll change regular button text to manual)

(It is working with other filters aswell)

3 posts were merged into an existing topic: Quick Question Thread

If someone want to volunteer, you can help with:

  • Make cell chunks emit more compounds (related to combat and scavenging balancing)
  • General combat balancing
  • Potential knockback for offensive pili (this item can probably be removed with the cooldown being added now)

and maybe

from the Roadmap.

Something like:

floating organelles should release more compounds

or

smaller microbes should be slower

something like that - not a list of new features or something but more like just tweaks.

I would like to change the balance by making photomixotrophs less strong.

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You’d need to make being a photosynthesizer and having an another foodsource more punishing for autoevo. Changing stuff within autoevo is required for that.

I think what needs to be done for the player, now you can easily be a photosynthetic predator, the game mechanics only contribute to this, because the problem of predation is in the small amount of energy received, and the problem of passive photosynthesizers is in the boring gameplay, heterotrophic photosynthesizers combine all their advantages without any penalties.

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That’s why non-linear size could be useful to set a limit as to just how many organelles can a player viabily get as a mixotroph species…

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I also think that the dependence of the efficiency of photosynthesis on sunlight is not linear, but in the form of a square root function, but in this case the efficiency of photosynthesis will be reduced by 2 times.

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Photosynthesis could also be nerfed by having co2 levels have a lower “stable point” following the oxygenation event…

Where is the line of code responsible for how photosynthesis depends on light?

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You mean you’d want to nerf photosynthesis by reducing the light multiplication in it’s calculation? It should be an organelle process…

It’s hard to pick just one line, but if I had to, then I would pick this one:

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Exactly as suspected, it’s within life processes…
But what other lines do you mean exist too?

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I mean there’s dozens of lines spread in many places that deal with how environmental compounds interact with the process system, which is what handles calculating the glucose given from photosynthesis.

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I’d also like to add here that, whilist the time for that is most certainly not available by this point, photosynthesis and co2 could use becoming more realistic (notice that if co2 levels ingame were to be set to real-life values, all the photosynthesizers would drop dead). There could be some sort of a “metabolism system” set in place to allow a species to slow it’s life processes to a snail’s pace, but allowing it to viabily use photosynthesis at more reasonable co2 levels (such a system could also be an aid in defining the sessilelings), through it seems too late to implement that at this point…

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This json file does not accept any mathematical interactions with numbers. I need code responsible for interacting with the environment.

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That’s strange, since I’m pretty sure the rustocyanin process was modified sometime ago…

What do you mean? What did you try to change? There’s like at least 5 places in the codebase that match that description.

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