phantomhunter01
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Post by phantomhunter01 on Jul 5, 2017 22:03:59 GMT
til the transitive property is not universally accepted.
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phantomhunter01
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Post by phantomhunter01 on Jul 5, 2017 19:57:54 GMT
goats=jokes
jokes=funny
funny=opinion
opinion=meaningless
goats=meaningless?
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phantomhunter01
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Post by phantomhunter01 on Jul 4, 2017 3:53:32 GMT
hey they're just goats
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phantomhunter01
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Post by phantomhunter01 on Jun 11, 2017 23:06:36 GMT
Nice!
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phantomhunter01
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Post by phantomhunter01 on Jun 11, 2017 1:13:09 GMT
I think a driving motive would be performance in CPA. Give the player a little tip in the late microbe/early multicellular (maybe based on average saturation of eyes in ecosystem) that from now on not having eyes will severely hurt your species' performance. Remember that eyes developed fairly early as almost all animals have very similar eyes.
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phantomhunter01
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Post by phantomhunter01 on May 31, 2017 23:19:44 GMT
well it certainly works for me. the real test of fps will be when the code for the things gets running.
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phantomhunter01
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Post by phantomhunter01 on Apr 29, 2017 19:32:53 GMT
magic, duh.
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phantomhunter01
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Post by phantomhunter01 on Apr 29, 2017 17:26:35 GMT
yeah i see what you mean. i guess the idea i have is that you'd be given some sort of part shape editor to use to configure the shape of the hammer (with line symmetry always on for simplicity's sake) and then a modifier or trait test thing that was a stream of water. you could configure the strength of the current on the stream (and normal rivers/creeks would have this modifier as well as a general idea of how fast it is) and then the simulation would have some sort of equation template it would design after you save the thing and see how it works in real-time. once the equation is created you could place them next to a falling water source and it would take the input of the water river strength and then output a certain amount of powdered thing. also i get that procedural animation is difficult but you could probably base a rising and falling animation based on the water current and the equation generated. the important thing is that the usefulness of the whole monjolo structure would be determined after you designed it and not in real time. rough draft of equation:
every hour, if Hā¤F*b, then output powder of type M = C*F*H*B
H = material hardness C = current strength, would also be useful with waterwheels, hydroelectric dams, difficulty to swim across b = miscellaneous balance number to fine tune equation |_neither of these would be B = miscellaneous balance number to fine-tune equation | variables in final equation F = force, determined by some pre-existing algorithm for force incorporating the weight of the monjolo and its center of mass M = material being ground
i get that there are plenty of uncertainties but that's mainly because i don't know what size of numbers would be used for hardness/force/quantity of material also i don't expect this to actually be added to the game just throwing some ideas out there. i enjoy working through problems like this.
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phantomhunter01
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Post by phantomhunter01 on Apr 29, 2017 4:28:48 GMT
veeeery early society here, but i think it counts as post-awakening since some of it is houses and stuff. anyway i'm sure a few of you have seen this guy before but basically he creates houses and kilns and early weapons with only primitive tools. the automatic hammer he made (link below) is very interesting as it's an early device that uses water to power itself instead of, you know, people. of course it's a proof of concept because it's quite small but there's nothing stopping it from being scaled up. would be kinda cool i think to implement some stuff like this (maybe a small ambient production of powdered things) and i also believe firmly that it's important to at least have a cursory understanding of what is actually involved in creating these tools because it gives you an idea of what's going on and what conditions are optimal to the creation of early tools and shelter. anyway here's the link to the video (and the channel really, all the videos are interesting) i've been going gaga about so here you go
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phantomhunter01
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Post by phantomhunter01 on Apr 14, 2017 14:50:39 GMT
wussat?
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phantomhunter01
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Post by phantomhunter01 on Apr 1, 2017 21:42:37 GMT
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phantomhunter01
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Post by phantomhunter01 on Mar 30, 2017 16:23:00 GMT
PEEEEEEEERIIIIIIIIIIISH
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phantomhunter01
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Post by phantomhunter01 on Mar 29, 2017 22:25:03 GMT
I don't think so, it seems a bit too complicated and hard to implement. Since the game takes a semi-scientific stance, even outside of LAWK, and since we have no way of knowing how a silicon based lifeform would function, we couldn't implement an accurate silicon life system.
Not that modders couldn't, though.
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phantomhunter01
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Post by phantomhunter01 on Mar 25, 2017 1:30:21 GMT
GET ON IT!
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phantomhunter01
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Post by phantomhunter01 on Mar 17, 2017 14:43:39 GMT
Do you mean theory scientifically or colloquially?
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phantomhunter01
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Post by phantomhunter01 on Mar 14, 2017 3:40:33 GMT
Starbound? Starbound is really good, I think. What's wrong? They did what they promised, and they did it pretty well.
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phantomhunter01
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Post by phantomhunter01 on Feb 28, 2017 4:39:20 GMT
I think that you don't want organism mode to be detached from the CPA system. It creates this, well, detachment from the overall state of the species. If you see a cell in the environment and it tries to attack you but never succeeds, and then in the next editor session you see it as your species' biggest predator, this is, seemingly, a contradiction in the game. It being your biggest predator might be what's predicted based on the math, but if it's not what you experience then to the player then it's wrong. Interactions between other cells wouldn't be as important because it's not something the player could see, but since both the player's species and organism are personal, it's important to have consistency between the two. Not that the player's actions should completely drown out the model, but the information on what the player was killed by and who the player killed should have a medium to large effect on the calculations of the CPA system.
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phantomhunter01
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Post by phantomhunter01 on Feb 27, 2017 4:37:12 GMT
To what extent will LAWK cover? Will it be scientifically-possible forms of life that just don't appear on earth? Or will it include other things that are a little more handwave-y like breathing fire?
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phantomhunter01
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Post by phantomhunter01 on Feb 25, 2017 23:41:23 GMT
Yeah, but that'll be awhile.
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phantomhunter01
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Post by phantomhunter01 on Feb 25, 2017 0:58:13 GMT
Alright! Things are lookin' good! I will investigate the strange sensation to the left. Also, how does the reproduction mechanic work? Are we supposed to figure out what the sensations mean as we go? Will we get more complicated mutations from now on out, or will it stay the same?
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