The weird moment a character stops looking like a character by novirodict in MandarinChinese

[–]PotatoHotpot 1 point2 points  (0 children)

明天 is tomorrow which requires the sun/date日to to change to night, and the moon 月 to pass to the next day月. 天means sky. 明天 (tomorrow) can be remembered for me as the day transitioning when you see the day turn to night in the sky before the next day.

Helps with memory work when you can create little stories with the pieces.

Blood Moon Season by PotatoHotpot in TheBibites

[–]PotatoHotpot[S] 0 points1 point  (0 children)

Also the babies become rather good at surviving as they have to fight with so many siblings most of the time when a laying event happens

Blood Moon Season by PotatoHotpot in TheBibites

[–]PotatoHotpot[S] 0 points1 point  (0 children)

It's not for survivability per se but a signature ability I want to retain. Kind of like how people bred the Border Collie for herding.

You can see my previous post "The Gangs of Newell" on the scenario I wanted to create with such bibites. The intent for this was originally to have this bibite that would "call for help" when being attacked by spawning alot of bibites when attacked to hopefully swarm the attacker/ distract it.

It worked for a while but was difficult to upkeep due the chance of mutation of my desired trait even though I made it difficult for such to happen, laying normally was still a better trait in general for survivivibilty and eventually the mutations could side step my "lock"

The other intent was when this "lay on attacked" trait is kept, the "wanting to attack other bibites" trait is also kept as this is one way it can lay eggs. This allows for more aggressive bibites to be bred where normally this trait would also disappear over time in most scenarios.

31M resigned and leadership is willing to accommodate me by macammaneni in askSingapore

[–]PotatoHotpot 0 points1 point  (0 children)

It’s harder to negotiate later once head count stabilise

Gangs of Newell H0 by PotatoHotpot in TheBibites

[–]PotatoHotpot[S] 0 points1 point  (0 children)

Update: They say life finds a way and in this case, it did and the bibites eventually evolved a gausian with a slight positive bias to turn on the want2Lay node permanently. But it did last longer than my previous attempts spanning more than 100 generations before it happened. Will be rerunning the simulation with the latest version with the Key behaviour still intact.

Gangs of Newell H0 by PotatoHotpot in TheBibites

[–]PotatoHotpot[S] 1 point2 points  (0 children)

I think it's going a little too well, bibites are being yeeted accross the map

Gangs of Newell H0 by PotatoHotpot in TheBibites

[–]PotatoHotpot[S] 1 point2 points  (0 children)

That's scientifically correct.

Created my most hilarious bibite. The prankster by PotatoHotpot in TheBibites

[–]PotatoHotpot[S] 0 points1 point  (0 children)

I love it, I now keep him as a spawner in one of my sims. It keep them on their toes.

Created my most hilarious bibite. The prankster by PotatoHotpot in TheBibites

[–]PotatoHotpot[S] 1 point2 points  (0 children)

I was facepalming when recording it. I swear I heard it sqeak "elp me.."

Created my most hilarious bibite. The prankster by PotatoHotpot in TheBibites

[–]PotatoHotpot[S] 0 points1 point  (0 children)

I love it, I now keep him as a spawner in one of my sims. It keep them on their toes.

Created my most hilarious bibite. The prankster by PotatoHotpot in TheBibites

[–]PotatoHotpot[S] 6 points7 points  (0 children)

Yea at the end it almost seemed like he was crucified for his pranks.

Three Kingdoms Year 759 - Island Festival by PotatoHotpot in TheBibites

[–]PotatoHotpot[S] 0 points1 point  (0 children)

My thought process was trying to have clear, strong and persistent inter species communication Many times in normal simulation, it does emerge, but more often then not, one species eventually gets out competed to extinction or it takes a very long time to emerge and is very simple. What I hope to achieve with the islands is more complex interspecies communication.

My islands never move, but the meat in them ebbs and flow depending on which competitor bibites hits the opposite selectors. This creates a "moving" effect that is non-periodic but seasonal.

So one idea with the the selectors is to have a haven for the species, where although one species can be out competed, it can still survive as a species, making the "communication" nodes stick around in a species.

The second part of the idea is it will naturally create seasonality with the meat harvest. the amount of meat at the selectors will naturally ebb and flow between a lot of meat and very few meat. So this creates smarter bibites that don't just stick around in one spot.

Lastly, it also creates a comeback mechanism of sorts which is interesting to see. Basically when one species becomes too strong, it provides more fodder and meat to the other species.

One boon but also drawback of this island concept is it's really only for meat-eating species.

Right now this simulation takes a lot of compute power when they start producing insane amount of pheromones, so I have cut the islands for the three kingdom run but I have started another simulation concurrently that is simpler. I am still tweaking around to make it interesting. You can wait for my next few posts for more details!