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Yaheydere

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Numsgil:

--- Quote from: PeaceHeather ---And, isn't DB already something of an ecosystem sim, since you have plant and animal types?  Or maybe I'm misunderstanding the term.
--- End quote ---

We aim to be but miss the mark a little bit.  Usually we have a single animal species and a single plant species.  For a true "ecosystem sim" I would like to see atleast dozens of very different species interacting and coexisting.  But if you try that in Darwinbots you usually end up with a single "victor" species of animal and vegetable.  Most alife sims fall flat in this regard, actually.


--- Quote ---There are at least two extremely simple ecosystem sims I've seen that work okay - Darwin Pond, and another one called Bugs or something like that, which uses ground color to indicate plant density and water bodies as physical obstacles, kind of like shapes here in DB.  As for DB itself, I really only started running a couple of sims today, so it will be awhile before I do any programming.  And it doesn't look as though DB will allow the terrain types to be anything other than universally "passable" or "obstacle".
--- End quote ---

No terrain types.  Something we've been thinking about adding for newer versions but nothing's come of it yet.  Darwinpond is nice but it inevitably turns in to a monoculture (all one species).


--- Quote ---EDIT2: I tried the link and apparently it takes me to some website in spanish that tells me the file doesn't exist anymore. Anyone know where the tutorial went? You know the one with simplebot in it.
--- End quote ---

That's italian actually.  The original author was italian.  In fact, be glad any of the program is in english   When I started tinkering with Darwinbots much of the program's source code and comments were in italian.

Houshalter:
Just heres the tutorial I some how ended up with when I first started darwinbots a few months back. And no its in english.

PeaceHeather:

--- Quote from: Numsgil ---No terrain types.  Something we've been thinking about adding for newer versions but nothing's come of it yet.  Darwinpond is nice but it inevitably turns in to a monoculture (all one species).
--- End quote ---

 
True, though that's actually the intent: develop something successful.  The critters are set to only be herbivores, and as this is hardwired into the game you have no chance of creating perdators or omnivores.  In later sim runs I have tried importing two or more different "species" that are already demonstrated to be successful and letting them compete; it's interesting to see what works and what doesn't.

Oh, and the other system I was thinkng of is called BugFest, and is available at necrobones.com.  It's simple but cute; and it DOES have terrain types to a limited degree, carnivores, omnivores and herbivores, as well as "abnormals" that arise from random mutations - things like bugs that never reproduce but never die, for instance.  You can set lifespans for each creature type, but you can't modify their "stats" - and yes, they are borrowed straight out of gaming, using Strength, Dex, Con, Int, Speed and Vision.  This amuses me all by itself.

Hey look, I found the emoticons!
Cheers,
Heather

DrGrimm:

--- Quote from: Houshalter ---Just heres the tutorial I some how ended up with when I first started darwinbots a few months back. And no its in english.
--- End quote ---

I have been reviewing that tutorial often as well as the ones on the website and they seem to be quite useful, although when I'm trying to script a tie-bot the "functions" (not sure what to call them) don't work for me. (more specifically feeding through the ties)

and un-related to tie-bot I can't get the function for doing something every # of cycles doesn't work for me.


--- Quote from: PeaceHeather ---
--- Quote from: Numsgil ---No terrain types.  Something we've been thinking about adding for newer versions but nothing's come of it yet.  Darwinpond is nice but it inevitably turns in to a monoculture (all one species).
--- End quote ---

 
True, though that's actually the intent: develop something successful.  The critters are set to only be herbivores, and as this is hardwired into the game you have no chance of creating perdators or omnivores.  In later sim runs I have tried importing two or more different "species" that are already demonstrated to be successful and letting them compete; it's interesting to see what works and what doesn't.

Oh, and the other system I was thinkng of is called BugFest, and is available at necrobones.com.  It's simple but cute; and it DOES have terrain types to a limited degree, carnivores, omnivores and herbivores, as well as "abnormals" that arise from random mutations - things like bugs that never reproduce but never die, for instance.  You can set lifespans for each creature type, but you can't modify their "stats" - and yes, they are borrowed straight out of gaming, using Strength, Dex, Con, Int, Speed and Vision.  This amuses me all by itself.

Hey look, I found the emoticons!
Cheers,
Heather

--- End quote ---

If you let the simulator run long enough mutations will be created that allow a species to cannibalize itself from them being too different.

additionally you can script your own species and not include ways for it to avoid eating it's own kind and even other species.

bacillus:
Tie-feeding can be done in two methods:

1.) Sharing
99 .sharenrg store will distribute the energy so that this cell gets 99% of it.

2.) Feeding
-1 .tieloc store
-1000 .tieval store
I'm not sure if this works anymore, but the idea is to 'override' the cell's -1 memory (for feeding, much like the -1 shot is a special case of positive-number shots), then the negative number forces the cell to 'eat' negative energy, thus giving the parasite 1000 nrg. I think that's the idea anyway, there's a whole bunch of variables that don't work like you think/hope they do.


As far as interesting behaviour goes, Spiral from the interesting behaviour part of the bestiary and Seasnake/Tribolis from the starting gate (somewhere   ) are probably one of the better ones. The first shows some swarm behaviour, the other two are worms.

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