I think i found a bug then I put a binding aighnt on my cell (I succufly make the bug 2 time)
messeng
Playing bundled Thrive version
Thrive is running. Log output:
Process Started
Setting breakpad minidump AppID = 1779200
SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561198151594236 [API loaded no]
Ignoring save property at: MicrobeEditor.ReturnToStage.Camera.ObjectToFollow.engulfedObjects[0].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.Camera.ObjectToFollow.engulfedObjects[1].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.Camera.ObjectToFollow.engulfedObjects[2].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.Camera.ObjectToFollow.engulfedObjects[3].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.Camera.ObjectToFollow.engulfedObjects[4].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.Camera.ObjectToFollow.engulfedObjects[5].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.Camera.ObjectToFollow.engulfedObjects[6].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.Camera.ObjectToFollow.engulfedObjects[7].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.DynamicEntities[25].expelledObjects[0].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.DynamicEntities[25].expelledObjects[1].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.DynamicEntities[25].expelledObjects[2].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.DynamicEntities[33].expelledObjects[0].Object.NodeGroups Ignoring save property at: MicrobeEditor.ReturnToStage.DynamicEntities[43].engulfedObjects[0].Object.NodeGroups Unhandled Exception: System.InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.Collections.Generic.List1+Enumerator[T].MoveNextRare () [0x00013] in <1400ea11d6fd49d4939be686a9549fb4>:0 at System.Collections.Generic.List
1+Enumerator[T].MoveNext () [0x0004a] in <1400ea11d6fd49d4939be686a9549fb4>:0 at Microbe.ClearEngulfedObjects () [0x0005f] in <64cda88277fc4f0d81305bdce0df0247>:0 at MicrobeStage.UpdatePatchSettings (System.Boolean promptPatchNameChange) [0x00040] in <64cda88277fc4f0d81305bdce0df0247>:0 at MicrobeStage.SetupStage () [0x00098] in <64cda88277fc4f0d81305bdce0df0247>:0 at MicrobeStage._Ready () [0x00065] in <64cda88277fc4f0d81305bdce0df0247>:0 at (wrapper managed-to-native) Godot.NativeCalls.godot_icall_2_441(intptr,intptr,intptr,bool) at Godot.Node.AddChild (Godot.Node node, System.Boolean legibleUniqueName) [0x00011] in <255400c4320c44b8897009d693c12504>:0 at SceneManager.SwitchToScene (Godot.Node newSceneRoot, System.Boolean keepOldRoot) [0x00027] in <64cda88277fc4f0d81305bdce0df0247>:0 at EditorBase2[TAction,TStage].OnEditorExitTransitionFinished () [0x00092] in <64cda88277fc4f0d81305bdce0df0247>:0 at TransitionManager+Sequence.StartNext () [0x00094] in <64cda88277fc4f0d81305bdce0df0247>:0 at TransitionManager+Sequence.Process () [0x00087] in <64cda88277fc4f0d81305bdce0df0247>:0 at TransitionManager._Process (System.Single delta) [0x00019] in <64cda88277fc4f0d81305bdce0df0247>:0 Unhandled Exception: System.InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.Collections.Generic.List
1+Enumerator[T].MoveNextRare () [0x00013] in <1400ea11d6fd49d4939be686a9549fb4>:0 at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <1400ea11d6fd49d4939be686a9549fb4>:0 at Microbe.ClearEngulfedObjects () [0x0005f] in <64cda88277fc4f0d81305bdce0df0247>:0 at MicrobeStage.UpdatePatchSettings (System.Boolean promptPatchNameChange) [0x00040] in <64cda88277fc4f0d81305bdce0df0247>:0 at MicrobeStage.SetupStage () [0x00098] in <64cda88277fc4f0d81305bdce0df0247>:0 at MicrobeStage._Ready () [0x00065] in <64cda88277fc4f0d81305bdce0df0247>:0 at (wrapper managed-to-native) Godot.NativeCalls.godot_icall_2_441(intptr,intptr,intptr,bool) at Godot.Node.AddChild (Godot.Node node, System.Boolean legibleUniqueName) [0x00011] in <255400c4320c44b8897009d693c12504>:0 at SceneManager.SwitchToScene (Godot.Node newSceneRoot, System.Boolean keepOldRoot) [0x00027] in <64cda88277fc4f0d81305bdce0df0247>:0
Godot Engine v3.4.4.stable.mono…3089e490a - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTS 450/PCIe/SSE2
OpenGL ES Batching: ON
Mono: Log file is: ‘C:/Users/user/AppData/Roaming/Thrive/mono/mono_logs/2022-07-09_17.45.25_180968.log’
This is Thrive version: 0.5.9.0-rc1
