It kind of looks like youāve edited some of the cell types. Thatās also pretty important as the conversion from cell placement to the layout needs to take into account the full cell hexes to try to move everything so that they do not overlap.
I got a crash with the same error description, but with only 3 cells in a vertical line. Iām now getting it again. It crashes on exiting editor after editing some cells. Hereās the output:
And hereās the save file:
To reproduce: load save, enter editor, edit Motor cell, add flagellum to back of cell, click Confirm. Adding a flagellum elsewhere on the cell doesnāt cause the crash.
Thanks for the save. With it I was able to easily reproduce the crash. And investigate my hunch that the organelle repositioning logic was triggering after the cell positions were selected leading the cells to no longer fit in the positions chosen.
Was playing with what I could do with multi-cellular builds and was attempting to make production cells along with movement cells, to see if I could specialize them,
(Also It would be neat to have a button I could press like delete to remove the cell without having to go through the menu, would be good for people like me who want to push what can be done or for people who just want to mess about in cell customization, just a suggestion )
It looks like you havenāt updated Thrive. There is an update available (0.6.4.1) which provides fixes for at least some errors of the sort mentioned in the crash report. Multicellular is much more playable now. It should update automatically on Steam, and you should be able to load your saves from the previous version (you can just ignore the warning message that pops up on the Load screen).
Do you have the beta selected on Steam? Itās still on the old version in case someone has a bug with 0.6.4.1 they want to rollback for. If not you can verify the game files through Steam which should make it immediately detect that there is a newer build of the game and start downloading it.
Edit: reading through the code the hotkey for a delete thing under the cursor should also work for the multicellular editor.
[RunOnKeyDown("e_delete")]
public void RemoveHexAtCursor()
Is in the base class so both editors should react to the delete keybinding the same way.
You mean in the early multicellular editor and not in the late multicellular (macroscopic where things are built out of metaballs)? Thatās certainly a possibility that I just didnāt add it there as well. Thatās starting to be a very rough prototype so itās not a high priority to add it there, but someone could probably send a pull request to us making that change quite easily.
MetaballEditorComponentBase.cs. Which looks like it already even has a copy-pasted version of
[RunOnKeyDown("e_delete")]
public void RemoveHexAtCursor()
but it just has a throw new NotImplementedException(); so I obviously didnāt have time to implement that when I was very quickly trying to do all of the remaining prototypes.