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PRIMORDIAL SOUP

An Emergent Multi-Species Ecosystem

⚡ Controls
15
📊 Statistics
Generation 0
⏱️ Generation Counter
Tracks each update cycle of the simulation.
One generation = one complete update of all cells
Speed controlled by FPS slider
Energy 0
⚡ Energy Sources
Sunlight energy that fuels the ecosystem base.
Randomly spawns across the map
Decays and diffuses over time
Required for producers to spawn
Decomposers release energy when they die
Producers 0
🌱 Producers (Plants)
Plant-like organisms that convert energy into biomass.
Spawn in high-energy areas
Reproduce with 2+ neighbors
Die from isolation or overcrowding
Eaten by consumers (grazing)
More resilient near water
Consumers 0
🐛 Consumers (Herbivores)
Plant-eaters that graze on producers.
Eat producers to survive
Reproduce near food sources
Flee from predators (movement)
Starve without producers nearby
Can evolve into predators if predators go extinct
Predators 0
🦁 Predators (Carnivores)
Top of the food chain, hunt consumers.
Hunt consumers for food
Reproduce near prey
Chase consumers (movement)
Starve without consumers
Balance population through predation
Decomposers 0
🍄 Decomposers (Fungi)
Recycle nutrients back into the ecosystem.
Spawn where organisms die
Release energy back into soil
Die naturally after time
Complete the nutrient cycle
Enable ecosystem regeneration
🎨 Spawn
▼
📈 Population
⚙️ Parameters
▼
Grazing Rate 0.12
🌱 Grazing Rate
Probability that consumers eat adjacent producers each turn.
Higher = Consumers eat plants faster
Too high = Plant extinction risk
Too low = Consumer starvation
Consumer Repro 0.35
🐛 Consumer Reproduction
Probability that well-fed consumers reproduce each turn.
Higher = Faster population growth
Requires nearby food sources
Balances with grazing and starvation
Predator Repro 0.30
🦁 Predator Reproduction
Probability that well-fed predators reproduce each turn.
Higher = More predator growth
Requires successful hunts
Controls top of food chain
Consumer Starve 0.01
🐛 Consumer Starvation
Probability that consumers die when no food is nearby.
Higher = Faster death without plants
Lower = More resilient herbivores
Affects boom-bust cycles
Predator Starve 0.02
🦁 Predator Starvation
Probability that predators die when no prey is nearby.
Higher = Faster death without prey
Lower = Predators survive longer
Prevents overpopulation
Predation Rate 0.08
🦁 Predation Rate
Probability that predators successfully hunt adjacent consumers.
Higher = More successful hunts
Too high = Consumer extinction
Balances food chain
Seed 1337
🎲 Random Seed
Controls terrain generation and initial ecosystem placement.
Same seed = Same world every time
Change for different terrain/start
Reset uses current seed value