|
Post by alohameanshello on Aug 19, 2016 22:59:18 GMT
If you can add cloroplasts to your microbe, does that mean that when they go multicellular they become plants? I find this problematic, because there are no sentient plants or fungi on Earth, so how will Thrive deal with these branching Kingdoms of Life?
|
|
The_Wayward_Admiral
Spacefaring
The_Real_Slim_Shady
Atrox drew this awesome image of the Keldori!
Posts: 1,011
|
Post by The_Wayward_Admiral on Aug 19, 2016 23:33:07 GMT
The plan is to allow players to evolve any way they see fit if their play style can support the organism. Straight up plants can be achieved (but the gameplay thereof has been under contention thrivegame.freeforums.net/thread/348/plants-fun ), as can animals with plant parts or plants that have exotic animal-like biologies. In addition, there may be fungus-like gameplay (also a point of contention on occasion). Basically, the hope is that players can experiment to our hearts' content, regardless of LAWK, and if something can work in some way, it will.
|
|
Skyguy98
Spacefaring
Lord of the Skies (pic found by atrox)
Posts: 1,637
|
Post by Skyguy98 on Aug 19, 2016 23:59:57 GMT
If you have chloroplasts you don't just become a plant, as a plant is also defined by having a rigid cell walk around it's cells. I don't think any other organism has chloroplasts but that's neither here nor there. But like wayward said it's possible to make plants and animals and fungi and, if lark is turned off, an intelligent plant. But playing as a plant is possible, it just might not be as interesting unless we come up with something like waywards linked thread
|
|
|
Post by alohameanshello on Aug 20, 2016 1:13:48 GMT
If you have chloroplasts you don't just become a plant, as a plant is also defined by having a rigid cell walk around it's cells. I don't think any other organism has chloroplasts but that's neither here nor there. But like wayward said it's possible to make plants and animals and fungi and, if lark is turned off, an intelligent plant. But playing as a plant is possible, it just might not be as interesting unless we come up with something like waywards linked thread What is Lark?
|
|
Skyguy98
Spacefaring
Lord of the Skies (pic found by atrox)
Posts: 1,637
|
Post by Skyguy98 on Aug 20, 2016 1:17:21 GMT
If you have chloroplasts you don't just become a plant, as a plant is also defined by having a rigid cell walk around it's cells. I don't think any other organism has chloroplasts but that's neither here nor there. But like wayward said it's possible to make plants and animals and fungi and, if lark is turned off, an intelligent plant. But playing as a plant is possible, it just might not be as interesting unless we come up with something like waywards linked thread What is Lark? "Life as we know" or something like that, don't know why it's a r. But basically with it off you can do things like thermoplasts and intelligent plants and such
|
|
|
Post by alohameanshello on Aug 20, 2016 1:22:29 GMT
"Life as we know" or something like that, don't know why it's a r. But basically with it off you can do things like thermoplasts and intelligent plants and such So I think that answers the thread's question. Can you turn Lark on and off in-game or is it a permanent decision?
|
|
Skyguy98
Spacefaring
Lord of the Skies (pic found by atrox)
Posts: 1,637
|
Post by Skyguy98 on Aug 20, 2016 1:24:49 GMT
I think the idea was for it to be a decision when you start a new game, being able to turn it on and off at will in-game probably wouldn't work
|
|
The_Wayward_Admiral
Spacefaring
The_Real_Slim_Shady
Atrox drew this awesome image of the Keldori!
Posts: 1,011
|
Post by The_Wayward_Admiral on Aug 20, 2016 1:30:01 GMT
I think turning LAWK off mid-game would be a delightfully save corrupting mod though.
But yeah, it affects not only thermoplasts and intelligent plants, but I would imagine it would also be useful for allowing alternate biochem mods and for making organisms on less hospitable planets, maybe through LAWK options for fudged dessication rates or something.
|
|
|
Post by Immortal_Dragon on Aug 20, 2016 2:15:33 GMT
If I ever turn LAWK off, I'm so going to try to make those plant-like animals from that one documentary, the ones that had hearts and looked like big flowers that folded their leaves up when the planet's sun sent out flares of radiation.
|
|
|
Post by mitobox on Aug 20, 2016 2:25:27 GMT
If I ever turn LAWK off, I'm so going to try to make those plant-like animals from that one documentary, the ones that had hearts and looked like big flowers that folded their leaves up when the planet's sun sent out flares of radiation. Aurelia and Blue Moon?
|
|
|
Post by Immortal_Dragon on Aug 20, 2016 2:28:42 GMT
Yes, those, I only remembered the titles shortly after I posted.
|
|
|
Post by Moopli on Aug 20, 2016 4:40:19 GMT
Why would chloroplasts be restricted to sessile organisms when LAWK is turned on?
We'd be doing extra work for the sake of making LAWK less realistic.
LAWK isn't planned to force only things very similar to what we've seen on Earth, but to turn off certain things that are between science and magic (like thermoplasts), which have contentious scientific basis, and certain things which are effectively magic (like ascension). For example, if we coded up evolvable hydrogen balloons to make organisms float through the air, then the LAWK setting wouldn't disable those if we thought they could actually happen, but just have tighter restrictions on buoyancy, etc.
|
|