The thing that could be interesting with something like glucose sugar is, that it could then possibly be used to feed yeast.
I'm not very imaginative with these things; Although in the real world, I know for sure yeast is used for making alcohol/ethanol, which then can be distilled.
Also for baking, although I'm not sure how TPT would relate to proving and baking things like bread or pizza dough, lol.
Edit: Didn't know that, thanks, something else to mess about with on TPT for tonight then!
Hey, Windows is convinced that this has a virus in it.
There is no virus. Are you using windows defender or one of those antivirus scam programs like AVG?
Currently YEST will eat glucose, and depending on if there is oxygen around it will produce CO2 and either water or ethanol
It will be a false-positive. Windows Defender has a reputation for flagging files incorrectly as harmful. This phenomina can be further researched by a quick google search.
Most AV programs will pick up on a download that ends in a .exe file format, although how those programs go on determining something to flag up within a .exe is a complete mystery, personally.
Although I don't advise to ignore every alert from AV or Windows Defender, it's useful to bear in mind that security software is safer when it casts a big net to protect the PC, possibly catching programs that are harmless. As opposed to casting a net that is too small to catch 'all' harmful software.
I'd like to take a poll on what you guys would like to see next:
1) More biology and biochemistry stuff
2) Take a break from biochem to add some other branches of science like quantum or metallurgy
I think option 2 would make the mod more enjoyable as modules are added, but let me know your opinions.
Expect the modern, updated release for the most recent module with some bug fixes some time in the coming week. (I said it'd be released around today but there were some issues with compiling for windows)
I should be getting around to completing the update this week. Univeristy starts again next week, and in order to maintain motivation and to keep the mod entertaining, the module system will be replaced. I will be implementing small amounts of features from the various module topics in each release as I feel motivated. The version number system will also change. I will be keeping the three numbers, and the first number will still mean the same thing (how many times I have updated Cyens Toy's code to the current official), but the second one will now be incremented for each time a release with new features is published. The second number will reset to 0 when the first number increases. The third number will only increase when a bug fix is published for the most recent release, and it won't be written in if it is 0. The next release (3.1.2) will be the last one to use the old system, and the release after that will be numbered 3.2
Cheers
Out of the two choices listed I would lean towards picking the second option.
I'm not very good at modding but back roughly 15 years when games were mostly just .lua's and .ini's I obtained a relative amount of insight into how quick it is to create a massive workload, get stuck into it and realise it's going to take a long time and there will be unexpected problems. Sometimes it can get fatiguing going back to the same group of things, editing and building the same set of scripts up.
A plan is important for any mod, but I saw how it can also become a massive problem. A lot of the time it ends up becoming an issue of not working on something until something much more bigger is complete.
It seems like you are doing a small reshuffle, refreshening the outlook. Hopefully it suits what it is you're looking for, motivationally.
I know this isn't really in the scope of this mod, but I was thinking about implementing inorganic chem (at least ionic compounds). Any ideas on how to do it?
I was thinking the easiest way would be to make classes for each group in the period table, add a bunch of fields for different properties of each group (idk what the limit on # of elements is)
Make CTYPE for solvents (like DSTW) a list of elements (elements dissolved inside)
Code in solubility rules using some kind of lookup table
Add some polyatomic ions or just reducing and oxidizing agents on existing elements/compounds
These are just some ideas, but has anyone done this in the past?
If I can find some free time I will start working on it and use this mod as a starting point.
Is this doable or too much of a stretch?
Edit: this would also be a nice setup for electrochem, as the elements could all have E0 values set in the code along with K values for solubility and acid/base, and possibly even adding an energy property to show specific heats and other thermodynamic properties.