0.9.1 General Feedback Thread

Another Thrive release is here. As promised we are making multiple very quick and small releases leading up to 1.0.0 so that that release can be as polished as possible. The release is already out everywhere so you can play it now, or read the intro I wrote on GitHub (and the release notes for what changed, we did quite many new features even though I was focused on redoing the MP system entirely, again):

Also the example / official mods work again, so you can enjoy those again:

So let us know what still needs improving or changing before 1.0.0.

6 Likes

I placed a part that costs 54 DNA, but it only substracted 45 from me. I think it doesn’t account for the fact that I play on Hard difficulty and calculates part price as if it was normal difficulty instead.

5 Likes

Just tested the easy difficulty and the same thing happens, it’s 45 MP despite the organelle costing only 36 according to the numbers below the icon.

Edit: Also noticed upwelling seems to be able to occur at the lowest level of ocean floor some 5.6 km below the surface, which I’m not sure makes much sense from the realism perspective

3 Likes

:person_facepalming:

This is probably literally the case as I have no recollection of putting any difficulty adjustments to the new MP system.

Luckily it should be as simple as remembering to multiply the final MP amounts by the current difficulty. (but yeah, apparently I did not remember that)

6 Likes

Just got this error just when I was trying to reproduce, are more logs needed?

Summary

Jukebox now playing from: MicrobeStage
Starting preload of 72 stage resources
Reused 72 already loaded resources
Stage load finished, will enter properly now
Jukebox: starting track: res://assets/sounds/microbe-theme-7.ogg position: 22.30567
Jukebox: starting track: res://assets/sounds/soundeffects/microbe-ambience.ogg position: 154.3169
Resizing screenshot for smaller save file
Creating a save with name: auto_save_2.thrivesave
save finished, success: True message: Saving succeeded elapsed: 00:00:00.3763294
ERROR: [NATIVE] Invalid object layer checked for collision against broadphase layers
Child process exited with code -1073741819
Thrive exited abnormally with an error

Edit: Similar thing seems to have happened again

Summary

Jukebox now playing from: MicrobeStage
Starting preload of 72 stage resources
Reused 72 already loaded resources
Stage load finished, will enter properly now
Jukebox: starting track: res://assets/sounds/microbe-theme-3.ogg position: 79.86213
Jukebox: starting track: res://assets/sounds/soundeffects/microbe-ambience-3.ogg position: 79.850525
Resizing screenshot for smaller save file
Creating a save with name: auto_save_4.thrivesave
save finished, success: True message: Saving succeeded elapsed: 00:00:00.3935331
Detected player is no longer alive after last simulation update
The player has died
Applying immediate population effect to Primum thrivium (1), constant: -20, coefficient: 0.6666667, reason: player died
Previous patch (Bregoblen Ice Shelf) different to current patch (Zaban Epipelagic) despawning all entities.
Applying patch (Zaban Epipelagic) settings
Number of clouds in this patch = 9
Changing spawn density of Ammonia from 1.2353806 to 0.027370676
Changing spawn density of Glucose from 0.090547375 to 0.12981756
Changing spawn density of Phosphates from 0.4067074 to 0.6609279
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 = 9
Changing spawn density of FLOATING_HAZARD from 0.049999997 to 1
SMALL_IRON_CHUNK spawn density is 0. It won’t spawn
Changing spawn density of BIG_IRON_CHUNK from 0.16480835 to 0.0066923634
Changing spawn density of GOOGLY_EYE_CELL from 0.0010794087 to 0.0009904294
Changing spawn density of SMALL_SULFUR_CHUNK from 1.314091 to 0.33389667
Changing spawn density of MEDIUM_SULFUR_CHUNK from 0.08243327 to 0.020527722
Changing spawn density of LARGE_SULFUR_CHUNK from 0.07605157 to 0.018117364
Registering new spawner: Name: SMALL_PHOSPHATE_CHUNK density: 0.3671977
Registering new spawner: Name: BIG_PHOSPHATE_CHUNK density: 0.020514423
Number of species in this patch = 7
Registering new spawner: Name: 144 density: 0.24957263
Registering new spawner: Name: 147 density: 0.23986027
Changing spawn density of 126 from 0.23071617 to 0.2209036
Registering new spawner: Name: 113 density: 0.21357776
Registering new spawner: Name: 1 density: 0.10027633
Registering new spawner: Name: 93 density: 0.18162823
Registering new spawner: Name: 131 density: 0.17721346
Removed ICESHARD spawner.
Removed ICE_CHUNK_SMALL spawner.
Removed ICE_CHUNK_BIG spawner.
Removed SNOWFLAKE spawner.
Removed SMALL_IRON_CHUNK spawner.
Removed 97 spawner.
Removed 162 spawner.
Removed 31 spawner.
Removed 89 spawner.
Removed 125 spawner.
Applying immediate population effect to Primum thrivium (1), constant: -35, coefficient: 0.8333333, reason: extinct in patch
ERROR: Engulfed something that couldn’t have AABB calculated (graphical instance: <Node3D#7983773798450>)
ERROR: [NATIVE] Invalid object layer checked for collision against broadphase layers
Child process exited with code -1073741819
Thrive exited abnormally with an error

3 Likes

We’ve had many people posting errors like this. It seems like it is a memory corruption problem in the physics system, but I’m not totally sure yet.

