0.7.0 General Feedback Thread

Here is a picture of the blank metabolism menu. It just happened after loading an autosave of the same playthrough:

Here are the game logs; the game also crashed when exiting:
Playing 0.7.0 for Windows (Latest)
Thrive is starting. Log output (due to buffering this is likely not in real time):
Note: error lines may not match up when they happened in relation to normal output due to buffering.
Error lines are any lines received from the game’s stderr output stream.
ERROR: WARNING: 2D MSAA is not yet supported for GLES3.
ERROR: at: render_target_set_msaa (drivers/gles3/storage/texture_storage.cpp:2236)
ERROR: Condition “p_width <= 0 || p_width > 16384” is true.
ERROR: at: texture_set_size_override (drivers/gles3/storage/texture_storage.cpp:1117)
ERROR: Skipping clearing an UI input action: ui_text_backspace_all_to_left
ERROR: Error in feed fetching or processing: System.AggregateException: One or more errors occurred. (No such host is known. (thrivefeeds.b-cdn.net:80))
ERROR:
ERROR: —> System.Net.Http.HttpRequestException: No such host is known. (thrivefeeds.b-cdn.net:80)
ERROR:
ERROR: —> System.Net.Sockets.SocketException (11001): No such host is known.
ERROR:
ERROR: at System.Net.Sockets.Socket.AwaitableSocketAsyncEventArgs.ThrowException(SocketError error, CancellationToken cancellationToken)
ERROR:
ERROR: at System.Net.Sockets.Socket.AwaitableSocketAsyncEventArgs.System.Threading.Tasks.Sources.IValueTaskSource.GetResult(Int16 token)
ERROR:
ERROR: at System.Net.Sockets.Socket.g__WaitForConnectWithCancellation|285_0(AwaitableSocketAsyncEventArgs saea, ValueTask connectTask, CancellationToken cancellationToken)
ERROR:
ERROR: at System.Net.Http.HttpConnectionPool.ConnectToTcpHostAsync(String host, Int32 port, HttpRequestMessage initialRequest, Boolean async, CancellationToken cancellationToken)
ERROR:
ERROR: — End of inner exception stack trace —
ERROR:
ERROR: at System.Net.Http.HttpConnectionPool.ConnectToTcpHostAsync(String host, Int32 port, HttpRequestMessage initialRequest, Boolean async, CancellationToken cancellationToken)
ERROR:
ERROR: at System.Net.Http.HttpConnectionPool.ConnectAsync(HttpRequestMessage request, Boolean async, CancellationToken cancellationToken)
ERROR:
ERROR: at System.Net.Http.HttpConnectionPool.CreateHttp11ConnectionAsync(HttpRequestMessage request, Boolean async, CancellationToken cancellationToken)
ERROR:
ERROR: at System.Net.Http.HttpConnectionPool.AddHttp11ConnectionAsync(QueueItem queueItem)
ERROR:
ERROR: at System.Threading.Tasks.TaskCompletionSourceWithCancellation`1.WaitWithCancellationAsync(CancellationToken cancellationToken)
ERROR:
ERROR: at System.Net.Http.HttpConnectionPool.SendWithVersionDetectionAndRetryAsync(HttpRequestMessage request, Boolean async, Boolean doRequestAuth, CancellationToken cancellationToken)
ERROR:
ERROR: at System.Net.Http.RedirectHandler.SendAsync(HttpRequestMessage request, Boolean async, CancellationToken cancellationToken)
ERROR:
ERROR: at System.Net.Http.HttpClient.g__Core|83_0(HttpRequestMessage request, HttpCompletionOption completionOption, CancellationTokenSource cts, Boolean disposeCts, CancellationTokenSource pendingRequestsCts, CancellationToken originalCancellationToken)
ERROR:
ERROR: — End of inner exception stack trace —
ERROR:
ERROR: at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
ERROR:
ERROR: at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken)
ERROR:
ERROR: at System.Threading.Tasks.Task.Wait(TimeSpan timeout, CancellationToken cancellationToken)
ERROR:
ERROR: at System.Threading.Tasks.Task.Wait(TimeSpan timeout)
ERROR:
ERROR: at ThriveNewsFeed.FetchFeed() in /home/hhyyrylainen/Projects/Thrive/src/general/ThriveNewsFeed.cs:line 48
ERROR: Fetching Thrive news feed failed due to: One or more errors occurred. (No such host is known. (thrivefeeds.b-cdn.net:80))
ERROR: The following is not an error, but is printed as an error to ensure launcher always sees it without buffering:
ERROR: ------------ Thrive Startup Succeeded ------------
ERROR: Attempt to disconnect a nonexistent connection from ‘root:<Window#28907144399>’. Signal: ‘focus_entered’, callable: ‘’.
ERROR: at: (core/object/object.cpp:1420)
ERROR: Attempt to disconnect a nonexistent connection from ‘root:<Window#28907144399>’. Signal: ‘tree_exited’, callable: ‘’.
ERROR: at: (core/object/object.cpp:1420)
ERROR: Attempt to disconnect a nonexistent connection from ‘root:<Window#28907144399>’. Signal: ‘focus_entered’, callable: ‘’.
ERROR: at: (core/object/object.cpp:1420)
ERROR: Attempt to disconnect a nonexistent connection from ‘root:<Window#28907144399>’. Signal: ‘tree_exited’, callable: ‘’.
ERROR: at: (core/object/object.cpp:1420)
Godot Engine v4.2.2.stable.mono.official.15073afe3 - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 376.54 - Compatibility - Using Device: NVIDIA - GeForce 840M

