Small suggestions not worthy of a separate topic

Hhyyrylainen already told you they won’t be responding to your questions here regarding this subject anymore.

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There’s nothing else I can do about it except try to do everything randomly.

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You sure you want to continue investing in this path of coding?

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What else can I do? (besides not doing this function at all)

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It could take MANY attempts before you find the solution here. I think it could be better if you refined your skills in coding in c# (in which most of Thrive is coded in iirc) and THEN returned to trying to code this in.

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Try compiling the attempts you make?

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I decided to just copy the code from here:

However, testing inside the game showed that it still doesn’t work.

Also, when compiling the game, some buttons don’t work (regardless of whether I edited the code or not)

Maybe I’m compiling incorrectly or do I need to make changes to another file?

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How does it not work? Based on a quick look at the above code, it should at least do something to the osmoregulation cost.

I recommend setting up a debugger so you can put breakpoints on the lines you modified to inspect that the change is applied like you intended.

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I decided to download the new source code for Thrive and compile it (Of course, I saved the code that I wrote.), but it ended up not compiling at all, showing a main menu with a gray background where the buttons don’t work at all.

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I think the way to fix this issue was already explained to you before but I am not sure just when now…

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I have already made a PR. It is fully functional. All that is left is your confirmation.

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Wasn’t this already mentioned in the latest PU iirc?

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I’ve now had a look at that nucleus changes PR, and in my testing I saw, what I think, is what I was afraid of: by implementing it by putting it into the tolerances system it causes nonsensical tolerance value displays in the GUI.

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I think the way Thrive portrays Prokaryotes vs Eukaryotes might be why we are finding it so hard to fix the paradox: in real life Eukaryotes are generally thousands of times β€œlarger” than prokaryotes, while in the game it can just be a few to around a dozen times β€œlarger”.

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How do you think I can fix this?

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Technically, if we go by volume, being a few dozen times larger is still several thousand times larger in mass.

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The thing is, in Thrive microbe stage is 2D, so eukaryotes being a dozen times larger than prokaryotes leads them to being much less more massive than them than if the stage was 3D.

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Perhaps having the cell composed multiple layers, where each layer is stacked on top of each other, would be a possible solution to this? This is not my idea; I am currently looking for the thread where it was proposed.

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This would require rewrite the whole microbe editor and stuff, which is not what the developers are planning at the moment.

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I think the parts of the buffs need to be put into the relevant systems themselves that they affect, though as there’s already processing speed multiplier that toxins use, it might make sense to combine those effects. I can’t really say specifically what would make the most sense without trying it first. So I can just say it only on like this general level that putting the buffs in the systems is what probably results in the best architecture design.

This doesn’t really matter whatsoever. The graphics are 3D so it is easy enough to have the gameplay affecting math written to correspond to that.

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