Bots and Simulations > Evolution and Internet Sharing Sims
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Peter:
Okay, here is a question.
What is the best speed to run the sims at?
Normally I had a sim with a pop of a few hundred, speed something like 20 cyc/sec. I just checked the out folder and I deleted it, it was something like 120megs that is something like 15000bots. So what is the save range when running a sim. I know I was too fast.
Maybe something to add to a to do list, a limit on the out folder, if there are more then let's say 1000bots in it, then don't teleport any more bots. I wouldn't like to look and have something like a few gigs full of bots. I would say a little waste of space, and often I have the computers harddisk almost full till a few hundred megs(this time I just had 6 gigabyte left ). That way computers could even crash becouse of extreme space taking of the harddisk.
BTW: Is it normal in windows it takes some time like 15 minutes to clear all files, it was just 120MB but it where 15000 files.
Numsgil:
If I understand how the internet mode is rigged up, you shouldn't have any bots in your out folder for more than a second. Sounds like a bug to me.
When a computer deletes a file, it doesn't really delete the file. It just removes its address in memory from it's central data storage. That address is rather small, something like 512 bytes or something similar. The actual hard drive still has the data on it. (This is where child molesters get caught-- they think deleting their kiddy porn removes it from their computer, but it's pretty easy to recover since all that's been removed is the file's handle.)
So the time it takes to delete files has to do with how many files there are, not how big they are, since all the file's handles are the same size.
EricL:
The next buddy drop will apply back pressure to throttle the outbound rate.
Peter:
What is stickerbush, as I have seen it in the sim it seems like a veggie with eye and shooting sysvars, insane reproducing(every cycle storing 50 in repro) atleast I found one that was a veggie, virus immune and disabling mutations. And I saw some kind of id system, I am guesing before it was killed.
Who created it and for what purpose, somehow landmine4 is living yet every time one comes in my sim it is able to kill some multiply off before it is destroyed.(It can't reproduce like nuts like it is supposed to do becouse my veggie limit is lower then my repop limit.)
What has stickerbush to do with landmine. I doubt if there are any bots who can survive that veggie that is fighting back.
Veggies aren't supposed to fight back, they just have to wait until they are eaten, or as a smart veggie you run. But as a veggie you don't fight back, that is very unapprociate.
That veggie just don't now what it is supposed to do.
Bad veggie, bad.
Ha, now one appeared and I could find it, here is the dna, there is some id-system involved, probably landmine4 can becouse of this, deactivate shooting of it. And so survive it. Now find a landmine4.
--- Quote ---cond
*.robage 20 <
start
50 .dn store
stop
''''''''''''''''''''''''Gene 1: Last 'stop' at position 9''''''''''''''''''''''',
cond
*.memval *999 =
start
.fixpos inc
stop
''''''''''''''''''''''''Gene 2: Last 'stop' at position 17''''''''''''''''''''''',
cond
*.memval *999 !=
start
0 .fixpos store
100 .up store
stop
''''''''''''''''''''''''Gene 3: Last 'stop' at position 29''''''''''''''''''''''',
cond
*.eye5 20 <
*.reftype 0 !=
*.memval *999 =
or
or
start
157 rnd .aimright store
stop
''''''''''''''''''''''''Gene 4: Last 'stop' at position 47''''''''''''''''''''''',
cond
*.eye5 20 >
*.reftype 0 =
*.memval *999 !=
*.memval 84 !=
start
-6 .shoot store
5 .shootval store
stop
''''''''''''''''''''''''Gene 5: Last 'stop' at position 68''''''''''''''''''''''',
cond
start
50 .repro store
stop
''''''''''''''''''''''''Gene 6: Last 'stop' at position 74''''''''''''''''''''''',
cond
start
810 999 store
336 .memloc store
stop
''''''''''''''''''''''''Gene 7: Last 'stop' at position 83''''''''''''''''''''''',
--- End quote ---
MacadamiaNuts:
You may want to note that, in order to compete with tiefeeders at big fields, you need to avoid the *.refxpos *.refypos angle aiming code, as it is totally useless beyond coordinates 32000, 32000.
Do the classical eight-eyes turning instead.
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