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Post by Longisquama on May 1, 2017 10:16:03 GMT
On the topic of choosing what species to bring back, remember that there's no "smoking gun" that humans played a major role in "Ice Age" species dying out. Well, it seems to me too much of a coincidence that megafauna just happened to become extinct exactly when modern humans arrive to a new territory (Australia 50000 BCE, America 10000 BCE, New Zealand 1300 CE...) In Europe they lasted a bit longer, but I think that there they were already evolved to avoid human-like species (as they coexisted with Neanderthals and others) same reason megafauna survived in Africa and South Asia. Climate change, on the other hand, doesn't seem very probable to me, as only one of the extinctions coincides with the end of the ice age (American megafauna) and all those species had already survived through all the other several ice ages and warm interglaciar periods (some of them much hotter than holocene).
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Post by Longisquama on Apr 29, 2017 19:47:43 GMT
Well, we are the most probable cause of extinction of the animals we are most probably going to have the technology to clone (woolly mammoth, sabertooth, megailoania, diprotodon, moa...) so I think it is just fair.
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Post by Longisquama on Mar 23, 2017 14:34:45 GMT
First, cell walls like those of plants and fungi (ones made of cellulose, others of chitin) that would bring protection.
Second , radiolarians and other algae have mineral skeletons, that would increase protection even further, and look awesomely cool.
Some protozoa, like paramecium and vorticella have "mouths" (gullet, peristome). So a mouth organelle could be maybe used for ingesting particles in a more efficient way than with endocytosis.
And at last, a lot of microorganisms can stick themselves to surfaces with "stalks" (like the spring-like myoneme of vorticella). Those would be very usefull once currents and some kind of surface (the floor/ a big dirt particle/ a rock) are added.
Also, with the last one you could decide to being permanently attached to a surface. That could be practice to add game mechanics for when we can play as plants in multicellular.
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Post by Longisquama on Mar 13, 2017 10:54:20 GMT
In an Earth-like planet, there are physical limitations to how big can animals be. Probably nothing bigger than a sauropod would be possible on land. However, in a low gravity planet, it would be pretty easy to creatures to become huge. (But remember, if a planet is too small it can't have atmosphere or water, so Godzilla is probably impossible in this universe)
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Post by Longisquama on Mar 2, 2017 0:04:23 GMT
Wait, we won't be able to get compounds from the environment? At all? At least for some of them, it would be the best. I mean, in real life, you can't find glucose in the environment, first because glucose is something produced by autotrophs organisms to store energy, and equally important, because all glucose that could be liberated from any organism upon death is automatically consumed by bacterias. So, yeah, at least glucose should be only found in bacteria, and in remnants of other cells.
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Post by Longisquama on Feb 24, 2017 14:25:09 GMT
Yeah, better leave it out of the main game. Scientifically it doen't make much sense... unless maybe if it is just a virus infection, and not a semi-colony of cells "mutated". Much of the elements you talked about work if it were a virus infection (even the mutation part, as virus infections sometime produce mutations). But I am not very fond of the idea, and definetely not a cancery-colony thingy.
Although for a mod it would be cool.
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Post by Longisquama on Feb 20, 2017 10:04:49 GMT
Whoops, it's been so long since I've done one of these, I forgot how I used to make them and accidentally made this one look a bit higher quality than it should have. Oops! evolutions! - part 7.3???: THE BALTTE!!!Enjoy! JAJAJAJAJA I wasn't expecting that, good job!
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Post by Longisquama on Feb 17, 2017 15:45:29 GMT
Woah! Awesome
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Post by Longisquama on Feb 15, 2017 1:12:07 GMT
Well, your language is quite harsh, Mouthwash, but I have to agree with many of your points. However, I welcome organelle division. Even though protozoa aren't all time undergoing binary fission, when they do organelles divide, and as reproduction is your main goal in the phase, I would say it would be boring to be doing other things as a player. But it is true that microbes are not in a constant chemical warfare state. And that the direction of toxin release is too random (but I know it will be remove altogether soon,replaced by agents, so maybe there wont be the same problems with them):
It is true that the new gui has too much information, and that is quite intrusive. To put only the compounds that you have control over, or the most important ones (just atp, oxygen, glucose and ammonia), and to put them just with numbers in the upper bar, as atp (as suggested by Mouthwash), would be a nice solution. However, the new gui is a huge step forward from the old one ( it was just a lot of plain text in ugly, intrusive boxes).
