Search found 1659 matches

by Natural_20
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.
by Natural_20
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 ...
by Natural_20
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.
by Natural_20
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...
by Natural_20
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...
by Natural_20
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...
by Natural_20
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 ...
by Natural_20
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 ...
by Natural_20
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...
by Natural_20
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...