I kind of like the ability myself. Since it's the first tie the bots ever see it makes sense that they'll use it when evolving to move their children away from themselves. I actually found it that way to begin with. In "nature" they'll typically not delete the tie with it. It's more used for distancing a bot and it's child.
I finally got VB to work properly. Modified 2.37.6 so that the absolute value is found for any storage location. Mutations should be approximatly twice as successful as before. Still not great since that's still a 3% probability of a viewable(1-999) memory location being changed.
(999/64001) normally; about 1.5%
(999/32001) mine; about 3%
(total numbers in DB are all negative numbers plus all positve numbers plus zero, 64001)
Want to upgrade add/sub/mult/div store likewise, once I understand them better.
Eventually I want to modify it so it's just the 0-999 locations that are being stored to. Already evolution seems to run better, hopefully it'll improve even more once all the locations a bot can store to are real locations.
Also fixed the venom and poison bugs. Using the code for mkshell/mkslime works best. I'm planning to add in energy retrieval from a resource later today. That'll be something, a bot would be able to venom feed from ties, or use the ability to regain nrg in times of need.
I'll see about back-incorporating some of the additions made to DB. Not anywhere vaguely near great at programming, so it'll probably be the basic stuff first.