I changed both but nothing changed in the game. I even lowered them to insanely low values. And nothing changed no matter how I changed the values. Perhaps the efficiency of photosynthesis depends on the c# script somewhere deep in the code.
Are you sure you’re not using the incorrect files too this time with the photosynthesis processes?
I experimented a bit with photosynthesis and found that if the photosynthesis efficiency has a lot of zeros (for example 0.001) then the game breaks and gives out values as if they were tenths (for example 0.1).
The speed of a process that depends on environmental inputs is scaled. So by setting carbon dioxide so low as an input but then in the game it is 0.127 that multiplies the process speed by a ton.
What does this have to do with nerfing photosynthesis? Do you want to set it’s values THAT low?
I was able to make a mod that reduces the efficiency of photosynthesis and increases the amount of light on the sea shelves. How do I now add these changes to the official game code?
I am fairly there would be more changes needed for photosynthesis rebalance beyond process values and sunlight values of a patch type.
I’m not exactly sure what you are asking, but our primary copy of the game source code is on our GitHub: GitHub - Revolutionary-Games/Thrive: The main repository for the development of the evolution game Thrive.
We accept changes through pull requests.
It would be a huge mess and a security problem if anyone could write to the Thrive repository. Instead changes must be made through forks, just like it works for basically any open source project: GitHub Standard Fork & Pull Request Workflow · GitHub
Have you tested the change yet? It would be necessary to know how this affects the game, and if it is overall a positive development in terms of gameplay. How is the experience as a photosynthesizer now? And what happens if you add photosynthesis to a predator build, is it still unreasonably effective?
Note that there are predator organisms in real life that get a useful amount of energy from photosynthesis, so it can’t be totally useless, just less easy to just add on.
I also suspect a different solution involving metabolism would be more likely the best working solution in the longer run. We need plants to be extremely effective to mirror real life, but we also need to manage the real life downsides.
Exactly. This change is also very likely to require tweaks to autoevo.
I’ve tested this, it significantly reduces the efficiency of photosynthetic predators without making photosynthesis unplayable, this should encourage players to specialize in heterotrophy instead of mixotrophy.
How has autoevo (especially autothropic and mixotrophic species) been doing with this change?
Perhaps a good benchmark is how quickly auto-evo creates (and then how well it maintains) a photosynthesizer when starting in the warm pond start.
Autoevo does account for the changed photosynthesis formula if it was only altered for the photosynthesis process codepiece, right?
I checked both auto-evo and rarely non-viable photosynthesizers with my patch, but it should be noted that it did this without the patch as well.
What do you mean “without the patch”?








