Posted February 20, 2023 by desertslug
The v0.5.0 version sees the implementation of the first mechanism that resembles a game mechanic: oases that host nonsentient organic life (autotrophs and heterotrophs). Ships can now carry vat modules that will allow them to store samples of such life, and to spread them to barren worlds.
Oases run a sort of probabilistic cellular automata inspired by predator-prey simulations (heterotroph-autotroph here, respectively).
Each simulated step consists of two phases:
Trophs may be injected
into a simulation according to a specific ratio (which currently favors autotrophs).
Trophs may be sampled
from a simulation. Only those that exceed a certain population threshold are sampled (to protect against extinction due to oversampling), and this threshold is applied to each cell type according to a specific ratio.
Other notes:
;label JSR2
calls with just label
, which will emit the JSI opcode