Related Issues (20)
- AI stops for no reason HOT 1
- Investigate if high fire-rate toxins should consume less per shot
- Fix chunk dissolve effect not working for phosphate chunks
- Add a cooldown before resuming health generation after receiving damage
- Combine EvolutionaryTree and MicheTree GUI controls to a single tree base class
- Check on startup that no organelle has cost less than 20 for AddOrganelleAnyWhere strategy.
- Try to avoid as many species clones in new auto-evo as it is the most memory allocation intensive part still left
- Find a way to avoid `Miche.DeepCopy` in new auto-evo
- Double check all auto-evo exploring tool settings and see if they are still used by the new auto-evo HOT 1
- Fix whatever causes the auto-evo prediction to show the player to predate on themselves
- Implement a metaball size slider for the macroscopic editor
- Tweak Photostudio light or other properties to other membrane types to look closer as they do in game
- Input actions with a modifier and an icon representing them in the inputs menu doesn't display the modifier at all HOT 3
- New auto-evo chunk food sources should use translated names for chunks in display HOT 1
- Remove Protoplasm Organelle on Next Save Compatibility Break HOT 1
- Make chunk visuals load through the VisualResourceIdentifier instead of exact paths HOT 2
- Process pausing (in the process panel) doesn't work when game is paused
- Auto-evo prediction population is now quite rarely very accurate now
- Add documentation on which auto-evo steps mess with the miche tree and are not re-usable
- Improve interaction of the player migration and fog of war map mode (reveal patches more easily) HOT 1
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