I'm pretty sure the bug we see in 2.42.3b where impossibly long ties appear for a cycle and then disappear is a consequence of altzheimers writing a large value to .fixlen.
Sorry but I don't buy that. I am seeing very young bots do this and do it a LOT. I also see it with the waste threshold at different levels including completely off.
In a fairly large sim with a few hundred bots on screen, one of these ties gets fired about once every 2-5 cycles. That is way to often for random altzheimers.
Also fixlen doesn't actually create a tie. The only way to do that is to store a value directly into .tie
Ties stiffen over time even without the bot writing to .stifftie? How long should this take? (I assume 20 cycles.) Should this be progressive (I.e. should a tie be stiffer after 20 cycles then it is after 10?) To what ultimate stiffness? As stiff as possible?
I think you may have the wrong idea of .stifftie
Ties become hardened when the variable called "last" counts down to zero. this takes 20 cycles from the inception of the tie. At this point, .multi is set to 1. They do not harden gradually but do it all at once when last is equal to zero.
Stifftie is a very recent addition to the sysvars. I added it about a year ago to improve the control over the rigidity of already stiffened ties. It does absolutely nothing unless .multi is already true.
Is stiffening a tie the only way to become a multibot?
Yup, you got it. Actually though, the ties becoming hardened is a byproduct of becoming a multi-bot, not the other way around.
Should the birth tie stiffen over time as well? I assume not.
It never has. It is debatable whether it should though. I still vote no I think though if you like you could add an option in the control panel to choose.
Should the explicit operation of stiffening a tie to any value, even making it super springy, make the bot a multibot right then?
Nope, oz you can't activate stifftie until .multi is true. Same goes for tielen, tieang and all the others. .multi is the key that turns them all on or off.
Should the bot be able to make a stiff tie more springy via .stifftie? I assume so.
That's what it was designed to do. To be quite honest though I never really got it working as well as I had hoped.
What is the maximum length of a tie beyond which the code should delete it? (Right now it is 1000)
The 1000 limit seems fine to me. I'm not married to that value though
Can the bot set a tie to be this length or only a more limited length? (Right now, bots can only set tie lengths from 0 to 200).
Only in 2.4 dude.
In ALL other versions you can set it to any length that you like. Setting 10,000 is a good way to break a tie and get a good shove off at the same time.
What should setting a tie to length 0 mean?
It means that the tie wants to be zero length which would attempt to superimpose the robots on top of each other. In reality, setting this will leave you with an equilibrium distance where the tie springiness is exactly counteracted by the inter robot repulsion field.
What should the code do if negative tie lengths are attempted (say by altzheimers)? (Right now in 2.42.4 they equate to 0 and lengths exceeding 200 equate to 200.)
Never really considered this. How about treating negatives as positive by just using the magnitude of the value?
How strong should ties be? Should bots be able to break ties via acceleration or centrifical force or collisions? What about in the case where the bot has a high mass? Right now they can.
I would say that a tie should always be stronger than a robot's acceleration. they should not be able to pull apart under their own power.
HMMMMM?

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That's weird. Quotes aren't working correctly in this forum