I was building an organism, and it’s initial cell is a very slow and ineffective dude, who’s sole purpose in life is to digest food and spit out helper cells. However, it has been difficult to play, as it relies on being able to carry a large supply of engulfed organisms and hydrogen sulfide over from the last play-thru, in order to have enough energy to survive its initial single celled growth phase and spit out it’s first movement cell with enough energy left over to actually find food.
This only happens sometimes. It seems totally random whether it will be able to carry over engulfed food from previous rounds of evolution or not. I feel this is both unrealistic, as even extremely primitive organisms have control over how many resources they give their initial offspring, rather than it being random, and it’s unfun, as it forces me to design an organism that is immediately decent at getting food even when competing with fully developed versions of the species, denying me a degree of creativity.
This is an image of the juvenile, “seed” stage of the species. It must find food to survive, as it is not possible for me to give it enough starting food.
A picture of adult would be here, but the forum won’t allow two embeds for new accounts, so you, dear reader, must use your imagination.
Once movement cells are created and food is found, the species is very effective, being able to store very large amounts of food in it’s seed cell, which is, in this phase, dedicated solely to digestive and metabolic processes. The only way it tends to die once it has 1-2 large hydrogen sulfide nodes is when I do smth stupid, or when it is attacked by the prokaryotic, predatory, proto-disease causing organisms, which wedge themselves between the cells of the creature and stab it to death, and can be very dangerous if I don’t have enough mucilage to activate mucilage shields.
Devs, pls allow us more control of how much resources and digestive contents are transferred to the new species, perhaps with tradeoffs regarding our species’s autoevolve fitness or reproduction cost to create a tradeoff preventing players from dumping all their resources into the offspring.
Or, if that’s not possible, at least try to give us half of the resources that we had before reproducing, or as many of them as possible, or half of what fits in our starting cell, or some other variation. It should, at least, allow some carry over from previous runs, and be predictable.
