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

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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Yes, one of the debug panels (CTRL+F3) shows world position.

Exactly. Microbes are so small that moving 100 km would take so long that no reasonable player would do it, so there’s no point in making a feature that nobody would see.

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Rain world be like: (press grab twice)

About this, I think that proteins should cost less, and be forced to be placed on top of cytoplasm. This would also most likely fix the issue of “organelles” like thylakoids producing ATP, as since the thylakoids would be separate from the cytoplasm, they wouldn’t be what’s producing the ATP.

The ability to Eject something you engulfed would be nice.

That had been an open issue for a really long time. Good news is that it finally got done yesterday:

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Got a generell idea for the evolution mechanic. I’m new in this forum and didn’t know where else to put it, since microbe stage is the only really functional peace of the game rn.

I find it kinda weird that as your species develops and changes drastically it still is considered the exact same species as before. I think it would be cool if your species regularly split from the “main line” when you evolve creating either two new ones or creating a new one and leaving behind the original one to either evolve differently or die out. This could have any number of possible triggers like simply changing your species’ name, or making a mayor new evolution (new cell organelle for example), or it may just happen periodically every couple of generations. I think this would make the world feel way more realistic and dynamic and also solve the problem of the player species rarely (if at all) splitting.

Also since I’m here already: I’d love to be able to create a new species in an existing game. Like I already build my photosynthetic prey species, now I’d like to make a predator specialised on eating them.

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I like this idea, but what I’ve heard before is that by splitting your species it’s also gonna have to split your population to make sense, and people already complain about population drops sometimes. I’m perfectly fine with lot’s of splits though, because then there will be actual other plant species and then I can switch to herbivorism.

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In my opinion, the solution to the population drops from speciation is to just not split when your population is low. If you can’t keep your population up, neither will the species that splits off of you.

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I rly like the form in which Microbe Stage is today, only stuff that I think would be nice if it would be added is a few more organels (mostly for more types of toxins) which may require some more and new gas clouds, also I rly like the idea that one guy on the suggestion page suggested that you can combine 2 or more organels into 1 to make it stronger but I understand if it is hard to make cuz it would mostly need a use of AI to create something like that working like he may want. In other words for me Microbe stage needs myb just a few more upgrades and we are set to progress towards Multicellular Stage.

Hello!

I have only gotten into this game recently, but I have ideas and concepts for improvement and problem solving. I may get too complex for enjoyable gameplay, or state a previously mentioned idea, but I hope that this is well received.

Problems

Problem 1: players becoming a big blob with a huge variety of organelles

It’s not the most elegant way to put it, but you get what I mean. Players don’t see a need to stay small, and don’t see a need to specialize, and instead just get practically every organelle they want.

Solution 1: osmoregulation

A first solution to this problem is to change osmoregulation. I believe something like this may be in the works already, but here is my idea.

Osmoregulation costs change base of off size, but don’t take into account the surface area. The calculation of osmoregulation should be something along the lines of this: (surface area/6)x(volume). The reason for the divide by 6 is to ensure that the starting hex of cytoplasm starts out with an osmoregulation cost of 1. If you do the numbers for this, the osmoregulation cost goes up quite fast, maybe even too fast. So you might want to fiddle with the equation a bit so it doesn’t ramp up so quickly. This would also buff multicellularity, as each specialized cell has its own surface area. This should solve the “big blob” problem, but the excessive variety remains a problem.

Solution 2: Mutation point limit(genetics)

My solution to the variety problem would be a genetic complexity system, also translated as “you may only have x amount of mutation points worth of stuff in your creature.” To make this less punishing, and to encourage synergies, if you have a similar organelle, or are just getting a copy, the cost is less. For example, if you already have a flagella, the cost of another one is x% less than the first one, and if you are getting cilia, and you already have flagella, the cost of the first cilia is x% less. The limit would start at somewhere between 300-500, and could be increased to 1000 or so by the nucleus. This could buff multicellularity as well, as each cell type could have its own complex structures. Obviously, because each cell has the whole organism’s genetic code, multicellularity would work a bit differently. (this could be a lot of work to code)

Ideas

  1. Agent revamp

Agents should have separate, customizable organelles for production and release.

One type of organelle (name is TBD) would produce agents. You could customize the type of agent(various toxins, mucilage, etc.), potency, targeted membrane, etc.

The other type, (name is also TBD) could release agents or compounds. You could customize the force, amount, ratios of different agents/compounds, and keybinds. The injector pilus could do the same.(LOTS of coding, but cool. And yes, I want toxic mucilage. )

  1. Making the nucleus more gradual.

In my experience, getting the nucleus seems like a very big step, and seems a little bit rushed. Even with Thrive’s big evolutionary time scales, evolving the nucleus in one editor session seems a little unrealistic. I think that it should start with, or at least have the option to get, a prokaryotic nucleoid (if the genetic system is implemented it could increase the cap, otherwise the function is TBD). The next “upgrade” would be a proto nucleus, bigger than the nucleoid but smaller than the nucleus. Since I have heard endosymbiosis will be available before the nucleus, this could allow for it to occur as well potentially allowing for bacterial conjugation.

Thank you for reading!

If you have feedback, please be nice as this is the first time I have done something like this. :slight_smile:

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Hello, and welcome to the forum.

I like the idea of separating agent parts into production and release. I think you should be able to produce toxins solely for defence, and save energy relative to something that fires them as a means of hunting. It would also help adjust the production rate in relation to firing rate.

I agree about the nucleus. It seems that the nucleus basically needs the ATP from mitochondria in order to fully function. There may well have been a proto-nucleus before the mitochondrion came along, but probably not one that was fully functional. In Thrive, there would often be other energy sources, but it is a big leap to go from no DNA store to a full nucleus.

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