mitobox Yup that's what I was trying to get at, sorry if my post was a bit vague. I wasn't sure if cells dropping their contents was yet to be initialized for the game or it wasn't happening because there was a bug caused by converting to the cloud system which is why I wanted to bring it to attention on the off chance it was a bug and overlooked
I know before the cloud system stored toxins were dropped by dying cells and i'm 80% sure other chemicals were too which is why i thought it could be a bug worth mentioning especially because it could mean the code that used to do that may now be hanging about as broken junk code
fourfire , no crashlog, you need to read the console behind the game. As for your collisions bug, it has been fixed thanks to jjonj. [...] fourfire , does the console show anything when you exit the editor and the game crashes? To prevent the console from closing, you need to run Thrive from the command line (i.e. cd to the bin directory and then type in Thrive).
@narotiza, I'll fix the typos when I have some time. Also, the game doesn't actually pause when the help panel is opened, I guess that decision doesn't make much sense. Can you explain why zooming during the tutorial is useful, since a lot of people seem to ask for it, but I don't see the need. [...]
There doesn't seem to be any error message in the console.
Zooming in the cell designer makes sense for when you want to build your cell bigger than the number of cells at the default level of zoom (in my case, to get more HP/Area for engulfing).
Another annoying bug is that when engulfing you can only engulf one cell at a time (this is fine) and the anti-collision code yanks the playercell away when a third cell inevitably overlaps the playercell. The Yanking should happen to the cell in the collision with the least mass (proxy: # of organelles)
Can you add a variation of the number of starting ATP dependent on how many mitochondria, or perhaps vacuoles the player has upon exiting the editor? Sometimes with a cell with many cilia, the cell begins starving before reaching compound clouds because it's energy expenditure is so high.
Finally, feature request: can we get the possibility to "upgrade" a cilia organelle hex to two (one on the top side, one on the bottom side) ? It should be the same as placing a cilia on an empty hex, just that the graphic after placement has two hairs instead of one.