Startup C# locale is: en-US Godot locale is: en_US
user:// directory is: C:/Users/user/AppData/Roaming/Thrive
Game logs are written to: C:/Users/user/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
Starting Steam load
Steam load finished
Game is owned by current Steam user
Our app id is: 1779200
Loaded registry for Compound with 12 items
Loaded registry for Enzyme with 4 items
Loaded registry for MembraneType with 6 items
Loaded registry for Background with 11 items
Loaded registry for Biome with 11 items
Loaded registry for BioProcess with 15 items
Loaded registry for OrganelleDefinition with 25 items
Loaded registry for MusicCategory with 7 items
Loaded registry for HelpTexts with 6 items
Loaded registry for NamedInputGroup with 8 items
Loaded registry for Gallery with 3 items
Loaded registry for DifficultyPreset with 4 items
SimulationParameters loading ended
SimulationParameters are good
Loading mod Nodes into the scene tree
Jukebox now playing from: Menu
Jukebox: starting track: res://assets/sounds/main-menu-theme-1.ogg position: 0
TaskExecutor started with parallel job count: 2
Starting load of save: auto_save_1.thrivesave
Starting microbe editor with: 14 organelles in the microbe
Jukebox now playing from: MicrobeEditor
load finished, success: True message: Load finished elapsed: 00:00:04.0934919
Jukebox: starting track: res://assets/sounds/microbe-editor-theme-2.ogg position: 0
Placing organelle ‘bindingAgent’ at: 1, -1
Placing organelle ‘lysosome’ at: 2, -3
MicrobeEditor: applying changes to edited Species
MicrobeEditorReportComponent: applying changes of component
MicrobeEditorPatchMap: applying changes of component
MicrobeEditorPatchMap: applying player move to patch: Gagovorgolese Ice Shelf
CellEditorComponent: applying changes of component
Edited species name is now Ubula lomia
MicrobeEditor: updated organelles for species: Ubula lomia
Player Microbe spawned
World generation settings: [LAWK: False, Difficulty preset: Normal, Life origin: Vent, Seed: 1674483739, MP multiplier: 1, AI mutation multiplier: 2, Compound density: 1, Player death population penalty: 1, Glucose decay: 0.8, Osmoregulation multiplier: 1, Free glucose cloud: True, Map type: Procedural, Include Multicellular: True, Easter eggs: True]
Jukebox now playing from: MicrobeStage
Previous patch (Gagovorgolese Mesopelagic) different to current patch (Gagovorgolese Ice Shelf) despawning all entities.
Applying patch (Gagovorgolese Ice Shelf) settings
Number of clouds in this patch = 9
Registering new spawner: Name: ammonia density: 0.4
Registering new spawner: Name: glucose density: 0.1310719
Registering new spawner: Name: phosphates density: 0.4
hydrogensulfide spawn density is 0. It won’t spawn
oxygen spawn density is 0. It won’t spawn
carbondioxide spawn density is 0. It won’t spawn
nitrogen spawn density is 0. It won’t spawn
sunlight spawn density is 0. It won’t spawn
temperature spawn density is 0. It won’t spawn
Number of chunks in this patch = 5
Registering new spawner: Name: FLOATING_HAZARD density: 0.5
Registering new spawner: Name: SMALL_IRON_CHUNK density: 0.2
Registering new spawner: Name: ICESHARD density: 1
Registering new spawner: Name: BIG_IRON_CHUNK density: 0.2
Registering new spawner: Name: GOOGLY_EYE_CELL density: 0.01
Number of species in this patch = 4
Registering new spawner: Name: 2 density: 0.03113515
Registering new spawner: Name: 27 density: 0.02099244
Registering new spawner: Name: 13 density: 0.02334084
Registering new spawner: Name: 1 density: 0.0373433
at EditorBase`2[TAction,TStage].OnEditorExitTransitionFinished () [0x00092] in <64cda88277fc4f0d81305bdce0df0247>:0 at TransitionManager+Sequence.StartNext () [0x00094] in <64cda88277fc4f0d81305bdce0df0247>:0 at TransitionManager+Sequence.Process () [0x00087] in <64cda88277fc4f0d81305bdce0df0247>:0 at TransitionManager._Process (System.Single delta) [0x00019] in <64cda88277fc4f0d81305bdce0df0247>:0
src\steamnetworkingsockets\clientlib\steamnetworkingsockets_lowlevel.cpp (3238) : Trying to close low level socket support, but we still have sockets open!
src\steamnetworkingsockets\clientlib\steamnetworkingsockets_lowlevel.cpp (3238) : Trying to close low level socket support, but we still have sockets open!
child process exited with code 1