1.1.0 General Feedback Thread

I just made this change after testing that rounding can be inconsistent, for example if you have just 20.96 MP left but a part costs 21, it would be confusing with the earlier rounding.

So I made this PR:

Hang on, can you provide more details? I’m slightly suspecting that there could be a bug where the layouting algorithm or growth order doesn’t fully work together which might cause a major bug if something is determined to attach to a thing that grows later than it does.

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Here’s its growth order, and how it looks fully grown. Not sure what else to give you because unfortunately I am very uninformed D:

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Yeah, the balance between Eukaryotes and Prokaryotes is pretty much a perpetual issue because each food source only has a β€œslot” for one species. So that can be a prokaryote or a eukaryote, not both. The main reason it was all prokaryotes last update was that auto-evo was not good at placing the nucleus to begin with.

The solution is to create more slots, that particularly favor small, quikly reproducing species. For implementation this is relatively easy, but it would likely have a significant effect on auto-evo times to have more β€œspecies slots” available.

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That does luckily seem consistent with the constraints of the growth order; no cell appears to have a really long connection away from where it is due to growth order. So at least those screenshots don’t show a bug.

It’s pretty funny that for a year+ people have been almost constantly β€œcomplaining” that there’s no non-player eukaryotes around, and when there is it is just one that is also extremely rare.

So pretty funny that in a single release it totally flipped, now people are wishing for less eukaryotes.

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In the autoevo sim I’ve run in the current version prokaryotes all go extinct after around 60 generations

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I initially used Double Membrane, but then switched to Chitin, and eventually Calcium Carbonate and other membranes, since I was also seeing in my initial playthrough of the update how it felt to play with the new changes to different membranes.

I have also notice this in some world patches during my first playthrough of 1.1.0.0, and eventually, the prokaryotes return, with the distribution fluctuating being around 70-30% prokaryotes.

So like a size-based niche?

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I noticed with specialization, you still can’t have cells rely on others. If a cell has negative ATP, it can’t use a neighboring cell to help. if a cell doesn’t have chitanase, it can’t absorb cells with chitan, even if another cell does.

That means all cells have to be self-sufficient, which gets in the way of specialization.

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Didn’t observe that in the autoevo exploration tool really, I would expect the player’s presence to accelerate their extinction if anything

Sharing ATP between cells would be unrealistic iirc

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My presence did inadvertently cause extinctions of Eukaryotes in the Banana Biome where my organism stayed, but then the Prokaryotes eventually came back with their proportion fluctuating.

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What were the designs of those prokaryotes? Were they hyperadapted for one specific miche?

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If remember correctly, the Prokaryotes came from other biomes and had different adaptations, like some had more Rusticyanin, while others had more Thylakoids or had more Chemosynthesizing Proteins.

The craziest Eukaryote that I distinctively remember fossilizing was just a bunch of Cytoplasms with a Nucleus and a Pilus stuck to different sides. And it was located in the Underwater Vents.

I found the organism:

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Autoevo seems really creative these days (and in a good way)

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Now all we need are crazier shapes from Auto-Evo!

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Yeah so they aren’t all β€œaxe shaped” or whatever the term for their likeness was…

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Auto-Evo organisms do tend to look like Stentors (Trumpet/horn shaped).

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I am pretty sure they shouldn’t really/aren’t intended to look that way

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Okay then. I asked, because part of the intention with the photosynthesis rebalance was the combination with the membrane type rebalance. So photosynthesis is supposed to be much more viable with a good osmoregulation cost reduction, and perhaps even not moving too much.

Not explicitly size-based, but effectively pretty close. What I would do is focus on simulated β€œrapid reproduction” since that is a real-life niche separator you find commonly, and indeed a specific advantage prokayotes have over eukaryotes. And in Thrive and real life, that is pretty closely tied to size.

There’s already a selection pressure for this, so I would try to make a small branch for each non-predation food source that emphasises it more.

This is intended, and how cells work in real life. Every one needs to produce its ATP, but the resource used to make that ATP can come from others.

For this also. You don’t need chitinase in every cell. You just need to make sure to engulf your prey with the cells that do have chitinase. The glucose, phosphate and ammonia acquired in this cell is then shared with the others.

Your foot cannot digest food, but it gets fed by your digestive system.

So this is simply not quite correct.

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This does make me wonder though how would phloem cells be handled considering they kind of do something similar…

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Phloem cells are basically emptied out of almost all functions, it’s almost more of a corpse kept intact by the neighbouring companion cells. If I had to implement it, I would hope to have a system for non-cell parts to represent it.

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So would their interior be more like extra(or intra-)cellular matrix?

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