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Content

Changes

Added default activations to species distance calculation

Added visuals for node activation difference

Adjusted default bibite genes

Adjustment of default settings (biomass density, fertility)

Moved to Unity Editor version 2022.3.29f1

Fixes

Fixed bug that would crash loaded saves

Fixed bug that set loaded settings to 0 when lower than logarithmic sliders min value

Fixed bug that tripled mutations

Fixed bug that would sometimes prevent escape key from working

Fixed Save bibite panel not being escapable

Fixed issue where node Last Inputs didn't take into account base activation

Fixed bug that produced NaN stomach fulness from size 0 stomachs

Fixed bug of stomach pellets blocking stomach tooltips

Comments

yep air

BUG REPORT. VERSION: "0.16a14 - Windows 64x" REPRODUCTION: 1) make a zone group, G, with zones scattered randomly, settings Renew=on, Scale=off 2) make a zone, Z, at X=0,Y=0 3) set G's movement to "locked to target" 4) set G's target to zone Z 5) edit Z's radius using the slider. OBSERVED BEHAVIOR: When you scale the radius of Z, it also scales the size and position of zones in G about the point X=0,Y=0 while preserving their relative positions and distances. EXPECTED BEHAVIOR: zones in G remain the same size and position while Z's radius is changed I see now that locked to target doesn't do what I thought it did, which is slowly approach the target, but I'm pretty sure this is a bug

yep air

Other than that, loving the update! I have a lineage of bibites adapted to 20tps,5x brain,4x lookup, 2x sensing. The simulation speed increase has let me simulate as much evolution in the last few weeks as I had since the initial release of the bibites. Current save file is 1439 hrs. In this time, their brains have exploded to 50 nodes and 90-110 connections, more than I had seen in any previous simulation, despite this simulation being 2000u and my previous long-running 4000u simulation topping out at 70 connections. I'm planning on starting a new file to increase the simulation area, then letting them run until their nodes/connections count levels off. After that, I'll start increasing the brain energy cost.

yep air

If you're just interested in the bibites and need some data to play around with, this link has all my saves, saved bibites, and simulation templates since I started using the program. It's all VERY scattered and unfinished, but if you're going to try to use any of them I'd suggest you use the template "fast_edited". Just select it in the scenario menu, edit it, and add your own bibite to the spawn, copying the settings from the one that's in there, and hit the check mark to start the simulation. If the zones are moving too slow, set their speeds to .15 or .2 instead of .1 https://file.io/iMO7MLEwlZLI

yep air

Oh! And I'm running everything at 15x speed. I suggest increasing the timescale until the "sim/real" number can't keep up, then add somewhere from 3 to 5

Sam Beets

A note: I'd suggest setting the default 'default activation' for Mult nodes to 1.0 instead of 0; this is will help smooth forward transition of older bibites when updating versions - some of the premade 'template bibites' are broken by this transition

Fr

Where do we get the Basic bibites templates?