Comments on Specific Development Forum Posts

That would make it much easier to find organisms in such a niche

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To be honest I didn’t think ahead that far when I said β€œas long as there are appropriate numbers of the right of microbes simulated in the area.” I guess technically it should be microbes with binding agents, but our prokaryotes can’t have those.

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So we would need to implement prokaryotic multicellularity first before mats can be made?

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Could one of the mucous organelles be repurposed as a binding agent for Prokaryotes? Maybe instead of producing mucus, it produces other exopolysaccharides/substances?

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Considering how common mats and colony-forming bacteria are IRL, we’ll most likely just ignore that requirement for colony forming unless we change the binding agent to be available for prokaryotes.

I mean, that (and some other options) is technically what the Binding Agents are already supposed to represent I believe.

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On the other hand you don’t need slime jet or mucocyst to unlock binding agent

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hhyyrylainen:

We’ve been talking on Discord with Rathalos about this and one more idea came up:
colony members could share the damage they receive from toxins. So in effect diluting the damage and not making any colony cells to die until like the entire colony runs out of health. That would make big colonies basically unkillable by small toxin-spamming bacterial.

I think the Toxin diluting effecting should not make Multicellular organisms completely unkillable, even at large sizes. That way, Toxins are still a challenge, but not impossible to deal with. Plus, it would allow for Toxins to still be used in the Macroscopic stages, like with Cholera toxin or Toxic Shock Syndrome. This would also depend on whether there are plans to introduce new poisons/toxins for Macroscopic stages.

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I feel like it should still make them close to being unkillable, especially for prokaryotes.

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This was actually one inspiration for this mechanic: Obviously toxins in macroscopic aren’t just going to affect the β€œcells they hit”, they’re going to affect the organism as a whole. So why not make it work the same way in Multicellular?

I think it would make it far less likely, unless there really is an incredible swarm of toxic prokaryotes.

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Which I suppose will happen more often later into the game as seen with the cholera example

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Would species behaviors be one of the last things to be fully β€œlocked” as traits in the game (if it does ever get locked), perhaps even leading to different culture types? Would the type of clothing (created in an editor) be eventually locked, too, or something that becomes cosmetic after a certain point (and not have an impact on the species)?

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Fashion has evolved a lot even in the last few decades, I don’t really see it becoming permanent

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So Thrive will also become a fashion evolution simulator?

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Not that I’m saying that but fashion will probably be a supported feature

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Toxin Immunity - Gameplay - Thrive Development Forum

xfractalino :

That sounds like a sensible solution, though it would be only effective in multicellular. But I believe that’s exactly the stage where the issue with toxins are happening.

in my experience the biggest issues with toxins are happening in single cellular. Though I haven’t delt with toxin spewers in multicellular so I could be wrong, but I feel like they are many more ways to deal with toxins in multicellular based on the fact you have more cells you can use as canon fodder. As a single cell, if you are mostly sessile and can’t run you essentially run out of options against toxins. Agressive toxin spewing cells can’t be engulfed without risking dying faster, you aren’t fast enough to run, your pili don’t work fast enough to kill them, and if you pull down your shield in order to rotate and shoot toxins back you run the risk of getting overwelmed or being unable to put the sheild back up. While in multicelluier half of these risks are migigated because you have another cell you can sacrifice.

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Iirc it’s possible to make a fully sustainable mucoshield encased cell atm

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I would say behaviour would definitely still be amongst the things that can be edited in Awakening. But this would still be the biological β€œinstinctual/natural” behaviour, so it would still be locked afterwards.

Cultural behaviour traits would best be a separate layer in my opinion.

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I presume in awakening they would briefly coexist ALONGSIDE behaviour?

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None of this is settled design, but that is how I would make it.

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I at least assume there would be an overlap considering Orangutans for instance are reported to have distinct β€œcultures” whilst still being (for the game’s standards) early enough into awakening that they could have their behaviours altered.

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