Photosynthesis nerf

And such a “metabolism slider” isn’t in the plans either to my knowledge… But maybe it’ll be backported into microbe one release if it happens to get implemented in a later stage.

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I would still like to know where and how the value of the light of the sea shelves is set in the game settings, if you don’t know, can you redirect me to a person who knows how the sunlight is set in the biome of the sea shelves.

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If you mean the ice shelf, then as far as I can quickly tell, the value comes from biomes.json, here:

And from a quick look it seems like only the sea floor patch has dynamically calculated light, that comes from here:

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I also could see the non-linear cell expansion model help with making photosynthesis require more dedication towards becoming a plant, as that’d rule out just slapping a few chloroplasts onto your predatory cell.

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I don’t know why, but changing the biome settings in this json file breaks the game.

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What did you change and how did it break? If the game breaks entirely, then the most likely explanation is that the JSON syntax is not valid.

I just changed the light value in the sea shelves biome from 0.5 to 0.7

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As long as you didn’t break the JSON formatting it should just work.

I just tried changing it and it works perfectly fine for me:

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How does chromophore photosynthesis differ from regular photosynthesis in the code?

Under the hood it is a totally different bioprocess with different numbers configured in it.

Pretty sure all organelles have their own unique bioprocesses, even if some pairs appear more similar than others…

I tried to make a mod that changes the parameters of areas in a json file, but because of it I can’t start or load the game.

By the way, in fact, you have already done half the work, all you have to do is reduce the efficiency of photosynthesis

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Then the mod file is broken. I assume that it is a problem with including more files than the mod should like I think I described way earlier in this thread.

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So you say your photosynthesis rebalnce would include two changes, that being higher light levels in ice shelves and worse efficiency for photosynthesis?
(Also ice shelves could use simulating polar day/night one day if that’s backportable and effort-worthy)

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Hmmmm, I see two difficulties with that:

  1. Ice shelves are not necessarily experiencing extreme polar daycycles.
  2. In the most extreme case, it’s half a year of day and half a year of night. But editor cycles take many, many years, while you seem to play just a short while for the gameplay session. Do you just get thrown randomly into either eternal night or eternal day?
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These are valid criticisms, but we also shouldn’t pretend that the ice shelf species just never have to go through a polar night or day, as these do infact impact flora’s success in these regions.

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I would like to add this should occur in forests at very high latitudes, nearly polar. Although no forest today experiences half a year of night and half a year of sunshine, there was a forest in Greenland over 2 million years that did. There are still fossilized remains of tree stumps in the Kap København Formation. In fact, it is now believed this high-altitude polar forest was where Camels possibly first evolved before they migrated onto Eurasia and Africa.

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Nevertheless I can imagine polar day/night will be properly implemented once we reach macroscopic and aware.

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I managed to increase the amount of light in the sea shelf biome, as it turned out the problem was that I was using outdated files for the mod. However, another problem arose: when trying to change the efficiency of photosynthesis in the json file, nothing changes, although other processes (for example, hydrogenase metabolism) are quite easy to change.

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There’s two photosynthesis processes as thylakoids and the chloroplasts have different efficiencies under the hood they use different bio processes.

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