Okay, found and fixed a couple of small waste leaks in waste shot creation having to do with implicit single-> int rounding.
But the big culprit was the routine which gave veggies extra nrg from their waste level. It was increasing their nrg by .waste/2 but only decreasing their waste level by the same .waste/2 instead of using up all the waste as it should. This allowed veggies to extract nrg from the same (albeit decreasing amount of) waste cycle after cycle and never zeroed out the waste properly, which is where the rounding errors started to matter.
There still may be a few more of these. Waste is produced in a lot of places as a side effect of various things and is usually thought of as a form of accumulated entrophy, not nrg, so I don't think anyone has ever really botherred to do a hard walk through to make sure that waste->nrg conversion by veggies is a zero sum game (with losses). I certainly haven't. But its a lot better now. You sim is losing nrg with zero costs over the course of cycles without the sun out now, as it should and with the feed veggy routine now properly zeroing out waste for veggies after feeding them that nrg each cycle, the accumulated effects of rounding issues when there are tiny amounts of waste should now no longer be an issue.
Note however that there will stll be cycles where the sim nrg will appear to increase from one cycle to the next. This is because the routine that calculates total sim nrg does not consider waste, either in shots in transit or resident in veggies or other bots, as a form of nrg. Waste is not considerred when calculating the total sim nrg. That code only takes into consideration nrg, body and nrg and body shots in transit.
Fixed in 2.43.1k.