Poll

Read the post, and decide which one?

Chloroplasts - Idea 1
Chloroplasts - Idea 2
".setveg"
None of them

Author Topic: Chloroplasts  (Read 28547 times)

Offline Numsgil

  • Administrator
  • Bot God
  • *****
  • Posts: 7742
    • View Profile
Re: Chloroplasts
« Reply #45 on: October 25, 2010, 05:38:17 PM »
You should also probably retcon a way for alga minimalis to work with the new system.  Specifically, I'm thinking the veggy tick box gives bots chloroplasts instead of body, and the nrg/body slider for feeding veggies becomes nrg/chlorplasts (if/since chloroplasts represent more nrg than body does, you'll need to get the math to all make sense so you're not introducing any extra nrg into the sim than desired).  There might be some other random issues, too.  You might just do a search for everything that modifies or reads body and see if it needs to handle chloroplasts, too.

Offline Panda

  • Global Moderator
  • Bot Destroyer
  • *****
  • Posts: 476
  • Computer Science Undergraduate (nerd)
    • View Profile
Re: Chloroplasts
« Reply #46 on: October 26, 2010, 06:14:18 AM »
That, sort of, defeats the whole point of doing the chloroplasts, in the first place, letting them evolve really. I do like your idea of doing a per species respawn, or a per-species respawn. I would do that so that you can check whether their species should respawn, rather than a "every species should respawn" button.

Offline Numsgil

  • Administrator
  • Bot God
  • *****
  • Posts: 7742
    • View Profile
Re: Chloroplasts
« Reply #47 on: October 26, 2010, 12:48:52 PM »
Eh, not really.  I just mean rig up the options in the options panel to make sense with the new system.  So setting something as a veggie will give it chloroplasts instead of body when the simulation starts, but after that they can build body or chloroplasts as they want.

The options that are more difficult, like population limiting, I leave for you to figure out :)

Offline Panda

  • Global Moderator
  • Bot Destroyer
  • *****
  • Posts: 476
  • Computer Science Undergraduate (nerd)
    • View Profile
Re: Chloroplasts
« Reply #48 on: October 27, 2010, 01:01:47 PM »
I will figure it out! XD

Offline ikke

  • Bot Destroyer
  • ***
  • Posts: 300
    • View Profile
Re: Chloroplasts
« Reply #49 on: October 28, 2010, 02:42:07 AM »
I never use pop limit for my evo sims. I manage population by managing energy and (dynamic) cost. Additionally computational cost is mostly determined by my large dna bots and not default veggies.

Offline Panda

  • Global Moderator
  • Bot Destroyer
  • *****
  • Posts: 476
  • Computer Science Undergraduate (nerd)
    • View Profile
Re: Chloroplasts
« Reply #50 on: October 28, 2010, 06:04:38 AM »
We don't want a cap as such, we just want to stop all populations getting too high, due to excess energy. Night and day could still be used. However, if we make chloroplasts expensive and so that they give little energy, then, populations will struggle to grow higher than a certain point.!

Offline Panda

  • Global Moderator
  • Bot Destroyer
  • *****
  • Posts: 476
  • Computer Science Undergraduate (nerd)
    • View Profile
Re: Chloroplasts
« Reply #51 on: November 01, 2010, 02:11:00 PM »
So how exactly do you want the population to be limited? A complete physical limitation, or just a "partial" limitation?

And what about the respawn, will it happen for:
  • all bots when there is no bots left?
  • selected bots when they have no bots left?
  • all bots when there is a certain, decided population(globally set) left?
  • selected bots when there is a certain, decided population(globally set) left?
  • selected bots when there is a certain, decided population(individually set) left?

Offline Panda

  • Global Moderator
  • Bot Destroyer
  • *****
  • Posts: 476
  • Computer Science Undergraduate (nerd)
    • View Profile
Re: Chloroplasts
« Reply #52 on: November 03, 2010, 04:13:21 PM »
It's alright everybody, I need no help at all.  :glare:

Offline Numsgil

  • Administrator
  • Bot God
  • *****
  • Posts: 7742
    • View Profile
Re: Chloroplasts
« Reply #53 on: November 03, 2010, 04:48:37 PM »
I would do a respawn per species based on either individuals or total energy represented (as in, have both options).  We (well, you) can add other global population controls later, if necessary, but I don't think it will be.

Offline Panda

  • Global Moderator
  • Bot Destroyer
  • *****
  • Posts: 476
  • Computer Science Undergraduate (nerd)
    • View Profile
Re: Chloroplasts
« Reply #54 on: November 03, 2010, 05:07:47 PM »
:) Thanks. :)

Offline Numsgil

  • Administrator
  • Bot God
  • *****
  • Posts: 7742
    • View Profile
Re: Chloroplasts
« Reply #55 on: November 03, 2010, 07:37:43 PM »
That should have the benefit of replacing the 'respawn simulation when all bots die' option.

Offline Panda

  • Global Moderator
  • Bot Destroyer
  • *****
  • Posts: 476
  • Computer Science Undergraduate (nerd)
    • View Profile
Re: Chloroplasts
« Reply #56 on: November 04, 2010, 01:27:36 PM »
I should have made a list of what I should be doing. :/ Leaving it for almost two weeks has messed it up for me. :L

Offline Panda

  • Global Moderator
  • Bot Destroyer
  • *****
  • Posts: 476
  • Computer Science Undergraduate (nerd)
    • View Profile
Re: Chloroplasts
« Reply #57 on: November 04, 2010, 01:59:58 PM »
Could we do it so chloroplast degrade, very slowly... So there is some sort of upkeep cost for them.

Offline Numsgil

  • Administrator
  • Bot God
  • *****
  • Posts: 7742
    • View Profile
Re: Chloroplasts
« Reply #58 on: November 04, 2010, 02:19:13 PM »
Well they generate energy.  Unless you're thinking about night when there's no sun?

Offline Panda

  • Global Moderator
  • Bot Destroyer
  • *****
  • Posts: 476
  • Computer Science Undergraduate (nerd)
    • View Profile
Re: Chloroplasts
« Reply #59 on: November 04, 2010, 02:33:20 PM »
I have left day and night in... They didn't need much changing too.