Probably because it’s constantly being replenished from the vents biome.
Probably the aftermath of a vent eruption event.
Probably because it’s constantly being replenished from the vents biome.
Probably the aftermath of a vent eruption event.
There’s no simulated effect that reduces hydrogen sulfide when there’s oxygen present.
I think the theory side was not fully explored which is why I did not make such an effect.
Also after a vent eruption it is normal for hydrogen sulfide to be even high as 400. It could peak even higher back before hydrogen sulfide could diffuse between patches.
Update: @domin2ktr I got a response from the theory team: as the hydrogen sulfide in Thrive stands for actually a group of related compounds, and some of them don’t really react with oxygen as strongly, we decided to not have it decrease in the presence of oxygen. I forgot but I asked again and I was reminded about the previous conclusion. So that’s the reason why I didn’t add that. I had asked the theory team before and they were of the opinion that the reduction effect in the presence of oxygen is not needed.
Yes, as far as I am aware the concentration of hydrogen sulfide specifically was never particularly high in earth’s (pre-life) atmosphere. While slightly reduced instead of oxidised (current situation), the reduced compounds were probably more things like hydrogen, methane and ammonia. But some of those are definitely usable for chemosynthesis, for which Thrive only models hydrogen sulfide, so that is a very fair substitute.
But I do want to point out that as far as I am aware, I am not currently breathing equivalent amounts of methane, hydrogen and ammonia. So there is a significant change in the atmosphere somewhere in that history, where certain compounds dropped in presence a lot (not just oxygen go up).
From the mechanical perspective: From what I have seen, the current Thrive H2S setup seems to lead to a situation where even in the later stages, on a global level chemosynthesis is more important than it is IRL, and therefore photosynthesis is relatively less important than it should be.
Perhaps a planet’s geological activity should go down over time as it’s insides cool down slowly over billions of years?
Edit: I just noticed that the autoevo explorer tools seems to still mention protoplasm as if it’s a valid organelle that can still be evolved by autoevo microbes in it’s “Generic Organelle Data” Section.
Thrive largely simulates the history of life on Earth, with most of the compounds useful for chemosynthesis no longer in the atmosphere, although they were there in the past.(At the very least, you would suffocate if there were significant amounts of ammonia, methane and hydrogen sulfide in the atmosphere.)
It is also supposed to simulate how life may go on other planets, not 1:1 similar with Earth.
It might be worth adding a setting called “hydrogen sulfide oxidation” that will affect how much oxygen reduces the concentration of hydrogen sulfide.
Why wouldn’t that just become a default unchangeable thing once (if) it’s added?
If such a togglable setting was added, it would make sense to have it enabled under “LAWK”, and disabled under “Non-LAWK”. Also, isn’t this conversation getting out of topic for the name of the thread?
I noticed that multicellular cell colonies don’t seem to fall apart when the central cell dies anymore and instead all cells in the colony just die along with the central one.
Nothing related to that should have changed in the game since the previous release.
I got this error when trying to move to the editor, it crashed the game:
ERROR: Engulfed something that couldn’t have AABB calculated (graphical instance: <Node3D#111534965580623>)
Move to editor pressed
ERROR: Cannot get class ‘’.
ERROR: at: _instantiate_internal (core/object/class_db.cpp:549)
ERROR: WARNING: Node of type cannot be created. A placeholder will be created instead.
ERROR: at: instantiate (scene/resources/packed_scene.cpp:276)
ERROR: Fatal error. 0xC0000005
ERROR: at Godot.NativeCalls.godot_icall_1_323(IntPtr, IntPtr, Int32)
ERROR: at Thriveopedia.AddPage(System.String, IThriveopediaPage)
ERROR: at Thriveopedia._Ready()
ERROR: at Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
ERROR: at Godot.Control.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
ERROR: at Thriveopedia.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
ERROR: at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, Int32, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)
ERROR: at Godot.NativeCalls.godot_icall_3_828(IntPtr, IntPtr, IntPtr, Godot.NativeInterop.godot_bool, Int32)
ERROR: at Godot.Node.AddChild(Godot.Node, Boolean, InternalMode)
ERROR: at SceneManager.SwitchToScene(Godot.Node, Boolean)
ERROR: at MicrobeStage.MoveToEditor()
ERROR: at TransitionManager+Sequence.StartNext()
ERROR: at TransitionManager+Sequence.Process()
ERROR: at TransitionManager._Process(Double)
ERROR: at Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
ERROR: at Godot.Control.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
ERROR: at TransitionManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
ERROR: at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, Int32, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)
Child process exited with code -1073741819
Thrive exited abnormally with an error
Output is too long, it was truncated! See the Thrive log file for full output.
This is a more rare crash, but one that gets seen every now and then. It is also presumably a Godot Engine problem as the engine fails to load the code associated with a scene that loads fine hundreds of times and fails occasionally.
Had a crash when I was rapidly migrating through patches to unveil hidden patches. After I hit migrate the last time, the game seemed to really struggle for a few second before crashing. Unfortunately there was no crash dump as far as I can see, and I accidentally restarted the game, overwriting the regular log. But I will see if I can reproduce it.
As an aside:
Not sure if I have mentioned it before, but the descriptions of Hydrogenosomes and Hydrogenase are incorrect:
When processing carbohydrates for energy, they do not “use hydrogen” they produce Hydrogen, similar to how mitochondria produce CO2.
Should hydrogenase/nosomes then add to “other gasses” in the atmosphere? Or should it be left as-is, with only wording being fixed?
I am not sure how much Thrive tries to keep an exact balance of this kind of thing. If anything, considering the types of chemistry hydrogen is involved, you could make an argument for showing it as hydrogensulphide. But that would be a big and complex change that even has risks of creating loops. (Though I guess it is similar to CO2 in photosynthesis and respiration in that way).
My main point was simply that the description right now suggests the wrong thing.
Oh, just had some sort of crash while alt-tabbed:
I noticed that if you have hydrogenase for instance, it’s oxygen tolerance debuff can be removed by placing some other organelles that do the inverse, like thylkakoids. It might be just me, but shouldn’t it be like that tolerances are dependent on the “weakest part of the chain” (in this case hydrogenase) and not the overall fitness of the cell?
It’s probably a random engine problem. The past year the only crashes reported have been all engine problems where Godot Engine just randomly decides to no longer want to load stuff correctly.
Really? And no one has noticed for almost the year that hydrogenase has been in the game?
Sure enough when looking things up, and even reading our own scientific background section (Hydrogenase - Thrive Developer Wiki) that seems to be the case.
So the description text should be reworded a bit.
That’s a graphics rendering crash:
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
ERROR: at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2439)
ERROR: VK_EXT_device_fault not available.
ERROR: at: on_device_lost (drivers/vulkan/rendering_device_driver_vulkan.cpp:5531)
ERROR: Vulkan device was lost.
ERROR: at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2653)
So likely nothing to be done except updating your graphics drivers and OS version.
How would that work? It wouldn’t make sense to do it like that considering how the organelles would then interact with the sliders. The only way I see this idea working is if the tolerance sliders are completely removed and only organelles set the conditions a cell is suitable for.
Update I was meant to make a PR of the wording fix, but I accidentally committed it already:
I mean it more like that if there is any organelle(s) with a negative effect on a tolerance, then even if organelles with a positive effects are added the negative score on that one tolerance wouldn’t change.
Unless I am wrong about this, I have always wondered why Hydrogenases - despite doing Fermentation - do not actually produce the compound CO2 in the game. Would the amount of CO2 being added via Fermentation be enough to change the world atmosphere, like Photosynthesis does with decreasing CO2 and increasing O2?