[Mod] Cellular Automata [0.1.2] [automata]
Re: [Mod] Cellular Automata [0.1.0] [automata]
cool cave i made with 4n1234/14
Re: [Mod] Cellular Automata [0.1.0] [automata]
26n1,2,3,4,5,/2,4,5,6 14 gens finished in stone with no trail
Re: [Mod] Cellular Automata [0.1.0] [automata]
working on non-totalistic, probabilistic 3D automata to make interesting giant trees
Re: [Mod] Cellular Automata [0.1.0] [automata]
more attempts has led to this tree
Re: [Mod] Cellular Automata [0.1.0] [automata]
Leaves added to the tree mod. This development is included in the master branch.
Last edited by bobomb on Sun Feb 19, 2023 02:07, edited 1 time in total.
Re: [Mod] Cellular Automata [0.1.0] [automata]
a form for tweaking the tree growth settings
various trees with various settings
Re: [Mod] Cellular Automata [0.1.2] [automata]
This mod now has sounds. There are currently 4 sounds to chose from and the sound for each pattern is saved to the pattern so you can have multiple sounds going at once. The sound is positional, emmanating from the center of the pattern, at the moment of next growth and tuned to the total cell count.
also throttling has been disabled. in the past the pattern grew at a speed equal to the log of the total cell count, but this has been removed so that patterns grow much faster. possibly faster than your computer can handle. this makes large 3D patterns even more dangerous as it is difficult to even bring up the form. however it is too cool to go fast so if your computer can handle it have fun.
an ice tree with no leaves
also throttling has been disabled. in the past the pattern grew at a speed equal to the log of the total cell count, but this has been removed so that patterns grow much faster. possibly faster than your computer can handle. this makes large 3D patterns even more dangerous as it is difficult to even bring up the form. however it is too cool to go fast so if your computer can handle it have fun.
an ice tree with no leaves
Re: [Mod] Cellular Automata [0.1.2] [automata]
I actually remade the throttling to be optional, as a delay in milliseconds on the form. Here is the modern form with many useful defaults filled in for the tree tab.
Re: [Mod] Cellular Automata [0.1.2] [automata]
updated the form again so that you can select blocks by image_item_button which is much easier than knowing node names. also this broke the RAINBOW mode easter egg so I created a block sequence editor so you can make your own rainbow mode or any other sequence you wish up to 12 nodes long.
Re: [Mod] Cellular Automata [0.1.2] [automata]
Still having a bug in 3D patterns 1 time out of 10 where there is asymmetry in the growth. So I wrote a symmetry checker that colorizes the bad blocks based on how badly asymmetrical they are (based on reflection around the 3 axis of the pattern). to use it turn DEBUG to true in the first lines of init.lua. It doesn't tell you much you don't already know but it is part of my quest to solve this bug. seems to happen at generation 8.
Re: [Mod] Cellular Automata [0.1.2] [automata]
The Asymmetry Problem has been fixed. This mod is now perfect. Huge 3D patterns now grow perfectly. Basically the Voxel Manipulator extents which are increments of 16 was the problem. The neighborhoods were wrapping to the other side of the extent when the pattern is started in the middle of a chunk. This explains why it starts happening at generation 8. I simply increased the extent by 1.
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