My initial guess is that the making the pause menu into a singleton, which greatly reduces the amount of stuff being reloaded in the game, has now moved the editor softlock bug into the physics system and made it into a hard crash.

2 Likes

Isn’t the editor softlock a godot engine bug? How are we supposed to fix it leaking into the physics?

1 Like

That’s exactly why I’m feeling despair this evening…

I could revert the singleton pause menu thing and that might move the bug back, which would again mask it…

2 Likes

0.9.1.0 Feedback

What I like:

  1. I very much enjoy the new Panspermia intro scene! Thank you to the graphics teams for making it!
  2. I also enjoy the new dots indicating the Player population. Even though it is qualitative, it still helps to give an indication of how Players are doing. It also makes the Patch map more visually interesting.
  3. I like the new patch events! The world feels even more dynamic than before! It also gives some challenge to players without challenging them too much.
  4. I like how Thermosynthase produces Glucose and has ATP production, so it is still useful even in cold environments for more storage and ATP production.
  5. I like how the Hydrogenosome is over twice the ATP amount of Hydrogenosome. It makes sense, since Hydrogenosome takes up the equivalent space of two Hydrogenases.
  6. I like the change to make the Thriveopedia a singleton. The game seems to run smoother for me by a couple frames.
  7. I don’t mind the increase of Auto-Evo strength. I could not tell that large of a difference.
  8. I like that the Global Glaciation event triggers earlier. For my playthrough, it happened on turn 9.
  9. I like how smooth the new cell division animation is. I like it more than the older animation.
  10. I like how organisms are grouped. It makes it easier to determine organisms should be prioritized for endosymbiosis.

What could be improved:

  1. It seems that the new MP system does not take into account customized settings. Even with 0.2 MP cost, when placing a Cytoplasm, the game still subtracts 22 MP. Same thing occurred for all Organelles, including when moving them. Also occurred for changing Tolerance and Membranes. This basically breaks customized difficulty.

  2. I did not realize Hydrogenase became nerfed again. While I knew Hydrogenosome is now twice that of Hydrogenosome, I did not realize it meant decreasing the ATP production of Hydrogenase from 4 to ~3.6 (I know I am rounding it). I thought it meant Hydrogenosome would make at least 8 ATP. Perhaps the Hydrogenase could be brought back to 4 ATP, and Hydrogenase could be increased to 8.5 ATP?

  3. I have noticed that the amount of species made by Auto-Evo much, much less. I only had one other species in the world for several generations. This was not the case in the previous release. Is this caused by all the new changes to Auto-Evo?

  4. I need a lot (at least 3-5) of Thermosynthases to generate enough Glucose from Thermosynthase to survive. While I understand that it should not generate as much Glucose as Thylakoids, it feels like Thermosynthase/Thermoplast needs to generate more Glucose from Temperature. Definitely should increase the Glucose by at least 10%.

2 Likes

Huh, for me autoevo ran rather regularly, perhaps you meddled with it’s settings?

1 Like

I played Easy mode, and the only settings I changed were having organelles unlocked, lower MP cost (which seems not to be registered in the editor), and lower Osmoregulation. It was definitely strange, considering organisms did not split even from that one other organism that previously split from me for several generations.

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Did you try more runs to see if this behaviour is consistent?

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I am going to try that next, once I have replaced all the organelles on the organism for the current playthrough (it might take a while due to improper MP costs in the editor).

1 Like

Speaking of when did you switch from playing on the normal difficulty to easy difficulty, since I think this only happened recently? I think the game did get considerably more difficult overall in the recent times which could explain people migrating their preferred difficulties

1 Like

Well @Deus nerfed it for the previous release. And for this release I made at least the eukaryotic variant a worthwhile upgrade again.

On Discord it was discovered that there is a serious auto-evo bug where it calculates generated energy as NaN in certain situations. That’s very bad as it basically means those species are broken and don’t get any population.

The same could be happening to AI species and explain why they go extinct a lot.

Yes, I forgot to implement MP scaling by difficulty (which was discovered earlier in this thread)

2 Likes