# 0.6.7 Release Candidate Testing

**URL:** https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497
**Category:** Meta
**Tags:** thread-of-the-week
**Created:** [June 8, 2024, 10:38am UTC](https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497 "2024-06-08T10:38:02Z")
**Posts on this page:** 10
**Page:** 2

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### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 13, 2024, 8:37am UTC](https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497/22 "2024-06-13T08:37:50Z")

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> [@Rathalos](#):
>
> Actually, I checked again, and upon reloading it shows a reduced glucose concentration. Might be a display problem instead?

The display text should always appear when the glucose amounts are reduced at least a little bit (eventually the amounts are so low that the display would bug out and show NaN%). It should work so unless there’s a known problematic case I can’t figure out what went wrong.

> [@Rathalos](#):
>
> Of course, right here: [https://file.io/iqN8nBJWlv7V](https://file.io/iqN8nBJWlv7V)

Thanks. Looks like there’s one place in the bar update logic where a number should always be 1 but it accidentally used the bar max value instead (which worked fine as long as the max was at least 1).

Fix is here:

> <https://github.com/Revolutionary-Games/Thrive/pull/5220>
>
> \*\*Brief Description of What This PR Does\*\*
> 
> I think this has been a bug for a …while but I now was given a save to test with so I fixed this (https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497/21).
> 
> \*\*Progress Checklist\*\*
> 
> Note: before starting this checklist the PR should be marked as non-draft.
> 
> \- \[x\] PR author has checked that this PR works as intended and doesn't
> break existing features:
> https://wiki.revolutionarygamesstudio.com/wiki/Testing\_Checklist
> (this is important as to not waste the time of Thrive team
> members reviewing this PR)
> \- \[\] Initial code review passed (this and further items should not be checked by the PR author)
> \- \[\] Functionality is confirmed working by another person (see above checklist link)
> \- \[\] Final code review is passed and code conforms to the 
> \[styleguide\](https://github.com/Revolutionary-Games/Thrive/blob/master/doc/style\_guide.md).
> 
> Before merging all CI jobs should finish on this PR without errors, if
> there are automatically detected style issues they should be fixed by
> the PR author. Merging must follow our
> \[styleguide\](https://github.com/Revolutionary-Games/Thrive/blob/master/doc/style\_guide.md#git).

> [@Rathalos](#):
>
> Hmmm, am aware of what you’re trying to represent, but I figured trying to integrate a portion of a species as an organelle (essentially creating an off-shoot of their species, not absorbing the whole species) doesn’t mean you can’t digest the ones that aren’t useful to you. The potential for accidental self-harm is quite high right now. But I see your point as well.

Right now the phase before you start endosymbiosis represents the phase where you just engulf and eat a bunch of stuff. Starting the endosymbiosis process represents the real life process through which endosymsiosis is imagined to have evolved: eating stuff but not digesting it sometimes. I decided that it would feel better to the player to have guaranteed progress on each engulfing instead of having a random chance to not digest something you’ve eaten to get endosymbiosis progress.

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### Author: ![Rathalos](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/rathalos/32/8539_2.png) [@Rathalos](https://community.revolutionarygamesstudio.com/u/Rathalos)
#### Post date: [June 13, 2024, 12:40pm UTC](https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497/23 "2024-06-13T12:40:06Z")

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> [@hhyyrylainen](#):
>
> The display text should always appear when the glucose amounts are reduced at least a little bit (eventually the amounts are so low that the display would bug out and show NaN%). It should work so unless there’s a known problematic case I can’t figure out what went wrong.

Just to clarify what I am talking about:

> **Before reloading**
>
> ![afbeelding](https://thrivecommunity-uploads.b-cdn.net/original/2X/e/e0c75846371721b6cda178bfe63b9af8707fc7dc.jpeg)  
> ![afbeelding](https://thrivecommunity-uploads.b-cdn.net/original/2X/4/4b7dbcd4905132b71855647a5c8d3c2152532fbd.png)

> **After reloading**
>
> ![afbeelding](https://thrivecommunity-uploads.b-cdn.net/original/2X/7/76718e2dfc01cddab8f7053fa29faa08627b6380.jpeg)  
> ![afbeelding](https://thrivecommunity-uploads.b-cdn.net/original/2X/0/021516239389f2da0341818719af6a0e3191acc1.png)

Very curiously, after I do a reload, the glucose number still updates for the next editor session after, but only once. In further editor sessions afterwards, the number gets stuck again.

> [@hhyyrylainen](#):
>
> Right now the phase before you start endosymbiosis represents the phase where you just engulf and eat a bunch of stuff. Starting the endosymbiosis process represents the real life process through which endosymsiosis is imagined to have evolved: eating stuff but not digesting it sometimes. I decided that it would feel better to the player to have guaranteed progress on each engulfing instead of having a random chance to not digest something you’ve eaten to get endosymbiosis progress.

Right I understand, my only problem is with all the cells you may engulf after you convert one into a temporary organelle. For a player, it would be desirable to digest all the ones you get after the first one (like you said “not digesting it sometimes”). Of course the fact that you can’t do that now is another cost to keep in mind. That’s not a bad thing, mind you. But I predict this will be frustrating for players to run into.

