Search found 1659 matches
- Mon Nov 05, 2018 3:30 pm
- Forum: Bug Reports
- Topic: Odd biome delineation related to water level
- Replies: 6
- Views: 2637
Re: Odd biome delineation related to water level
I've got an oasis world with a lovely underwater pine forest. The tops of the trees just stick out, and the bottom is covered in forest grass. it doesn't seem to be following depth at all, as there are normal underwater biomes adjacent to it at the same depth.
- Mon Nov 05, 2018 3:28 pm
- Forum: Development
- Topic: 0.11.0 Development Thread
- Replies: 144
- Views: 69555
Re: 0.11.0 Development Thread
Curiously, all of my creatures have bodies that are extremely horizontally flattened, the same as when the experiment began. Between the shape and the stripes, they all look like they've been run over by a truck. Just the aquatic ones or all? When they swim, they tend to do so sideways, don't know ...
- Mon Nov 05, 2018 2:08 pm
- Forum: General Discussion
- Topic: Different World Types (.11 Version)
- Replies: 9
- Views: 6543
Re: Different World Types (.11 Version)
I'm running a world with aging slowed to 1/4th, to see if the odds of predators really improve if creatures have more time to encounter prey items. It's the same ocean map I was testing temperature sensitivity with earlier. Nothing interesting so far, just lots of herbivores.
- Mon Nov 05, 2018 1:51 pm
- Forum: Bug Reports
- Topic: Rover Issues
- Replies: 3
- Views: 4135
Rover Issues
-Rover settings not saving properly: 1. Make two rovers set to "feed population when total creature count is less than #". 2. Save, quit the game, then start it up and load the file again. 3. Check your rovers and you'll find that the "less than" setting on the second one has been changed to "great...
- Mon Nov 05, 2018 1:40 pm
- Forum: Development
- Topic: 0.11.0 Development Thread
- Replies: 144
- Views: 69555
Re: 0.11.0 Development Thread
Further observations: Letting the sim run with temperature sensitivity set at 0.5 for a day did not result in any animals with lungs evolving gills. Population control is set to niches, so the nutritional benefit of aquatic plant life is much higher than its land-based equivalent. I suspect that the...
- Sun Nov 04, 2018 2:19 pm
- Forum: Development
- Topic: 0.11.0 Development Thread
- Replies: 144
- Views: 69555
Re: 0.11.0 Development Thread
When creatures decide whether to pursue a food item, do they do so according to the food's base value or its adjusted value after things like population control adjustments? I'm just wondering how much information they have. Observations: -The way they weigh the safety of pursuing a food source seem...
- Tue Oct 23, 2018 5:21 am
- Forum: General Discussion
- Topic: UNDAH DA SEA !!
- Replies: 6
- Views: 6192
Re: UNDAH DA SEA !!
Okay thanks for the tips. So they are practicaly useless on other tempatures and require alot of shallow water and a relatively high fertility value. But what about the other three :?: P. specium and the opposite twins.they cant really thrive on water (especialy the opposite twins).I will try them ...
- Tue Oct 23, 2018 5:19 am
- Forum: Bug Reports
- Topic: CPU only using one core
- Replies: 6
- Views: 2441
Re: CPU only using one core
Yeah thanks for the advice that works a lot better. I know its still in alpha but its just kind of annoying I downloaded a version a couple of years ago and I could easily get up to 600 creatures on my shitty old laptop that only had an Intel i-3 and 4gb of ram. The creatures have become much more ...
- Mon Oct 22, 2018 2:24 am
- Forum: Suggestions
- Topic: Checking temperature where the cursor is pointing
- Replies: 1
- Views: 3527
Checking temperature where the cursor is pointing
The thermometer feature on the HUD is awkward in that you can't aalways tell exactly where it's reading temperature from, and it seems to work rather unpredictably (this might be limited to small maps). It would be nice to be able to check the temperature of a particular tile using the mouse, and ma...
- Mon Oct 22, 2018 2:09 am
- Forum: Development
- Topic: 0.11.0 Development Thread
- Replies: 144
- Views: 69555
Re: 0.11.0 Development Thread
Also a valid point, but water oxygenation is liable to get quite complicated and require new asset creation for visibility. Splitting air and water breathing could be slipped into what is otherwise an optimization update. Putting actual gills on creatures can come later; it's not llike the current s...