Introducing Thim's Thrive Fork!

I’ve been a developer for about a year now, contributing to Thrive’s 0.5.4 release onward. Sadly, as I’ve grown more busy in real life, I’ve found myself no longer able to support the kind of sustained work it takes to get a Thrive PR up to production quality. Ideas for stuff I want to play around with, however, have abounded. In addition, sometimes I think of a change that I know how to code, but don’t want to take up the resources to review and test.

After considering it for a while, I decided to fork of my own version of the codebase and use it to develop independently, in a more experimental direction.

After a few mad late nights of coding, I now present to you: Thim's Thrive Fork by raggaaa

This is a different version of Thrive, that will likely diverge more over time as I come up with more whacky ideas. While I like what I’ve been able to do with it so far, keep in mind that there are a few things that you’ve grown used to that I can’t promise with this fork:

  • It’s not written to work with any launcher. If you want a new version, you will need to go back to the itch page and download the zip
  • I’ve dropped support for all languages except English, since I would have no way of ensuring other translations are still accurate.
  • I plan to maintain zero support for save compatibility. This is a very costly feature to support with new changes. Load a save from an older version (or if you’re really dumb the main Thrive version) at your own risk.
  • In general, expect bugs. I don’t have a play-tester to give a new perspective, and I’m using a pretty good computer so I might not catch lag spikes before players do.
  • While I plan to steal changes from the main repo, sometimes it won’t be worth it, or won’t be compatible with code I changed. Expect an increasing amount of “missing” features over time.

If none of that scared you off, feel free to give it a download and check it out! Feel free to comment with any “I did this, and this weird thing happened” but reports, but I will be ignoring any “it just won’t open” issues. I’d also love to hear specific feedback on the experimental features I added, but please leave suggestions to other threads.

It’s always better to contribute to “real” Thrive first and let me steal your stuff, but if you want to contribute to just Thrive’s one-dev B-team, I’ve got my own repo: GitHub - adQuid/Thrive: Thim's variant of Thrive.. I will be allowing dumber stuff on that repo than the main one.

I will post in this thread when I have a new version uploaded, which will happen at completely arbitrary points as dictated by my enthusiasm.

4 Likes

First version is out! (obviously)

Stuff I stole:

  • There’s a new game menu new, with difficulty options. Ask Oliveriver about it, because he’s very proud of it. Note that some of the buttons don’t do anything yet, and with this repo they might never do so.
  • New cillia organelle, although I overhauled how they work from what will happen in 0.5.9 when it comes out
  • New spawn system to make compound clouds appear more consistently, and let more microbes on screen (technically I stole this from myself)

Stuff I wrote:

  • You now start as the first organism instead of the Last Universal Common Ancestor. That always seemed more fitting to me.
  • You now have a random amount of mutation points per cycle, which increases slightly if you’ve died more, to try and simulate stronger selective pressures. If you die enough in a row without going extinct, you get a free editor cycle out of pity, but your population can’t go back up until you reproduce the right way.
  • Cillia pull things toward you when you enter engulf mode
  • Chunks spawned on death reflect the size and composition of the microbe that died
  • Membranes that don’t let you engulf also have a base speed of zero. To let plants survive, there is also a background rate of compound absorption. That means plant gameplay is now “in”, even if it isn’t “fun”
  • Added a second kind of toxin vacuole, that shoots a different kind of toxin that attacks a cells ATP instead of health.
  • Balanced out pilus to be a little less of a tiny katana and more a tool to block engulfing.
  • Added some “title slide” screens to introduce the game in a way that’s a little more “Carl Sagan” and a little less “science shotgun to the face”

Jokes on you, I never used those membranes to begin with

lol relatable

Can you de-capitalize the new toxins name, my mind just instinctually gets infuriated by its all caps, for some reason.

Next ed

Aww my first bug! I uploaded a hotfix for it.

also, you have the problem of microbe parts not being sized right

IDK if this is a problem for you or the dev build

I also have the problem of auto Evo not putting anything on the first sunlight zone thing

I’m getting a screenshot rn

That I wouldn’t know. Got a screenshot?

Is there a prototype macro for this, or not implemented?

Do you need more screenshots? also this
Microbe AI failure! System.InvalidCastException: Specified cast is not valid.
at MicrobeAI.Think (System.Single delta, System.Random random, MicrobeAICommonData data) [0x00023] in :0

Overall Improvements tbm

  1. Fix the sizing problem (If possible, not that important)

  2. Fix whatever that ai think the problem is

  3. The auto Evo for the first sun layer is good, some entered, just took a while

  4. Increase and or add an organelle to create//produce phosphate, for later stages it is a pain to get it done