I disagree, a whole organelle on the scale of most of these cells is not vestigial. It’s a fully functional component (that should be expensive to maintain) that has no good reason to still be there. Actual vestigial organs on larger organisms have a tendency to gradually shrink or disappear.
There actually is a bug that allows this creature to exist. It should be fixed for 0.7.0.
Auto-Evo does not create realistic creatures, but creatures that make sense in the world of thrive. In thrive there is no high maintenance cost for each of the player’s organelles, and I really doubt people want us to add one. If a pressure is not reflected in thrive there is no reason for auto-evo to take it into account. There are a bunch of pressures that are applied (and that you can now view in game in the miche editor) that correspond to thrive things the player has to deal with too.
Along with it being a bit of a gameplay annoyance if we made non-useful organelles cost much more energy: assuming that the highlighted species is the one with a population of 300, I think the miche simulation is doing a decent job of accounting for the presence of a less efficient vestigial part. It would be one thing if said species was absolutely dominant and if the issue was widely spread. But it seems to be a minute enough thing where the miche system is noting the transition of an external organism to a new patch, doesn’t think the presence of a vestigial part is detrimental enough to doom the species, and is regardless adjusting the performance of the species to not be entirely dominant, or just doesn’t think there is enough competition in the patch. More a one off or unique case than a complete flaw.
Keep in mind that once we introduce environmental tolerances, where the parts placed on an organism will shift habitual ranges, there will be even greater pressure on organisms to become more prudent and specialized in cases where the patch just doesn’t match the metabolic pathway at all. And bugs do exist, which will undoubtedly be uncovered with more playtesting. So our evolution simulation is not yet complete, that’s for sure; I’m just not sure that this individual case indicates a significant error with the underlying system.
Finally have a chance to really test. Is there anything under the “Experimental features” tab we should be aware of?
I think it currently has the mucocyst slime jet upgrade, and siderophore (which overhauls the iron gameplay).
I feel like there should be some incentive to replace or get rid of useless parts, like maybe an MP discount for replacing old organelles with similar ones (I know NPCs don’t have MP, for them it could be that the random changes they have the option to acquire are more diverse in the direction of replacing old organelles), though that might get real weird with miches bc I don’t understand those.
I think miches are just a better take on niches (and auto-evo) in thrive.
or repurpose them.
So this is probably my favourite update ever. Everything is awesome and I have not encountered any bugs not already reported.
- Migration is great! The system is both powerful and intuitive to use. Once I knew how to use, it also took me less than a second each editor session, which is great! The only possible negatives I can mention are:
- As a player you can migrate cells to one patch while you move yourself to another patch. This is technically a bit cheaty, since I think the AI can only ever expand to one patch at a time.
- Migrating your species does not reveal surrounding patches. There’s an easy workaround because you can move yourself around without committing to explore, but this could be polished out.
- On the one hand, the cloud shader is a massive improvement. It looks better, and very high concentrations don’t become invisible anymore. On the other hand, to my eye “a fair amount” looks the same as “an abundance”.
- Sprinting is great! It feels good and adds to the game in multiple ways. Giving a use for excess ATP is good both for its own sake, because it makes it more worth reaching some unlock conditions, and because it helps people place that nucleus!
- One point: the tooltip neglects to mention that if you sprint too long in the red bar, you will eventually be forced to stop sprinting, even though you have enough ATP.
- Phosphate chunks are great, primarily because you can now better use ammonia-producing organelle while hanging around them.
- Most importantly, the new auto-evo looks great so far, especially in that I love seeing species constantly splitting off from my own species. But I think a more comprehensive discussion will take some time. There might be some weird edge cases where for example all photosynthesizers in a patch suddenly go extinct.
Having played it now, I have to say I’ve encountered no situations where cells are carrying around obvious dead weight organelles. So I would say it is already working quite well.
Well each AI species can migrate to up to 8 patches per auto-evo cycle. So the player is still at a big disadvantage even with the extra migration.
It’s currently this way because otherwise there were a bunch of bugs and exploits that you could do to reveal way too many patches per editor cycle. Most of those problems are likely fixed, but I didn’t want to add back that part of the feature I was having so many issues with earlier.
think what you described would be doable now without introducing any exploits and would reduce the friction in using the feature. I’ve opened an issue so that at some point someone might remember to improve this:
This was added after the first pass of the sprinting feature. So that is probably why the text isn’t there. And I probably thought that players would quite easily discover that there is a sprinting limit, like I think most games with sprinting have a hard limit after which you cannot sprint for a while, so I didn’t realize to ask adding the text when changes were being made. Even now I’d say it is probably clear enough to easily discover the first time the player sprints around, but something like the Thriveopedia gameplay instruction pages should probably mention every single mechanic detail including this one.
Thanks for the testing.
These cube models appear instead of big iron chunks with weird colliders
EDIT: Nevermind, I see the issue has already been reported
Another issue, I’m not sure if this is just on my end but I’ve noticed that the audio can get glitchy at times especially when there are a lot of other cells
+Disabled cell processes are enabled again after organelles split
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