It also seems like for the player at least the NaN energy stage can end and go back to normal values.
That is Interesting. The NaN energy value never went away for me once it appeared.
Yes, this is how the bug was discovered.
Iβve written a fix for it today:
I canβt reproduce this problem with a simple edit, youβll need to provide some more details (or even better, a save file) on how to trigger this problem.
I played on OpenGL mode, with changed difficulty setting for MP cost (0.2), Osmoregulation (0.2), and had organelles unlocked unchecked. I had been playing for several hours, since it takes a while for Auto-Evo to do calculations (~530 steps on a large world). This glitch also happened with the NaN error, and I do not know if it is related.
NaN error should not be related, however MP costs in anything else than normal difficulty have issues. Thatβs also one that Iβve written a fix for:
Then could you provide your save because otherwise I wonβt be able to fix the problem you ran into as I wonβt have time to just make random edits and hope that it eventually triggers the same problem?
When I just reloaded the save, it shows 0 MP for the Pulling Cilia (see picture). Even when I click on it, I cannot truly select it (or it does not register), but after closing it, then selecting the βNo Upgradeβ, I can then select Pulling Cilia again. Then when closing the Modify Organelle box, and opening it again, it does show Pulling Cilia as 65 MP and No Upgrade as 40 MP again.
I will send you the save.
@hhyyrylainen here is the link to the pastebin.
Soo far, its seen like its one of the buggiest ver for a long time
Well there was no beta version so that could explain why did so many bugs end up in the final one.
I was honestly very surprised by how unstable the version is. Hopefully this one physics problem was somehow causing most of the crashing, because otherwise the hotfix patch on Wednesday will also be pretty unstable:
Pretty fine, although the game crashed whilst I was playing the multicellular prototype. (Then again I didnβt do anything too drastic so that probably limited the chances of encountering a bug)
Anyone else noticed large scale cell spinning behaviour?
Yes, it was a bug in the new hydrogen sulfide avoiding behaviour. Fix is already in master branch so it will be in the next Thrive patch.
The new patch is out:
It should fix all the major problems that have been reported
(and yes I do know Iβm double posting but I think Iβm allowed as I made a Thrive release to warrant it)
No, I donβt react to ghost cell bugs anymore. Theyβve been reported enough but without a save just before one occurs this is basically not possible to fix unless someone really wants to dive into the engulfing system and re-reviews every single line of code and tries to add in new safety checks to ensure partial ejections cannot happen.
0.9.1.1 Feedback
What I like:
- The pulling Cilia Bug is no longer there! I did notice when I upgraded the save I sent for resolving the bug, the previous Cilia can be upgraded back and refunded for 0 MP.
This is not the case for newly added Cilia.
- Thank you for buffing the Hydrogenase and Hydrogenosome. They seem more viable now.
- I like the buffs to Iron and Hydrogen Sulfide organelles, specifically how resources seem to last longer.
- I like the buffed prokaryotic toxin amount. While I am not an avid toxin user, I can see this buff being very useful to those players who do extensively use it.
- Related to this, the prokaryotic toxin buff does not negatively affect damage given to engulfers. I am unsure if it enhanced damage given to engulfers or not, but I got eaten and ended up living due to having toxins.
- Not directly related, but one patch managed to have multiple events at once, and it is awesome.
What could be improved:
- On the same save I upgraded, I noticed now the deletion cost is no longer 2 MP from custom difficulty setting. For the older Cilia added before upgrading the save, the deletion cost is 12 MP, while for newly added Cilia, it is 13. This could just be from upgrading a prior save, so I will start a new save to find out if this is still the case.
After starting a fresh save, I can confirm it is just a bug with upgrading the save, as organelle deletion cost is the same for multiple copies of the same organelle in the new save.
Would 3 be the maximum amount of events a singular patch can get?
Played this patch and had no issues except for trying to get to the macroscopic stage of which it crashed once.
This version doesnβt seem to let you get to the industrial stage however.
The bug I got when trying to access the industrial prototype
An Unhandled Error Happened - The game has run into an unhandled error. It may be possible to continue, but the errors may get worse. The safest option is to fully restart the game and load the latest save. It may be possible to make a save now.
If you report this error, please use the button to copy the error and include that in your report.
Subdivided a mesh in 00:00:00.0013709
Generated a mesh in 00:00:00.0484016
Subdivided a mesh in 00:00:00.0015050
Generated a mesh in 00:00:00.0512364
Subdivided a mesh in 00:00:00.0014116
Generated a mesh in 00:00:00.0584893
Confirmed advancing to industrial stage
Thereβs now a finished factory, starting going to industrial stage
Starting fade out to industrial stage
Switching to industrial scene
exception: Condition β!signal_is_validβ is true. Returning: ERR_INVALID_PARAMETER
In Object of type βControlβ: Attempt to connect nonexistent signal βOnOpenMenuToHelpβ to callable βCanvasLayer(PauseMenu.cs)::OpenToHelpβ.
I hope this also does not affect other stage prototypes.
You can go through the other prototypes fine. Itβs just when you try to get to industrial it bugs out and doesnβt let you through.





