Habitable worlds
The v0.5.2 version introduces habitable worlds that host larger autotroph/heterotroph simulations, which can be harvested for organic raw materials.
Habitable worlds differ from oases in that their stochastic parameters will not always allow stable ecosystems. Their base parameters vary randomly, and they are also affected by changing weather conditions. Some weather conditions may combine with base parameters in a way that will lead to collapse over a long enough time period.
These worlds will accumulate organic raw materials with a rate proportional to how large and diverse their populations are. For example, if heterotrophs go extinct and only autotrophs remain, no output materials will be generated. Output materials can be harvested, but this will harm populations in the process, so tending to such worlds will require a steady input of autotroph and heterotroph samples.
HOST_WRITE_VAT_HAR : &entity $2 ->
Harvests organic raw materials from a troph simulation that accumulates them. Populations are reset to zero in the process. The entity must be no farther than TROPHS_INTERACTION_UNITS.
Other notes:
- jumping to entities now only happens upon the initial button press
- fixed vertex counts while displaying nav module targets
- the current octant of the camera is now displayed at the bottom
- frame/tick Screen device events are now only pushed to waiting machines
- fixed an inconsistency in entity synchronization that caused some entities to be left out
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doldrusidus
An open-ended, obscure simulation realized as a multiplayer universe.
Status | In development |
Author | desertslug |
Genre | Simulation |
Tags | Multiplayer, Space, uxn |
More posts
- Porpoise, chibicc & particlesAug 18, 2023
- Quickstart & first argument insertionJul 30, 2023
- RewriteJul 21, 2023
- Wreckages & missilesJun 22, 2023
- Hives, wasps & leviathansJun 13, 2023
- Signals & barren worldsJun 02, 2023
- WormholesMay 19, 2023
- Monoliths & module growthMar 31, 2023
- Nav module guidanceMar 15, 2023
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