# 0.4.3 Features Discussion Thread

**URL:** https://forum.revolutionarygamesstudio.com/t/0-4-3-features-discussion-thread/630
**Category:** Gameplay
**Created:** [September 27, 2019, 9:38am UTC](https://forum.revolutionarygamesstudio.com/t/0-4-3-features-discussion-thread/630 "2019-09-27T09:38:57Z")
**Posts on this page:** 1
**Page:** 2

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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: [October 5, 2019, 10:31am UTC](https://forum.revolutionarygamesstudio.com/t/0-4-3-features-discussion-thread/630/21 "2019-10-05T10:31:54Z")

</div>

I made a milestone on github: [Release 0.4.3 Milestone · GitHub](https://github.com/Revolutionary-Games/Thrive/milestone/13) I also set the tentative due date to be December 31, 2019.

And added issues:

> [@tjwhale](#):
>
> Gui. Lets move to the new design which looks awesome and get that change finished.

> <https://github.com/Revolutionary-Games/Thrive/pull/865>
>
> \* Circle bars for ATP, HP, and reproduction compounds
> 
> \* New panels for enviro…nment condition and compounds with expand and compress buttons and 
> toggle button for all panels
> 
> \* New editor button
> 
> \* More info in mouse hover panel
> 
> \* New buttons for menu and other stuff

> [@tjwhale](#):
>
> think the tooltips are really helpful there so I think it would make sense to do dynamic tooltips which recalculate what they say based on patch conditions and maybe warn the player if an organelle is useless.

> <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).

> [@tjwhale](#):
>
> Lets put Nick’s energy bar in the editor too which shows how much energy you are producing vs how much you are using when still or moving, I think that will help a lot with cell design.

> <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

> [@tjwhale](#):
>
> Let’s have a final discussion about species splitting and moving patches, resolve that and then implement it so we have AI species migration.

> <https://github.com/Revolutionary-Games/Thrive/issues/868>
>
> AI species should be able to spread to new patches in an auto-evo step. There is… a bit of code already for this, but the actual moving is not implemented. And also an algorithm needs to be added that generates the moves. There's some discussion happening how the moving should work: https://forum.revolutionarygamesstudio.com/t/population-system-species-splitting/494/31?u=hhyyrylainen

> [@tjwhale](#):
>
> Lets get the basic pilus in

“opened on 12 Apr 2018”

> <https://github.com/Revolutionary-Games/Thrive/issues/559>
>
> A pilus to be added to the game: if it touches another cell that cell will take …some damage.

> [@tjwhale](#):
>
> Several people have brought up that compounds are too abundant from dead cells late game. I think we should address that by working on the AI to teach it to stop moving when it’s low on ATP, get it to more actively seek out energy sources and get small cells to run away more effectively.

> <https://github.com/Revolutionary-Games/Thrive/issues/869>
>
> Reimplement and improve the AI.
> 
> AI improvements is now a separate issue: http…s://github.com/Revolutionary-Games/Thrive/issues/1175

> [@tjwhale](#):
>
> Also we should change the spawn system so giant clouds of large Eukaryotes are rare (though they are great occasionally)

I think this is this bug (I opened an issue for it now, but I was pretty sure I had done that before?):

> <https://github.com/Revolutionary-Games/Thrive/issues/870>
>
> It looks like quite often eukaryotes spawn in swarms using the bacteria spawn co…de. This needs looking into to make sure that eukaryotes don't spawn in swarms.

> [@tjwhale](#):
>
> I think Lysosomes could have a place in that so lets keep discussing them, we need a good design for them.

I’ll open an issue once this is decided.

> [@tjwhale](#):
>
> We can also reduce the speed of cells being engulfed.

> <https://github.com/Revolutionary-Games/Thrive/issues/871>
>
> When a cell is being engulfed it should get a debuff to its movement speed.

> [@tjwhale](#):
>
> Lets work on the star and planet generation, get some gui for that made and then discuss what sort of disasters we want and how we want the planets to evolve over time. I’m hopeful I can do most of the implementation on that.

> <https://github.com/Revolutionary-Games/Thrive/issues/872>
>
> There is a prototype: https://github.com/Revolutionary-Games/thrive-prototypes/b…lob/master/Planetary\_Model/planet\_generator2.h
> that should be modified to fit into the game and put in. There are some style stuff and probably some script bindings needed.

> <https://github.com/Revolutionary-Games/Thrive/issues/873>
>
> Add new game options when starting a game.
> Should have at least planet selectio…n.
> And a LAWK switch (if thermoplast gets added).
> 
> This should hook into: https://github.com/Revolutionary-Games/Thrive/issues/872
> Which should then affect the patch map generation.
> 
> The setup screen that allows to set the seed for the procedural patch map so that the seeds can be shared. Once this is done: https://github.com/Revolutionary-Games/Thrive/pull/3278

> [@tjwhale](#):
>
> Re backgrounds I think it’s cool if we can improve them, I think we need a bit of a plan of how we’re going to do that, I’m not sure what the options are so it’s great if anyone wants to work on them and maybe experiment with what is possible.

I think we need some experimentation to happen before a direction can be selected. But I’ll open an generic issue to remind about this:

> <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

> [@tjwhale](#):
>
> I think gato said they are working on an appearance tab so that’s a cool thing to include too.

> <https://github.com/Revolutionary-Games/Thrive/issues/623>
>
> The first version of this should allow a player to alter their cells tint and sw…itch between our current membrane textures.
> 
> \- \[x\] Add Gui
> \- \[x\] Make Gui Functional
> \- \[x\] Update Cell and species to new textures

> [@tjwhale](#):
>
> hh your list of small features looks nice to put in for when people are looking for something. Also your personal todo list looks cool, it would be great if you could put pilus relatively high up on it.

Added those and also added this one:

> <https://github.com/Revolutionary-Games/Thrive/issues/853>
>
> It's non-obvious that the external effects affect the population numbers on top …of what are shown.
> So it should be made so that the external effects are added to the population numbers already.
> Also combining the same effects into one would cut down the huge list and make it easier to see the overall effect.

Also I put a few of those issues I want to work on to the release (and assigned them to myself)

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