General > Announcements
2.42.3b Now Available
Testlund:
Welwordion, that's the thing with Planet Eaters. (Why is it called Planet eaters anyway ) Try setting the values lower, like 0.025. Seems to work better for me. When the veggies grow bigger they start to form a bunch of colonies, and if they don't move (wich my primitive veggies don't do) they will eventually end up in one big colony on the screen. Looks better than the black hole thing anyway.
I'm going to check out 2.42.3a to see how it works. I didn't like the collisions in 2.42.3. A little too bouncy, like they bounce away with greater force than they are being hit. Right now I haven't been testing with Planet eaters in this sim I'm running, but I imagine the new collision function whould prevent my veggies to form colonies. Not sure. I'll check out 2.42.3a later.
Elite:
Aha - found it
'Blocked' veggies don't have any collision detection. That's why my bots were going straight through them as if they weren't there.
Bot should bounce off fixed bots, but the fixed bot should stay rooted in one spot.
Hehehe ... with 2.42.3 the bots were bouncing away with so much energy that one veg hitting another could cause a chain reaction
Numsgil:
BTW veggies no longer form black hoels in 2.5 with planet eaters. They now form a kind of weird atom with all the vegs orbitting around an invisible nucleus. Had to really jack up the planet eaters constant to get that though. Like 1000.
EricL:
--- Quote from: Elite ---'Blocked' veggies don't have any collision detection. That's why my bots were going straight through them as if they weren't there.
Bot should bounce off fixed bots, but the fixed bot should stay rooted in one spot.
--- End quote ---
The code checks for each bot involved in a collision being fixed independently. A non-fixed bot hitting a fixed bot should bounce off just fine. Is this not happeneing?
Elite:
After experimenting I've found that the presence of any blocked bots in a sim somehow disables collision detection.
In a sim with no blocked bots collision detection works fine
Hmm ... I wonder why that's happening.
Try it yourself - check the 'blocked' box for Alga Minimalis and test the collision detection
But wait ... it gets weirder
I am running a sim with:
Alga Minimalis (autotroph)
A bot that does nothing, just sits there
A bot that slowly moves forward
If Alga Minimalis is blocked, collision detection stops working. If another bot is blocked, collision detection works fine, but can sometimes be disabled for the blocked bot
This is really odd
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