do you mean planets that dont have a star?
What do you think, @OoferDoofer?
I was just making sure.
And I donโt see why it wouldnโt be allowed, but I doubt life could actually thrive on such a planet.
Underwater civilization vibes
I actually believe life could thrive quite well. I imagine a world with large deposits of radio isotopes and a huge moon. They combined energy would mean that any oceans would only have the top freeze over. Iโm the sea life would start just as it did in earth, and would soon grow to multi cellular status. The lack of sunlight would be counteracted by the temperate difference and radio isotopes. Radiotrophs would litter the sea floor while huge towering โplantsโ would extend from warm spots on the sea floor to the ice sheets and use the temperature range to rearrange base chemicals to useful ones. The lack of light would lower the chances of intelligent life, as well as the possibility that the autotrophs wouldnโt make oxygen, but I trust the players to find a way. Think radioreceptiveness. Other possibility include replacing the radio isotopes with overwhelming levels of chemicals. I simply see it as replacing the requirement of being in the goldilocks zone with having an alternate energy source.
With that mindset, why discuss any features at all? We donโt have to wait a fixed amount of time to start discussing and hypothesising different things.
Iโd agree with you but if i remember correctly hhyyrylainen said himself this forum is to keep the community intact and most of the features here arenโt getting into the game. I could have misinterpreted it but not many of the things here have been discussed by the dev team at all, mainly from the small amount of devs focusing one thing at a time, and from how little ideas are actually sensible enough. It is a little bit depressing to be honest, but I think it makes sense.
Just because what weโre talking about wonโt get into the game, it doesnโt mean we canโt discuss anything thatโs not on the dev forum. Look at the achievement thread for example. A vast, vast majority of the posts are not very well thought out and itโs explicitly stated these achievements will most likely not be used, but people still chat away and offer their own thoughts, just for the fun of it.
Oh, and what youโre referring to with Hhyyrylainen was with the creation of the dev forum for serious discussions about the gameโs features, to separate idle chat and idea throwing with more fleshed out gameplay ideas between devs. At that point, you seem to suggest that this community forum doesnโt serve much of a purpose since all that chatting will lead to nothing.
I disagree. I think the community forums helped created a thriving community for this game, which, letโs be honest, wouldnโt have happened with just a dev forum. Sure we have the discord, but trying to make any sensible discussion there is pretty much pointless since it gets buried under new messages the next day, never to be consulted again. Rather, by having people discuss the game, it gives them a reason to stay invested in the development instead of lose interest and leave once their initial curiosity was satisfied.
I agree with OmnipotentFNarr, the forum s are a great asset. If not for them I wouldnโt have had much interest in the project in the last few years or have a way to contact nearly as many smart and like-minded indeviduals. I also have a bit of a lecture about how galaxys might be colonized that Iโd like to start off by saying โlook up SFIA. Isaac is my nerd. You need him.โ . How I envision the space stage is a world of light speed comunications. You okay it like a real time stratagy, but once you get to the point that you are spread across planets and your home planet has become boring, you can no longer directly control anyone. Your base of operations and everywhere within a lightsecond is directly controlible, with the next few lightminutes being controllable through normal RTS gameplay: attack that, harvest this, scan the UFO. The next few lighthours can also be ordered aroud, but only much more vaugly: investigate that comet, build a space station, be nice to that ship, kill it if it attacks. Everywhere beyond is odd. You can order them around, and talk to them, but you canโt really control individual units: harvest the wildlife of planet a and set up greenhouses, guard the loyalists and kill anyone found to be a cultist, investigate that moon and set up a base of operations unless dangerous. The farther you are the more vague your orders. At the lightyear scale all you can give is a mission plan. Some my find this ristricting, but I find it freeing. I am a Dyson swarm person. I want to oversee a swarm and my ecemonopolis that I have on all my planets. Designing missions in the early year sounds fun. Once any new colonies of mine will be too far away to easily control, my old ones are sending off ships of their own, and the stars neighbouring my empire are many, Iโll send it a few fractal colonies (colonies whose mission plans include lines like โwhen you are self sustaining send off a few ships with mission statements that are duplicates of this one except for their target star.โ) and begin settling in for the long haul. This would include amassing resourses, Amandas and beginning tarraforming (yes, that is when Iโd start tarraforming in earnest). You would hear plenty of pores asking for help, or messages discovering aliens or tech. A big part of the space stage will be dealing with these. Thanks for hearing my vision. Iโll close off by telling you to watch SFIA.
You see, the thing is that is what I said. The forum is to keep the community together which is essential to keeping this alive. Anything we talk about here wonโt really matter too much and getting too ahead of ourselves is mainly speculation. Iโm not saying this is bad at all, this is exactly how early stage games prosper. They build a community and keep it interested until bigger updates come out, making them more interested. I donโt have a problem with this thread at all, I was just leaving my two cents of how the progression of such a game in an early stage is somewhat like evolution and how we the community do not have much control over it. At this point I think Iโm suggesting now is the best time to become a dev if you want any control of it and you shouldnโt be afraid to try learning something for the team. The community has itโs control, but it all comes down to the developers which is why I think a lot of us with ideas should strive to become one. (I also thought it was kind of funny how thrive kind of evolves when itโs a game about evolution, and this game canโt be too big anyways or less people would play and more optimized methods will live on)
Iโve donated 15$. Iโm now a VIP Supporter!
I wish I could show it in my title.
Maybe you could change your vanity name to something like โA VIP supporterโ, not sure if one is actually meant to be using it that way, though.
Edit: Or โWeird and VIP Supporter FNAF catโ
I wish I had money. Iโd put a lot of it into thrive. Or programming and 3d modeling courses. Either one.
Okay, so I read up on how discourse handles group titles, and it seems that if user has a title, gaining a group with a title doesnโt set you the title.
Users can only select titles from among their badges. So it seems that if someone had set a title beforehand, they need to ask a staff member to change their title to be the group title.
Iโve set your title now properly.
I need some help programming (with unity, the superior engine to all mediocre games). Iโm working on trying to set up a build system first of all, but am confused on how most games go about this? Should I use a snap point system? What if after snapping the objects together I want to add a hinge joint or something? Could I instead of using snapping points use raycasts to align the component based off of distance?
As far as I know ray casts are unnecessarily expensive in that use case, thatโs probably one of the main reasons that โsnap point systemโ exists in the first place.
Also using unity instead of Godot: 
Yeah, I heard most methods of raycasting is intensive as well, but I wanted to make sure. Perhaps even a simple distance tracker will do but only if these things are simple shapes. I think snapping points are a better option. Also, Never! Iโm probably going to make this a stress test for somethings I heard were intensive since this is merely a prototype. I also came upon a paper of adaptive fluid particle simulation that is really good for real time fluids, maybe even faster if that data is sent to a GPU. Might do something with that with the little bit of programming knowledge I have.
Just noticed itโs already December, and I had forgotten to turn on the Christmas hats on the forums, but fear not they are on now. Also you might notice that the first post in a topic doesnโt get a hat, just because that interfered with the topic editing control buttons, so unfortunately no hats for OPs.
