Thrive
bin Apr 27 @ 1:10pm
can i still play the game
i cant get a new pc and the game will not start, i really love this game :(
Last edited by bin; May 20 @ 11:53am
Originally posted by Boost:
I just put out a slightly updated version of Thrive on Steam where there is now a CPU feature check before starting the game itself. There's a new warning popup in the Thrive Launcher that is shown if SSE 4.2 support is detected as missing. Could you try downloading the update and seeing if that triggers for you? That would confirm the root cause of the issue.
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Showing 1-15 of 17 comments
bin Apr 27 @ 1:13pm 
oh and the workarounds don't work
Boost  [developer] Apr 27 @ 1:36pm 
I saw your earlier message about this. Just to confirm the "OpenGL 3" option in the launcher doesn't work?

Have you played Thrive before? I presume that the problem would be the Godot 4 update, meaning that 0.6.5 would work for you. If you haven't played Thrive before, could you try the 0.6.5 branch on Steam? (right click Thrive and go into properties to select the "beta" version as 0.6.5).
To get more info it would take finding the Thrive logs as currently on Windows Godot 4 doesn't output errors correctly to the launcher. The logs should be in a folder at "C:/Users/YOURUSERNAME/AppData/Roaming/Thrive/logs"
Boost  [developer] Apr 27 @ 1:41pm 
Oh and I also did want to mention that the game does work for many people, in fact the tech test and public beta build didn't get any feedback that the game refused to work at all except one user who didn't have vulkan and was shown an error prompt about that and not even the opengl 3 renderer worked fine for them. For another user who had issues with the native Thrive library, I did eventually manage to find the problem's root cause and I'm pretty sure the game was fixed and is now playable for that person as well. I will work with you to figure out the reason why Thrive isn't working for you and investigate potential solutions.
bin Apr 27 @ 2:10pm 
tysm i will try this :D

Originally posted by Boost:
Oh and I also did want to mention that the game does work for many people, in fact the tech test and public beta build didn't get any feedback that the game refused to work at all except one user who didn't have vulkan and was shown an error prompt about that and not even the opengl 3 renderer worked fine for them. For another user who had issues with the native Thrive library, I did eventually manage to find the problem's root cause and I'm pretty sure the game was fixed and is now playable for that person as well. I will work with you to figure out the reason why Thrive isn't working for you and investigate potential solutions.


Originally posted by Boost:
I saw your earlier message about this. Just to confirm the "OpenGL 3" option in the launcher doesn't work?

Have you played Thrive before? I presume that the problem would be the Godot 4 update, meaning that 0.6.5 would work for you. If you haven't played Thrive before, could you try the 0.6.5 branch on Steam? (right click Thrive and go into properties to select the "beta" version as 0.6.5).
To get more info it would take finding the Thrive logs as currently on Windows Godot 4 doesn't output errors correctly to the launcher. The logs should be in a folder at "C:/Users/YOURUSERNAME/AppData/Roaming/Thrive/logs"
bin Apr 27 @ 2:18pm 
its stuck on the loading screen now :(
Boost  [developer] Apr 28 @ 1:13am 
So when trying 0.6.5 it gets stuck on showing the Thrive logo? Can you try to find the game logs folder and put the contents of "log.txt" somewhere for me to view?
bin Apr 28 @ 8:09am 
im looking in the files and i cant find a logs folder
Boost  [developer] Apr 28 @ 8:20am 
Without extra information I will not be able to solve this issue. So this problem will not go away unless there's someone else who has the same problem and can give us more information.
bin Apr 28 @ 1:13pm 
trying
bin Apr 28 @ 1:19pm 
got it on both "Godot Engine v4.2.2.stable.mono.official.15073afe3 - https://godotengine.org
Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1070

This is Thrive version: 0.6.6.0 (see below for more build info)
TODO: reimplement unhandled exception logger
Startup C# locale is: en-US Godot locale is: en_US
user:// directory is: C:/Users/megan/AppData/Roaming/Thrive
Game logs are written to: C:/Users/megan/AppData/Roaming/Thrive\logs latest log is 'log.txt'
Current CPU detected as not sufficient for Thrive
CPU is missing SSE 4.1 support
CPU is missing SSE 4.2 support
Thrive requires a new enough CPU to have various extension instruction sets, see above for what is detected as missing
Detected CPU features are insufficient for running Thrive, a newer CPU with required instruction set extensions is required
Thrive will now quit due to required native library requiring a newer processor than is available
TODO: re-add harmony init
Skipping settings apply as the game should close soon
Preventing startup due to StartupActions failing
Closing Thrive "normally" due to a detected problem
"
bin Apr 28 @ 1:21pm 
Playing Steam Version
Thrive is starting. Log output (due to buffering this is likely not in real time):
Thrive was not detected as having started correctly. Will attempt to start Thrive again, attempt number: 2
Thrive is starting. Log output (due to buffering this is likely not in real time):
Setting breakpad minidump AppID = 1779200
SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561199227952403 [API loaded no]

