This is less of a suggestion, and more of, if you guys are okay with it, then I will program it all, as I can't wait until DB3 for the chloroplasts, and I can see that the current system is "outdated".
Here's the ideas:
Chloroplasts - Idea 1 Very low energy per "chloroplast" per cycle/custom energy per chloroplast
Bot radius taken into account - larger radius means more energy
Stop movement - fixes bot
Stop firepower - except poison(maybe) and sperm
Reproduction - child born with no chloroplasts
Chloroplasts - Idea 2 Very low energy per "chloroplast" per cycle/custom energy per chloroplast
Bot radius taken into account - larger radius means more energy
Costs a lot to move and rotate - cost increases with each chloroplast
Cost more to fire - cost increase with each chloroplast
Reproductions splits chloroplasts like nrg and body
".setveg" A value in setveg makes the bot act as if it were designated an autotroph at startup
Uses current Energy system - customizable nrg per cycle
Fixes bot permenantly. Veg can no longer move
Disables shots except sperm and poison
Child keeps same value of ".setveg" as parent
.setveg cannot be set by info shots.
Once set, cannot be unset.
Also, give me your ideas.