Spike Bug!

In the thrive game when my creatures have spikes when I make a new generation they get stuck together and cant get apart. This is a easy fix and can be fixed by making the spikes be able to go through other members of my species. #Physics Bug

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The spikes are part of the same physics body so I don’t know if there is a way to make it so that same species members could ignore collisions between just their pili.

And that solution would lead to weird colony binding problems if the collisions were changed. Can you maybe show a screenshot of how you were stuck? Tweaking cell spawn offsets when pili are present would be a more doable fix.

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I also got the same problem. Here is a screenshot of the glitch.

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What does that screenshot show? Does it show that after you just returned from the editor the sister cell that spawned is now stuck to you? Could you provide a save file where if you exit the editor you then immediately could see the problem? Such a save would greatly help in solving this problem.

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I also have this same problem after spawning from the editor, and yes it is the sister cell/new spawn which I am stuck to. I can provide a save file but I don’t know where to find it in game files on my computer, and I also don’t see a way to upload anything but an image here

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I noticed that all these cells with this issue appear to be slow spike-tanks. Which probably makes them rather slow, which in turn makes getting out of the stuck position more difficult than if these were mobile cells.

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The “load game” menu has a button to open the Thrive saves folder. You’ll need to find your own online file hosting service as we only allow image uploads to the forums to keep our storage usage down.

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100% a part of it. Initially could not separate, found if I waited (just sat and watched and let my new buddy drag me around) we’d eventually get fat enough to pop apart LOL and then I wouldn’t get stuck on anyone else, so I think it’s something to do with the proximity of the spawn (spikes overlap into each other’s membrane after spawning) … Later in game when becoming multicellular, spikes were awful as I’d get caught on my sister organisms and just have to wait (sometimes 20+ mins) while I got dragged around and eventually got big enough to evolve again.

@hhyyrylainen Thank you! Uploaded to my google drive here:

First save from the above screenshot; second save from a few cycles later. I stayed in the same patch and eventually saw multiple of my population having the same issue at the same time which was fascinating and might elucidate.

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I can presume something is wrong with how the game act to a spike being deep inside a same-species cell. You’d expect it to pushed apart but instead it progresses no more with separating the cells after the membranes are no longer touching (which doesn’t include the spikes).

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Absolutely - and nbd for survival since most ATP was drawn from thalakoids, and not moving/relying on my sister cell to drive meant 100% energy conservation. Accurate evolution simulation with emergent interactions between cell and environment, survival ensured. Just makes for a boring gameplay loop lol.

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The shapes end up overlapping so much that I guess the physics engine doesn’t have a clue how to push them apart so they just stay stuck:

I’ve opened an issue:

I think the root cause is that the separation is properly calculated but the separation code uses just organelle positions meaning that pili that point outwards aren’t properly included in the calculation.

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You mean point outward in the editor? Since no pili of a cell are pointed towards the cell in the main experience.

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Based on the position the external organelles teleport to the nearest membrane edge, however in that separation calculation method the membrane data is not available yet, so a simplified direction calculation would need to suffice (based on which direction the pilus is probably going to point).

Here’s the relevant code:

Correct. Which is why I’m confused why you asked because there’s never a pilus that would point some other direction than outwards…

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I meant that you can make a pilus “face inwards” in the editor but it always fixes itself to face outwards in the membrane view and in-proper-game.

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That would have no impact on the suggested code fix I thought of (as long as it was correctly written).

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Were you still a tanky pilus-cell then? If so, not sure it was the bug that made the session last so long but rather the sessile-ish nature of your critter.

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I believe the comment wasn’t so much about how long the session took as the fact that they couldn’t disengage from their “sister” for that period of time. Playing a normally non sessile creature forced to be sessile for that amount of time is unpleasant.

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Are we sure they were a non-sessile multicell organism though? Since fairly sure this issue mainly impacts less mobile cells.

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Can confirm I just experienced this same issue. It did occur with a relatively sessile creature that used to be predatory in previous turns but got hit with an ice age that wiped out all but the most aggressive and raptorial competition. Leading me to move torwards being a sessile autotroph. Maybe im misunderstanding the nature of the conversation but as players I don’t think we can really be expected to understand what’s going on when reporingt a bug. It is clearly not supposed to happen, there is already a multicelluar gameplay but this is happening with single cell protozoa. It’s not an “emergent feature.” Its an annoying, somewhat gamebreaking bug that caused my sister cell to die of starvation, player cell survived because I ate there remains after they starved. There should be multiple possible solutions. The explanation given by hhyyrylainen makes alot of sense to me, but I am not a programmer my highest education is associate of science.

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So you were a sessile heterotroph?