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Expanding Energy types

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gymsum:
One thing which stands true to nature but not DB, is a true energy and waste balance. While it is impossible to bring absolute realism to the game, there should be a way to add a new energy type available only to the veggies that convert energy or waste into this new type. The new type is waste to heterotrophs, but can be absorbed via tie feeding of shoot to build a tougher shell and stronger durable ties that allow for fater feeding rates and faster memory useage, proportionally that is.

Minerals were brought up earlier, I could see how they could be a poinson or even form of general waste to a heteroptroph, since they never really leave the body IRL and they collect and eventually cause death (such as lead). I say introduce a new element to the environment to imrpove multibot communications, but its a heavier resource meaning it slows bots down and makes them heavier. The benefit is they can perform better decisions and feed more efficiently with eachother.

bacillus:
Maybe a thing to add to DB3, I think DBII is only fixing errors and minor things at the moment.
Don't veggies recycle waste anyway?

Peksa:

--- Quote from: gymsum ---One thing which stands true to nature but not DB, is a true energy and waste balance. While it is impossible to bring absolute realism to the game, there should be a way to add a new energy type available only to the veggies that convert energy or waste into this new type. The new type is waste to heterotrophs, but can be absorbed via tie feeding of shoot to build a tougher shell and stronger durable ties that allow for fater feeding rates and faster memory useage, proportionally that is.

Minerals were brought up earlier, I could see how they could be a poinson or even form of general waste to a heteroptroph, since they never really leave the body IRL and they collect and eventually cause death (such as lead). I say introduce a new element to the environment to imrpove multibot communications, but its a heavier resource meaning it slows bots down and makes them heavier. The benefit is they can perform better decisions and feed more efficiently with eachother.
--- End quote ---

What would this gain except an unnecessary complexity? You can already get faster feeding rates by storing a larger value in .shootval or .tieval. Memory usage is hard coded to be one run throught dna per cycle. How do you propose that this would be changed?

As for improving multibot communications, I think that's going to be implemented. Trefvals are going to be populated everytime .readtie changes. That'd allow communication with multiple bots through ties in one cycle.


--- Quote from: bacillus ---Maybe a thing to add to DB3, I think DBII is only fixing errors and minor things at the moment.
Don't veggies recycle waste anyway?
--- End quote ---

According to EricL's todo-list, there will be new features in DBII, fixing bugs and other things just takes higher priority. Linky.

gymsum:
I thought tie feeding was limited to tieval -1000?

Numsgil:
Eric pretty much implements new features as he likes for DB2, which is usually a good thing since it brings the program closer to what I want to do in DB3.  We usually agree on adding new features.  If/when he thinks DB3 is a better base than the current DB2, he'll probably freeze DB2 and help me finish DB3.  But DB3 will probably need to be fairly feature complete at or before that time.

Anyway, to the discussion at hand.  Gymsum, you're concept of biology seems less grounded in, well, biology, and more in those infomercials that play at 3 AM ("are you having a bowel movement 30 minutes after you eat?  You're supposed to!  It must be those toxins running around in your body.  By placing this piece of paper on your foot every night, you can draw out those toxins for a cleaner life!  Only 4 easy payments of 29.99").  Even the current concept of waste is fairly... artificial.

However, my idea for DB3 was to have bots eat bits off of shapes to create nests and so forth.  I think this is something Eric wants to tackle as well at some point.  If/when that happens, I would recommend using the substance that breaks off of shapes as the raw material to form shell with, or anything else that needs a concept of inorganic raw material.  I was thinking of calling it "Hard", but that probably could get confusing, so we can call it pretty much whatever we want (I'm not a fan of "mineral" though).  Have bots have to poop it out after digging, and give it a certain amount of volume and mass.  As for increasing tie strength... the strength of a tie is somewhat limited by what the physics engine can handle.  Ties that are too strong will cause bots to vibrate chaotically.

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