Quick Question Thread

If it’s not completed for long enough, will it just be removed?

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Only if it gets in the way. And I don’t really foresee that happening as the massive ECS refactor was done. And even if we do something like switch to a more efficient ECS library, the siderophore code is likely not difficult to update so it won’t get removed. Thus the only reason why I see it would get removed is that if some other gameplay update causes the feature to stop working entirely or work badly enough to be unusable, and no one wants to fix the code, then it could get removed.

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Hmmm. Well then we’ll see what comes out of this content. Hopefully not just wasted efforts and strange memories from the experimental mode…
Also how long ago was sidero first introduced by the way?

If someone can be bothered with the effort, listing all commits and searching for siderophore (case insensitive) probably finds the oldest commit referencing it.

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I wonder if proper sessility will be backported to microbe stage one day after it (presumably) gets a proper introduction in a later stage…

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What is the expected amount of patches that can be generated with the new Planet Generation?

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With the new world size option? I think it was 12 regions max, which is like 4 higher than the previous max. It starts to cause a bit of lag on the map when fully zoomed out.

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I hope the patchmap coming in the next stages will be more optimized than this one if it lags just from 12 patch regions…

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To be fair, it would probably depend on how many patches occur in each region.

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Yeah, but the upcoming revamped patchmaps in the stages to come are sure to have far more tiles than our current ones even at the very maximum.

Macroscopic stages will also likely have the ability to cross through multiple “patches” in a creatures lifetime, and will likely have a different system altogether than microscopic patches. Microbes don’t sleep in a cave, then travel through a forest to a lake to get a drink, then move back through the forest to return to the cave daily. Or migrate.

I recall when there were those suggestions of “patch boundaries” being added, all of which were rejected…

If one were to to have written such a 1200-word post, would it be bad forum etiquette to tag the lead developer?

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Not as long as the post was of a reasonable quality and raising reasonable questions or suggesting reasonable proposals.

How difficult is it to install mods on the non-steam version of the game?

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It should be rather easy. There’s even an entire tab where you can choose which mods do you want to be enabled and which disabled.

When will the Breakfast Cells Mod be updated, if at all?

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I think by this point it would require great loads of effort to port it to 0.8.1.1 due to the sheer amount of incompatibilities between that release and 0.6.5.

Almost as easy as on Steam, just need to put mod folders into the Thrive mods folder (so just need unzip the mods you find, not sure if there’s any currently working mods outside the steam workshop). There’s a button in the in-game mod manager to open the mods folder.

It’s probably made just as a graphics replacement, so updating the mod should be as easy as making sure the models still display fine in Godot 4 and then re-exporting the mod.

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Still it can take a bit of a person’s precious time…

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