Not exactly:
Good luck getting this working, already more than 10 hours have been wasted trying to make the darker biomes look properly dark.
Also just opened an issue that I knew about but wasn’t tracked on github: Make lighting affect membranes · Issue #909 · Revolutionary-Games/Thrive · GitHub
A solution that has been talked about is that most organelles would be locked until some specific condition is reached, for example the player needs to attempt to collect iron before rusticyanin is unlocked. Similarly the thykaloid could be locked until the player reaches . I went ahead and made this an issue on github: Add unlock conditions for organelles · Issue #910 · Revolutionary-Games/Thrive · GitHub
This is (almost) exactly like how the GUI looks like currently.
We have a fix identified for this:
Upgrades have been discussed a lot in the past. I have not seen a complete design yet that takes everything into account: starting from what upgrades from what, are there exclusive choices for upgrades, are there cell wide upgrades, can you put just some MP towards an upgrade to not waste MP or do you get a buff if you don’t use all your ATP?
Many people love throwing around little idea snippets, without actual doing the job of a game designer and figuring out every single effect that the idea would have and how to actually make it work. Just wanted to say that generally, this is why “idea guys” are not good developers. Also I want to say that people should absolutely check through the existing issues on github (that are as close to confirmed features as can be) if something is already going to be done: Issues · Revolutionary-Games/Thrive · GitHub
The closed issues are things that have already been put into the game, but haven’t been released as a proper release yet. It would also make things easier for me if other forum users would also link to the existing issues whenever some already decided point is brought up.