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Genome Integrations #82
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I'm going to be discussing this in the context of Edible Flora because that's the module that actually holds the content. I can see using Genome to provide great depth to EF. Currently there is a basic progression system where you can craft together some seeds to get more advanced seeds. I'm thinking we could have a system that still implements this by default but then also includes method of breeding should Genome be activated. This is what I'm thinking: Keep the default the same as it currently is, however move the recipes from In Hand to a block (there is already one in place). If Genome is enabled then keep the recipes the same, however make it only produce a new seed randomly. If a new seed isn't produced its a even chance for another of the same type as the inputs. Implement Genome breeding mechanics on a number of different options. Food, Thirst, Color, Growth Rate and Number of Produce. Perhaps even on it being Sustainable. |
Maybe another thing to vary could be biome / environmental conditions the thing can thrive in. Such as developing a cold-hardy variety of wheat that'll still grow in colder climates. If we do more advanced/detailed biomes where they have gradients by the edges where one biome turns into another you could start out with a crop only growing well in the center of a biome but keep breeding it nearer and nearer to the edge and only select seeds from plants that do well -> you've developed a new variant. In that case you wouldn't even need a manual seed mixer process, if you rely on random mutations and select for desired traits. I would consider that fairly advanced and long term however, need more advanced plants and such in the first place :-) |
@jellysnake I don't understand the stuff after "This is what I'm thinking:" and before "Implement Genome breeding..." |
So you mean to say that the seed mixer thing should be in EF? (Could work)
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So the way the farming family (Simple Farming, Edible Flora, Additional Vegetables & Additional Fruits) is structured is thus. Simple Farming provides the system. It's not explicitly tied to Edible Flora, it /just/ provides the framework Therefore if we want to add Genome to the content, it sits at the Edible Flora level because it's a system. This is why I'm wanting to reduce the impact on Simple Farming as much as possible. What I mean by "the default" is the way Edible Flora currently works. I would also want to keep Edible Flora the same if the player doesn't activate Genome, only if it is activated do the advanced features emerge. |
@vedant-shroff Mind updating this according to your progress during GSoC? 🙃 |
So I have addressed most of the points mentioned in this issue as well as in #46 in my GSoC project, Genome Expansion. Although some discussion in this issue suggests adding genetics to edible flora, it was decided, after much back and forth, that the genetics would sit at the |
Now that we have a rudimentary Genome module more or less in place, we should start working on integrating Genome into SimpleFarming.
A high-level description of this integration and its goals can be found in #46. Note, however, that some aspects of that issue may be outdated. #57 aims at getting started with this integration, but needs a major rework due to the recent refactor (in my opinion, we should just close it and start from scratch, reusing code from it where possible).
This issue aims at proposing a rough series of small goals leading to a complete, functioning implementation.
Edit: Some specific details, as discussed with @jellysnake
beforeProduceCreated
GenomeAuthoritySystem
which is active only when Genome is enabledbeforeProduceCreated
event in this system, and add the necessary GenomeComponents to the appropriate entities when such an event is received.The text was updated successfully, but these errors were encountered: