Ideas for the Microbe Stage [Put your ideas in this thread]

There’s a dedicated thread about plant gameplay:

it would also be possible for a large cell with electrosynthesis(a way to turn electricity into bioavailable energy) as a way to prevent getting killed by electricity(for example: electric eels shocking predators) to engulf a geobacter analogue(basically any organism that performs electrogenesis[making electricity by ripping electrons from atoms]) and turn it into an organelle for turning non-bioavailable energy into electricity which then gets sent out of the organelle to be turned into glucose or ATP once it reaches the end of the nanowire it is excreted through where an organelle for electrosynthesis would lie, this would allow the player to have wires for energy transportation and specialized tissues for making electricity which would let the player have limbs that can be removed for a while and put back on(assuming the limbs close their blood vessels where they get detached), another thing the player could do is have battery cells(just cells specialized to store electricity and release it when needed) making the player able to survive without whatever they use to respire for longer and even have things like LEDs if they manage to evolve to use semiconductors to transport energy to solar panels if they evolved them, it would likely be a better idea to use lasers though due to the fact that LEDs don’t produce light in a single direction. that would encourage the player to evolve glass(or something else if it is more convenient) to make lenses for focusing light to allow the light to get transported over greater distances meaning they can grow larger with less metal or carbon nanotubes or graphene required (the last 2 would likely require genetic engineering tools) and allow the player to use light as a defensive mechanism and to hunt by aiming extremely powerful lazers directly into the eyes of their prey to fry their brains and eat them(probably the one auto-evo would favor more) with their roots or an organ that grows around dead animals to digest them since they are probably a plant if they need to focus light to transport energy quickly with it. and after writing this i realized most of it probably belongs in the plant thread

I discovered a benthic cold seep ecosystem while searching for early cell metabolism data. We already have Hydrothermal vent, may we add cold seep?

Good news, we technically have that in the form of iron eating cells.

Thanks for posting this though, I’ll take a look at some of the other examples listed here for inspiration

Edit: So all of these bacteria utilize metals such as iron for their ions, so we have that covered already. I should mention that none of them actually consume “electricity” as you might think, but use borrowed ions from reactive metals to re-activate their ATP. They do produce electricity as a byproduct though, which is really cool.

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the thing i want is specifically the electricity production so i can use bacteria that make electricity to use electrosynthesis which should probably be non-lawk unless someone can find an example and it works by taking CO2 and water or ammonia since that has a higher hydrogen density and using electricity directly to turn them into glucose or sucrose in the cells of my organism and give it an iron stomach with the majority of the electrotrophic bacteria in it with nanowires running through the entire body of the organism or use lightning as an energy source and be a plant that grows extremely tall and store energy between lightning strikes in glucose or use photovoltaic membranes in the cells of my organisms to make carbon fixation more efficient

The transfer of electricity and electrons has always been the core of life activities. All living organisms are utilizing electron transfer to produce and store energy. In a sense, the light reaction of photosynthesis is like photovoltaic panels generating electricity to obtain current to decompose hydrogen sources. Respiration is power production, and the nervous system is the wire that transmits bioelectricity in the organism. It is not difficult to generate electricity by generating potential differences through ion transport. The electric eel’s electricity generating cells are the evolution of muscle cells.

The problem with lightning is that it is extremely unstable and intense energy release. It is basically unlikely to become an energy dependent organism. However, if there is indeed a long-term thunderstorm environment, some tall plants may indeed have evolved the ability to conduct lightning like lightning and further attempt to use the power of lightning. Although the more likely evolution is to become shorter.

Electrophagous bacteria AND Photoelectric autotrophy

Electrophagous bacteria do exist. Unlike iron eaters who actively oxidize metals, they have evolved a membrane protein to directly use the electrons generated on the surface of mineral electrodes (natural galvanic cells) for their own biochemical activities or use the electrons emitted by some electrogenerating bacteria (mutualism).

In fact, there is also Photoelectric autotrophy in nature, which utilizes the photoelectrons generated by light on the surface of widely existing semiconductor minerals for extracellular electron transfer (multiple pathways) and utilization. This mechanism widely exists in the existing chemotrophic autotroph and Photosynthetic bacteria, and also protects cells from ultraviolet radiation. Perhaps photosynthesis evolved on this basis, cells synthesize photosynthetic pigments themselves to obtain photoelectrons without relying on minerals. Perhaps this is the common denominator of autotroph?

The synergistic evolution of minerals and microorganisms is worth considering, which may be considered in the generation and evolution of the world, such as the biogenesis of geology, the distribution and evolution of microbial periods that affect the mineral differentiation of civilization stages.

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There are Oxytoxisome and Slime Jet in the game now. Oxytoxisome produces toxins and allows cells to eject toxin bullets from the front, while Slime Jet produces mucus and sprays mist like mucus from this nozzle (currently the only external structure with material production capacity).

I want to say that it’s better to have toxins and mucus produced by specialized intracellular structures. The Jet , as an independent extracellular structure, allows cells to spray toxins and mucus from the Jet . The Jet should have different specialized firing methods and targets, such as walking a toxic cloud at the tail of the cell to prevent predators from pursuing, firing a mucous bullet that explodes next to the prey, trapping the highly mobile prey in the cloud, or a cloud mixed with mucus and toxins?

It would be great if each Jet could be assigned different shortcut keys for separate control, just like setting different shortcut keys for different device startup in Crossout. Has anyone played this game?

In addition, having a structure that produces mucus can serve as a requirement for bacteria to obtain capsules, and having a structure that produces toxins can serve as a requirement for poisoning Pilus.

