Code center > Suggestions
Chloroplasts
Numsgil:
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.
Panda:
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.
Numsgil:
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 :)
Panda:
I will figure it out! XD
ikke:
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.
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