I discussed this a bit on Discord, but I have some concerns about the implementation of RuBisCo and the Calvin Cycle as an individual part - both for gameplay purposes and on a meta level.
On a meta level - representing the Calvin Cycle via an organelle is an awkward step up in complexity that is not consistent with other implemented parts. The Calvin Cycle is inherently a part of photosynthesis - which is already a process represented by thylakoids and chloroplasts. It’s awkward to imply a separation between photosynthesis and the Calvin Cycle theoretically, for multiple reasons…
- The Calvin cycle does not make much sense independent of the light dependent components of photosynthesis which occur in photo systems
- Wider implications on the splitting of other systems. Do we, for example, make also make a part dedicated to the Krebs cycle as a way for the player to tweak their metabolic processing rate?
I think a lot of that is a symptom/result of the mentioned meta-theoretical issues - we imply the Calvin cycle is a universally beneficial and independent process when in reality it is specially catered towards photoautotrophic processes. In other words, we are offering a useful part in a way that is too broad for the player to really know when to use that part because of the implied separation between photosynthesis and the Calvin Cycle. Ensuring that extra ATP is not wasted is a very specific adaptation and a balancing act for photoautotrophs, but is less incentivized - or atleast, less manageable - for organisms who depend on movement heavily, such as heterotrophs.
I want to playtest some more, but my experience with the RuBisCo part so far is similar to previous comments on it - it sounds good in theory, but in practice, I’m not really sure what benefit there is in most cases and it feels a bit awkward.
I ultimately think this should be a function attached to either an upgrade or the larger metabolic process panel concept rather than as an individual part. There are conceptual difficulties which players will likely regardless dealing with this process as an individual part - for example, I don’t know how a player will accurately gauge how many parts their build would require, or the effects of adding another RuBisCo.