Nice, time to check them out then
With patch 0.5.5, my game started crashing to the desktop with the error child process exited with code 3489660927, this sometimes happens when I exit the editor. This may not happen immediately, but after a while and only at the moment where we control the cell
That’s the same exit code as is reported in this thread:
And by the way, on test 0.5.5, the game did not crash to the desktop at all
Maybe the problem is in the launcher?
The launcher has no other effect on the game other than it reads the game output and shows it in the launcher.
Okay, so was looking around in both dev and community forums, and I didn’t see anything so I figured I would double check here - have there been any thoughts to transitioning between castes? I really don’t want to commit thread necromancy just to find out that it had already been answered elsewhere.
I dont know where it is on the community forum, it might even be on this thread, but i do know there has been discussion about castes and such.
I found a few different threads on community, but wasn’t finding anything about transferring between castes, such as the genesis of new ant queens, or given that there’s talk of treating genders as castes, gender transitions a la clownfish.
These 2 posts kinda cover the topic, I think I saw something about the option to play as the parent or offspring in non-cellular stages.
You have a list of reasons why the child process exited with error code 3489660927.
Not without the Godot developers realizing that they should put breakpad into their engine to get native crash traces from users. Without that all we can do is try to get people to track down exactly what happened in the game when it crashed.
I hope everything will get better
- Aerobic respiration
- Chemosynthesis
- Iron
- Photosynthesis
- Fermentation
- Nitrogen fixation
[In construction… Checking the game for chemical balance…]
Question: how does the current system work?
What do you mean?
The atmospheric gas concentrations currently affect the max speed a process can run at.
N2: Decrease
O2: Decrease
CO2: Increase
N2: Decrease
O2: Decrease
CO2: Increase
N2: Decrease
O2: Decrease
CO2: Increase
By the way, here’s how I calculated proportions:
This is where my post was interrupted by a power outtage dammit.
My understanding that with gases it is (perhaps more) important the concentration of the thing that is reacting.
I don’t have time to read this, but maybe it says on this page something about that:
The reason nitrogen is going down is because you’re measuring the amount of nitrogen relative to the total mass of the atmosphere (in %).
The total mass of the atmosphere goes up, because you have more aerobic microbes than photosynthesisers, and CO2 is heavier than O2. You’re effectively pumping carbon into the atmosphere.
The absolute amount of nitrogen stays the same, but the relative to the entire atmosphere that value is less and less.
Could it be integrated into auto-evo? Sure. Most of the math you did isn’t even necessary for that; the amount of gas each process creates per timestep is unknown and must be assigned an arbitrary value. So we might as well ignore the molar mass entirely and just add/subtract a certain amount of mass to the atmosphere. I’ll try to combine it with the next update I have planned.
What stats will be in the Statistics Button. in the pause menu.