I couldn’t find a thread that was recent and was on this topic and I’m nervous to start my own so I’ll just ask here; Is any one else getting a pre-game crash? The game will open to a white screen and after about 15 seconds it will crash again and will only give this crash report:
Thrive is running. Log output:
Process Started
child process exited with code 3221225477
Is this problem happening with anyone else? If so; Does any one know how to fix the problem?
That happened to me too. Also no, sorry I don’t know how to fix it, I’ve just been playing the version before the current one because I’ve been too lazy to ask.
The external effects are in addition to the auto-evo results. So those auto-evo numbers don’t contain the lost population from dying.
I think extinctions should get applied after the external effects. So it should work fine even if the numbers aren’t fully updated.
I made an issue on github a already for this:
Zahyyy
(the one who spent 4 hours writing a single post)
811
Two quick questions (more like suggestions/ideas)
When you were talking about being able to have some vacuoles connected based on what they contain, I immediately thought of the organelle upgrades. The idea is that you could upgrade the vacuole’s capacity, thus making it larger. That would solve the issue with having to distinguish between vacuoles used for different compounds. Might also be applied to toxin vacuoles, so that instead of having 10 toxin vacuoles, you just have a large one. Whaddayasay?
As you were talking about some people picking thylakoids in places where there’s no light, I had another idea. What if an organelle gets unlocked once you come in contact with the thing it is supposed to process? So if you’ve never encountered iron, you won’t be able to get rusticyanin. Similarly, if you’ve never encountered sunlight, you wouldn’t be able to develop thylakoids. I think it would not only prevent some people from dying in the very first gen, but it also makes sense from the evolutionary perspective. Why would you evolve to process something you have never encountered? In my opinion, this would be a cool “unlock” system at least as a placeholder for now.
Let me know whether this should be posted somewhere else or whether this is a fine place for it.
Will the skin/membrane of cells and multicellular organisms be customizable. If so, in what way? Will it be fully customizable with some sort of paint tool? Or will there be premade textures?
Also will the hunt for food be much the same like looking for compounds in the multicellular stage?
How many people are in the dev team inside each category (e.g. programming, theory, art, …) and how many are active versus how many aren’t active (inside each category too)? Just for curiosity…
Official team member list: http://thrivegame.wikidot.com/team-members
It’s a bit outdated especially the programming team lists many now inactive members. Once I get around to moving that to the new wiki I’ll update it.
I’m pretty sure it would not. The system account is similar to a normal account. So some admin would have to switch to the system account to see its notifications. However if you were to say @'moderators you would quickly find yourself banned if you did it without a good reason.
This is scary! I didn’t know you could call mods like that, but if I’d ever done accidently…
A while back, I was just doing something silly: private message to system just to see if someone would even answer. I didn’t know it could have been illegal. Thankfully, you’re saying that it’s not illegal.
I won’t risk calling these mods by putting an intermediary character to allow Murphy’s laws to intervene in the situation.
Of note is that these editors/choices are already accessible to NPC cells - for appearance, several membrane textures and RGB colors can be selected. For behavior, there are 4 personality variables.
In its most simple incarnation, the appearance and behavior editors would simply be a way to choose those with sliders and the like.
A more advanced behavior editor would include automatic adaptation to the player’s style, as well as more specific behavior programming (like towards a specific species).