Using the "Move to Me" command and the binding agent,you can bind to more cells than your total patch population

I’ll see with the others what we can do. Personally I think these problems can be avoided by limiting the amount of cells you can bind with as 70 cells is a really big number of cells on screen (sounds bad for performance TBH), and I think it’s better to keep those larger numbers to the stages dedicated to it. I’m not sure if this was already planned but I’ll see what the others think. Cheers!

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Maybe the limit should be at 10?

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Yeah, 10 to 20 seems like a good spot to limit it as I typically only start noticing strange things happening in the game at around 30 ish in a colony. Thanks for the feedback!

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And it’s good to have a good buffer so that people with weaker PCs don’t report these issues manifesting the 10s for example.

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True, but I think it’ll be mostly fine. I play on a laptop that breaks twice a month, so I don’t think most actual PC’s would get these problems in the 10s if my laptop can run the colonies pretty well up until the 30s. And even in the 70s the game still functions mostly fine.

I suppose so. So I guess the limit might just be set at 20 flat then.

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I’ve actually decided that this week I deal with this once and for all and in the next Thrive release there will be a “T” suffix for population numbers. To give the idea that like @aah31415 said, the numbers actually represent much larger real populations.

Here my population is above the T threshold so the next bigger number category Q is shown.


This has been reported in the past, like more than a year ago, and there’s been multiple rounds of fixing on the positioning of attaching colony members. However no matter what’s been tried it just is never exactly perfect.

I didn’t open an issue for the positioning again as I’m kind of doubting that even if an issue was opened, no one would work on this before we officially wrap up the microbe stage development. Some programmer would need to be interested in fixing this corner case for anything to happen about this.

One of our team members wondered if a fix would be to just limit the colony size before becoming multicellular. However I don’t really like that solution as I’ve seen the players have fun in trying to build the largest non-multicellular cell colony.

This is an unimplemented feature. Basically I did the passive reproduction code but didn’t want to spend a bunch of time at the same time figuring out what to do for early multicellular, so I opened an issue:

and as is usual it will take years before a problem that is known is solved in Thrive. Recently we’ve been hovering around the 700 open work items number, so even if we had a tons more volunteer programmers everyone would still have a ton of work to do. Though to finish the microbe stage that issue might get done this year so it will have only taken 3 years for that problem to be solved.

The “competition” on the community Discord for the largest cell colony I think reached 110. So it would be very sad if no one in the future could ever match or exceed that…

So you guys want to remove the fun some other players have found? I’m asking this mostly as a jest.

I mean it’s the player’s own choice if they want to go really crazy with seeing how big the cell colony they are building can get.

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I didn’t know there was a competition for that! The largest I’ve gotten a colony was somewhere in the 90s, and I know how fun large colonies can be. I just figured that if it was best for the game then so be it. Thanks for the detailed feedback!

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I can assume for the best colony-building experience one would need a rather good plant build.