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This update is more foundational than anything, but also added a few fun things. I added a way to display useful information related to settings that, for now, is only used for spawner settings, but will be useful in the future, and did some background work for the next alpha release.

More procedural sprites Variations

Thanks to our loved Ophelia ( @Braxiations), we now have additional procedural sprites variations!

The defense gene now produces smoother transitions toward full shells (moving from 3 steps to 7)

Mouth sprites now have 1 additional step ( 2 to 3) for the larger sizes

A lot more arm sprites for different speeds

We are also working on an eventual fat system and Ophelia has produced the first body sprite variations for this! Don't tell anyone 🤫Changes

Added movement penalty for defense

Added defense movement penalty setting

Increased default pheromones strength

Added default pheromone strength setting

Added "Initial Seeding" setting controlling what % of the biomass is initialy spawned

Increased default (and background) mutation rates

Decreased default 9and background mutation strengths

Added Information Pop-up for spawner settings

Bugfixes

Fixed PheroHeading neurons not enabling sensing by themselves

Fixed scaling problem with modded pellet sprites

Fixed auto-panning not working

Comments

Ph1234k

Thanks for your work! ALife is one of my favorite explorations. I do notice the simulation is hard on the bibites. Specifically there are a ton of selection pressures, finding a good feeding strategy, surviving long enough to make children (this is the biggest issue imo since until you can start procreating you cannot really start evolving - that's not to say the random spawning doesn't help induce that evolution, but it would happen much faster if we can get bibites to reproduce much faster), avoiding death by collision. So a lot of time, you will end up with a bibite that can find food very well for example, but that gets eliminated by collision because of how long it has to just stay alive before a baby is made. I would say it is important to remember that if we want to see interesting evolution, we should look towards the first lifeforms which were very small and reproduced very quickly. Without a fast enough reproduction cycle, it is extremely difficult to get past extinction events such as a collision in the bibite world. This in turn creates a large amount of pressure as I mentioned to require a substantial "kit" before evolution can start. E.g. Without the birth of a virgin bibite that can eat well AND defend itself from a simple collision, you just watch hours and hours of 1st generation bibites that die to starvation or collisions. Ideas I have to help move towards faster evolution, they are not intended to be all added but rather individual soltutions: 1. Have a special virgin bibite spawn that has the needed tools for basic survival - this has an unfortunate effect of preventing you from watching said system evolve but bootstraps evolution. 2. Rework colliding to not be so damaging or to cause no damage, and then add another feature to allow bibites to damage each other (such as an intentional biting, or something like a spike so that collisions are deadly but it has a cost associated with making a collision deadly) 3. Make bibites reproduce faster than they do now by default, allowing them to slow down reproduction as evolution allows instead of pressuring them to speed it up before success. If you read all this, thanks for your time.

leocaussan

Thanks for the kind comments 😁! I'll consider all that. Especially #1, I really need to make the default bibites better 🤔 or at least give the option to spawn better ones !

Jo Jobar

not better, but to reproduce faster, as he said. One year ago or so next generations appeared much much faster and it was a lot more fun to experiment as you didnt need to run your computer a whole day to get maybe to the 10th generation, if you are lucky, with maybe one additonal neuron and 5 synapses. I tried to get into the game again, but its really hard, and I loose the interest quickly as nothing happens for hours. I am sure that it is easy to adjust, even in the default settings, but with 120 settings i'm simply lost ;) Considering the fun factor, I would say that the game was much better a year ago. I know that several things got better and more advanced. But this fun factor is in my opinion really important to keep people experimenting with the game. Hours of waiting are not good for that ;) No critique and I'm sure that you are aware of that anyways. Just my honest experience in comparision to as the game used to be ;)

leocaussan

Yeah, by nerfing the plant energy and adding digestion, everything had to slow down a lot. Increasing the digestion rate of plants and increasing the default growth rate would bring you back to something similar to what it was. Maybe I could add a bunch of preset settings that users could choose from 🤔

Carson

I love the preset idea! It would also help out for the community if we could export and import presets too! For example, by making it easy to replicate an environment someone creates that tends to generate certain niches of bibites. Edit: Just checked and realized saving and loading sim settings is already in the game. I still think having some varied presets is a good idea though!