Bots and Simulations > Evolution and Internet Sharing Sims

Evo sim nrg supply post replicator emergence

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Numsgil:
It's in the menu strip somewhere.

shvarz:
Got it!  But since it is not in "options" does it get saved when you save the sim?

Also, my veggies now have hugely negative energy but they don't die.  What's up with that?  Their age does not increase either - it stays at 0.

EricL:
The everlasting nrg shot option does indeed get saved in sim files.  It got moved off the options dialog since I hit the VB control limit for a single dialog.  (Nums, I tried using control arrays to work around this, but the limit seems to apply whether the controls are part of a control array or not.)

The negative nrg thing with DNA disabled veggies is a bug.  I'm still working out exactly what Disabled DNA organisms should and should not do.  In 2.42.9s, I (wrongly) don't call call ManageDeath() for DNA disabled organisms.  They don't die.  Fixed in 2.42.9t.

FYI, if you want to use an aging cost that starts at a much earlier age (or none at all) the same trick I describe above works with a body upkeep cost as well.  Set the autotropic nrg intake to all (or mostly) body and the body upkeep cost such that it will outstrip the incoming veggy nrg at some point.  Veggies build such large bodies over time compared to most hetertophs that the upkeep cost can be used to kill them over time one their bodies get big, creating a source of nrg shots in the sime, without doing much damage to hetertrophs that generally have much smaller bodies.

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