Thrive
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The main repository for the development of the evolution game Thrive.
**Brief Description of What This PR Does** This PR does some stuff... **Related Issues** Closes #5402 **Progress Checklist** Note: before starting this checklist the PR should be marked as non-draft....
as this will make renaming files possible without breaking save compatibility https://github.com/Revolutionary-Games/Thrive/blob/4174a44e6ca7e02e71bf47b59db5771af3d3f808/src/microbe_stage/Spawners.cs#L225 Update: I realized that the `CollisionShapeLoader` component has a hardcoded path to a physics data object. Meaning that...
or can not be ran with conflicting steps at the same time
still the direction of up / down seems pretty consistent but if the prediction was for example 5700 the player might have 7000 population in the next editor cycle so...
It was an old organelle hack used for autoevo to give species more storage. It is no longer necessary or used.
This difference in multicellular editor is probably caused by the Photostudio causing a cell to look much different than in the editor:  Maybe due to like the light properties?...
The tutorial shouldn't be entirely skipped as engulfing is important, but maybe the tutorial should either temporarily change its text (to mention the player to wait for more engulfable things...
Right now if the default cell dies, the chunks barely emit 10 of each compound (checked with the mouse hover panel), and that's very low. I think that either the...
My only ideas are to either have a pool of microbes for mutations, or making the clone method take in an existing species to allow temporary species to be created...
Need to add a constant for that and a check in SimulationParameters that the constant is in agreement with the JSON data This is now needed as there's that assumption...