All in all, I would say this is a great release of Thrive, as is an improvement in all areas, but it is true it has some issues to be adressed in future releases.
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Post by Longisquama on Feb 8, 2017 2:56:06 GMT
today i learned that c.r.i.s.p.a.r could be used to modifie humans for example it could "give them more fur" the dark ages are upon us More like the cool biotranhumanist-presingularity age
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Post by Longisquama on Feb 7, 2017 16:07:11 GMT
The Empaler (Seriously, I couldn't think of another name):
The Empaler, believe it or not, is a herbivore. It is mostly peaceful and will not attack other organisms. But when provoked, the cell will ram into the attacker and most cells will die instantly from this, in a one on one battle, there is not much that can defeat the Empaler, and even if it cannot kill something, it's four flagellums is more than enough to run away from any bulky predator. With two large vacuoles for oxygen and glucose and 6 mitochondrias, it can process and store enough ATP to keep the cell healthy for a long time. There are not really "herbivores" in the cell world. You are either autotrophic or heterotroph, and as you don't have chloroplasts (or thermoplasts) you have to be an heterotroph and attack other cells... or just eat whatever remains are left in the environment. Otherwise, is a very cool cell.
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Post by Longisquama on Feb 2, 2017 0:20:33 GMT
Quite awesome! Maybe too many spore creatures, but still really cool.
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Post by Longisquama on Jan 27, 2017 23:46:35 GMT
maybe if there are like a lot of them in the background, so it is kind of a pattern and not so distracting.
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Post by Longisquama on Jan 23, 2017 21:47:44 GMT
I quite like it. But maybe put the measures in metric system?
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Post by Longisquama on Jan 8, 2017 13:42:31 GMT
I applied the same fix and I also was able to play. After playing a while I found a minor bug. If you grow just enough for a couple organelles to divide, and then you die, when you are respawned your cell appears with cytoplasm where the divided organelles were, instead os being just the cell as if was before your organelles first divided.
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Post by Longisquama on Jan 5, 2017 22:09:20 GMT
The game crashed two times, in the editor and in the microbe stage, without me doing any specific action. Also, in the microbe stage part, just after leaving the starting tutorial, I started with 0 of every compound, so I was about to die and couldn't do anything to prevent it, but the game crashed before that could happen. Maybe that happened because I accidentally pressed the button for new microbe in the editor.
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Post by Longisquama on Jan 3, 2017 12:28:01 GMT
So, I saw Nanu is making a new intro, and I remembered that I made a model of DNA atom by atom. What I mean is, I made a model of an adenine molecule, phosphate, deoxyribose, etc, and then joined them and duplicate everything so I could have a DNA model in which you can see the atoms. So, maybe that would be useful for you? ( If not for the intro, maybe for another thing?) model (obj)
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Post by Longisquama on Jan 1, 2017 14:15:14 GMT
I'm assuming you're running on an ad graphics card? If yes, then it's a known issue that I'm working in fixing right now. To get amino acids you need a bunch of ammonia and as soon as you get it, it's transfered to your compounds, so it'll look like you always have 0. The process system is a tad broken at the moment, but if you hoard massive amounts of glucose and ammonia it should work. If it will always look as if they are 0, maybe it would be better to not have amino acids in the list, so you can have a cleaner screen.
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Post by Longisquama on Dec 31, 2016 1:28:01 GMT
By transparent, I mean that the cell's membrane had no texture. like this: EDIT: The cells also looked like this in 0.3.2 They aren't like that to me. In this version, and in 0.3.2, I was able to see the texture of the membrane. So, maybe there is a problem with your download/ ogre version / computer...?
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Post by Longisquama on Dec 28, 2016 21:19:39 GMT
Longisquama Here's something to try. Open ogre.cfg in the bin folder, and next to 'Video Mode' change the resolution to the resolution of your screen. Thanks a lot, it worked! It chrashed a few times quite randomly (just playing and being in the editor) but I absolutely love the way organelles grow and then divide. Really beautiful.
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