Storing compounds

In the current game compounds can be stored up to the same maximum value, which is the size of the cell

Wouldn’t it be more logical for them to take some precentage of the free space instead, like concept I made in the second picture?

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You can’t tell here how much compounds you can carry at maximum. Also I’d guess it could be annoying if you wanted to get a specific compound but storage space was already taken up by a different compound.

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If it was that way then cells would need to dump useless compounds if they are full on something else when trying to pick up a vital compound. So that would make the act of collecting compounds much more difficult as the player would need to know how to manage their storage and drop compounds. The AI would also need to know how to intelligently manage their stored compounds.

Due to the fact that we regularly have people making posts about their cells dying for no reason, where the real situation is that they have just ran out of one compound type and the remaining one doesn’t generate enough energy for them to live. So if we also add in a new problem where if you are full on storage, you couldn’t pick up vital compounds to live (or for example produce mucilage or toxins) I think we’d get even more reports about such “bugs.” So I really don’t think we can add this kind of complexity to compound storage. Advanced players who want to min-max things can add specialized vacuoles to have more storage space for specific compounds to make the compound storage part of the game more interesting.

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Yeah, no need to make a feature which’d bring more negativity than before.

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We could also make it so that you could edit a pie chart of all your storage in the editor, so you don’t have to unlock vacuoles to get into the custom storage stuff. plus it’d be a lot more granular.

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If that was to be added, pretty sure specialized vacuoles would be needed no more.

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perhaps we can do something like this

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I feel like it would be put in a separate tab (like membranes or growth order)

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The compound ratio idea seems somewhat interesting, but also kinda complicated. Microbe stage is big enough as-is.

That being said, if it’s added, it would be added at the earliest possible stage, which would probably be Microbe, so…

I think it’s a cool concept, but I legitimately don’t know if it’s worthwhile to add in yet more complexity to an already complicated tutorial.

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I also wonder if, once tolerances are added, would ingesting too much compounds of certain kinds harm you, because if so, you’d most likely need to set a reserve for compounds you usually don’t care that much about or otherwise your cell could constantly receive damage if you entered a cloud of such compounds (even a thin one)…

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I think this is a wonderful idea as long as you were able to eject compounds you didn’t need at the moment.
I do however, have to agree with @thriveuser1454 about the fact that it might be a little too complicated for new players

I think there could be buttons for toggling consumption of a specific compounds, or the ability to have it manage itself automatically, which may be more beginner friendly.

The auto-management could be based on how abundant specific compounds are in the patch, and whether they are required for survival or just growth compounds. The AI could use this too.

If this were to be a feature though, the AI cells would have to be much smarter, because even with the simpler system already in place, cells often starve to death without making an attempt to reach the food literally right in front of them

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There’s been the case of certain features being pushed down the line as they’d require major tweaks to microbe AI, and no one seems willing to upgrade it…