-
Notifications
You must be signed in to change notification settings - Fork 0
/
config.toml
81 lines (67 loc) · 3.58 KB
/
config.toml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
# The comment after each value is the value recommended by the developers.
[body]
# For the 1st generation
omnivorous_n = 400 # 400
herbivorous_n = 400 # 400
carnivorous_n = 400 # 400
average_energy_omnivorous_herbivorous = 1500.0 # 1500.0
average_energy_carnivorous = 1500.0 # 1500.0
average_speed = 1.5 # 1.5
average_division_threshold_omnivorous_herbivorous = 4000.0 # 4000.0
average_division_threshold_carnivorous = 8000.0 # 8000.0
average_vision_distance = 100.0 # 100.0
omnivorous_food_part = 0.77 # 0.77 (The part of the food's energy an omnivorous body gets)
carnivorous_energy_const = 0.2 # 0.2 (The carnivorous body A chases the non-carnivorous body B if A.energy * const < B.energy)
# All the time (1st generation included)
skills_change_chance = 0.14 # 0.14 (The probability a body's child either gets or loses a skill)
deviation = 0.1 # 0.1 (The deviation a body gets its properties with)
lifespan = 480.0 # 480.0 (Lifespan in seconds if a body theoretically doesn't move at all)
min_energy = 1000.0 # 1000.0 (The minimum energy a body can live with)
cross_lifespan = 35 # 35 (How long a cross stays on in seconds)
const_for_lifespan = 0.000002 # 0.000002 (Makes the life of a body shorter if it moves)
[plants]
plants_density = 0.00026 # 0.00026 (The number of plants per unit area for the initial spawning)
plant_spawn_chance = 0.0000001 # 0.0000001 (The probability for a plant to be spawned per unit area)
plant_die_chance = 0.0004 # 0.0004 (The probability for a plant to die)
[energy]
energy_spent_const_for_mass = 0.0001 # 0.0001 (Part of energy constantly spent on mass)
energy_spent_const_for_skills = 0.04 # 0.04 (Part of energy constantly spent on one skill)
energy_spent_const_for_vision_distance = 0.00005 # 0.00005 (Part of energy constantly spent on vision distancce)
energy_spent_const_for_movement = 0.0006 # 0.0006 (Part of energy constantly spent on movement depending on the speed)
[viruses]
# first_generation_infection_chance: the probability the 1st generation gets infected with the virus
# speed_decrease: part of speed the virus steals
# energy_spent_for_healing: part of energy spent on healing from the virus
# heal_energy: how much energy needs to be spent to get rid of the virus
speedvirus_first_generation_infection_chance = 0.12 # 0.12
speedvirus_speed_decrease = 0.7 # 0.7
speedvirus_energy_spent_for_healing = 0.02 # 0.02
speedvirus_heal_energy = 500.0 # 500.0
visionvirus_first_generation_infection_chance = 0.1 # 0.1
visionvirus_vision_distance_decrease = 0.7 # 0.7
visionvirus_energy_spent_for_healing = 0.02 # 0.02
visionvirus_heal_energy = 500.0 # 500.0
[condition]
condition_chance = 0.0003 # 0.0003 (For one tick)
condition_lifetime = [60, 90] # [60, 90] (Range in seconds)
[ui]
body_info_font_size = 17 # 17 (The font size of the info displayed over the bodies)
show_fps = false # Whether to show how many frames roughly happen per second
# Properties of a body to show over it
show_energy = true # The current energy
show_division_threshold = true # The energy a body has to reach to be able to procreate
show_body_type = false # The type ID the body is part of (can also be distinguished using colors)
show_lifespan = false # How many seconds a body has left to live if it theoretically doesn't move at all
show_skills = true # The skills of a body
# DoNotCompeteWithRelatives = 0
# DoNotCompeteWithYoungerRelatives = 1
# AliveWhenArrived = 2
# ProfitableWhenArrived = 3
# PrioritizeFasterChasers = 4
# AvoidNewViruses = 5
# WillArriveFirst = 6
# EatCrossesOfMyType = 7
# AvoidInfectedCrosses = 8
show_viruses = false # The viruses a body has been infected with
# SpeedVirus = 0
# VisionVirus = 1