This is Thrive version: 0.7.0.0 (see below for more build info)
Thrive is starting at: Tuesday, September 3, 2024 5:44:48 PM (log file name may say something else but this is the correct time)
TODO: reimplement unhandled exception handler: Options for dealing with unhandled C# exceptions present in Godot 3 are missing in Godot 4 · Issue #73515 · godotengine/godot · GitHub
Startup C# locale is: en-US Godot locale is: en_US
user:// directory is: C:/Users/####/AppData/Roaming/Thrive
Game logs are written to: C:/Users/####/AppData/Roaming/Thrive\logs latest log is ‘log.txt’
Checked that required CPU features are present
Loaded native Thrive library version 16
Doing delayed apply for some settings
Set audio output device to: Default
Set C# locale to: en-US Godot locale is: en
No SteamClient class found, not initializing Steam
SimulationParameters are good
This version of Thrive was built at Friday, 30 August 2024 11:13:14 from commit d71c071736130334dbb1b413696352d1b42465b6 on branch master
Beginning Thrive news feed fetch
TaskExecutor started with parallel job count: 2
We were opened through the Thrive Launcher
Thrive Launcher started us, launcher hidden: False
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
Startup successful, removing startup info file
Detected launch ID from parameters: 48c889aa-9627-481d-925f-28bf98dfdfd9
Jukebox: starting track: res://assets/sounds/main-menu-theme-2.ogg position: 0
Starting load of save: auto_save_1.thrivesave
World generation settings: [LAWK: False, Difficulty: custom: MP multiplier: 0.2, AI mutation multiplier: 0.7, Compound density: 2, Player death population penalty: 1, Glucose decay: 0.95, Osmoregulation multiplier: 0.8, Free glucose cloud: True, Passive Reproduction: False, Switch on Extinction: True, Limit Growth Rate: True, Fog Of War Mode: Ignored, Organelle Unlocks Enabled: True, Life origin: Vent, Seed: 7681595076449933380, Day/night cycle enabled: True, Day length: 180, Include multicellular: True, Easter eggs: True]
Jukebox now playing from: MicrobeStage
Applying patch (Levaunian Tidepool) settings
Number of clouds in this patch = 9
Registering new spawner: Name: ammonia density: 1.5999999
Registering new spawner: Name: glucose density: 0.39013988
Registering new spawner: Name: phosphates density: 1.5999999
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 = 6
Registering new spawner: Name: FLOATING_HAZARD density: 1
Registering new spawner: Name: SMALL_IRON_CHUNK density: 1.1999999
Registering new spawner: Name: BIG_IRON_CHUNK density: 0.79999995
Registering new spawner: Name: SMALL_PHOSPHATE_CHUNK density: 1.8000001
Registering new spawner: Name: BIG_PHOSPHATE_CHUNK density: 0.16
Registering new spawner: Name: GOOGLY_EYE_CELL density: 0.002
Number of species in this patch = 7
Registering new spawner: Name: 131 density: 0.2324275
Registering new spawner: Name: 257 density: 0.21921048
Registering new spawner: Name: 246 density: 0.20411597
Registering new spawner: Name: 103 density: 0.20109
Registering new spawner: Name: 1 density: 0.20097171
Registering new spawner: Name: 32 density: 0.20049213
Registering new spawner: Name: 174 density: 0.17668332
load finished, success: True message: Load finished elapsed: 00:00:25.7547693
We are not playing a newer Thrive version than last played, not updating latest
Jukebox: starting track: res://assets/sounds/microbe-theme-5.ogg position: 0
Jukebox: starting track: res://assets/sounds/soundeffects/microbe-ambience.ogg position: 0
Thrive Launcher started us, launcher hidden: False
Jukebox now playing from: Menu
Jukebox: starting track: res://assets/sounds/main-menu-theme-2.ogg position: 106.48671
User
ERROR: Attempt to disconnect a nonexistent connection from 'root:<Wi
Child process exited with code -1073741819
Thrive exited abnormally with an error

