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Mutation rates in 2.37.6

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shvarz:
OK, I managed testing it in a more accurate way by setting mutation rates to 40 for veggies and letting them divide several times - they were mutating a lot in the original sim, but not when I loaded the save.

I can't test it in 2.4 as I don't have it.  It's easy enough to test it, so I'll leave it for you, guys.

The 2.36.7 probably needs to be fixed though.

On a side note, I noticed another thing: when you load the saved sim, it does not automatically change all the settings.  If you click on "new sim", the menu still has all the settings that were there before you loaded the sim.  It is not really a bug, because one may argue that it's better that way...  But I find it that it's more convenient for me to switch to the new settings.  What do you guys think?

Numsgil:
Still boycotting 2.4 eh ;)

I've reproduced this bug in 2.4.  In 2.4, it's cause the bots' mutation turn on/off get set to false if it was true.  This might be an issue with flipping what the value should be or having default settings overriding new bots in some way.

PurpleYouko:
I noticed something similar a few weeks back but didn't really think about it too much. I will try to look into this over the next week or so.
Damn I'm busy these days  :(

EricL:
I found this.  Believe it or not, the line to save the mutations setting for each bot was simply missing in the routine that saves each bot to the sim file.  This caused a positional difference between the expected format and the actual format when bots were being read back in from a saved sim.

Its near the end of each per-bot section, but everything after it was being read in wrong.  This included all bot mutation settings and the New Move and View settings.  What's amazing is that saved and loaded sims worked at all.  The flexability of the triple FE end-of-bot that marker sycned things back up correctly at the end of each bot.

This fix will be included in the forthcoming 2.42.0 drop.  It preserves backward compatability with previously saved sim files.

-E

Numsgil:
That triple FE marker was my idea.  I was hoping it would prevent problems (such as this) from corrupting saved sims, though in retrospect it also makes them harder to realize they exist.

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