The Bibites 0.6 Alpha 6: Lotsa Zones and Settings (Patreon)
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Content
A list is better than a thousand words
Visuals/Graphics/Preferences/UX:
Color picker Settings
Background grid option (also available in visibility panel)
Added Shade Option, emulating the effects of microscope outside of the simulation area.
Bibite will automatically stay out of the shade, just so that they don't disappear
Rework to UI scaling and screen options
Added Escape Stack, which allow to recursively close the last opened panel/action
Added identifiers to differentiate official templates from user templates, as well as scenarios
Small visual changes to the Dynamic Settings panel
Editable values change the cursor on hover
Zones and Zone Groups Settings:
Zone fertility and biomass calculations have been completely reworked. Instead of splitting the total biomass (biomassDensity x totalArea) across all zones based on their respective fertility weigths, each zones are now independent. Zone biomass/fertility = zoneArea x globalFertility x zoneFertilityFactor
Zone Biomass Factor and Zone Fertilty Factor are now independant
Imported saves/scenarios will automatically have their settings adjusted to preserve conditions
Added Zone Distributions (normal, flat, reversed, ring)
Added possibility for empty zones (no pellets)
Added different movement types (none, normal, attached)
Possibility for zones to be attached to another zone and move with it.
Added global zone speed setting
Added Zone Groups, allowing multiples zones to be created from a single template zone.
Ability the zone count to either scale with sim size or be fixed.
The zones from a group will be placed randomly each time a new game is started from the scenario
Ability to reroll zones random placement
Eventually will add the ability for more customization
Added Zone name to previews in Scenario Editor
Added Biomass and Pellets estimation to Scenario Editor
All Settings:
Most settings now automatically adjust their units to be more readable (following SI unit prefixes)
Some settings now directly have a logarithmic range instead of using abstract exponents factors (like zones fertility factor)
In order to edit a setting, you now only need to click on the displayed value to reveal the edit field
Time scale can be edited just like other settings, by clicking on the displayed value to edit it directly.
Bibite Settings:
You can now decide which zone bibites will spawn in. All is default.
You can now decide the initial growth of spawned bibites
The minimum setting for default bibites will now take into account all descendants from all species that stemmed from the default bibite instead of the tag count
Temporarily removed default tagging until a better system can be figured out
Alive count and descendant count visible in species info panel
In-Game:
Bibites maturity has been normalized so that they are only considered mature (maturity = 1) if they are able to lay eggs (have sufficient growth and have a big enough womb)
Added share information to species in lineage graph
Added tooltips to dropdown settings
Bibite brain updates now unlinked from fps, now steady 20upd/s
Dragging bibites while pressing [CTRL] instead changes their rotation
Bibite will always be born facing away from their parents
Fixes:
Fixes to the innovation numbers when loading bibites
Fixed bug leaving tooltip when closing Lineage panel
Bibite Updater now correctly takes innovation numbers into account
Some warnings now correctly block interactions wit the game
Fixed timeSpeed irregularity in energy consumption for movement
Removed redundant information from saved bibites
Fixed bug that made timespeed inconsistent on simulation start
Fix to panels not closing correctly when Saving Scenario from the scenario editor
Removed the energy reserve for zones, as it prevented small zones to spawn all their pellet
Fixed error message when changing scenes
Few typo fixes
Fixed Rendering for ColorKillers
Fixed Lineage Mesh Preview stopping the information hover