Photosynthesis nerf

So you want chloroplasts to be eight times as strong as thylakoids now?

No, chloroplasts will only be 25% stronger.

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Oh I see now, you fixed the efficiencies. Do you want to add any more features to photosynthesis at the present after what you’ve suggested is done?

This doesn’t help as proven by recent let’s plays the non-super Thrive player doesn’t even scroll down on the right panel at all. And doesn’t know the importance of the compound balance values for photosynthesis.

We cannot balance the game so that the average player is going to struggle. In the community forums experienced Thrive players are extremely overrepresented. So if we want to have really harsh photosynthesis gameplay it would need to be exclusively in hard mode.

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And to my knowledge it definitely isn’t in plans of the devteam/devforce to make special features for certain difficulties

Maybe add training on the mechanics of photosynthesis to the in-game guide?

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That’s exactly what I meant, there would need to be a new tutorial that triggers when placing photosynthetic parts and explains the key concepts and GUI parts.

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And to my knowledge not many (or anyone) have been interested in upgrading/changing the photosynthesis tutorials in the recent times, though that might change now that we are discussing this.

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What about adding random events such as meteor strikes and volcano super eruptions that release ash into the air which causes the global lux values to decrease. Also other random events such as storms can force the player into new patches which would force the player to not be as stationary and have to adapt to new conditions.

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I think these are planned to be added one day.

Programming patches to change mid-game is probably too much effort for such an addition.

I was thinking the events occurring when you are in the cell editor. Or you could make it where it takes you to the patch map screen with a notification.

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I guess that could be implemented, but at the same time the timeframes between generations are huge, so if cells could get to a patch via a storm, they would almost definitely do so during the times between the sessions.

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But the again days in game are a couple of million years long which is like 180 seconds to us.

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Are you sure? Because regular microbes don’t take that long to reproduce.

Global glaciation event is being worked on which makes photosynthesis output much lower:

And yes it is a lot of work to add in a proper system that allows patch types to dynamically turn into ice shelfs.

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Will this patch-changing system be capable of being used for other events or gradual changes too altering the type of patches?

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I wonder whether or not players will be able to toggle the β€œspeed” of these features, like make the changes to patches happen faster or slower.

Making it far faster would most likely put quite the strain on their computers…

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True, but it could also add more gameplay variety/replay value.

So like a β€œfast world” or β€œslow world” planet types of sorts?

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