I hope this information helps!

I just tested and this takes less than a second for me for the numbers to plummet. Also I think it feels quite satisfying to see the numbers gradually drop to zero after turning something off. What kind of delay are you seeing?

Do you mean save? If the bug can be consistently triggered within like a minute or so, then it would be sufficient. If no, I’m really going to have to ask for the log file, because otherwise I’d be just blindly trying to trigger a bug I might not be able to even find.

Okay, now I’m sure you just saw that paused display bug I linked. And you noticed correctly that the bug is related to not having the resource immediately that is needed for the process.

These are actually none of the things that should have been impacted. Saving already started to take longer after a few generations as there’s more data to save. And the lag should only increase up to the entity limit after which it cannot increase anymore no matter how many species there are.

It’s possible. But I’m going to guess that the lag described is just an effect of the game world being more fully populated with bigger species that take more processing time.

The game crashes 100% of the time when exiting due to an engine bug:

Which will finally be fixed once Godot 4.4 becomes available (4.3 just released a few weeks ago so this will take a while).

You should really use a “hide details” section to hide the long text

Summary

This text will be hidden

Sadly the log you provided does not contain anything related to the process panel.

1 Like

Wait you can look at species family tree?! How did you do that?
Edit: nevermind I found it, gosh its huge

The same thing happened to me, then the reverse happened where it only gave me iron when I desperately needed glucose. I think a part of the issue here is the game only takes into account one compound your species needs, even if it’s a variety or the other compound barely effects the main one, and just closes it’s eyes and chooses.

Honestly I haven’t gotten to late multicellular yet but the update has been great so far, minus early multicellular, I like the variety of toxins and the miche system makes the species much more consistent then they used to be, this has been the first time I’ve ever seen a single hex plant. I don’t know if hex placement effecting speed was always in the game but during this playthrough I found myself paying much closer attention to it, to get the most bang for my buck, and it makes me excited for the idea of differing Osmergulation costs on different organelles in the possible future.
I still don’t like early multicellular though, but I believe its more due to how unfinished it is, and how all the bugs are determined to ruin my enjoyment of it, then the stage itself. At the moment though I can’t play the stage without taking advantage of glitches.

1 Like

This release had a bug where it calculated initial resources as if you were always in the default ocean biome. That biome doesn’t have iron so it was never able to give initial iron resources. I’ve made a fix for this which will be in the next release:


@AnthropocenianAge I finally had time to test with your save, and playing in OpenGL mode the process panel works just fine for me:

Assuming I understood correctly that was what you were referring to.
And also when I pause or resume a process, it takes less than a second for the numbers to fall down to 0, which I think is much better feeling than it going immediately to 0, as it gives the transition satisfying smoothness.

3 Likes