If you could even see them. Although a more in-depth planet and star editor is definitely warranted.
Maybe the star system editor proper could be moved into the ascended stage?
No I mean the star system editor for the star system your species is starting out in, kind of like how you can (sort of) edit the planet that you will play on right now prior to starting the game
As I said probably the star and the life-harboring planet’s system, beyond that things become much less clear.
I think various types of tidal-locked worlds would be quite a fun inclusion for alternate playthroughs once we reach macroscopic/multicellular. They have the advantage of still having all the opportunities and resources needed to get all the way to the later stages. But, besides the worlds and their parameters themselves being implemented, they would also probably require additional consideration in auto-evo and other systems.
So that sounds like a very optional system that only happens if some volunteer(s) really want it and can implement it.
For Europa-like iceworlds with inner oceans, that actually seems far easier to implement, because all you’re really doing is removing sunlight from the equation (rather than having to add/alter a lot of things). But obviously you could go much less far with such a world. So I could easily see this as a feature thrown in when we’re in the Space Stage as part of “fun things to discover”, but even less likely to be a priority before then.
For something a volunteer wants to implement, it seems easier than the other option though.
It would be implemented regardless if it got left on the shelf of ideas for too long right?
A planet without sunlight wouldn’t be too hard to implement, no? Just make a button in the settings and have the world just be in the permanent night mode. The programming is already there. Kind of like having an ocean world setting that removes the land patches like the estuaries or the tidepools. Then again I know nothing about making a game so…
It could also break the balancing somewhat.
I don’t think having an ocean world or dark world would break the balancing too much, I’m also pretty sure ocean worlds are straight up a planned feature.
I meant a dark world specifically, since pretty sure there aren’t any processes removing co2 atm that aren’t photosynthesis.
Doesn’t Iron consumption take away co2?
I think this was removed sometime ago
To some extent, tidally locked planets are simply planets without a day-night cycle(this is already an available setting) where certain areas have fixed sunlight.
So we could just make it so that when the day/night cycle is turned off, the world starts to have random fixed values of sunlight (from 0% to 100%)
I think it should be more than that since then you could end up with planets that are seemingly illuminated too much or not enough, perhaps we should only tackle this when the actual planet generator gets added.
A tidally locked planet would have something like nearly half the surface patches at 100%, an equal amount at 0%, and a small area in between of Twilight Zone.
Would retrograde rotation and orbit planets/moons be viable places for life?
I assume so, thought the variation in day and night length compared to our norm might lead to special adaptations being needed.
Speaking of rotation how would the long term planet movements like precession be handled?
This is where I point out the sad fact that “it never gets implemented” is a potential outcome.
I am mainly thinking in terms of HyperbolicHadron’s new planet generator needing work to actually generate alternate types of worlds.
And yes, I do think “Ice-covered ocean” worlds would be relatively easy in that, since effectively you’re just removing features, but that also means it has less payoff.
Tidally locked planets on the other hand are more interesting, but generation need to set which side is the lit side, the climate system probably needs work, the night-cycle being disabled is not something that happens automatically without programming work, auto-evo would need to change for that, etc.
Everything that goes into the game is work. A lot of it is worth it, some things not, and some things have a higher priority than other things.
I am pretty certain we would be able to figure out the “exotic” planet stuff by the time space stage development comes around.