Comments (1)
I don't think an initial implementation of this requires implementing unlock conditions for multicellular organelles, just that the microbe conditions keep working. I'd say this is barely within the realm of an easy issue (rather than intermediate) with this kind of basic fix.
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Related Issues (20)
- Species `OnEdited` should ensure `IsBacteria` is always up to date HOT 2
- Improve the hash alsogirhtm for MembraneCollisionShape
- In cilia only one of the 3 parts of the model change colour along with the species HOT 7
- Organelle list can rarely have empty space in it due to organelle unlocks
- Balance mucocyst activation cost HOT 2
- Digestion progress can get completely stuck when binding / unbinding colony members HOT 2
- Fix the root cause for None state engulfables being in engulfed list ("Engulfed entity is in incorrect state (None)")
- Fix save status label modulate fade animation playing ('StatusLabel:modulate:r' must have at least one key to cache for blending)
- Make AI be able to use siderophore properly
- Create custom icon for siderophore shooting action
- Siderophore as a default feature
- Make engulfing system pool (reuse) endosome instances
- Add pooling for PredefinedVisualLoaderSystem to try to make it faster
- Add pooling for microbe organelle (and if possible membrane) graphics
- Rebinding a key with conflicts seems to no longer work
- Remove extra StrainAffected component checks after save compatibility is broken after 0.7.0
- 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
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