Code center > Bug reports
body and mass
Griz:
ALL of my bots ...
even those that worked in earier versions of 2.4 ...
have this problem of dividing body/mass upon reproduction
ending up with tiny, tiny body/mass.
the exceptins will be those like PY spoke of ...
Canatus_Orbis and others with a .repro store.
even adding that to most of them still results in
them losing ground over time and ending up being
tiny specks.
this is the main reason I haven't been using 2.4 [later versions] ...
I can't get any sims that give any other results.
so if I want something that is semi-interesting ...
I go back to 2.37
what bots do people use that DO work?
maybe looking at them I can get an idea of why/how ...
what they have that the old ones don't.
I'd like a sim that I can actually see.
EricL:
--- Quote from: Griz ---I'd like a sim that I can actually see.
--- End quote ---
Turn off variable bot radii if you don't like it.
Your bots are probably acting exactly the same in the two versions. You only see the effect in 2.4. Turn off variable radii if you don't want the radius to change as a function of mass.
Numsgil:
How are your bots feeding? -1 shots and -6 shots should push some returned nrg into body. Tie feeding wouldn't, and would require a bot conciously storing some body.
I believe that all 2.37 is doing is masking the issue, since it doesn't really change the bots' sizes as they reduce in mass (it does a little, but not as much as 2.4+).
Are your bots actually dying in 2.4 when they lose mass? Try running a sim with the dynamic sizes disabled. (or static sizes enabled, I forget what the widget is called): if you can't tell a difference between 2.4 and 2.37 we know it's just a cosmetic instead of core problem.
EricL:
Great minds think alike....
--- Quote from: Numsgil ---if you can't tell a difference between 2.4 and 2.37 we know it's just a cosmetic instead of core problem.
--- End quote ---
FYI, I really do fix the actual underlying radius when "Fix Bot Raii" is checked on the General tab, so it's not just a display artifact. Any function that relies on a bot's physical size such as collisions, the ability to fit between shapes, visability, how easy they are to hit with a shot, etc. will be impacted.
Another FYI, in my evo sims, being tiny is a common and very effective adaptation cause it basically makes it so hard to hit you that shots are ineffective against you. Networks of very rapidly reproducing, highly connected tiny tie feeder bots are common and deadly. See Helios Evolved. I bet he kicks the crap out of just about any hand coded bot in a 2.4 sim...
Numsgil:
Now if only we could evolve something besides carpets of pond scum
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