Devblog #46: (Environmental) Tolerances Update

Devblog #46: (Environmental) Tolerances Update - Revolutionary Games Studio

Environmental interactions get a lot more varied in this new latest version of Thrive. The first major change is that there are now environmental tolerances to consider. This means that your species needs to be adapted to the conditions of the environment you want to live in: temperature, pressure, UV, and even the presence of…

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GOE time, this’ll be fun for auto-evo to adapt to, given how much it sticks thylakoids in everything

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What does “GOE” mean?

Great oxygenation event, since auto-evo is particularily prone to making every organism photosynthetic, we can expect Thrive planets to have it particularily rough, unless it also gets updated to handle the new tolerance mechanics

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Eh, making one species 100% oxygen tolerant only requires 100 MP. So you can just spend your entire editor species on making you immune to any oxygen concentrations, no matter how high.

But it means that you’ve lost an entire editor cycle which you could have used for other mutations that are more beneficial to your goals.

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Correct if I’m wrong, but don’t you just need the tolerance value to be as high as the percentage of oxygen to prevent negative effects? Also you can increase oxygen tolerance in the sessions leading up to the oxygenation event from leftover MP.

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Yes. Exactly, environmental tolerances need foresight. Otherwise you are going to be hurt by the effects if you are just reacting once you get the bad effects.

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To be fair, you do get warned about sub-optimal conditions when you have just moved to a new patch in the editor, allowing you to “fix” the problem before it could have impacted your cell in the proper game.

Having foresight isn’t scientifically accurate… I suppose IRL when the great oxygenation event happened everyone just happened a bit slower and a lot of species died

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I’d think there would be some drawbacks for having evolved the tolerance for something which hasn’t arosen yet in the world of yours…

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I suppose that in theory, it could cost 5-10 MP for every tolerance percent.

At the time of this writing, I have not tried the new version, but there could also be a separate MP cost setting when starting a game.

Theoretically, LUCA could start with just barely enough tolerance for the first generation of the oxidation event, but not the second, and you would only be allowed to upgrade your tolerance after that generation where oxygen is present, similar to how you need to be in an area with at least 1% (or whatever it is) for at least a generation in order to evolve metabolosomes.

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In practice it costs 1 MP per 1 percent.

I know, but if people give feedback and don’t like 1 MP per 1 percent, it’s just an idea

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I guess it could use more MP being needed per 1 percent, especially as oxygen only gets around to 30 percent at maximum in a game, not the 100 percent the maximum tolerance protects from.

Tolerances??

Yeee

Don’t have time to play but very excited…

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They still need some polishing but they do work well.