New strings not yet translated into other languages and no new readme, but everything is going well now.
Thought that I could upload another version after 6 months and today was my birthday and this is the "birthday cake" for the people that liked the Color Mod. ;)
Did not do that much, however:
Simulation runs much faster now (I can run it on 50% larger worlds!), because of many optimisations.
But there are more booleans in the code now. xD
TEAL reactions are done after the collision (they are cleaner now).
There is a new SPORE color:
Organisms create spores, that are completely in one color and do not grow.
Mod spore:
Mod spore 1: Spore moves around until finding a plant, then integrates itself and infects the plant
Mod spore 2: Spore is a fruit, that needs to be eaten to infect other organisms.
Mod spore 3: Seed spore, that will hatch after some time (plant spores are eaten by MAROON, else by ORANGE and FIRE )
Mod spore 4: Egg spore, that will hatch after some time (eaten by PINK)
Mod spore 5: CREAM larva spores, that move around, and hatch @ 1/2 reproduction energy
Mod spore 6: photosynthetic Spore hatches @ 1/2 reproduction energy
Mod spore 7-9: dormant BLUE spore
Mod spore 10-12: moving CYAN spore
Fine-tune spore (only for BLUE and CYAN spore):
1-10: creates a spore each time
11-20: creates a spore 1/2 of each reproduction
21-30: creates a spore 1/4 of each reproduction
31-40: creates a spore 1/8 of each reproduction
Last digit: Spore will hatch (only Mod spore: 8,9,11,12), if it touches a specific type of organism (see next README, not that important for now xD)
Only SPORE 1-6:
If infected, it will only create a virus in 2/11 reproduction attempts. Else it will create a spore. Non-consumers will remove the infection, if they create a spore, consumers will not rmeove the virus in that case.
Spore energy at birth depends on segment length.
Only SPORE 1 and 2:
Can reproduce early, like BLOND
Completely reworked C4 color:
It is now more effective, if the segment is smaller, and less effective, if it is larger, in comparison to other photosynthetic colors. Maintenance costs are normal now. Old C4 was able to diminish CO2 levels and this made it the only usable green color, and it would dominate. Not balanceable...New C4 is very useful for organisms, that want to shrink.
Organisms with eyes, but no movement segments, can use the "Stand still" (1) reaction (a slower one however).
There are surely more smaller changes, but I have to check everything. Then I have to write that README...
Tell me if you find bugs, but everything should work really. Have fun. :)
Edit: Spore 1 is the moving spore and 2 is the fruit.
Last edit: MarcoA 2020-03-13
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Download here: https://sourceforge.net/projects/biogenesis/files/Color%20Mod/1.9/ (main download is still 1.88)
New strings not yet translated into other languages and no new readme, but everything is going well now.
Thought that I could upload another version after 6 months and today was my birthday and this is the "birthday cake" for the people that liked the Color Mod. ;)
Did not do that much, however:
Simulation runs much faster now (I can run it on 50% larger worlds!), because of many optimisations.
But there are more booleans in the code now. xD
TEAL reactions are done after the collision (they are cleaner now).
There is a new SPORE color:
Organisms create spores, that are completely in one color and do not grow.
Mod spore:
Mod spore 1: Spore moves around until finding a plant, then integrates itself and infects the plant
Mod spore 2: Spore is a fruit, that needs to be eaten to infect other organisms.
Mod spore 3: Seed spore, that will hatch after some time (plant spores are eaten by MAROON, else by ORANGE and FIRE )
Mod spore 4: Egg spore, that will hatch after some time (eaten by PINK)
Mod spore 5: CREAM larva spores, that move around, and hatch @ 1/2 reproduction energy
Mod spore 6: photosynthetic Spore hatches @ 1/2 reproduction energy
Mod spore 7-9: dormant BLUE spore
Mod spore 10-12: moving CYAN spore
Fine-tune spore (only for BLUE and CYAN spore):
1-10: creates a spore each time
11-20: creates a spore 1/2 of each reproduction
21-30: creates a spore 1/4 of each reproduction
31-40: creates a spore 1/8 of each reproduction
Last digit: Spore will hatch (only Mod spore: 8,9,11,12), if it touches a specific type of organism (see next README, not that important for now xD)
Only SPORE 1-6:
If infected, it will only create a virus in 2/11 reproduction attempts. Else it will create a spore. Non-consumers will remove the infection, if they create a spore, consumers will not rmeove the virus in that case.
Spore energy at birth depends on segment length.
Only SPORE 1 and 2:
Can reproduce early, like BLOND
Completely reworked C4 color:
It is now more effective, if the segment is smaller, and less effective, if it is larger, in comparison to other photosynthetic colors. Maintenance costs are normal now. Old C4 was able to diminish CO2 levels and this made it the only usable green color, and it would dominate. Not balanceable...New C4 is very useful for organisms, that want to shrink.
Organisms with eyes, but no movement segments, can use the "Stand still" (1) reaction (a slower one however).
There are surely more smaller changes, but I have to check everything. Then I have to write that README...
Tell me if you find bugs, but everything should work really. Have fun. :)
Edit: Spore 1 is the moving spore and 2 is the fruit.
Last edit: MarcoA 2020-03-13
If you play without SPORE (probability 0), the simulation should be balanced btw.
Think I will make all Spore variant costs adjustable for the real version.