Comments (7)
Save link:
https://dev.revolutionarygamesstudio.com/files/Public/Testing%20Resources/Saves/Engulfing.thrivesave
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Maybe this or another issue also can make the ingested matter get stuck at a different value (0.1).
A save showing this problem would also be likely useful.
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Potential steps to reproduce the issue
I engulfed some cell, waited until ingested matter bar get's low (0.3, for example) and then enter editor (I entered via P button cheat if it matters)
But I couldn't get the bug to appear like that, this is the cell build I had:
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Does that happen only when leaving editor?
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Also it can be fixed by making digested enulfable disappear not when 100% digested but a bit ealier by tweaking one constant. There will likely be side effects though
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That could explain that there is some bug related to the fully digested thing destroying and removal from the list of engulfed things. There's separate code for handling something being fully digested and needing to be removed. So that could be a pretty good clue to where to look in the code for a bug.
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A potentially related new issue: #5013
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Related Issues (20)
- Art gallery model viewer light doesn't work correctly when 3D main menu backgrounds are enabled
- Patch extinction GUI is sized wrong
- Add Mucocyst effect
- AI should know how to use the signaling agent to send commands
- AI should be able to sometimes ignore signaling agent commands
- Make endosymbiosis target receive a population benefit
- Add GUI warning if an endosymbiosis candidate is not present in the current patch
- Editor finish button warning badge should have tooltip saying why it is showing
- Editor cancel button focused state has different border rounding compared to the red background
- Test that in-progress endosymbiosis doesn't cause problems when becoming multicellular
- Make Mutations.MutateMicrobeOrganelles and other mutations not throw exceptions
- Add text in organelle unlock conditions popup to mention endosymbiosis option
- Fix flagellum dissolve animation
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- Make cell corpse chunks use the real collision shapes of organelles
- Entering the game from freebuild editor for the first time briefly flashes the screen
- Auto-evo should penalize photosynthesisers without enough storage to survive the night
- UpdateInitialCompounds doesn't work with compound type specific storage
- Create a tool to pre-bake Jolt godot shapes before exporting
- Create a sound effect for removing a hex (organelle) in the editor
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