World by Joe WORLD BY JOE

Ecology & Evolution Sim

Grass grows. Animals eat, breed, hunt and starve. Nothing here is scripted — every species you see arrived by mutation and stayed because it worked.

Default settings use the shipped rules with a randomly drawn set of founding species, so every run differs. Once it is running, the CUSTOMISE VIEW button at the top left chooses what is shown, the pace, and the world.

World by Joe WORLD BY JOE

SELECTION — RUN SETUP

Everything here is fixed at step one. Leave it alone for a random world, or compose one deliberately.
founding species
namelegsbodymoutheyes dietcount
Eight populations — a grazer and a hunter for each of the four corners, two populations per corner. Traits 0–10; body and mouth must be at least 1. A hunter needs a mouth at least as wide as its prey's body or it cannot eat at all, and any lineage you want to survive needs a count of at least two. Set a count to 0 to leave that slot empty.
the landscape
Patch size is the correlation length in cells — small values give fine mottling, large values give broad prairies and barrens. Patch contrast 0 makes the land uniform; 1 uses the full growth range.
the rules
Provisioning is a species trait: f spends little on each newborn and F spends a lot, and the two do not interbreed. Disturbance hits a random patch on that interval - most events are small, a few are very large. Killing animals but sparing the grass rewards whoever recolonises fastest; stripping the grass too forces the colonists to live on what their parents gave them. The carnivore-on-carnivore size gap is the only thing that stops predators eating each other: a hunter's chance against another carnivore is zero when they are the same size (legs+body+mouth) and rises to its full concealment-limited value once it is this many units bigger — so a species can never eat itself, and newborns are safe from their parents. Strike reach is how far a hunter can take prey without moving: with the eyes rule it is max(1, hunter eyes − prey eyes), so sharp eyes reach further and sharp-eyed prey are harder to reach. The allometry span couples body and mouth — a big digestive system needs a big body to hold it — while legs and eyes are free.
energy economics
Every step an animal burns basal = 0.75×legs + 1.8×body + 0.3×mouth + 0.15×eyes, tenths of a fat unit per basal unit; a newborn costs its parents build = 3.8×legs + 4.5×body + 0.7×mouth + 0.07×eyes plus its starting fat; and a kill returns a fixed fraction of what each prey tissue cost to build (legs 0.85, body 0.65, mouth 0.15, eyes 0.17, fat 0.92). All from mammal tissue physiology, 2026‑09‑01. A hunter can take any prey whose body is no wider than its mouth (mouth ≥ body).
the run
legacy settings
Everything here reproduces the model as it stood before 2026‑09‑01, for comparison runs. Legacy economics restores the flat costs (basal = legs + body + eye upkeep×eyes, build = legs + body + mouth, a kill worth legs + body + fat) and the predator-side conversion discount 0.9 − eyes cost×eyes − legs cost×legs; the three numbers act only when it is ticked. Strict gape requires mouth > body rather than ≥; it was found to starve derived carnivores whenever the dominant herbivore's mouth equalled its body, and cannibalism is already prevented by the size gap above.

SELECTION LAB

stop at step (0 = never)
saving
off - no folder chosen
seed / step
population
grass
pace