Progress Updates

You might need to enable later stage prototypes in the settings, when creating a new save file.

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I could not reproduce it so I’ll count it as very rare ocassional Error, if you want details all what I can tell you is that the game could not go to the multicelluar , after loading the multicellular there is no cells to reproduce or modify

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Was there also no content to be shown in the report tab? If so, this probably is a case of the rare godot engine bug.

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there was a lot, but bad habit , I jsut closed thrive completly before coming to report, then I could not reproduce the error3

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Also did you reset the game too when you were unable to go to multicellular to get to it’s editor?

I got out of the gaem AKA ;quite, got the report : very long red one, close it , close the launcher than go to thrive forum to report,

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Do you still have the red report?

This sounds like almost certainly the Godot Engine bug @aah31415 mentioned:

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Handy reported they saw β€œa lot” in the report tab, though they also said something was off here. Could be this is only a partial failure of the engine instead of a total one.

By the way, 0.8.4 is the second-to-the-last release of this year, right?

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Assuming they were playing the 0.8.3 RC1 build, the new changes in it to rely less on NodePaths could mean that the editor load bug will look slightly different in the future.

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This seems strange since I also encountered the engine bug in this RC and it made the editor look exactly like it looked in the previous versions when encountering the bug.

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Interesting. It might be that the bug looks different in multicellular?
We’ll probably get enough new reports about the problem over time to answer that question.

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I got that error on the 1st editor session of multicellular, right after I pushed the button to progress to that stage.

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How long does the CPU need to be below the capacity to uphold the 2x mode before it returns to the 1x mode?

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How powerful does a CPU need to be for 2x game speed, and not have the game output β€œWorld time scale is higher than we have the processing power for”?

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That can probably greatly depend on your game settings.

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The CPU performance is checked once per second by checking how many updates were done at full speed and how many hit the max timestep size limit (indicating CPU processing bottleneck). If that ratio is below 45% the speed mode is disabled.

The required CPU power depends a bit on the entity count and how late into the game you are. However I would imagine only old laptop CPUs to struggle, that anyway struggle to run Thrive well in the first place. And I think basically any decent gaming CPU is going to be able to handle it just fine. For example on my computer I had to crank up the speed multiplier to about 5 to 6x speed before I was hitting the slow down and was able to test that the performance monitoring works correctly. So just 2x speed doesn’t need that much CPU power.

Only entity limit should impact it. (and well cloud processing interval but that is a constant thing that doesn’t change as you get later into the game)

Though if you have really, really slow GPU that could add some extra delay that gets picked up, but on any gaming GPU Thrive is basically totally CPU limited.

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By the way, by β€œdisabled” is it meant that the speed mode just turns itself off and you can turn it back on if you want to or is the option to re-enable it locked after disabling itself? Because if it’s the former, I feel like there could be an option to disable those checks and run the game on the β€œmax speed” anyways.

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It just turns off the fast mode. And the player can click the button to try to turn it back on. But if the performance is still not good then it will automatically get turned off again (within one second).

The reason why it is very bad to allow running the fast mode while the game simulation cannot keep up is that some other systems (some GUI elements and the day/night cycle) will run faster than they should. As the game simulation cannot keep up with 2X speed, then the actual speed is less than 2x but for example the day/night passes as if the game was able to run at 2X speed. So that causes a desync between the gameplay simulation and other aspects of the game.

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