0.5.8 Feedback thread

Ive just finally reached multicellular and i have to ask: Is it intended that your colony just follows you instead of you and your colony beeing one organism
the 2nd option is how i had thought that it would be, but whenever i left the multicell editor all the cells just spawned clustered together and were constantly following me. So my cell could edit the colony but wasnt an attached part of it. if this was intended then i have to ask :why is it like this?

Also another not too related thing is that ive learned that my game only crashes on the steam version of the game and not on the github version

thats actually not you and rather your parent organism i think.
as you get more compounds you obtain more cells onto your own

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Do you happen to have signaling agents with the command for your species to swim to you? As already said the budding reproduction method works so that a small bud is ejected from a colony which then grows into a new organism, that’s what you see happening when you exit the editor.

The same game release? If so that would be very interesting finding. 0.5.8 and earlier have the Steam version compiled with a different compiler due to the way the steam library is loaded. Starting with 0.5.8.1 the steam version will be compiled the same way as the Github releases and uses a different mechanism to load the steam client API.

Yeah on both the Steam and the Github version i was using 0.5.8 and i was playing the same playtrough too

Also thanks for the Info on the multi cell stuff

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0.5.8.1 is out now:

So please download that before giving more feedback.

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Game still crashes frequently on both the Github and steam version for me. It just takes longer
Lag is almost entirely gone though

Well the latest patch didn’t do anything specifically to address the crashing as it is an engine issue (though we did update to Godot 3.4.4 but I don’t think that had any fixes for their bullet physics integration).

Thing is the crashing is a lot less common after the update. In 0.5.8 it crashed within 10-30sec while now in 0.5.8.1 it can take up to like 10-15 minutes or so

It might be now that the despawning is working correctly, there are fewer physics entities bumping into each other making it take longer for a physics crash to occur.

very nice, i just litterlaly drove a few species i hated into extinction from my patch.
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pretty early on in the game too

Isn’t that 54 editor sessions

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i just witnessed all of these things spawn directly infront of me while i was playing.

by year 6 billlion, the most glucose in a patch is
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, and also the glucose decreases by “NaN” each editor cycle.
also im a patch with zero glucose…somehow theres different variations of zero.
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The numbers only show 2 decimals so going from 0.0003 to 0.0005 would count as a change.

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so uh…is your home star going supernovae and killing your planet programmed in yet? because i think im pretty close to that happening…

That has not been programmed into the game.

The game is really fun but with this update auto evo takes forever after some evolutions. This “lag” doesn’t go away by any means, being tied to how advanced I went in the “rounds”.
Also, the multicellular editor is quite weird as everytime I enter the editor there are more/less cells than before and in random positions, and as, you can’t remove a cell, it just becomes messy.
The multicellular game performance is really lag if you specialize your cells (as like you do 5 different cells, one in the front for attack, other for the sides as a shield, one focused on speed, other focusing on storage and one last for ammonia and glucose production) or if you add quite a bit of cells (it becomes unplayable at 11 cells).
The game always worked fine with me, even with my giant cells (500+ size), so I think this is a problem with the update or the multicellular itself. This multicellular lag doesn’t go away with trying to open the game again or similar things.

Some suggestions (I’m not a programmer, so I’m not sure if it would work) that might work are not showing the organelles or stoping their transparence, having the option of making auto evo simpler and faster (worse ai species but faster performance), stoping the collision when you reproduce in multicellular or not spawning a clone, as you tend to get stuck in your clone, wich laggs a lot, and I think this is the cause for the incosistent multicellular organism at the editor

Despite the performance feedback. I agree with Pikamochzo, if you don’t produce your own glucose you can’t have larger cells and go to multicellular stage effectly. And, if you are just a producer (no engulfing) it takes forever to take all phosphate needed

Balancing auto-evo between how many calculations it needs to do and the accuracy of the simulation is a tough problem. For now my goal has been to make sure it takes roughly 30 seconds at most. A CPU with more cores helps with this a lot as auto-evo speed basically scales linearly. On my computer with 16 cores (32 threads) even thousands of auto-evo steps doesn’t take that much time.

Cell size causes much less lag than having 20 more cell entities in the game. The early multicellular creatures are basically just cell colonies so they cause as much lag as if there were that many extra cells in the game.

I’ve replied to this exact suggestion like 5 times now. Disabling all cell graphics drawing does basically nothing to the game FPS (at least with a dedicated graphics card) so that is not the slow part. I’ll link my performance profiling thread again (though it is a bit outdated now that I’ve managed to squeeze some 40-ish % more performance, at least when at low FPS):

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