New quick patch to fix editor exiting locking up (and improving auto-evo memory usage):
Please continue posting about the new patch.
New quick patch to fix editor exiting locking up (and improving auto-evo memory usage):
Please continue posting about the new patch.
1.0.1.1 Feedback
What I like:
Microbe:
Multicellular:
What could be improved:
I do miss being able to see the microbe ripple effect on some slower cells. Is there any way to bring back the microbe ripple effect on some slower cells that were affect by the fix on water currents causing the microbe ripple effect?
It might be due to my low frame rate while playing, but it seems like the new cell colony animation is a bit too fast. When combined with my low frame rate, it almost seems like the cells sometime still pop into existence. Perhaps slowing down the animation by a second or two would help.
This would probably reduce the feel of latency for the players in the βtargetβ range where the animation plays as normal currently.
DungeonMaster is behind this one
After playing the last few turns (20-25), Auto-Evo end up being close to 10 minutes. Still better than pre-patch Auto-Evo time.
I mean probably yes, but the current tweaking already used up multiple hours of time from multiple team members. So any further tweaking would be even more time spent trying to tweak a small effect. As it is now almost bug free, Iβm not going to tweak it further as I think I have some slightly more important things to spend development time on. But if anyone else wants to try to improve it they are free to do so (but they have to make sure they donβt make any of the ripple bugs come back).
Due to various factors like collision etc. happening immediately, the animation needs to be fast to not decouple the gameplay from the effect. In general there are many extra slight bugs caused by low game performance, but we donβt really fix those either (Make storage cell statistic turn red if storage is too low Β· Issue #6028 Β· Revolutionary-Games/Thrive Β· GitHub)β¦
Thatβs actually the wrong auto-evo improvement.
That was merged but it is not out in a public release. So unless you are a patron you are not playing with the optimized GetMutationsForSpecies.
What auto-evo improvement is actually in 1.0.1.1 is the one by me:
And the speedup of that is actually somewhat minor unless your computer was running low on memory. So for everyone with plenty of RAM the speedup was minor, but if your computer was running out of memory which makes everything super slow then the effect can be much bigger thanks to the huge memory savings I managed to get out of auto-evo.
ok so I havenβt been playing in a while and only recently got back into it so this is just going to be generally about what I missed, which is alot.
ok so one, I had alot of fun with it I loved all the new features I liked how the tolerances were implemented and how the thermoplasts were tweaked. one of my biggest issues from before was how there was no reliable way to get glucose and the new way to get them to function was quite interesting for me
two, the multicellular mode is actually playble for me now! while there is still some issues it is much less frustrating to play
three, the toxins need to be nerfed. absolutely everything outside of my little hydrothermal vents had toxins and there wasnβt much of a reliable counter. all the toxin spewers were unreasonably aggressive and would try to kill me by any means necessary. nothing else would work as upping toxin resistance only made me able to survive a bit longer as toxin spewers wouldnβt stop unless one of us was dead, and if one of them died 15 more would appear in their place, and you couldnβt engulf them because the toxins would kill you. the only thing that would work was mucosyst and spikes, as spikes would block some of the poison and mucosyst would block all damage while freezing you in place. so 90% of my playthrough was me waiting for the other cells to finish impaling themselves on my spikes while hoping I donβt run out of glucose first, and then dying from running out of glucose. Maybe it would be good for cells to be able have resistances that changes how specifc poisons effect them, or develop resistances that allow them to have a build up of toxins before they start taking damage? like how the radiation organelle works currantly? Or maybe just changing cell behavior so they can actually lose interest when taking damage or when the thing theyβre trying to kill is completely unaffected by their attempts at murder, and generally being less kamikaze-happy in general.
I think this would be the most scientifically accurate option
Would you say there are too many species with toxins, toxins are too effective, or both?
From my experience with toxins Iβd say both are the case, albeit the former more rarely so
I wonder if this experience become worse with the new changes coming up with auto-evo making more aggressive species?
Perhaps, I hope this change will manifest moreover in higher natural nucleous evolution and not more toxins
Both, and the fact theyβre all suicidally insane. It would be fine if a few were just toxic and skittish, Iβm a lava plant I donβt really hunt in the first place. But noooo instead theyβll rush at me and try to kill me as violently as possible! It doesnβt matter if Iβm several times bigger then they are, it doesnβt matter if they are low on health, it doesnβt matter if theyβre dying from a lack of atp or if theyβre out of toxins and their little toxin spewer is making that βIβm outβ noise. It doesnβt even matter of they are litterally impaling themselves on my spikes! They had no self preservation! Zero, nada! If the thing infront of them is not dead obviosily they just need to shove more poison into them until they are dead! And this is every single species with poison! Which like almost every species on my save!
And the worst part is that they do really well in auto-evo! So even when like 20 of them die to me in a kamikazi attempt that looked more like a suicied they still do perfectly fine and donβt go extinct! And I canβt kill them all because the poison would kill me!
These critters frustrated me alot. I think what Iβm trying to get at is the behavior was the worst part. Most of them acted the same and there was no way to either ignore them, kill them reliably, or get them to back off. Which made surviving as a mostly sessile creature next to impossible without designing an incredibly roundabout and unconventinal build that only sometimes worked
What were the specific behavior parameters of the organisms you had trouble with? If you encounter them again, you can check the specific behavior parameters (which range from 0-400 for each of the five behaviors) by clicking the shell icon next the organism after pausing the game, and scrolling down until you see behaviors in the organismβs statistics panel (I think that is the name of it). This might be useful if other people end up having the same problem; it would definitely be annoying for me, too, if I encountered organisms like that.
I recall for me it wasnβt always that the toxic would all be like a swarm thought perhaps I just got lucky.