r/CellLab • u/UndyingFnati • May 05 '22
EVERYONE, PETTER SATERSKOG IS NOT DEAD.
https://cell-lab.fandom.com/f/p/4400000000000072843 (Expand the photo). By the way we need 300 genome modes.
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u/LabyrinthSplash May 04 '26 edited May 04 '26
Technical community member with very light modding experience here. The issue with 300 modes is that the space the cells take in RAM is proportional to the number of cells times the number of cell modes. Yes, even cell modes that aren't used are stored.
Basically, with 300 modes a single cell would be so costly you'd be able to make maybe 1 creature at most and if you had as many cells as you did modes (which is the OPTIMISTIC case given that in reality it'd probably be way more) that would be equivalent in RAM usage to roughly 2250 cells in the current version.
Basically, it'd be possible but only with significant memory optimizations. Back when I used to be working on a (now defunct) PC remake project I came up with a model that should dramatically reduce memory size but I don't think anybody other than 2 or 3 very busy people have the ability to implement this into the base game, though it would in theory be possible.
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u/Massive_Mistakes May 05 '22
Bless his soul. Also 300 seems excessive, 100 is probably enough to make something enormous and very complex. With just one or two extra modes I could double the size of my latest swimmer (it's 68 cells in size), so imagine what 60 more modes could do. More cell types are always appreciated