The Bibites 0.6 Alpha 7: Chubby to the brim
Added 2023-09-06 16:22:00 +0000 UTC
Like too often, this was initially supposed to be a quickfix alpha but I decided to add just a feeewww new features.... welcome to the largest alpha in a while
Spatial Organs and Genes
Some organs now take up physical space inside the bibite's body (Stomach, egg organ, fat reserves), and their respective size will be decided by apportionment genes (WAGG). The organ's inspector in the biology panel won't change size for now.
- Added 3 apportionment genes, one for each of those organs
- Added a new Eye Color Offset gene, that does just that
Fat Reserves
- Added Bibite Fat Storage
- Base capacity is decided by apportionment genes
- Bibites can store up to 2X their base fat capacity, but so will gradually inflate the bibite, expanding their tail collider, and changing their appearance, finally including the larger body sprites that have been added a while ago
- Added two genes to manage production/burning of fat (threshold and headband)
- Added fat material settings to tune the system's behavior/capacity
- Added UI for fat storage (in Biology panel)
- Sustaining stored fat consumes a small amount of energy ( setting: 0.01% of stored energy/s by default)
- Update sprite generator to include inflated bodies
- Balanced default pellet size and fertility to take into account the increased survivability of bibites (previous saves will be automatically updated)
Matter Material Parameters
- Perishable factor settings updated and replaced to take advantage of log sliders
- Range for most parameters increased
UI/UX Improvement
- Fixed most settings being able to go negative
- Bettered the zones editor panel Layout
- Added disclaimers when no zones or no groups
- Added zone preview to the dynamic settings panel
- Added zones production to preview
- Added gradual zoom when holding middle mouse button
- Gradual zoom affected by speed change when using Page-Up/Page-Down
- Dragging camera with right click should now display exact movement
- LeftCtrl + rightClick, allows smoothly moving the camera
- Pellet mass added to pellet tooltip
- Pheromones production settings can be set to 0
- Added settings for amount of pellets dropped on death
- Added back tagging option for bibite template settings
- Increase scroll speed in dropdowns
- Many adjustments to the sizing/coloring of the UI
Performance Improvement
- Reworked a lot of internal logic to use more efficient data structures
- 50x to 100x improvement in memory allocation rate
- Around ~15% improvement in overall performance
Fixes
- Fixed most settings being able to go negative
- Fixed Int settings causing an error with logscale sliders
- Renew Biomass option on Zones Should work correctly
- Fixed rendering not updating for ring zones
- Removed none setting and duplicated from lineage panel parameters
- Fixed rendering error that made it like a zone group seemed to still exist after being deleted
- Fixed Zones target defaulting to none when saving scenarios
- Fixed many bibite stats not being saved
- Fixed "Delete all zone" still keeping the Default Zone around
- Fixed Over-recycling of pellets when max biomass is lowered
- Pellet now have physically accurate drag like bibites
- Color settings should now cancel correctly when hovered off or when escape is pressed
- Changing the physical settings of materials during sim should now properly update existing pellets
- Fixed zone positioning on project load
- Fixed incorrect bibite sizing constant (42u² to 80u²) (and automatically updated Bibite mass density from earlier saves/scenarios to preserve behavior)
- Fixed "Select Member of species" button not being available when one member alive
- Fixed microscope rendering on bigger maps
- Fixed multiple issues (UI, bibite selection, camera, etc.) with lowest sim size (<=100u)
- Fixed some inconsistent camera movement behavior
- Fixed bibite minimum setting not going all the way down to 0
- Fixed error when loading some older versions
- Fixed moving the camera also impacting time scale slider if recently interacted with
- Fixed error in genetic distance calculations
- Fixed a bug that would vary the the growth rate of bibites with timespeed
Comments
Yep!
Léo Caussan
2023-09-08 03:33:49 +0000 UTCSo it dropped to 12 FPS. But it's still better :-D
Ulrich Plchdrť
2023-09-07 06:24:44 +0000 UTCThanks! Getting 40 FPS instead of 8! If I can ask for on improvement - the size of lines in the Lineage Graph is currently based on the Energy, can it be viewed based on number of alive members? In my simulation I got one species of 10g "Whales" while other species are very small (like 100mg). So while the number of alive members is roughly same, the whales takes up 75% of the graph size and the rest are very thin, almost untargetable lines.
Ulrich Plchdrť
2023-09-07 06:12:19 +0000 UTC