I think right now it is pretty much the best tradeoff that can be made between going inside the iron models vs hitting air around them.
To make the collisions more accurate they would basically need like a convex collision mesh. Though I suppose I should open an issue on github for this:
In the code I think that the grab radius is a circle and should be already in use.
The cells basically have a really fast absorption speed and grab fraction to basically instantly grab compounds underneath.
It used to be so that you would need multiple passes over a cloud to pick up everything. I think there’s a pretty good gameplay reason that the absorption rate was made faster. Though I suppose debuffing the absorb rate would also solve your previous point as well.
I suppose it could be but it would make things a lot harder as you would need to compute all the points in cloud local coordinates that are under the cell. Right now the cell radius and center point is used to compute all the points.
This would also probably impact performance quite a bit as the cloud simulation is already the most expensive part.
I think we managed to improve this a bit for 0.5.1 as the speed debuff didn’t actually apply in 0.5.0. I suppose with some playtesting the speed debuff could be made even higher. @Buckly ?
They are completely different units, cloud density and compound storage are off by factor of at least like 1000.
Not sure how well it could be fixed as the clouds dissipate very fast and move to near by points etc. So if you wanted to accurately calculate what you would get, I think we’d need a sampling method for the points around the cursor and then convert that to the cell storage units.
It’s very difficult, but at the same time other people have also talked about it. I could perhaps open a hard issue for solving this (though nobody please don’t attempt it if you need implementation help as I would need to first implement it myself before being able to guide someone on it, which would be a bit pointless).
You mean in the background layer?
I can kinda agree with this, but if we do stuff like have photosynthesis and other organelles locked behind being in a specific patch, I’d like the locked organelles to be shown along with how to unlock it.
Right now it’s pretty clear that you need the nucleus.
Also by seeing the organelles locked behind the nucleus you can plan what to get after the nucleus.
This is a good idea once those patch conditions are implemented, currently they do nothing.
Currently the AI gets just a random number added to their population.
Artists?