The new terrain related chunks models will used for Macroscopic and up, right?
I think chunks are more of a microscopic feature, so perhaps those are obstacle chunks of some kind?
Spawning behavior of the chunks will vary depending on the patch you are in, with some patches being more populated and cabelgium than others. They are intended for the microscopic stages.
Does this mean there will be separate chunk models for Microscopic and Multicellular terrain when terrain generation gets added to those stages?
What did you mean to say here?
I suppose open-water patches would have the least chunks of this kind?
Huh, funny. Iβm essentially trying to say that certain patches will be more claustrophobic, while others will be more open range - including open-water patches.
The current concept is that terrain is represented by the spawning of these chunks - some of these chunks will be spawned tightly together so that they form natural barriers, such as in this mock-up:
With this coming will the microbe ai be upgraded to avoid those obstacles?
That seems a bit unlikely, which means that the terrain features need to be relatively small in size to not mess with the AI completely.
So whatβs shown in the mock-up would be like the maximum size of those things?
Random thought: I think the way some IRL bacteria deal with this is to detect they bump into something, spin randomly, and then try to move forward again.
I think that basic behaviour is something already used in Thrive? So maybe all that really needs to be done is have the same behaviour triggered by collision. Not sure how doable that is.
The AI has a target location it tries to reach always. If the AI picks a target location behind a βwallβ no matter what wiggle movements it tries, it will not be able to get past the wall if it is any significant size. And the AI is not hooked up to detect collisions. So these two ideas are (almost) as hard as doing it properly in the first place and probably need almost as extensive AI code changes.
And like I said, unfortunately, I donβt think anyone is going to make any AI changes, so it unfortunately doesnβt really help if a slightly easier approach to terrain handling in the AI is come up with.
If the microbe ai gets stuck on those walls too usually, would this feature be shelved for the experimental mode until someone has the courage to update the microbe ai?
That new tolerance tab design does look a lot better than what we had until now. Is the βΒ±2 modifierβ supposed to signify the range needed for the super adapted bonus?
No, I think it shows the current range.
Edit: and it being green probably signifies perfect adaptation.
Next to the flexibility bar thereβs a βΒ±10β, what is it then?
That Β±10 is the regular flexibility for Temperature Tolerance.
I see. Honestly it usually feels like the tolerance is smaller usually for some reasonβ¦
Finally, terrain is added!
This should make the game much more interesting in terms of navigation.
