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Make time based reproduction work with early colony gameplay #3655

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hhyyrylainen opened this issue Aug 4, 2022 · 2 comments
Open

Make time based reproduction work with early colony gameplay #3655

hhyyrylainen opened this issue Aug 4, 2022 · 2 comments

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@hhyyrylainen
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right now it just completely halts the progress and the bottom right bars won't move at all

just dump the free compounds needed for growth into storage?
Or allow the first step of organelles preparing to split (can be done once #3645 is done)? Maybe needs even something else entirely.

@buckly90
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Hard to say if there's really a better way to go about this without some jankiness. I currently only see two viable options;

  1. Just dumping ammonia and phosphate into storage. Probably the easier option and not too problematic in theory, though it does present the possibility of allowing players to stockpile free ammonia and phosphate if they bind to a colony while at full progress. This could atleast be somewhat remedies by stopping passive absorption when the player's progress is maxed(?)

  2. Allow players to continue to build up reproductive progress while bound, but do not allow organelle growth until unbound. This is the best option to keep balance consistent, though it might be a little janky to pop off of your colony and instantly grow in size. Not to mention it is likely more intensive to program. Could potentially be remedied to have the reproduction catch up at a constant rate with the reproductive progress instead of instantly, but that would introduce more work.

@hhyyrylainen
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hhyyrylainen commented Jan 24, 2023

I swear I very recently talked about this on the dev forums, but I can't find the exact post I'm looking for. It might have been the other reproduction discussions on everything except the early multicell.

Yeah, option 1 is the much easier one to do and doesn't result in a lot of jank. Sudden organelle growth all at once can also cause massive lag spikes (due to #3273).

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