=================================================================
Native Crash Reporting
=================================================================
Got a UNKNOWN while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

=================================================================
Managed Stacktrace:
=================================================================
at <unknown> <0xffffffff>
at TaskExecutor:SetNativeThreadCount <0x00082>
at TaskExecutor:ReApplyThreadCount <0x00142>
at TaskExecutor:.ctor <0x0017a>
at TaskExecutor:.cctor <0x00042>
at System.Object:runtime_invoke_void <0x0007c>
at <unknown> <0xffffffff>
at ThriveNewsFeed:StartFetchingFeed <0x000e2>
at System.Lazy`1:ViaFactory <0x0008c>
at System.Lazy`1:ExecutionAndPublication <0x000f2>
at System.Lazy`1:CreateValue <0x00112>
at System.Lazy`1:get_Value <0x0002a>
at ThriveNewsFeed:GetFeedContents <0x00022>
at ThriveFeedDisplayer:CheckStartFetchNews <0x0007a>
at ThriveFeedDisplayer:_Ready <0x00432>
at System.Object:runtime_invoke_void__this__ <0x00087>
=================================================================
Note: error lines may not match up when they happened in relation to normal output due to buffering.
Error lines are any lines received from the game's stderr output stream.
ERROR: src\steamnetworkingsockets\clientlib\steamnetworkingsockets_lowlevel.cpp (2493) : Assertion Failed: SteamnetworkingSockets service thread waited 241ms for lock! This directly adds to network latency! It could be a bug, but it's usually caused by general performance problem such as thread starvation or a debug output handler taking too long.
Child process exited with code -805306369
ERROR: Restarting Thrive due to detected startup failure
Setting breakpad minidump AppID = 1779200
SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561199227952403 [API loaded no]

=================================================================
Native Crash Reporting
=================================================================
Got a UNKNOWN while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

=================================================================
Managed Stacktrace:
=================================================================
at <unknown> <0xffffffff>
at TaskExecutor:SetNativeThreadCount <0x00082>
at TaskExecutor:ReApplyThreadCount <0x00142>
at TaskExecutor:.ctor <0x0017a>
at TaskExecutor:.cctor <0x00042>
at System.Object:runtime_invoke_void <0x0007c>
at <unknown> <0xffffffff>
at ThriveNewsFeed:StartFetchingFeed <0x000e2>
at System.Lazy`1:ViaFactory <0x0008c>
at System.Lazy`1:ExecutionAndPublication <0x000f2>
at System.Lazy`1:CreateValue <0x00112>
at System.Lazy`1:get_Value <0x0002a>
at ThriveNewsFeed:GetFeedContents <0x00022>
at ThriveFeedDisplayer:CheckStartFetchNews <0x0007a>
at ThriveFeedDisplayer:_Ready <0x00432>
at System.Object:runtime_invoke_void__this__ <0x00087>
=================================================================
ERROR: src\steamnetworkingsockets\clientlib\steamnetworkingsockets_lowlevel.cpp (2493) : Assertion Failed: SteamnetworkingSockets service thread waited 309ms for lock! This directly adds to network latency! It could be a bug, but it's usually caused by general performance problem such as thread starvation or a debug output handler taking too long.
Child process exited with code -805306369
Thrive exited abnormally with an error
If the game did not start correctly, please try the Thrive launch workarounds available under "Thrive Options" in the launcher settings
bin Apr 28 @ 1:22pm 
i have played thrive before and have a goodish pc
Boost  [developer] Apr 29 @ 12:00am 
Thrive 0.6.4 switched to using a new native library to implement game physics processing, this added the requirement for AVX instruction set extensions in any CPU trying to run the game. This turned out to be a pretty high requirement so for 0.6.6 there is now a variant of the native code library that doesn't use AVX, but does use SSE 4.2 meaning that Thrive now requires a CPU made in the last decade. For Intel CPUs as old as 2011 should work and for AMD CPUs made after 2013 should work (though it seems there are some cut down models for example without AVX but SSE should hopefully be in even the recent pentium series).

This hard CPU requirement is less stringent than what is specified as the minimum system requirement CPU on our Steam store page.
The author of this thread has indicated that this post answers the original topic.
Boost  [developer] Apr 29 @ 6:36am 
I just put out a slightly updated version of Thrive on Steam where there is now a CPU feature check before starting the game itself. There's a new warning popup in the Thrive Launcher that is shown if SSE 4.2 support is detected as missing. Could you try downloading the update and seeing if that triggers for you? That would confirm the root cause of the issue.
bin Apr 29 @ 11:43am 
yea it is but i dont know why bc i have played this before is it was fine
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