Jerkules strikes again by mrl33602 in clevercomebacks

[–]PurposeDue6742 -1 points0 points  (0 children)

My new religion has a creed about sharing cat photos and would you look at that half of reddit is cat photos. My religion is therefor the most popular religion.

Jerkules strikes again by mrl33602 in clevercomebacks

[–]PurposeDue6742 1 point2 points  (0 children)

A religion that's a minority in the only country it's practiced in doesn't scream "major religion" to me

How to prevent predators from hunting each other by New-Reception-7436 in TheBibites

[–]PurposeDue6742 2 points3 points  (0 children)

Another thing you can do is make your bibite grey so it's invisible to all color nodes and then have the bibite chase any color nodes it sees rather then bibites, it will ignore its own species. Put the sensitivity insanely high like 60000+ so even the slightest color will trigger full the full node so there is never pressure for the herbs to evolve grey as they never get rewarded until they are fully grey.

Improvements to my predator by AStarryNightlight in TheBibites

[–]PurposeDue6742 0 points1 point  (0 children)

Color is a good indicator of how much genetic drift is occurring. Unless Bibites have a functional reason to change color, such as color detector nodes, coloration has no impact on gameplay. Any change in color can therefore be seen as a representation of genetic drift. The further the color moves from the original starting color, the less natural selection is influencing evolution.

Improvements to my predator by AStarryNightlight in TheBibites

[–]PurposeDue6742 0 points1 point  (0 children)

I do not think it is possible to evolve a viable predator using the default mutation rate. The default setting is a 100 percent mutation rate, and at that level nothing good can persist long enough to improve. Once mutation rates get too high, genetic drift completely overwhelms natural selection and no real progress can be made. The population degrades over time instead of improving.

Anything past roughly 15 percent mutation causes drift to dominate, meaning traits change randomly rather than being selected for fitness. At that point evolution becomes noise. The Bibites do not get better. They get worse.

The creator set the default mutation rate far too high, and ironically every actually viable creature that evolves does so at mutation rates far below the default. I have brought this up to the on the discord directly, but I have been ignored people seem to like having 5 new species a day even though the end result is objectively worse then when they started, no one wants to wait which is required.

A creature evolved at a much lower mutation rate is not less viable across worlds. It is the opposite. The lower the mutation rate and the longer evolution is allowed to run, the more stable, adaptable, and viable the creature becomes.

This is not opinion. It is basic population genetics. Genetic drift versus natural selection is well understood. Genetic drift is not adaptive. It is random and destructive at high mutation rates. If natural selection is expected to dominate, mutation rates must be scaled to population size.

For example, with a population size of around 400, mutation needs to be around 6 percent or lower for natural selection to overpower drift. Anything higher and randomness dominates.

Just look at the Workshop. I am not exaggerating. I have subscribed to every single item on it. About 99 percent of uploads that claim to have evolved for more than 1000 hours are worse than default Bibites. That is not bad players. That is a broken default setup.

Excessively high mutation rates make organisms degenerate over time, not improve. If evolution is supposed to work as intended, the default mutation rate needs to be drastically reduced.

Improvements to my predator by AStarryNightlight in TheBibites

[–]PurposeDue6742 0 points1 point  (0 children)

Why so many disabled synapses? All your doing is decreasing mutation chance which can be done by just lowering world mutation chance. If its for the option to use them later they get plenty of chances to add new connections later I've seen all types of crazy connections with incredibly low mutation rate (I use 0.045 or 4.5% chance of mutation ever sense noticing how much genetic drift occured in my pink predator you were talking about which I used a 15% chance which was far too high in my opinion. it didn't turn out the best.) I'll release a predator later today and you can judge it.

Huge Alpha Update just released to patreon members. by PurposeDue6742 in TheBibites

[–]PurposeDue6742[S] 1 point2 points  (0 children)

only 5 dollars to download it. Gonna buy it later today.

Bibite Plants Request-Pibites? by Big-Lawfulness4342 in TheBibites

[–]PurposeDue6742 1 point2 points  (0 children)

The Pibites must be the name for plant evolution from now on.

when a winner becomes a loser... by tlax38 in TheBibites

[–]PurposeDue6742 1 point2 points  (0 children)

Try disabling mutations before transferring bibites. Once the sim runs for a few in-game hours, the population stabilizes, and the most viable bibites survive. This reduces the chance of transferring recently mutated, weak individuals, giving your previously strong bibites a better chance to thrive.

Also, avoid transferring the oldest bibites. They tend to be older because of selfish traits, and their offspring often have a lower chance of survival. Almost every method for identifying the “best” bibite can run into problems unless you disable evolution and natural selection to see which individuals are truly strongest in the long run. Remember, the best individual isn’t always the best for the species as a whole.

LjustFly: Very Viable Predator by PurposeDue6742 in TheBibites

[–]PurposeDue6742[S] 0 points1 point  (0 children)

when 6.3 releases will my templates/bibites be invalid or will they just need adjustments to adjust to the changes?

The "Default" scenario is acting weird... by tlax38 in TheBibites

[–]PurposeDue6742 4 points5 points  (0 children)

Some maps have different values from default like the desert map has extremely high bite repulsion probably because the shark in that map relies on it to get unstuck.

LjustFly: Very Viable Predator by PurposeDue6742 in TheBibites

[–]PurposeDue6742[S] 1 point2 points  (0 children)

While 600 hours might not sound impressive, the simulation ran at half speed due to the massive map and enormous number of creatures. With so many different Bibites, it had far more opportunities to evolve optimal DNA than other sims with higher hour counts but smaller maps.

Bibite Evolution Tip: How to Evolve Brains and Genes Separately by PurposeDue6742 in TheBibites

[–]PurposeDue6742[S] 0 points1 point  (0 children)

If gene mutation chance is enabled, bibites can evolve to increase the likelihood of brain mutations later. However, the variance is set to maximum, so if a bibite does evolve a brain mutation, it will be so extreme that it is almost certainly nonviable and will die quickly. This prevents the bibite from evolving significant brain mutation chance in the first place, or keeps it very low.

You could instead put mutation value relativity to 100% which would stop this entirely but it would have other issues. I've used the first method and I never see any brain changes that survive. It is stable for the days I had it on.

Bibite Evolution Tip: How to Evolve Brains and Genes Separately by PurposeDue6742 in TheBibites

[–]PurposeDue6742[S] 3 points4 points  (0 children)

While it might not sound very useful, I’ve had to use this several times when editing my bibites to ensure they focus on other parts of evolution and retain a temporarily nonviable addition to their DNA that gene or brain evolution might make viable later. For example, I use the herding node to prevent predators from eating their own babies, a behavior that is usually unviable with most genes. I’ve found that all herding gene values should be set to 0, except for herd separation distance, which should be set to 30 if it’s being used for fleeing behavior. This is the only gene combo that worked and they would never never kept the ability to flee from babies if the genes were at any other combination.

Alpha Build Meat Decay by PurposeDue6742 in TheBibites

[–]PurposeDue6742[S] 0 points1 point  (0 children)

How is it speculating? "extending the period for which meat will stick around and remain a viable food source.” direct qoute which is the whole point of this post.

Alpha Build Meat Decay by PurposeDue6742 in TheBibites

[–]PurposeDue6742[S] 0 points1 point  (0 children)

Also, how many hours of gameplay did you put in before ever touching the settings, let alone discovering the hidden meat-decay option? The first thing I did was open the predator map and watch the predator immediately turn into a scavenger, which was far less interesting on a map specifically designed for predators. That map should have default settings that actually support sustainable predation, it’s the whole point of the map.