The Bibites 0.6 Alpha 12: PERFORMANCE CONTROL
Added 2024-05-07 00:38:54 +0000 UTCYou can now change the precision of your sims to suit your performance needs!
Basic TPS : (default: 40 TPS)
The number of simulation ticks (updates) per second. This encompasses everything aside from rendering and UI interactions, be it physics or bibite systems. Increasing this means the simulation goes slower but is more stable and precise.
Brain Update Factor: (default: 2X)
The number of simulation ticks between each bibites brain update. Changing this might impact some systems, as it's also the update factor for most senses.
Vision Lookup Factor: (default: 10X)
The number of brain updates between each bibite Field of View entity Check. This decides how often bibites will update their list of seen entities (the heaviest operation of bibite vision). A value of 10 means that every 10 brain updates, bibites will update what entities they see. This can be interpreted analogously as their reaction time, or how long it takes them to realize a new object has entered their field of view.
Vision Sensing Factor: (default: 5X)
The number of brain updates between each bibite Field of View senses updates. This decides how often bibites will update their vision neurons. A value of 10 means that every 10 brain updates, bibites will update their plant angles, distance, etc.
More might be coming shortly, but those systems felt like they were the more sensical to allow to be tuned for now.
Other Changes
Optimization to vision code, to increase performance
Added "Compare to" species dropdown in brain and gene species panel
With brain and genetic distance (non-normalized)
Added root species (template it spawned from) reference to species info panel
Gene differences opacity now highlights most important differences
Added setting to scale easter eggs probability
Removed cap on target time speed (slider is still maxed at 20x, but a larger value can be entered in the text field)
Bibites now shouldn't be able to develop new connections to disabled systems (herding, viruses, etc.)
Added setting to control relative mutation share (sticky 0)
Removed min-max restrictions on sim size
Added 50% penalty to egg reabsorption
Fixes
Fixed bug that would display species distribution approximation even with old sims
Fixed rect zones preview size
Capped bibites preview size to reasonable sizes
Fixed placement issues with certain preview sprite of larger bibites
Fixed brain sorting algorithm issue with highly interconnected brains
Fixed bug with randomness generation for mutations that skewed certain connections
Fixed bug that allowed keys affecting the rest of the game when editing text in settings fields
Fixed stomachs content not being properly saved
Comments
I've had a thought regarding the autosave functionality. Customizable retention would be a pretty cool feature! A bit like what we see here: https://imgur.com/fZlfPTo Most backup products have this style of backup retention, you can keep a much longer period of backups with less copies.
Dannymet
2024-05-17 06:04:28 +0000 UTCwe take these risks being your guineapigs on the Alpha releases, it's all good! I had autosaves set to 5 minutes, but have changed it to every 5 hours. Now they will go back much further!
Dannymet
2024-05-17 05:58:10 +0000 UTCyeah, there was an issue with the mutation function that caused genes doubling. Currently releasing an alpha to add more stuff and fix that
Léo Caussan
2024-05-16 21:38:25 +0000 UTCHey, I've been following these alpha releases and using them with my sims. I don't know if it's just a coincidence, but switching from Alpha 10 to Alpha 12 resulted in one of my simulations completely dying out. It's an ultra large low food density one. The population had been steadily increasing and brain sizes growing, I had just got the simulation where I wanted it (a barren desert). https://imgur.com/a/VSG4o9O These bibites had already taken thousands of hours to appear and function in this world, so I presume their delicate brains could not handle the changes to their CPU cycles? Unfortunately I left it running too long and have lost the world. Autosaves don't go back far enough! I've learnt a valuable lesson, always keep an autosave when switching versions. I could have gone back to Alpha10 to see if that simulation would run on. I run the game in Windows 11 VMs, running on proxmox. Usually it's very stable and I never have to restart, but I also found today the game had stopped running about 7 hours ago in my other simulation on Alpha 12 If you could add command line switches to the game, that would make it incredibly useful for the community. I think there are only really two the game needs: - AppData location, this should allow multiple instances of the simulation to run on a decent server, on bare metal rather than having to run VMs. - Continue from last save
Dannymet
2024-05-11 07:26:18 +0000 UTCThe optimizations are very welcome and the performance sliders work great! Currently running 24TPS, 3x brain, 4x lookup, 2x sensing. If I understand correctly, that should be 24 physics ticks per second, 8 brain ticks per second, 2 lookup ticks per second, and 4 sensing ticks per second. This seems to work, I'm not sure if lower amounts would be viable. Getting ~2.2x speed with 400 bibites and lots of food, as high as 6.5x with fewer bibites. Adjusting fertility setting to try to get simulation speed higher.
yep air
2024-05-08 01:11:58 +0000 UTC