Player Control Of Starting Resources?

I was building an organism, and it’s initial cell is a very slow and ineffective dude, who’s sole purpose in life is to digest food and spit out helper cells. However, it has been difficult to play, as it relies on being able to carry a large supply of engulfed organisms and hydrogen sulfide over from the last play-thru, in order to have enough energy to survive its initial single celled growth phase and spit out it’s first movement cell with enough energy left over to actually find food.

This only happens sometimes. It seems totally random whether it will be able to carry over engulfed food from previous rounds of evolution or not. I feel this is both unrealistic, as even extremely primitive organisms have control over how many resources they give their initial offspring, rather than it being random, and it’s unfun, as it forces me to design an organism that is immediately decent at getting food even when competing with fully developed versions of the species, denying me a degree of creativity.

This is an image of the juvenile, “seed” stage of the species. It must find food to survive, as it is not possible for me to give it enough starting food.

A picture of adult would be here, but the forum won’t allow two embeds for new accounts, so you, dear reader, must use your imagination.

Once movement cells are created and food is found, the species is very effective, being able to store very large amounts of food in it’s seed cell, which is, in this phase, dedicated solely to digestive and metabolic processes. The only way it tends to die once it has 1-2 large hydrogen sulfide nodes is when I do smth stupid, or when it is attacked by the prokaryotic, predatory, proto-disease causing organisms, which wedge themselves between the cells of the creature and stab it to death, and can be very dangerous if I don’t have enough mucilage to activate mucilage shields.

Devs, pls allow us more control of how much resources and digestive contents are transferred to the new species, perhaps with tradeoffs regarding our species’s autoevolve fitness or reproduction cost to create a tradeoff preventing players from dumping all their resources into the offspring.

Or, if that’s not possible, at least try to give us half of the resources that we had before reproducing, or as many of them as possible, or half of what fits in our starting cell, or some other variation. It should, at least, allow some carry over from previous runs, and be predictable.

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There are different options when starting a playthrough under custom difficulty options, with one of them allowing a player cell to start with their compound storages almost completely full.

This is the first time I have heard of this problem. I was under the impression the player cell always gets the engulfed matter after dividng.

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Are you talking about the always top up option? I’m not 100% sure this player would want that since they rather wanted something like a r-K reproduction style choice, where importantly resources don’t get added to your cell “artificially” on spawning I think

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First off: Welcome to the forums!

Engulfed matter works a tad different than other compounds because it’s linked to actually still engulfed cells/chunks, so there might be some inconsistency there, I am not sure.

In any case, I would recommend not completely making your species depend on carry-over resources, because you obviously don’t have acces to them if you do die and respawn.

As AnthropocenianAge pointed out, there is a game setting for this. But that was designed for the Microbe Stage and I think we need to check how it interacts with Multicellular Mechanics.

Deciding how much to invest in your offspring is actually one of the goals of the new reproduction types that will be implemented (though more so in how many cells you can start out with).

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Huh, didn’t know we’d have that added. Is this something like binary fission?

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Discussion can be found here: Reproduction modes (including sexual reproduction) - Gameplay - Thrive Development Forum

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@ForItIsNotYetEvening Also I have a feeling your cells might be “overevolved” considering the amount of organelles in the seed cells of yours. Perhaps you would find it easier to survive as a seed if you evolved into multicellularity with a much smaller eukaryote (and kept the cell types relatively small)?

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I agree. I wonder if adding Ferroplasts would help with ATP balance? The organism might be large enough to engulf Large Iron Chunks.

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This would require adding many editor sessions worth of ferroplasts and might also end up causing the organism to become stationary if only one food source is in the system

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Ferroplasts do not require being stationary, they require having the power to bring the large iron chunk with you. I use to make Y shaped multicellular creatures and literally push a large iron chunk in front of me for half of the session while other creatures chased me trying to get the iron.

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I have had similar hilarious experiences with trying to hoard Medium-sized Sulfur Chunks.

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I rather tend to make my cells just large enough to engulf large chunks

What do you mean by random? Can you give specific examples?

This should be exactly how it works. The resources are split in half and the other half is given to the split cell / colony and the other half stays with the player.

It should work the same, the code is in the same function for exiting the editor for microbe and multicellular stages and I’d like to imagine that I wasn’t so bad at coding that I accidentally didn’t make it work for multicellular / colony situations, though there might be some unintended corner cases in the multicellular / colony case.

This is a good guess that I also had about the random nature, because by default the option is to “top up on patch change” so if you changed patches in the editor, the game gives you free resources, but if you don’t change patches you don’t get free resources. This can be changed when starting a new game to either always top up or never to top up to make patch moves consistent with other editor cycles.

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