Here’s the 0.5.3.1 patch a couple of days early for some last minute testing against critical bugs.
We are making this release as binding agents is stuck / not being worked on currently, and we wanted to release some important fixes like the save errors should be gone now (please report if you still get errors when saving), and the AI, which has been broken since 0.5.0, can now finally act as a predator again.
Note that this version might let you load older saves (which are incompatible) but the 0.5.3.1 release version won’t. This is caused by how the old version number check is done.
The AI works, but it doesn’t engulf the organelles of the cells it kills(leaving giant clusters of organelles), making scavenger the new meta. Was this intended or not?
A lot of the things the AI does are not intended as the core logic hasn’t been updated in years, so it doesn’t know of new features, and isn’t very good at targeting sensible chunks.
it depends on how aggressive they are, if they are super aggressive they may choose to just kill things instead of engulfing the chunks. In my game, i saw them engulfing after kills plenty.
Yeah they do an opportunism check after kills to see if they want to eat the chunks after a kill, so it is indeed intended, a highly aggressive species with low opportunisticness will just go on killing sprees and not eat the chunks sometimes because they are just super bloodthirsty .
It still doesn’t give so many single celled organisms that do this as examples. They mentioned “zooplankton”, but they never specified which ones. They also haven’t spoken of bacteria or prokaryotes.
There is no reason to assume that single celled organisms who are predators are any less likely to do surplus killing as non single celled predators. And they do, for example fungi or bacteria that emit antibacterial substances do alot of surplus killing, they don’t eat what they kill in that situation.
I’m sorry, but what the fudge is this?(it was lined up vertically in the editor. bottom - metabolosomes, middle - cytioplasm, up - spike). Not sure if this is this version’s problem. Also the hostile copies of it were perfectly fine
Deathpacitoast
(Destroyer of worlds. Eater of babies.)
16
What you’ve described is an issue where peripheral organelles like pili and flagella get mucked up when placed in the “core” of a cell. It’s an issue that the Devs have been aware of for a while.
I was able to replicate your problem in the freebuild editor and mess around with it seems the cell core re-centers itself in the pilus organelle which always results it a messed up pilus/flagella no matter where you place the pilus (if your cell is 3 hexes big.)
Looks like there isn’t a fix coming any time soon so my best advice would be to just make your cell 1 hex longer, the pilus will straighten itself out.
That’s the issue that the external organelles miscalculate positions at 0, 0, but that doesn’t look to be the position the pilus is in. This is the right issue:
Anyway, I’ll close this thread as 0.5.3.1 proper has been released and any discussion related to it should either be in #bug-reports or #current-game