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### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 13, 2024, 12:54pm UTC](https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497/24 "2024-06-13T12:54:19Z")

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> [@Rathalos](#):
>
> Very curiously, after I do a reload, the glucose number still updates for the next editor session after, but only once. In further editor sessions afterwards, the number gets stuck again.

Interesting. I’ll need to check one thing related to the different compound storages and check the updated glucose write goes to the right places.

> [@Rathalos](#):
>
> Of course the fact that you can’t do that now is another cost to keep in mind. That’s not a bad thing, mind you. But I predict this will be frustrating for players to run into.

Why would the other species have evolutionary advantage to try to adapt to becoming a symbiont if you keep killing large parts of their population? I’ll admit I don’t know the real science here, but to me it at least makes sense that a species that keeps killing a lot of your population isn’t evolutionarily beneficial to try to have a closer relationship with.

---

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### Author: ![Rathalos](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/rathalos/32/8539_2.png) [@Rathalos](https://community.revolutionarygamesstudio.com/u/Rathalos)
#### Post date: [June 13, 2024, 2:29pm UTC](https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497/25 "2024-06-13T14:29:47Z")

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> [@hhyyrylainen](#):
>
> Why would the other species have evolutionary advantage to try to adapt to becoming a symbiont if you keep killing large parts of their population? I’ll admit I don’t know the real science here, but to me it at least makes sense that a species that keeps killing a lot of your population isn’t evolutionarily beneficial to try to have a closer relationship with.

Oh that’s quite simple: if you’re a common food source to a certain predator, it would be beneficial to the species’ survival if at least _some_ of them can live on inside the predator. As an analogy: Domestication of pre-livestock wild animals happened in parallel to hunting of those same animal species. Trying to integrate with the predator is an effective evolutionary strategy. (though of course, talking about intent is a big pitfall here). It drastically increases the reproductive success of those individuals integrating, while it doesn’t make much difference for all the individuals dying anyway.

Evolutionary mechanics can be a bit counter-intuitive sometimes.

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### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 14, 2024, 7:57am UTC](https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497/26 "2024-06-14T07:57:26Z")

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I can’t find anything wrong with the glucose update code or display code. To be able to investigate I’d need reliable steps to get the issue to appear as just simply playing the game I can observe the glucose values changing correctly.

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### Author: ![Rathalos](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/rathalos/32/8539_2.png) [@Rathalos](https://community.revolutionarygamesstudio.com/u/Rathalos)
#### Post date: [June 14, 2024, 12:03pm UTC](https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497/27 "2024-06-14T12:03:48Z")

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Sorry, I am afraid I don’t know how I can help more there. Even after changing every setting I can think of, I get the same result. Hopefully it’s just limited to my machine then, though re-installing did not fix the behaviour.

All I’ve figured out so far is that it is not purely a display problem: It also affects the auto-evo calculations.

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<div class="post-metadata">

### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 14, 2024, 12:18pm UTC](https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497/28 "2024-06-14T12:18:05Z")

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Can you describe step by step from when you start Thrive what you do to get the bug to show up? If the steps include loading a specific save file please upload that somewhere for me get as well.

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### Author: ![Rathalos](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/rathalos/32/8539_2.png) [@Rathalos](https://community.revolutionarygamesstudio.com/u/Rathalos)
#### Post date: [June 15, 2024, 7:18am UTC](https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497/29 "2024-06-15T07:18:39Z")

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Well it seems to happen regardless of what I do, but here’s an example path:

So after launching the game:

1. “New Game”
2. “Start game” (leave everything default)
3. Uncheck “show tutorials” and click “begin thriving”.
4. Collect ammonia and phosphate until editor is ready → click editor button
5. “Next”
6. Click on starting hydrothermal vent, for me glucose count shows “4”
7. “Next”
8. “Confirm”
9. Collect ammonia and phosphate until editor is ready → click editor button
10. “Next”
11. Click on starting hydrothermal vent, for me glucose count still shows “4”

Repeat 7-10 for as long as you like to confirm.

1. While in the editor, reload your last autosave
2. Click on starting hydrothermal vent, for me glucose count now drops to whatever it should be after this number of rounds.

For this process I played the game normally, but the effect is the same when using cheats.

Note that for most steps in this list I also tried alternatives, but the result is the same.

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<div class="post-metadata">

### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 15, 2024, 8:09am UTC](https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497/30 "2024-06-15T08:09:20Z")

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I tried the steps (albeit with infinite compounds cheat and unlimit growth speed cheat), but I see the glucose being 3.2 on the second editor cycle (after being 4 in the first one). So I just don’t get this bug happening. This is with the exact Thrive version that will be released as 0.6.7 in an hour or two.

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<div class="post-metadata">

### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 15, 2024, 10:00pm UTC](https://community.revolutionarygamesstudio.com/t/0-6-7-release-candidate-testing/7497/31 "2024-06-15T22:00:11Z")

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