# Comments on Specific Development Forum Posts

**URL:** https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150
**Category:** Meta
**Created:** [July 28, 2022, 10:58pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150 "2022-07-28T22:58:40Z")
**Posts on this page:** 20
**Page:** 54

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### Author: ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/14564_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)
#### Post date: [February 3, 2026, 7:05pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1064 "2026-02-03T19:05:39Z")

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I mean they wouldn’t be filled up all the time

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### Author: ![Rathalos](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/rathalos/32/8539_2.png) [@Rathalos](https://community.revolutionarygamesstudio.com/u/Rathalos)
#### Post date: [February 4, 2026, 12:15pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1065 "2026-02-04T12:15:10Z")

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Though I do agree colouring vacuoles based on their specialisation would also be fun!

(Even if, yes, they _technically_ should not have that colour if the storage is empty. But by that notion the entire cell should also be tinted by the colour of what they’re currently storing.)

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### Author: ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/14564_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)
#### Post date: [February 4, 2026, 1:20pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1066 "2026-02-04T13:20:35Z")

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Is dynamic recoloring of membranes even supported?

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### Author: ![AnthropocenianAge](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/anthropocenianage/32/16021_2.png) [@AnthropocenianAge](https://community.revolutionarygamesstudio.com/u/AnthropocenianAge)
#### Post date: [February 7, 2026, 11:34pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1067 "2026-02-07T23:34:16Z")

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> **[Multicellular stage progression mechanics](https://forum.revolutionarygamesstudio.com/t/multicellular-stage-progression-mechanics/1235)**
>
> Yesterday we had a discussion on Discord about a possible mechanic to progress through the multicellular stage. It was initially suggested by @C009, so I’m opening this post to discuss the mechanics better and have some feedback. The idea was...

> I was thinking of increasing scale making game more difficult in some way, so there is somewhat constant difficulty if the player aims to grow more, but actually it could maybe do opposite: make growing bigger easier via slider rather than placing a ton of cells that would impact performane

At some point in Multicellular, would it be essential for Players to change the scale slider from 1 to 2, 4, and so on, or would it still be something optional for Players to do? Also, will this slider concept be used for Macroscopic and beyond?

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### Author: ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/14564_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)
#### Post date: [February 8, 2026, 7:32am UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1068 "2026-02-08T07:32:55Z")

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Maybe it could be repurposed into an overall “size slider” in macroscopic+?

Edit: I have suggested a very similar thing to this years ago:

> [@Ideas for the Multicellular Stage \[Put your ideas in this thread\]](https://community.revolutionarygamesstudio.com/t/ideas-for-the-multicellular-stage-put-your-ideas-in-this-thread/447/138):
>
> Maybe Transition from Early to Late Multicellular could be done by making your single-cell hexes 4-cell, 9-cell, 16-cell etc., You would basically have option to multiply all cells in your organisms to this next hex level for 100 MPs, and you would get to late multicell when you have 1000 cells. When moving from 1 to 1000 cell organisms game will turn from 2D to 3D as well. At end of transition, you will get choice to make your organism clip by itself, like circle rotating 90 degrees and creati…

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### Author: ![AnthropocenianAge](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/anthropocenianage/32/16021_2.png) [@AnthropocenianAge](https://community.revolutionarygamesstudio.com/u/AnthropocenianAge)
#### Post date: [February 8, 2026, 11:08pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1069 "2026-02-08T23:08:04Z")

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Would the amount of zooming in and out still be relatively the same, but scaled according the scale slider?

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### Author: ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/14564_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)
#### Post date: [February 9, 2026, 7:17am UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1070 "2026-02-09T07:17:14Z")

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I think that’d make the most sense, though perhaps there would be some cutoffs in the zooming range when major graphical changes happen so that less detailed objects don’t appear ugly when zoomed on initially after a “downscaling”.

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### Author: ![AnthropocenianAge](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/anthropocenianage/32/16021_2.png) [@AnthropocenianAge](https://community.revolutionarygamesstudio.com/u/AnthropocenianAge)
#### Post date: [February 10, 2026, 10:46pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1071 "2026-02-10T22:46:23Z")

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> <https://github.com/Revolutionary-Games/Thrive/pull/6721>
>
> \*\*Brief Description of What This PR Does\*\*
> 
> This PR does a broad rebalance on …patch currents. (Now that we don't have to be concerned about the compound cloud lines bug):
> 
> \- Epipelagic: small, fast eddies that constantly change due to wind-driven waves.
> \- Mesopelagic: intermediate between epipelagic and bathypelagic effects. Still a good speed, but less chaotic and broken up.
> \- Bathypelagic: Not too fast, but large and stable currents.
> \- Abyssopelagic: Slightly slower than bathypelagic, but especially more stable.
> \- Seafloor: Suddenly much smaller and more chaotic currents due to interaction with the sea floor. Faster than abyssopelagic, but not by much.
> \- Volcanic Vents: Highly chaotic, many strong small currents frequently changing. (Very interested to see how people respond to this).
> \- Caves: Slow, small, but stable due to isolation.
> \- Ice sheet: A bit like the caves, but more turbulant and slightly faster.
> \- Coastal: Dominated by the tides, moderately strong current that is mostly unified and only occasionally switches.
> \- Tidepool: Stronger, slightly less unified version of Coastal.
> \- Estuary: Would reasonably be more chaotic than the other patches, but for variety I made it behave like a river: Strong Current does not switch often, flowing mostly consistently, but not entirely unified.
> 
> Since I believe stronger currents are overall more \_fun\_, if response to stronger current is positive, in the future I would like to increase current speed overall, while maintaining the relative speed differences between patches. The fact is that subtle differences in current scale and chaoticness don't matter to the player if the currents are so slow that they're not noticeable anyway.
> 
> \*\*Related Issues\*\*
> 
> 
> 
> \*\*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).

