If youre not using colony members pointing in the same direction with flagella you will have a soft cap of 75% of initial movement.
Maybe give a screenshot of your colony arrangement?
For some reason, in multicellular the cell arrangement randomly changed, but it only happened once and when I tried again it didnāt happen?
Edit: it happened again
The cell hex layout is actually a ālieā generated by the editor. What you are actually editing is all of the cells containing all of their hexes, but for simplicity they are shown as single hexes. The conversion between the two formats is not exact.
I was sure there was an open issue for this, but I could not find one, so I opened one now:
Sorry, I didnāt make a screenshot and unfortunately saving in multicellular does not work yet, but I can try to repeat it later.
But essentially: in a 2 cell organism, with one placed in front of the other, both facing in the same direction, the speed seemed much lower than a single cell.
i think that sounds about right, though you arent hugely slower, the base speed goes down the bigger you are. Otherwise youd attach 2 microbes with no flagella and youd have the same speed as before. It tries to mimick an entire organism and how it would function as a whole. The base speed goes down up to 75% of original speed.
Its so colonies will rely on speed dedicated cells more.
EDIT
if people complain we could lower/raise the speed limit.
Otherwise youd attach 2 microbes with no flagella and youd have the same speed as before.
Not sure I understand what you mean here. 2 microbes without flagella would slow you down because they would add mass without adding propulsion, right?
It tries to mimick an entire organism and how it would function as a whole. The base speed goes down up to 75% of original speed.
Its so colonies will rely on speed dedicated cells more.
Hmm, Iām curious in what way relying on speed dedicated cells mitigates the speed penalty compared to just putting more flagella on all cells. Am I understanding you correctly?
Is the 75% based on the fastest cell in the organism?
Edit: Maybe itād be better if I looked at an overall description of how the system works somewhere.
Hi. Iām having trouble running this. I have extracted the Thrive_0.5.8.0-rc1_windows_desktop folder and put it into C:\Users\(my user)\AppData\Roaming\Revolutionary-Games\Launcher\Installed (Windows). However, I canāt seem to be able to select it in the launcher. What am I doing wrong? Thx.
Itās worth mentioning that the same thing happened with the 0.5.7.0 release candidate.
The launcher canāt play this. You just need to extract it anywhere you like and run the Thrive executable in the extracted folder.
They DO add propulsion, microbes have a base movement force, without flagella. And that total movement forces scales down to soft cap 75% of original movement, So a biggish colony without movement cells will have around 75% of original microbe speed.
More like gives you speed and room to specialize other cells.
Yes you could put flagella on all cells but then the cells wont specialize in anything. We will implement some kind of bonus for cell specialization in multicellular most likely.
What will?
The name generator?
Whats your dissatisfaction with it?
āRerokonian Camino Vulcanicoā is not really Italian. It should be āCamino Vulcanico Rerokonianoā.
HOWEVER, I think a workaround may be best. Iām picturing a popup message that reads like this:
Camino Vulcanico
Pianeta: Rerokon
This should make things easier for all languages.
for now only the english translations are made so thats why its like that, and its a continent not a planet though. There will be multiple continents on a planet.
The log of the Mods error:
Summary
Godot Engine v3.4.2.stable.mono..45eaa2daf - https://godotengine.org
OpenGL ES 3.0 Renderer: Intel(R) HD Graphics 4400
OpenGL ES Batching: ON
Mono: Log file is: 'C:/Users/Miquel/AppData/Roaming/Thrive/mono/mono_logs/2022-04-10_16.38.54_2064.log'
This is Thrive version: 0.5.8.0-rc1
Startup C# locale is: ca-ES Godot locale is: ca_ES
user:// directory is: C:/Users/Miquel/AppData/Roaming/Thrive
Game logs are written to: C:/Users/Miquel/AppData/Roaming/Thrive\logs latest log is 'log.txt'
Doing delayed apply for some settings
Set audio output device to: Default
Set C# locale to: en Godot locale is: en
No SteamClient class found, not initializing Steam
Loading mod: DamageNumbers
Can't read mod info due to JSON exception: Newtonsoft.Json.JsonSerializationException: Required property 'InternalName' not found in JSON. Path '', line 15, position 1.