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Just like nitrogen fixation, iron fixation can also be added to the game. The iron present in the environment doesn’t exist in a form the organisms can use.

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I had this idea for endosymbiosis lately.
In it, the player could open up the digesting materials tab while in-game (the tab which is supposed to allow you to remove materials manually from your microbe), and if there was a live microbe inside the one you control, near it would be an extra button with “endosymbiosise” written over it. Clicking this button would give you a pop-up of sorts (a warning), and after you proceed, the button would be gone and you wouldn’t able to engage in endosymbiosis with any other microbe that round. The microbe with which you’ve integrated would give you more processes and such.
After enteting editor, you would see that your cell now has extra 3 hexes in shape of a chloroplast (if your companion was a prokaryote) or or 10 hexes in shape of a nucleus (if your companion was an eukaryote). You could select those new hexes and have options to remove, move, edit or duplicate the endosymbiont. Editing the endosymbiont would result in you getting taken to view of endosymbiont’s cell (like in early multicellular), where you could alter it’s composition and organelles with a discount.
If you die while having endosymbionts, they would be released into the environment as live cells. Note here that endosymbiont shouldn’t render organelles while they are inside you, as this would significantly slow down the game.
Endosymbionts could get a new, unique membrane type, which drastically lowers their HP, toxin resistance and
physical damage resistance, but at the same time it would increase the cell’s ATP production a lot.
Removing an endosymbiont could cost 10 MPs, moving 5 MPs, Duplicating 50 MPs, while editing it would come with a discount, perhaps the same as with the cells in early multicellular.

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though it probably won’t be base game for a while i feel like the endosymbiont thing would be pretty similar to the multicell thing but interacting with the cell on the outside of it and all its parts since the binding proteins already do all the things necessary to give you an ectosymbiont if you make sure everyone has binding agents and the only difference chemical mechanics wise would be that the cell on the inside doesn’t have to use its own ATP to upkeep its membrane but the host has to use its ATP to upkeep the membrane of the endosymbiont, while in the host cell, endosymbionts being rendered like all the other cells would cause unnecessary lag so keeping them like all the other organelles physics entity wise until the host dies would be logical.

the unique membrane type doesn’t really make much sense since there are single membraned and double membraned endosymbionts in real life and all that makes them easily damaged is being adapted to what’s basically a paradise for prokaryotes that don’t do damage to the cell meaning there is no reason for the endosymbiotes to keep the adaptations to prevent harm to themselves, instead they should gradually lose all of those adaptations over generations and decrease their osmoregulation costs assuming that’s not entirely player controlled

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This has my attention, thank you for bringing it up. I’ll do some digging and see if we can’t cook up a new feature to make iron diets more interesting for microbes.

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Tada~

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So do these iron blocks represent trivalent iron ions or divalent iron ions?

Thrivepedia can have multiple functionalities

  1. Viewing the things created by the player
  2. Viewing the species the player decided to save (fosilisation feature)
  3. Sharing these with others and viewing theirs
  4. Chosing which ecosystems and civilisations created by other players will be seeded to the galaxy
  5. Accesing freebuild modes and the autoevo ecosystem creation tool
  6. Forum games? Chatting? Multiplayer? Shortcut to reddit?
  7. Being an in game wikipedia
  8. Giving further information about real life phenomena

I have a suggestion regarding the last two.

There would likely be pages about compounds such as oxygen or glucose. And they would have pictures of the compounds, such as their molecular structure*

What about making polandball avatars for the main pictures? I have ideas about how some of them may look like.

Oxygen: It is circular. It is colored blue, like the sky, and there are clouds on it
Water: It is a darker blue, it has a watery hair*, it has large ears like the disney logo because of the two hydrogens
Hydrogen sulfide: It has exotic colors like the yellowstone hot springs
Uranium: It has a rocky texture and it glows. There are smaller pieces of rock that rotate around it like electrons
Melanin: It has a dark color. It wears sunglasses and drinks lemonade from a coconut mug
Clorophyl: It is green and its texture is like thycloids stacking on top of each other. It wears olive leafs as a hat like an ancient greek olymphic athlete
Glucose: It is blocky like grains of sugar. Similar to the shape of the sugar item in minecraft
Oxytoxy: It has the biohazard sign* on it
Ammonia: It is colored like white dots (ammonia fertiliser) on black soil. There are little plants coming out of it.
Phosphorus: It is an antrophomorphic double helix
Carbon dioxide: Smoke is emenating from it
Methane: It is circular with 4 smaller circles attached to it. Its color looks like a brackish water with bubbles rising in it
Thermosynthase: There is fire and ice forming a ying yang symbol
Muculage: Viscous muculage dripping from a muculage ball

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A post was merged into an existing topic: Ideas for non-LAWK Upgrades

Trichocyst - Meaning, Structure, Function, Types and FAQs (vedantu.com)
The defense, predation, and explosive reaction armor of ciliates.

can you make cannibalism a option?

There is some discussion here about cannibalism and inter specific combat: Intraspecific Competition and Cannibalism - Gameplay - Thrive Development Forum

It’s doable, it just needs some discussion. And honestly, features like that aren’t in the immediate focus of the team currently. Unless a volunteer really wants the feature to be implemented and worked on, it might be a while if the concept is ever agreed on.

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Is there some way to see your position in Thrive, it would be useful, maybe if you went enough “units” you would enter a nearby patch.

It wouldn’t make sense if you could get to a different patch by moving, because it takes an editor session (100 million years) to go to a different patch, and obviously you won’t be playing for 100 million IRL years.

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