It seems like a good change! I can’t wait to play with it eventually!

It would also be interesting if the speeds and amount of currents gets scaled up or down depending on the chosen World Customization settings for Climate Unstability, Temperature, and Geological Activity. Perhaps increased Climate Unstability would affect more of the surface land and ocean patches currents, increased Temperature of the overall planet would affect surface land and ocean patch currents, but also Cave and Ice Sheet currents, and increaed Geological Activity would impact Volcanic Vent currents.

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<div class="post-metadata">

### Author: ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/14564_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)
#### Post date: [February 11, 2026, 6:29am UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1072 "2026-02-11T06:29:52Z")

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I think that could be too much to ask for

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### Author: ![Rathalos](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/rathalos/32/8539_2.png) [@Rathalos](https://community.revolutionarygamesstudio.com/u/Rathalos)
#### Post date: [February 11, 2026, 10:07am UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1073 "2026-02-11T10:07:00Z")

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I’ve actually been thinking of having the events themselves affect the current speeds, which would as a side effect indirectly make those settings have an effect on currents.

But I will have to see if that is technically possible to easily do right now, or whether that would require whole new functionality.

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### Author: ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/14564_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)
#### Post date: [February 11, 2026, 11:00am UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1074 "2026-02-11T11:00:08Z")

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How would an updwelling look like on the micro scale?

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### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [February 11, 2026, 12:40pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1075 "2026-02-11T12:40:08Z")

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> [@Rathalos](#):
>
> But I will have to see if that is technically possible to easily do right now, or whether that would require whole new functionality.

Someone would specifically need to program it as it would need a new event type.

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### Author: ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/14564_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)
#### Post date: [February 11, 2026, 12:49pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1076 "2026-02-11T12:49:53Z")

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Why are currents a subject to this level of improvement now anyway? Does this have to do with the immersion?

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### Author: ![Rathalos](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/rathalos/32/8539_2.png) [@Rathalos](https://community.revolutionarygamesstudio.com/u/Rathalos)
#### Post date: [February 11, 2026, 1:15pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1077 "2026-02-11T13:15:18Z")

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I have found that currents are fun, and make the game more fun to look at. Hence my recent effort to rebalance them, and in general strengthen them. If there’s anything particular about the timing, that’s because that compound cloud bug got fixed.

I’m probably not going to put a lot of effort into making events affect currents. But since they can alter settings that are normally biome-specific like sunlight and chunks, I figured if it’s easy enough to add, that would be a fun extra layer.

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### Author: ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/14564_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)
#### Post date: [February 11, 2026, 2:07pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1078 "2026-02-11T14:07:51Z")

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Unfortunately the event impact on currents seems to be just out of reach at the moment

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### Author: ![AnthropocenianAge](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/anthropocenianage/32/16021_2.png) [@AnthropocenianAge](https://community.revolutionarygamesstudio.com/u/AnthropocenianAge)
#### Post date: [February 11, 2026, 7:22pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1079 "2026-02-11T19:22:45Z")

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> <https://github.com/Revolutionary-Games/Thrive/pull/6719>
>
> \*\*Brief Description of What This PR Does\*\*
> 
> so that the player isn't just a si…ngle cell at the start of multicellular
> 
> as this has been something people talked about. This is specifically 3 cells so that the player can't reach the "win" condition in a single multicellular generation.
> 
> \*\*Related Issues\*\*
> 
> 
> 
> \*\*Progress Checklist\*\*
> 
> Note: before starting this checklist the PR should be marked as non-draft.
> 
> \- \[x\] 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).

> This is specifically 3 cells so that the player can’t reach the “win” condition in a single multicellular generation.

Does this mean the “win” condition in Multicellular in terms of cell count has been/will be increased, or changed to what has been discussed in the dev forums?

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<div class="post-metadata">

### Author: ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/14564_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)
#### Post date: [February 11, 2026, 8:16pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1080 "2026-02-11T20:16:52Z")

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I think it could’ve been higher before briefly since now it’d take longer for a player to progress to macroscopic?

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<div class="post-metadata">

### Author: ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [February 12, 2026, 10:24am UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1081 "2026-02-12T10:24:54Z")

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It was already changed so you missed _that_ PR changing the win condition.

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<div class="post-metadata">

### Author: ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/14564_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)
#### Post date: [February 12, 2026, 11:08am UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1082 "2026-02-12T11:08:08Z")

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Oh wait it’s the you have thrived screen and not reaching of the macroscopic…

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<div class="post-metadata">

### Author: ![AnthropocenianAge](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/anthropocenianage/32/16021_2.png) [@AnthropocenianAge](https://community.revolutionarygamesstudio.com/u/AnthropocenianAge)
#### Post date: [February 12, 2026, 4:26pm UTC](https://community.revolutionarygamesstudio.com/t/comments-on-specific-development-forum-posts/5150/1083 "2026-02-12T16:26:14Z")

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I wonder when the 20 cells to reach Macroscopic will be changed?

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