Lets figure out Thrive 0.4.0 guys

I think this is going to be overhauled because of the coming “Biome” update. I was reading the dev forum and it looks like there will be different amounts of compounds depending on which biome you are in, and the abundance of certain compounds will be higher in some regions than others. This will be like having more hydrogen sulfide at the vents versus at the shallows.

To me this is just evolution and the strive to survive and reproduce. This happens naturally and I think makes sense to happen and as stated above the biomes will help with biodiversity in respect to the player.

There are stats that the cells have so maybe we just need higher variation towards the poles of aggression. So there shouldn’t be very many centrist cells.

I couldn’t agree more, plus this is a great time to run the script as the rest of the game isn’t in the middle of running. So you hit the editor button it then generates where you are placed and generates the cells around you, then it runs auto-evo. Maybe this can be hidden behind a loading screen or just have it wait in the editor for a couple seconds. I only suggest that the world be generated because if I remember correctly auto-evo only works on the cells that are in your farthest zoomed out field right now ( This will probably be updated once cells are being saved to a document for the stats menu and the clade diagram)

I think when auto-evo is updated and the biomes are integrated this wont be a problem, at least not as big as a problem. I remember in older games you couldn’t even play as far as a fifth evolution.

I think that this should probably stay roughly the same but have ammonia and phosphates not be generated in the placement, although you can just store up before hand for quick evolution to cheese the game.