# Slime

**URL:** <https://forum.revolutionarygamesstudio.com/t/slime/906>\
**Category:** Gameplay\
**Created:** [July 20, 2022, 11:33am UTC](https://forum.revolutionarygamesstudio.com/t/slime/906 "2022-07-20T11:33:00Z")\
**Posts on this page:** 6\
**Page:** 2

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**Author:** ![Nunz](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/nunz/32/1505_2.png) [@Nunz](https://forum.revolutionarygamesstudio.com/u/Nunz)\
**Post date:** [July 24, 2022, 12:16am UTC](https://forum.revolutionarygamesstudio.com/t/slime/906/21 "2022-07-24T00:16:54Z")

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I can handle making a ‘clear gel’ emitter if that’s what we really want. Probably easier than the Thermal Shader since it’s just Alpha and Gloss. Thing is, do we have a solid idea of how it should look like?

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**Author:** ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)\
**Post date:** [July 24, 2022, 8:43am UTC](https://forum.revolutionarygamesstudio.com/t/slime/906/22 "2022-07-24T08:43:56Z")

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> [@Oliveriver](#):
>
> That being said, I have noticed it’s annoying that producing mucilage can sap quite a bit of glucose when you don’t want it to. I think that might be covered by a more general feature for turning agent production on and off in the environment, since oxytoxy sometimes causes the same issue (albeit with ATP instead of glucose).

Well there’s been an idea since 2014 to allow the player to pause specific organelles:

> <https://github.com/Revolutionary-Games/Thrive/issues/192>
>
> Basically we want to follow this from the GDD: 
> "Pressing the pause key (default…s to Space) will pause the game and zoom in on the player's microbe, showing all organelles in detail. Left-clicking an organelle while paused will toggle it on or off." https://docs.google.com/document/d/1\_n3SrO5DDWvQuEbL4lFAamRjQEa0nCwd9Sc--MbjrMI/edit

Later with the process panel, putting the pause buttons there would make sense as well:

> <https://github.com/Revolutionary-Games/Thrive/issues/1991>
>
> So the player can for example pause oxytoxy synthesis to save ATP when not neede…d, or just burn one ATP source at a time.
> 
> We might want a nice pause / play icon for the buttons.
> 
> Another idea that has come up is to have a slider to allow tweaking the process speed. So we either might want both or just a slider where the other extreme end is 0 speed, which is the same as pausing.

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**Author:** ![NickTheNick](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/nickthenick/32/17_2.png) [@NickTheNick](https://forum.revolutionarygamesstudio.com/u/NickTheNick)\
**Post date:** [July 24, 2022, 8:51am UTC](https://forum.revolutionarygamesstudio.com/t/slime/906/23 "2022-07-24T08:51:18Z")

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Awesome! I can look for some reference photos later, off of the top of my head mucilage should be a viscous clear liquid, like hand sanitizer with the consistency of honey. For a long time scientists did not know that cells using mucilage jets were doing so because mucilage has no color, which is why I’m thinking it’s better to make it something that is more noticeable via its texture then by its color.

EDIT: Reference photos:

What mucilage looks like macroscopically:

 ![image](https://thrivedevforum-uploads.b-cdn.net/original/2X/5/57a37a33bde95bda16c60510d425db826ace50be.jpeg)

Microscopically, here are clusters of algae suspended in mucilage:

 ![image](https://thrivedevforum-uploads.b-cdn.net/original/2X/e/e4d93b9bec62746546c017014c4395b8472c6a92.jpeg)

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<div class="post-metadata">

**Author:** ![Nunz](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/nunz/32/1505_2.png) [@Nunz](https://forum.revolutionarygamesstudio.com/u/Nunz)\
**Post date:** [July 25, 2022, 12:19am UTC](https://forum.revolutionarygamesstudio.com/t/slime/906/24 "2022-07-25T00:19:31Z")

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Seems at the microscopic scale it has much more noticable refraction at the edges (easy) and that’s about it.

I can handle it.

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**Author:** ![Deus](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/deus/32/1906_2.png) [@Deus](https://forum.revolutionarygamesstudio.com/u/Deus)\
**Post date:** [July 25, 2022, 4:04pm UTC](https://forum.revolutionarygamesstudio.com/t/slime/906/25 "2022-07-25T16:04:53Z")

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Sorry for just now getting to this.

I think it was a stroke of genius to add some propulsive force to the slime ejector, one that I hadn’t thought of. I remember playing a flash game heavily inspired by Spore’s cell stage when I was a kid that had spiked enemy cells who would suddenly propel themselves at the player. The game was pretty shallow but that mechanic in itself made it incredibly fun, so I’m glad a similar function is finding itself in Thrive.

Skimming through and adding some thoughts, I can see this organelle being a prime candidate for the Modify function. We can include a slider similar to those seen in the chemoreceptor tab. Sliding it one way reduces the decay time and spread of a slime jet stream but increases the speed bonus received from ejecting slime, whereas sliding it the other way increases the spread and lengthens the time it takes for the slime to decay. The former has more aggressive uses, while the latter has more defensive uses.

I would think that the ejector of the slime should be less effected by their slime than surrounding cells. This can open up unique predatory behavior akin to a spider spinning its web, and from a gameplay perspective, I can imagine players not seeing the point of using slime if they themselves are trapped as well.

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**Author:** ![Oliveriver](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/oliveriver/32/1962_2.png) [@Oliveriver](https://forum.revolutionarygamesstudio.com/u/Oliveriver)\
**Post date:** [August 14, 2022, 4:09pm UTC](https://forum.revolutionarygamesstudio.com/t/slime/906/26 "2022-08-14T16:09:17Z")

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I’m going to try and finish the implementation of this over the next few days now that I have time again.

> <https://github.com/Revolutionary-Games/Thrive/pull/3590>
>
> \*\*Brief Description of What This PR Does\*\*
> 
> WIP
> 
> Adds mucilage to the game, …a new agent that a cell can secrete to jet away from predators and slow them down.
> 
> TODO
> 
> \* Make agents panel display correctly
> \* Eject based on the orientation of slime jets
> \* Add icons and models
> \* Add sound
> \* Add translations
> \* Add tooltip
> \* Integrate into Auto-Evo
> \* Balancing
> 
> \*\*Related Issues\*\*
> 
> N/A
> 
> \*\*Progress Checklist\*\*
> 
> Note: before starting this checklist the PR should be marked as non-draft.
> 
> \- \[\] PR author has checked that this PR works as intended and doesn't
> break existing features:
> https://wiki.revolutionarygamesstudio.com/wiki/Testing\_Checklist
> (this is important as to not waste the time of Thrive team
> members reviewing this PR)
> \- \[\] Initial code review passed (this and further items should not be checked by the PR author)
> \- \[\] Functionality is confirmed working by another person (see above checklist link)
> \- \[\] Final code review is passed and code conforms to the 
> \[styleguide\](https://github.com/Revolutionary-Games/Thrive/blob/master/doc/style\_guide.md).
> 
> Before merging all CI jobs should finish on this PR without errors, if
> there are automatically detected style issues they should be fixed by
> the PR author. Merging must follow our
> \[styleguide\](https://github.com/Revolutionary-Games/Thrive/blob/master/doc/style\_guide.md#git).

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