# Beginning Concepts on The Multicellular Stage

**URL:** https://forum.revolutionarygamesstudio.com/t/beginning-concepts-on-the-multicellular-stage/1171
**Category:** Gameplay
**Created:** [June 10, 2025, 7:40pm UTC](https://forum.revolutionarygamesstudio.com/t/beginning-concepts-on-the-multicellular-stage/1171 "2025-06-10T19:40:24Z")
**Posts on this page:** 1
**Showing post:** 41

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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: [February 17, 2026, 1:41pm UTC](https://forum.revolutionarygamesstudio.com/t/beginning-concepts-on-the-multicellular-stage/1171/41 "2026-02-17T13:41:57Z")

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Here’s my plan on cell type specialization implementation that I’ll try to finish this week so that we have a big new headline multicellular feature for 1.0.1 release:

- Update the microbe editor for multicellular mode to show a new specialization stat (as a percentage) that has an explanation tooltip and a count of the most common organelle
- Create a calculation code for getting the specialization factor from a given list of organelles
- Update the editor ATP, compound etc. balances to take specialization into account. If I understood right, the specialization is wanted to just be a multiplier on the overall bioprocess speed. This is nice as I think it’ll be easy to implement and still have quite a big impact.
- Update the cell body plan editor to also take specializations into account
- Update the cell external buffs component to have a new bioprocess speed multiplier
- Hook up the process system to use that and the multicellular cell spawning to correctly read and apply the bonus from the species for a spawned cell

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