# Problems i have with the game

**URL:** <https://community.revolutionarygamesstudio.com/t/problems-i-have-with-the-game/2344>\
**Category:** Microbe Stage\
**Created:** [December 9, 2019, 3:45am UTC](https://community.revolutionarygamesstudio.com/t/problems-i-have-with-the-game/2344 "2019-12-09T03:45:33Z")\
**Posts on this page:** 1\
**Showing post:** 2

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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:** [December 9, 2019, 10:08am UTC](https://community.revolutionarygamesstudio.com/t/problems-i-have-with-the-game/2344/2 "2019-12-09T10:08:51Z")

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> [@Deathpacitoast](#):
>
> this problem already has a solution that im pretty sure the developers are working on. adding darkness to the game!

Not exactly:

> <https://github.com/Revolutionary-Games/Thrive/issues/866>
>
> The tooltips should calculate their effectiveness based on the current patch.
> I… think that we may have to have it so that the GUI loads bioprocesses.json, and organelles.json (depends on: https://github.com/Revolutionary-Games/Thrive/issues/788) and from the received patch map data computes the effectiveness with the currently selected patch (this can't be calculated in C++ because the editor can change the patch and that isn't applied immediately only after the player confirms the choice by exiting the editor).
> Also it should have big red letters if the organelle is useless in the current patch (for example thykaloid in the vents).

> [@Deathpacitoast](#):
>
> adding darkness to the game!

Good luck getting this working, already more than 10 hours have been wasted trying to make the darker biomes look properly dark.

> <https://github.com/Revolutionary-Games/Thrive/issues/874>
>
> This is really vague as we need some experimentation to happen in order to selec…t how to improve the backgrounds.
> 
> There's now a discussion thread about this: https://forum.revolutionarygamesstudio.com/t/reworking-the-microbe-backgrounds/1036

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](https://github.com/Revolutionary-Games/Thrive/issues/909)

> [@Deathpacitoast](#):
>
> This whole _“show don’t punish the player”_ mindset would have to be applied to every single part in the cell editor. thykaloids are shown to be useless by showing the player the darkness of the thermal vent region. a similar solution just needs to be applied for every part. I’m not even sure this can be done for some parts though.

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](https://github.com/Revolutionary-Games/Thrive/issues/910)

> [@Deathpacitoast](#):
>
> cell gui will probably look like at the end;

This is (almost) exactly like how the GUI looks like currently.

> [@Deathpacitoast](#):
>
> once i place a nucleus its almost impossible for me to survive unless i subsist off the rotting corpses of my fellow eukaryotic bretheren who weren’t lucky enough to have more glucose than me

We have a fix identified for this:

> <https://github.com/Revolutionary-Games/Thrive/issues/867>
>
> Basically a bar showing how much ATP your cell is generating and using.
> 
> I thi…nk that this will be pretty trivial to do once: https://github.com/Revolutionary-Games/Thrive/issues/866 is done

> [@Deathpacitoast](#):
>
> The game would benefit greatly from passive evolutions. Passive evolutions are not placeable parts, but rather (as their name suggests) passive ‘upgrades.’ which can lead to the unlocking of certain organelles. look at the small minor changes which allowed for the evolution of the nucleus:

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](https://github.com/Revolutionary-Games/Thrive/issues)  
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.

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