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Sharks and grass

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Botsareus:
thx Num

PurpleYouko:
Yes I kind of like the idea that the mutation rates could be tacked onto the end (or the start) of the DNA files.

I also like what Shvarz is saying. It seems very similar to the idea that I outlined above. The main difference being that I envisioned keeping the specializarion points at exactly the same level (gain one here. lose one there)

I'm gonna have a read of Num's idea now.

 :D  PY  :D

shvarz:
Bots, could you explain what you mean by mutation rates?


--- Quote ---Now in 2.35 after I see the robot I like: I have to open its mutation rates , press printscreen and save the mutation rates in a seporate black'n'white bmp; Then when I create a new simulation I have to manualy enter the mutation rates from the bitmap
--- End quote ---


This confuses me so much, I don't even know where to start ask questions.  What are you talking about here?

PurpleYouko:
It is just that the only way to find a robot's mutation rates after it has been mutating a while is to go to the mutations control panel and read them off.

Bots is printing this panel (as a bitmap) then using the saved robot file in another sim with the same mutation rates that it had before.

Each robot has a different set of rates (in case you didn't know that)

 :D  PY  :D

shvarz:
You guys are killing me...  Each robot has different mutation rates?  Where did that come from?  How do you go to mutation control panel?  Where is it? WTF????????? :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:  :banghead:

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