I haven’t seen any other posts here or issues in the Github about this but I’m sure this must have been noticed years ago.
There is currently no point in creating dedicated flagellum or cilia cells in the Multicellular stage because speed and turn rate stats are based on the starter cell. Any additional cell just slows the whole organism down, regardless of fluidity or cell contents (however, MORE contents/size equals less speed, as expected).
I’ve confirmed this is happening with ciliates as of 0.8.1.1, but I haven’t tested flagellates yet; past experience with versions from I’d say ~0.5? onwards leads me to believe that flagellates still suffer the same issue too.
You mean like the stats shown in the editor? It is extremely likely that the stats just don’t take the entire bodyplan into account whatsoever.
The math for colony movement and rotation speed is something that was written a really long time ago and not really updated. The main focus was to not make cell colonies just totally overpowered and infinitely be able to stack movement speed. But that also means that the balancing is kind of off. There’s a TODO comment in the code about redoing the math:
And that code is used from here where the colony impact on the movement is calculated:
The situation has not been perfect but good enough for years so that’s likely why no one has done anything. If someone wants to rebalance the math, I’m open to looking at such pull requests.
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
3
I don’t think we need to worry about this until we enter multicellular development, as like how it was already said, this system does work relatively well.
Thanks for your replies and I hear you in that it’s not on the radar right now.
Apologies if I come across as ignorant but wouldn’t the solution be to just calculate the average speed and turn rate values for all cells that currently compose the organism whenever exiting the Editor and whenever a new cell pops into existence during growth?
I’m sure there’s more to it than that deep down, and again I understand it’s not something to focus on right now, but it seems appropriate to me on face value.
Thank you so much for your efforts and continued development of this wonderful game
2 Likes
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
5
Since the average colony cell speed isn’t used, I would assume something blocks implementing such a solution…
I mean someone could just write the math to do that, but as the game uses movement force to move stuff, it would be complicated to calculate how much extra force is needed to achieve the exactly same movement speed as before.
But that would be highly unrealistic solution, because for example rotation rate of a massive colony should not be the same as a single cell, as you need a ton more angular force to cause the same rate of rotation (with way more mass far away from the center of mass). And anyway the leverage force of cells farther away from the center of mass is much higher on rotation.
2 Likes
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
7
So I guess it’s just better to leave this aspect for when we have already entered multicellular so that we don’t waste time on recodings that would need to get replaced anyways.