Did not want to update to vanilla 1.0 for nearly nothing xD
Color Mod 1.87 changes:
-bug fixes (also for 0.9):
-Fixed a bug, where the web link to the game manuals was not working.
-Fixed a bug, where organisms could be "born" with 0 segments and disappear immediately.
Someone worked with the sourcecode and his version crashed because of this
bug (there were no crashes in 0.9 and the Color Mod however)
The change, because of this (and to make it cleaner):
Through mutation organisms can have between 1 and 100 genes (was 1- 840 segments)
-Mutations:
-if a mutation of the mutation rate happens:
-1/10 chance to be a large change: Either decrease the mutation rate between "Min mutation ‱"
and current mutation rate, or increase it between current mutation rate and "Max mutation ‱"
-9/10 chance to be a small change, either decrease the mutation rate by 1, or increase it by 1
Should make it a bit more controllable. A large increase of the individual mutation rate can be thought of as a complete loss of function for a DNA repair gene, a large decrease of the mutation rate can be thought of as duplication or multiplication of a DNA repair gene (more active because of this), small changes would be just minor DNA base changes, that do not change the general function of the repair gene too much.
Segment changes:
-INDIGO: -One INDIGO change of 1.86 reverted: If the virus energy is even reduced to < 2.5 (<= 2.5 in 1.86)
the virus is not born, the infection is removed
-if the organism has MINT segments, an attack by PLAGUE on INDIGO segments
will get the other organisms WHITE, PLAGUE and CORAL segments destroyed
(JADE with MINT segments vs PLAGUE did this already)
-MINT: -MINT costs for destroying other segments = 1/10 normal MINT costs
(was 1/8, not mentioned in the README)
-MINT costs for LAVENDER + MINT function (see README) also 1/10 instead of 1/8
-CREAM: -enhanced CREAM never feeds on SILVER anymore
(was too complicated and of no use in balancing the simulation)
-MAROON:- energy drain for SPIKE (but not enhanced SPIKE) vs enhanced MAROON is halfed
(was already halfed for enhanced BLUE and OCHRE vs all MAROON, added to the README)
-WHITE: -some small changes for enhanced WHITE (see README)
-PLAGUE:- some small changes for enhanced PLAGUE (see README)
-SILVER: -feeds on DEADBARK and ICE now
-CORAL: -not effective vs GOLD (gives some small viruses with GOLD segments a slightly better chance)
-BLUE: -enhanced BLUE will not drain FALLOW
-non plant BLUE only gets destroyed by enhanced OLIVE
(help consumers to use BLUE more)
-FALLOW: -attacks FALLOW, if FALLOW is a killer
or has BLOND segments and is below normal reproduction energy
-OLIVE: -only OLIVE segments of plants (and consumers with PINK segments) get weakened vs GRAY
-JADE: -enhanced JADE does nothing anymore (was a small useless effect vs GRAY)
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Well, will just add a version of his guide, where I fixed the mistakes (and made some changes), for 1.88. Version 1.89 will ony exist, if there is a bug or balance problem.
Color Mod 1.9 will have two new colors (if nothing goes wrong, but it should work out).
The "LICHEN" (commensalist) color, organisms that need to be around normal plants to photosynthesize. Just imagine, that they use some metabolic waste the normal plants produce.
And the "SPORE" color (nothing to do with that game xD). If an organisms, that has it, reproduces, the newborn organism will be dormant (not losing energy) and protected, hatching out later. It will stay dormant for a longer time, if the SPORE segments are longer.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
I finished the fixed (and slightly changed) visual guide, originally created by a 4chan user.
No reason to create a similar one myself. It was a good idea, thanks @ 4chan user. :)
Did not want to update to vanilla 1.0 for nearly nothing xD
Color Mod 1.87 changes:
-bug fixes (also for 0.9):
-Fixed a bug, where the web link to the game manuals was not working.
-Fixed a bug, where organisms could be "born" with 0 segments and disappear immediately.