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EndProcessProperty (System.Object newObject, Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonObjectContract contract, System.Int32 initialDepth, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonSerializerInternalReader+PropertyPresence presence, System.Boolean setDefaultValue) [0x00175] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject (System.Object newObject, Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, System.String id) [0x002f5] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x00161] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x0006d] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType, System.Boolean checkAdditionalContent) [0x000db] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.JsonSerializer.DeserializeInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00054] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.JsonSerializer.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00000] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.JsonSerializer.Deserialize[T] (Newtonsoft.Json.JsonReader reader) [0x00000] in <f74995119334484fb6db6825be2eac0d>:0
at ModManager.ParseModInfoString (System.String data, System.Boolean throwOnError) [0x00010] in <7fa93e458ddc43d886eab0b2aa0fe92f>:0
Failed to load info for mod "DamageNumbers" from: user://mods\DamageNumbers
Checking for potentially installed workshop mods
Can't load mod due to failed info reading: DamageNumbers
Loading mod: DiscoNucleus
Can't read mod info due to JSON exception: Newtonsoft.Json.JsonSerializationException: Required property 'InternalName' not found in JSON. Path '', line 12, position 1.
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EndProcessProperty (System.Object newObject, Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonObjectContract contract, System.Int32 initialDepth, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonSerializerInternalReader+PropertyPresence presence, System.Boolean setDefaultValue) [0x00175] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject (System.Object newObject, Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, System.String id) [0x002f5] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x00161] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x0006d] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType, System.Boolean checkAdditionalContent) [0x000db] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.JsonSerializer.DeserializeInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00054] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.JsonSerializer.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00000] in <f74995119334484fb6db6825be2eac0d>:0
at Newtonsoft.Json.JsonSerializer.Deserialize[T] (Newtonsoft.Json.JsonReader reader) [0x00000] in <f74995119334484fb6db6825be2eac0d>:0
at ModManager.ParseModInfoString (System.String data, System.Boolean throwOnError) [0x00010] in <7fa93e458ddc43d886eab0b2aa0fe92f>:0
Failed to load info for mod "DiscoNucleus" from: user://mods\DiscoNucleus
Can't load mod due to failed info reading: DiscoNucleus
Mod loading finished
Oh, ok. Still, having a custom name translation rule (in this case: add āoā or āaā depending on grammatical gender, put at the end) for all languages might be too hard and time consuming to do.
It would require a completely different set of genitives for each languages, for now we have 6 genitive suffixes.
It takes effort indeed to ask around for a set of them in other languages.
EDIT
I like your idea of separating continent name and patch type, maybe next update to avoid the lingustic effort,
Each translation can specify if they want the patch biome name or proper name first.
Isnāt that already possible with this translation (which I mentioned above this quote): Thrive/Thrive Game ā English @ Thrive - Weblate: {0} {1}
Thanks. Looking at the log it seems that your mod is entirely invalid. InternalName is a core property that must be in each mod. Delete the existing mods and redownload them.
for the order yes, i was refering to suffixes , since shes a translator she could modify the order of
it i guess
I think im going to go to the estuary and become a multicellular mixotroph.
for the order yes, i was refering to suffixes , since shes a translator she could modify the order of
it i guess
Iām a man
Isnāt that already possible with this translation (which I mentioned above this quote): Thrive/Thrive Game ā English @ Thrive - Weblate: {0} {1}
Oh, I see. Iāll look into that right now.
EDIT
Ok. This is what Iām going to do. Iām going to translate
{0} {1}
into
{1} {0}o/a.
This way, I should be getting āadaptiveā names, like
Camino vulcanico Rerokoniano/a
Banchina glaciale Rerokoniano/a
etc.
(the o/a suffix is technically usable in Italian, although not super-elegant)
Less than ideal, but it should work.