0.8.1 Release Candidate testing

It is once again time for early testing of the next Thrive release, 0.8.1. This release has a lot of new gameplay features like environmental tolerances, radiotrophy and reworked thermosynthesis gameplay. And there’s also the usual bunch of smaller changes. One other highlight is that there is now an exclusive fullscreen mode that should improve things for everyone on Windows who want to play in fullscreen. Please report to us if the one pixel border and slightly wrong resolution problems are gone now.

This testing build is a bit more raw than we would have preferred as the environmental tolerances feature was literally “finished” just a few hours ago. So please don’t be too harsh on it. But do report back how it changes the feel of the game. There is a known problem where the tolerances GUI gets messed up when loading a save made in the editor, so please don’t report that again as we are aware of it.

To access the beta build, you need to enable the Thrive Launcher option for showing them. Then you can pick the beta version in the Thrive version selector to play.

As usual please post below any feedback you have on this test build. We are especially interested in the current game balance as many of the new features haven’t had time to be balanced well so we expect them to be unbalanced currently. We will try to get the game balance as good as possible before the full 0.8.1 release in one week.

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The tolerances tab’s sliders don’t appear to bother the MP bar to act when the player has spent more than 100 MP here (the confirm button is clickable still)
There generally seems to be a bunch of weird stuff going on here with regards to MP

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also in me

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For me it can only go down to -45. Pretty weird. Could be like so since I placed a single hydrogenase protein into the bodyplan, which costs 45 MP…

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So far, I haven’t felt the tolerances to be very consequential at all, I’ll just max the flexibility of every tolerance slider and never have to worry about it ever again.

I think it would make more sense for the tolerances to be more dynamic, based on the organelles and membrane of the cell, that way you can’t just cheese it.

Also, for some reason the pressure flexiblity slider gets stuck when trying to raise it past certain points, this issue is not present for the other sliders.

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Yeah, also the flexibility should have a WAY lower maximum reach

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Thanks but one report about each bug is enough.

I did already know that the MP calculating system cannot handle the tolerances. In hindsight I should have remembered to mention that and ask everyone to not report that bug.

I only had less than 60 minutes of spare time before the RC build when I “finished” the feature, so everything complicated had to be postponed.

There is a bonus for being perfectly adapted (i.e. good adaptation score while the tolerance range is small). The max tolerance ranges probably need a nerf still.

That was exactly in the original plan, but for now I had to cut any organelles affecting the tolerances, because I had less than 60 minutes of time spare when I finished this bare bones version of the feature.

Well it would mean your species survives in negative pressure, which unless my physics is rusty is flat out impossible to exist.

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I have also just experienced a crash after clicking on a species’s illustration in the editor auto-evo ui

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Sadly it seems like a new engine bug:

ERROR: Cannot get class ''.
ERROR:    at: (core/object/class_db.cpp:515)
ERROR: WARNING: Node  of type  cannot be created. A placeholder will be created instead.
ERROR:      at: instantiate (scene/resources/packed_scene.cpp:277)
ERROR: Method argument to Callable constructor must be a non-empty string.
ERROR:    at: (core/variant/callable.cpp:383)
ERROR: Fatal error. 0xC0000005
ERROR:    at Thriveopedia.AddPage(System.String, IThriveopediaPage)

That will probably randomly just trigger.

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Is the ultraviolet stuff implemented yet or does it not work due to a bug?

It should work as well as the oxygen resistance stat, but there could be a typo in it somewhere causing it to read wrong data and not work correctly.

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Right, I noticed that UV debuffs don’t trigger when you’re at surface and have 0 UV resistance. So most likely an error.

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Well it would mean your species survives in negative pressure, which unless my physics is rusty is flat out impossible to exist.

Save it for when exotic matter is added for non-lawk

(joke)

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I don’t think that’s happening anytime soon. NLAWKI itself probably won’t be seeing much expansion in the times to come…


Bruh I died because it said NaN.

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Would it be possible to add a detection mechanism to see when NaN poisoning occurs? Like, if any permanent change would result in a NaN value the system could give an error message and roll back whatever caused it?

Can you provide any details? Like steps that can cause the issue to retrigger or a save from when the problem happened or is about to happen.

Yes, if I have any kind of guess as to what the data that was bad was. Because otherwise the code would need to be such a huge mess that might not even help anything. I’m hoping this is like a corrupt environmental tolerances data being used which makes the speed multiplier 0, though now that I wrote that out, that doesn’t explain exactly where the most likely a division by zero comes from.

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A confusing death for sure that would be for all.
Welcome To The Forum!

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Pastebin Link I tried making a new save after I first played with it, but both sliders for pressure seem to be at a value larger than 100% of the slider, and any attempts to adjust them requires more than the default evolution points. These values can’t be changed on default settings because of this, and the values also aren’t enough to let you get past the sea floor.

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