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Blocks and Walls existing together
Endy:
Got it to work coorectly. Alga with few veggie competitors receive more of the total "sunlight", while alga with many competitors receive much less. The One's population growth was actually controled for once. At 15 nrg it reaches between 200 and 400 bots total. It'll still rise from rare veggie repops, but that can be countered by using plants that avoid attacks to some degree.
Had to specify to take data directly from simopts maxnrg, it seems like there is some problem with totnrg receiving any values.
Maybe it'd be possible to take both perkilobody and this method and combine them. Individual veggies would have a say on nrg intake, but also have their access to sunlight based in part on competitors access.
EricL:
FYI, there is some cool energy balance stuff coming in 2.42.6. Amoung other things, you can force the sun up or down if the total energy in the sim falls below or rises above specifed thresholds respectivly. This overrides day/night cycles if you have specifed such and allows you to keep the total sim energy below some max, above some min or within a specified range by controling the energy coming into the sim via autotrofs.
I've also added an option which turns off shot decay so that they essentially last forever, or rather, at least until they impact a bot. Very usefull for balancing energy loss in evo sims as shot decay is the main path by which energy leaves sims today. This combined with no decay corpse mode plugs most of the energy leaks in the system. The rest are the results of costs, which can be thought of as heat waste, direct conversion to venom, shell, posion, etc. or indrect conversion to waste.
When I get a moment, I need to write a long post on conservation of energy. There's a method to my madness I need to explain in depth at some point.
Endy:
Cool
We do have alot of problems with nrg conservation. We'd be able to give the vegs more reasonable levels, if only the animals didn't lose nrg constantly.
Maybe modify veggie feeding so that increased surface area increases nrg gain, but also carries a growing cost associated with the extra body. Then veggies would have to find a median level instead of just bulking up.
Greven:
Actually Endy, I think we could just stick with the surface area (at least until we have an environment grid). Mostly because of the following reasons (as I see it):
A veggy which increases in size, gets more energy, but is certainly also so much bigger, that it actually will mean herbivors sees it faster and it much easier to hit. Small ones on the other hand, gets less nrg, but they will but less prone to getting attacked by herbivors (or omnivores )
I would do as a nice experiment to see what is the most effective. (However this certainly change by the parameters of the sim)
Endy:
Still it'd be runaway growth in terms of body size. More body = more nrg/body the cycle would keep going ever increasing the amount of nrg a veggie receives from the body it has.
I don't know what the best solution is, but I'd like to see all these different forms of run-away growth stop. If we can make the energy base of the ecosystem more true to life, then the rest of the sim is more likely to follow suite.
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