I thought it would be rather used if you donβt want to waste resources on doing stuff like making mucilage at a given point
If I remember correctly, the cell processes did become inactive (in red letters), not just slowed down, especially Photosynthesis at night.
Hmm, Iβll check it again in more focused manner tomorrow.
Well that seems anomalyous and not like what the devs would want to happen
I had this confusion and thought the progress bars were clickable at first. I initially thought the panel had processes separated by frames as a design choice except the fact that they were showing raw numbers as an extra.
Ok now that I looked at the new process bars I think after it flashes up when hovering over a process itβs pretty clear what the stuff does, maybe I have treated it too harshly
Iβve had fun on 1.1.0, but if I were to give a critique (which I donβt really know if this even applies to this version in particular) itβs that I wish that I had autonomy over the way bonds between cells forms in multicellular, because I tried making an organism with a specific shape (a wide head at the front with a slender body for gliding around and absorbing all of the little cells that are now common on this version) but cells kept bonding with cells in an order which did not follow my vision for the organism. I am quite fond of sporulation though, since it lets me find an area with a good number of resources to leech off of before growing into a more active organism.
You can change the reproduction order in multicellular now, maybe that would help?
Maybe? I started a fresh playthrough and not only did Photosynthesis nearly double when moving, it increased further with sprinting!
Irl plants donβt need to move to photosynthesize so I would (again) bet this isnβt intentional.
Thrive devs made motile Photosynthesizers! Best update yet!
They have already been able to move before though?
But now they are even more powerful! I need to see just how insanely fast Photosynethesis can get with the huge speed boosts from Slime Jets!
Actually before 1.1, clicking on a species took you just to the evolutionary tree. It did not automatically select the species, because the game lacks the feature to do that.
So by now the click taking you to the Thriveopedia page for a species, it now provides more immediate information rather than needing to hunt through the entire evolutionary tree to find the species before being able to see any information about it.
Iβm hoping that someone would really spruce up the species Thriveopedia pages as I did just a basic implementation of it, but at least so far no one has taken up on that.
I had similar thoughts, but for now I think we are waiting to see how common this opinion is before potentially increasing the slider range again.
It is still there. The feature hasnβt changed even though the GUI is now a bit different looking. If it doesnβt work then that is a bug.
(I did see your bug report thread about photosynthesis not being able to be turned back on and asked for more details there)
The logic here should not have changed in 1.1β¦
Yeah⦠this is a missing feature like the Thriveopedia pages say just below the button.
Channel inhibitors donβt cause damage directly.
The display is rounded, and also the costs are rounded so likely the real numbers are just below being able to afford the organelle.
This is fully up to the player whenever they press the germination button.
If thereβs no input compounds, a process has to stop. So photosynthesis stops at night when thereβs no light to use. This is normal.
Processes which donβt have empty space for their outputs, slow down automatically. Once thereβs more space they speed up. So as your glucose burn rate goes up (due to needing to convert more of it to ATP while moving) the photosynthesis process can run faster as thereβs more space for output compounds.
We, uh, didnβt make any change to this, I believe.
I removed it because people were basically treating Double as βbetter Normalβ since it had that cost reduction while also still allowing engulfment. So I decided to make it something more unique instead. (Less significant, but I also couldnβt find any realistic justification for it having the reduced cost)
But I will see how people feel about it over time.
The Value that shows as 100% resistance is actually more like 50% damage reduction, so I am planning to change how that is displayed.
Did you have trouble finding cell parts that could cover the gap? Or were you unable to place those?
The next update should show tolerance effects in the cell part tooltips.
Could you clarify what made you feel this way?
I donβt think this was supposed to be removed, perhaps the button is simply different than before?
All that is supposed to have been changed is the display, there is no new process system. Photosynthesis is running faster for you while moving? (And storage is not full)
You mean fossilisation? That is possible directly from the in-game screen. Unless you mean species from another patch?
Directing you to the correct species is definitely something we would like to have but need to find the time to do.
Channel inhibitors only decrease ATP production. Did you have a lot of excess production?
Itβs of course not intended to look like that. Might be rounding, or rounding for the display specifically.
Itβs intended to simply be at the playerβs discretion. Itβs not supposed to add challenge to survive as a spore, itβs only supposed to give you options.
Noted, and an auto-evo modification is in progress to try and do this.
I am hoping to implement something like this for cellulose/chitin.
I thought automatically turn on and off now based on movement and resource availability.
I think they only slow down based on the amount of speed, not turn off completely
I guess it would be useful for disabling unused organelles which you cannot remove after moving to a patch and no compound that organelle uses is in the new patch. So far, I didnβt have it happen.
Processes simply donβt run if the inputs compounds are missing (including sunlight) or the output storage is full.
Yeah, I fine-tuned my reproduction order (if I didnβt my horribly unoptimized creature would die), but cells donβt seem to grow based off of whichever cell was last in the order, at least that doesnβt have dominance in determining how connections are formed. Granted, itβs probably also partially because my organism was very silly in shape, having a one cell wide neck and a head that was just a big line for sucking up all of the little cells in front of it. Still, itβd be a nice quality of life feature to be able to decide for oneself how connections are formed, if that is even possible at all.
Did you have trouble finding cell parts that could cover the gap? Or were you unable to place those?
Despite adding Metabolosomes and Thylakoids (and later Mitochondria and Chloroplasts), the increasing Oxygen percentage in the atmosphere outpaced how fast a Player can add them to compensate the Oxygen tolerance.
Could you clarify what made you feel this way?
When I became a Eukaryote, it felt like Photosynthesis was just barely giving my organism the amount of Glucose it needed to survive, and since I was slower, Photosynthesis did not increase that much accordingly. My computer was having low frame rate (as normal), so I wonder if that had to do with it.
Despite adding Metabolosomes and Thylakoids (and later Mitochondria and Chloroplasts), the increasing Oxygen percentage in the atmosphere outpaced how fast a Player can add them to compensate the Oxygen tolerance.
Alright, Iβve also heard reports from some people of oxygen increasing more than expected, so that might be part of it. I have to say that not perfectly keeping pace with oxygen is not necessarily disastrous, but I know it looks problematic at first.
When I became a Eukaryote, it felt like Photosynthesis was just barely giving my organism the amount of Glucose it needed to survive, and since I was slower, Photosynthesis did not increase that much accordingly. My computer was having low frame rate (as normal), so I wonder if that had to do with it.
Not sure about the technical side, but as a follow up question: what membrane type were you using?
We, uh, didnβt make any change to this, I believe.
Yeah I also wonder what they meant here since in my experience the microbes still get lodged between terrain chunks
Iβve been playing through a game and uhβ¦ there is an extreme bias towards eukaryotes. There are no prokaryotes in my patch (an epipelagic patch) except for me, and only likeβ¦ half(?) of the cells on the planet of prokaryotes. On the bright side, my cell is excellent at hunting eukaryotes, since none of them seem to have identified the concept of a cilia leaving lots of surface area exposed. Still, a terrifying result, and I have no idea if it was intended or not. I personally would like to see more prokaryotic heterotrophs.



