Quick Question Thread

Where can I find mods if I don’t have a Steam version of the game? I have installed the Disco cores and damage numbers mods but cannot find any mods from the community.

As far as I’ve seen, there’s just this one:

And even that is just a mod support, well mod. So it needs mods built on top of it to be useful. I know of at least one (Steam Workshop::Evo's Partless Challenge (ABANDONED)) that builds on top of it, but I haven’t seen a download link for that other than on the Steam Workshop.

i been meaning to post it on the forums but never got around doing it

but if you are interested, here’s a link to the download page:

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Will there photoreceptive organelle?

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Or what about a sort of jet organelle? What kind of new original organelles do you guys have planned?

How do you properly play thrive?

Eyespots are definitely a must, as it will be necessary for creating eyes in later stages.
For now however they would see little to no use as there is no reason to detect light in the current game until we have variable light levels in patches, or other light related mechanics.

I remember wanting to implement a slime jet part as a tool for “sprinting” in Thrive. It’s been a while so I may not recall entirely why, but we ultimately determined that the science behind slime jets is not sound enough to base a part off of. (Indeed it seems that microbes that move via slime are pulling themselves along it like a slug, rather than propelling themselves via expulsion.)

For autotrophic diets such as chemosynthesis and photosynthesis, I generally advise a 1:2 ratio of metabolosomes and two related proteins as you evolve. Make sure to have one or two cytoplasms for storage space as well.

If you wish to be a predator or scavenger, make sure that you are either in a highly populated patch, or a patch containing marine snow. It’s generally easier to start off as a scavenger, by making yourself bigger (Quickly done by placing cytoplasm) to be able to engulf cell chunks and store the resulting compounds. Active predation can be difficult at first, but once you become a eukaryote it can become easier to maintain a reliable speed relative to bacterial prey.

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When will flagellum be animated?

But it is already animated?

Not for me, sounds like a bug

I was going to say that of course they animate, but now when I tested, it turns out they don’t…
So they have broken at some point…

Opened an issue:

Edit: I already made a PR fixing the issue: https://github.com/Revolutionary-Games/Thrive/pull/2962

Seems like it was caused by a Godot update that renamed the right animation, and I also had to find a new way to make sure the animation loops.

Will there be a phosphate-producing organelle? I can’t be a motionless plant without it.(

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I’ve seen one of the devs talk about this before, so I’ll summarize what they said.

It isn’t actually possible to create phosphate from cellular processes IRL. Creating such a thing in game would not be scientifically accurate.

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When will there be the planet generator

There is

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What happens if you make a giant circle of cells? (The player’s cell being attached to the start and end of the circle) Would it glitch out?

I think it should work without crashing. It’ll just work so that the cell completing the circle will attach to the side it happens to hit physically first. Cells can’t attach to multiple existing colony cells.

It isn’t actually possible to create phosphate from cellular processes IRL. Creating such a thing in game would not be scientifically accurate.

That would make for a fine mod though.

Is there a tool a player can use to provide stats/analysis of the biota in your world? I was reading up on aquatic food webs and read that in the oceans, the biomass of primary producers is actually oftentimes less than the biomass of primary consumers. I wondered if the such was also true in my playthroughs in Thrive, and I think it would be worthwhile to add an easily accessible tool/stat/graph/whatever that lets a player analyse the biota in their world. Not only does it help the player make informed decisions, but it also essentially makes us all testers of auto-evo; if the system is working, we would expect food chains and food webs to reflect Earth-like conditions (if an earth-like environment is present). Being able to share this data can help us see what needs more work.

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There’s a placeholder “food chain” button in the editor for it. Hopefully someone at some point will work on it. I’ve already done much of the heavy lifting by implementing the auto-evo prediction for the player. It would be relatively simple to capture that kind of data for all species. Then the actual task of visualizing that data needs to be done, which is the harder part.

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