Modding Questions

Why when I open .cs files with visual studio with c# extensions the file is completely empty?

Godot for some reason includes blank .cs files for each file in the game when exporting the game. So the files are “intentionally” blank. But they aren’t useful for anything else except for knowing what files exist.

To actually see the game source code (or modify it) you need to grab the source code from our github repo (or the included source.7z file in the game contains almost all of the source code).

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How could this be fixed?

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Probably just by converting it to use the full organelles list instead of just the unique list (which is basically a filtered view into the full organelle list). I just closed my IDE for the day so I can’t give an exact code answer.

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What are you trying to modify?

How i can make a “Physic Condition” in-game?, because i make a variable called Radiation and show as a “Compound”, i need modiffy a C# Script or?, thanks!

Image:

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Yes. The compounds are assigned to charts based on MicrobeEditorReportComponent.GetChartForCompound

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Besides radiation not showing up in charts, is there anything else from your mod that you can’t figure out why it doesn’t work?

Quick modding question: Is adding an additional miche by mod doable? Or would it be more feasible as a fork?

I can see that in any case I would need to get Godot since it’s in the cs files of auto-evo, not jsons.

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I think it’s possible (but difficult), but it requires some code intervention.

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And also a considerable amount of balancing if one wants to still have the game’s ecosystems function well.

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Yeah, I figured it will be quite some work and learning. So I may end up modifying some smaller things as practise first. But auto-evo would be my end-goal for motivation. Just want to make sure that goal is reachable at all before I put too much time into it.

From what I read in the relevant code, and how it functions in-game, it seems realtively self-balancing. I would be implementing some things I suggested before, essentially splitting up the “autotrophic” miches to try to make sure prokaryotes stick around along with bigger cells.

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Yeah, prokaryotes being reduced to isolated patches once good eukaryotes emerge shouldn’t be a thing. Though I suppose size miches could also get the job done…

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thrive is an open source project, you could just make a change to the code to add these miches and then add them via github pull request to get it added to the main game.

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The thing is for the pull request to be accepted, which might not be as easy as it seems…

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Right, I figured I could just make a mod at first that can easily be turned on/off for testing it out.

If directly editing the game is the easier (or only) way to achieve this, then of course it would be different.

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It should still be possible to have playable results even if no balancing was including per what you said before. Also, just how many miches were you thinking of adding to the mod thing?

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Initially, simply adding an additional miche for each basic energy source (for example, light) that selects for low reproduction cost, basically just to eliminate the problem you mentioned:

If it goes well, I might consider more.

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How long do you think it will take you to implement these basic energy source niches?

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Really no clue, first I need to find the time to learn how to mod Thrive at all.

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