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[b][u]Report[/u][/b]
The report menu is the first page the player will see upon entering the editor. This page describes all environmental changes that had taken place before entering the editor such as changes in species population, compound concentration, and etc. The information provided in the report can be helpful, but is not a necessity for performing well in the game, so players need not concern themselves with analyzing its contents.
[b][u]Patch Map[/u][/b]
The second page a player will visit is the patch map. This menu displays what is essentially the world map, with patches representing biomes the player can visit interconnected by lines that represent traversable paths. The player can select each visible patch to display the environmental statistics of that biome, such as compound concentration, species present, and so on. Should the selected patch be connected to the player's occupied patch via a path, the player will be able to choose to play in the selected patch upon leaving the editor.Players who intend to move to new environments should take care and inspect a patch before moving to it to ensure they are prepared for what is to come.
Below is a complete list of the various patch varieties currently in the game.
[indent]— Abyssopelagic[/indent]
[indent]— Bathypelagic[/indent]
[indent]— Mesopelagic[/indent]
[indent]— Epipelagic[/indent]
[indent]— Sea Floor[/indent]
[indent]— Tidepool[/indent]
[indent]— Estuary[/indent]
[indent]— vents[/indent]
[indent]— Coast[/indent]
[indent]— Ice Shelf[/indent]
[indent]— Caves[/indent]
[b][u]Biomes[/u][/b]
[i]Main Article: <a href="/wiki/Microbe_Biomes" title="Microbe Biomes">Microbe Biomes</a>[/i]
Each patch represents a certain biome. The biome defines the physical properties of that patch, such as the temperature, pressure, and light levels.
[b][u]Cell editor[/u][/b]
The editor page is where the player will be able to customize their cell part by part. The majority of the editor is taken up by a hex field where the cell parts are placed, with the center being occupied by the player's current cell. To the left of this large space is the part list where the player will select parts to place on their cell, or otherwise change its qualities such as color or membrane type. The top right space is occupied by the organism statistics describing what the cell is capable of, as well as including the ATP balance bar which informs the player on the amount of ATP they produce versus how much they consume. The player should always make sure that the red bar is shorter than the green bar, or else they will meet an untimely demise of their own creation. In the bottom right, players will find the autoevo prediction screen which details how well their species is expected to perform with the changes they make according to the autoevo algorithm. Finally, the top left of the editor contains the tabs used to navigate between the previous pages, as well as the MP bar that displays the player's current bank of MP.
The player is able to place new parts or hexes adjacent to any preexisting occupied hex, or atop a cytoplasm hex to replace it with a new part. Should the player desire to, they can delete parts of their cell by right-clicking placed parts at a cost of 10 MP per deletion. Alternatively, the player can use the arrow buttons located at the bottom of the editor screen to undo or redo previous actions, however this functionality will only work on changes made in the current editor section. The button in the middle of the arrow buttons is the symmetry key, which when clicked will change the player's current symmetry mode. All parts can be deleted except for three exceptions, the nucleus, binding agents, and the last hex of the cell. These parts can still be moved however, so don't stress if you don't like it's current position!
The cell editor contains three different tabs, each with a unique function.
The structure tab contains all of the parts the player can choose from such as proteins, organelles, and extracellular structures like the pili. The player must click on their desired part icon to select it, and then click where they want to place it within the hex field to add the part to their organism.The structure tab is divided into three categories; [b]prokaryotic structures[/b], [b]external organelles[/b], and [b]internal organelles[/b]. Internal organelles in particular cannot be used by the player until they have evolved the nucleus. The player can also freely modify, delete, or otherwise relocate placed parts while in the structure tab.
The membrane tab contains options for customizing the cell's membrane. Here, the player is presented with a list of buttons representing various membrane and cell wall varieties, each with unique stats and abilities. In order to select a membrane type, the player need only ensure they have enough MP and click the desired type. The player is also granted a slider that adjusts fluidity and rigidity at the cost of 2 MP per change. The more fluid a cell is the faster and fragile it is, while rigid cells are durable but slow.At the bottom of the membrane tab is the color wheel, which allows the player to choose which color their cell will be. This feature is entirely cosmetic and does not cost any MP to change.
The behavior tab presents the player with a list of behavioral scales and sliders to adjust them with. Adjusting these sliders allows the player to control how their species AI responds to the world around them, but currently does not effect the player themselves. Each slider represents two extremes of a personality scale, the position of which determining how far a species leans in either attitude.
The current personality scales are;
[indent]— Peaceful/Aggressive: Determining how hostile or ambivalent a species is towards other species.[/indent]
[indent]— Cautious/Opportunistic: Determining how willing a species is to endanger themselves for potential gain.[/indent]
[indent]— Brave/Fearful: Determining how willing a species is to flee from perceived threats, and how threatening they need to be.[/indent]
[indent]— Sessile/Active: Determining how willing a species is to move, if at all, without stimulus.[/indent]
[indent]— Responsive/Focused: Determining how quickly a species gives up pursuing a goal, if ever.[/indent]