Someone worked with the sourcecode and his version crashed because of this
bug (there were no crashes in 0.9 and the Color Mod however)
The change, because of this (and to make it cleaner):
Through mutation organisms can have between 1 and 100 genes (was 1- 840 segments)
-Mutations:
-if a mutation of the mutation rate happens:
-1/10 chance to be a large change: Either decrease the mutation rate between "Min mutation ‱"
and current mutation rate, or increase it between current mutation rate and "Max mutation ‱"
-9/10 chance to be a small change, either decrease the mutation rate by 1, or increase it by 1
Should make it a bit more controllable. A large increase of the individual mutation rate can be thought of as a complete loss of function for a DNA repair gene, a large decrease of the mutation rate can be thought of as duplication or multiplication of a DNA repair gene (more active because of this), small changes would be just minor DNA base changes, that do not change the general function of the repair gene too much.
Segment changes:
-INDIGO: -One INDIGO change of 1.86 reverted: If the virus energy is even reduced to < 2.5 (<= 2.5 in 1.86)
the virus is not born, the infection is removed
-if the organism has MINT segments, an attack by PLAGUE on INDIGO segments
will get the other organisms WHITE, PLAGUE and CORAL segments destroyed
(JADE with MINT segments vs PLAGUE did this already)
-MINT: -MINT costs for destroying other segments = 1/10 normal MINT costs
(was 1/8, not mentioned in the README)
-MINT costs for LAVENDER + MINT function (see README) also 1/10 instead of 1/8
-CREAM: -enhanced CREAM never feeds on SILVER anymore
(was too complicated and of no use in balancing the simulation)
-MAROON:- energy drain for SPIKE (but not enhanced SPIKE) vs enhanced MAROON is halfed
(was already halfed for enhanced BLUE and OCHRE vs all MAROON, added to the README)
-WHITE: -some small changes for enhanced WHITE (see README)
-PLAGUE:- some small changes for enhanced PLAGUE (see README)
-SILVER: -feeds on DEADBARK and ICE now
-CORAL: -not effective vs GOLD (gives some small viruses with GOLD segments a slightly better chance)
-BLUE: -enhanced BLUE will not drain FALLOW
-non plant BLUE only gets destroyed by enhanced OLIVE
(help consumers to use BLUE more)
-FALLOW: -attacks FALLOW, if FALLOW is a killer
or has BLOND segments and is below normal reproduction energy
-OLIVE: -only OLIVE segments of plants (and consumers with PINK segments) get weakened vs GRAY
-JADE: -enhanced JADE does nothing anymore (was a small useless effect vs GRAY)
A 4chan user created a nice visual guide for all colors of my mod.
http://boards.4channel.org/v/thread/471759461#p471759461
It isn´t completely correct however. If you are that user, I tried to write to you here:
http://boards.4channel.org/v/thread/471900936
If I cannot contact him, I will create something similar for 1.88 myself (yes, I am still in the mood to optimize, although I have some new ideas).
Focused is an interesting pseudo 8-symmetric organism, which combines fire and red.
And there are also some super agile dodging plants with eyes. Catching them is difficult.
Well, will just add a version of his guide, where I fixed the mistakes (and made some changes), for 1.88. Version 1.89 will ony exist, if there is a bug or balance problem.
Color Mod 1.9 will have two new colors (if nothing goes wrong, but it should work out).
The "LICHEN" (commensalist) color, organisms that need to be around normal plants to photosynthesize. Just imagine, that they use some metabolic waste the normal plants produce.
And the "SPORE" color (nothing to do with that game xD). If an organisms, that has it, reproduces, the newborn organism will be dormant (not losing energy) and protected, hatching out later. It will stay dormant for a longer time, if the SPORE segments are longer.
I finished the fixed (and slightly changed) visual guide, originally created by a 4chan user.
No reason to create a similar one myself. It was a good idea, thanks @ 4chan user. :)
You can view it here already: https://a.fsdn.com/con/app/proj/biogenesiscolor/screenshots/Colors%20visual%20guide.png/max/max/1
If you find some mistakes now, you can tell me before I upload 1.88. This is just some quick information. The README file is more comprehensive.
I will upload 1.88 with it tomorrow (probably).
Also want to create 1.9 now. Motivated... ;)