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So! A long-awaited alpha that finally comes!
The delay has been long, but this update has been jammed full of very important things, long-awaited fixes, and under-the-hood stuff that will change the game.
I would've liked to be able to do a little bit more testing before releasing it, but I asked you all your opinion on the subject and you said you preferred having access to it as soon as possible, so here it is!
So I did not finish everything I wanted, but since I'm gonna be away for a few days for the easter weekend, I figured I should give you this "almost-polished" version, and publish the next alpha, with all the missing stuff and a few other additions as soon as possible.

Important to note:
-Due to changes to how species data are logged, saved, and loaded, I did not have the time to write the (probably complex) migrate function from the earlier versions, so know that this will reset the species data of your simulations, and possibly lead to other errors

Lineage Tree and Changes to the Species Panel

The long-requested lineage tree is finally here! It was a headache to make work and handle all the little edge cases, but I'm incredibly proud of the result. You'll be able to change between the two (tree, and previously available mesh view) and view the lineage however you see fit!


And you'll see that it can get pretty complicated pretty fast


A few esthetic changes have also been made to the Lineage Mesh, making it a lot more pretty to look at and removing a lot of weird artifacts (although some remain)

Species now also track their distribution through time, with the historic placement of zones

(Distribution will only be shown if there were enough bibites back then to build a distribution)

I also added a few parameters to allow you to customize how you use the Lineage panel

  • Option to scale the species in the tree graph with their importance

  • Both graphs have the option to hide the extinct lineages
    (only show living species and their direct ancestors)

  • Changed the log-like time distribution of points to be more representative

  • Changed how the lineage panel zooms (now only need Ctrl+scroll)

Simulation Time and Frames Rework

  • All the sim now updates at regular intervals
    (50 updates per second but planning on making that a setting)

  • The simulation is now decoupled from rendering.
    FPS will have no fundamental impact on the simulation from now on

  • Max Time Speed increased to x20

  • The sim will now try to update as fast as possible up to the set speed

  • More time info displayed on top right

  • Warning at >3x no longer needed (and is removed)

New Brain Sorting Algorithm

  • Added a new custom sorting algorithm for the brain that should make them a lot more readable by default

  • The brain panels will now be sorted by default (unless there's a saved configuration)

  • Added button for additional calls to the sort() function

  • Adjusted brain connection sizing (more dynamic thickness)

Other Changes

  • Added setting to disable drag on pellets when they are held by a bibite (off by default for all scenarios except ant sim)

  • The gene distribution graph's bucket size are now capped at multiples of 1% of the genes' possible span to regularize it and make comparisons across time easier

  • Changed most gene's possible span slightly to have better spans in the gene distribution graph

  • Lowered min boundary for Size gene from 0.25 to 0.05

  • Gene distribution graph scale is minimally capped at 10 to improve Y axis labels

  • Bibite previews (for template, or species) will now display the size at maturity

  • Fused Shade settings with Out-Of-Bound-Exterminator for simpler functionality

  • Added brain energy settings to in-sim settings

Fixes

  • Renamed 2K to 1440p

  • Fixed rounding issue on some settings slider

  • Fixed rendering of status bars

  • Fixed egg-laying data mislabeling

  • Fixed bibites being drawn toward the center on very large sims

  • Fixed Out-Of-Bounds Exterminator not correctly working on larger sims

  • Fixed bug causing bibites to be able to become mature even when eggCapacity < 1

  • Fixed many settings not correctly updating when changed by user after sim was started

  • Fixed certain sprites layering issues

  • Fixed rendering problems on certain sprites

  • Fixed eyes not rendering on bibite previews anymore (like species or template preview)

  • Fixed bug in the compress function (when moving to longer time-frames) for the genetic distribution graphs

  • Fixed bug when placing bibite of species from lineage graph

  • Fixed bibitePlacer not pausing the sim

Comments

yep air

I'll wait to see if it continues, but the game seems to feel slower than 0.6a9. What does "sim/real" represent, exactly? I'm trying to figure out if the sim is slower or just lower-fps. I have a save I've been using since 0.5.1, 3200 hours of sim time. 4000u^2, 19 slow-moving zones, and sustains a population of 150-200 for well-adapted bibites. I call it "the diversifier" because it forms island chains at random, promoting speciation. For 11.18x in 0.5.1, I got 4-12fps. For 10x in 0.6a9 (I jumped straight to this version), I got 30-50fps. For 20x or 10x in 0.6a10 I'm getting 4-20fps/80-128tps, the UI just feels slower. CRUCIALLY, when I switch Windows to a different desktop, the performance shoots up to 50fps/140-ish tps, then slowly drops if I switch back to the desktop with bibites on it. Just unfocusing the bibites window (putting a floating window on top of fullscreen bibites) doesn't fix it. For clarity, I've never used bibites at less than max speed. A lot of bibites died in the 0.5.1->0.6a9 changeover, but the population seems to have recovered. I'm assuming the bibites were adapted to the slightly wonky sped-up physics, since no such die-off happened with 0.6a9->a10.