Small suggestions not worthy of a separate topic

In game, the text for the Nucleus does not specify that it doubles your engulf size. Or is that a reference to it being 10 hexes?

Also:

Consider the myriad of abilities that won’t be in macroscopic but will (hopefully) be in aware. Web weaving, eusocial colony building, group burrow making, flight (I presume requires intelligence), electrogeneration, just to name a few. The complexity of what will (hopefully) be added to aware stage might take awhile.

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Reducing damage taken by 50% is not that useful considering that there are almost no enemies that require increased health.

I realize there is now a block against instant death, but the frequency with which it used to be possible to drop from full health to dead early on before changing your membrane or evolving a Nucleus is proof that damage reduction is VERY useful.

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To be fair, how exactly are we supposed to differenciate which features would be available in both macro and aware and which would only get unlocked in aware?

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A very important question we do not yet have a solid answer for. I presume that certain part or abilities will require neurons/brain function to use, and thus having limited neurons/brain size will limit what parts/abilities you can have, but this has not really been discussed in any depth yet.

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I mean, clams can make a strong white material that could be interpreted as a silk alternative for instance.

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And how complex are the shapes they make out of them? Spiders do some amazing things with silk. Lassos and nets, trap doors, tunnels, balloons, not to mention “regular” webs. They also can choose to make it sticky or glittery.

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By the way, would small macroscopic critters still be able of seeing large multicellular organisms as individuals or would they be represented by clouds just like all the other microbes?

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Given the “jump” from multicellular to macroscopic, and the multiple discussions about what the smallest macroscopic creature represented should be, I don’t think it is decided for certain yet, but I seem to remember the discussions leaning towards

Unfortunate, but understandable.

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Eh, I suppose they would have to be rendered as clouds for larger critters anyways.

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It’s not explicitly said but it visually doubles your size so I think it is pretty natural to assume it also doubles your effective size.

It is useful because swarms of bacteria with pili can otherwise kill you super easily. This is the reason the damage reduction was added in the first place.

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I wonder if at some point proper toxin resistance will become possible to evolve…

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Is this a digestible code to increase the speed of bioprocesses from the nucleus?

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I’m not sure what you mean by “digestible” but that code should force the tolerances system to always think eukaryotes have 35% extra bio process running speed. So yeah, I think that does what you are asking, though there’s no way to know for sure without testing that code. (and I think it will probably show up in any of the tooltips etc.)

On second read-through, I noticed that isn’t that the function in the editor? So that would mean that it only applies to the editor GUI, but not in the gameplay whatsoever. You would need to modify the code in MicrobeEnvironmentalToleranceCalculations class for the changes to have an effect both in the editor and during gameplay.

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Is this effect only applying to the editor an error or the intended way for this to work?

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I wonder how to test the changes I’ve made?

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You need to compile the game:

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In society+ stages, would one be able of renaming cities (like what happened to byzantion)?


Why can’t I create a new fork?

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I don’t know. I’ve never seen that page like that. This is how forking is supposed to look on github:

You might already have a fork made meaning the fork already exists so you can’t make another one.

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