Code center > Old Suggestions Awaiting Programming

Veggie Energy

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Shen:
Ive been slowly increasing the friction but my bots got rid of the condition on the move gene fairly early on so it will have to be gradual. The day/night cycle is an idea though hadn't thought of that. I wonder if the population cycles will end up matching the day/night ones. Should be interesting. Oh yes its a size 12 field.

Cheers! :D

Edit: Hmm it appears that the day/night cycle doesnt work, at least not that I can see. I might just not understand how it works but the energy input seems to be the same for both day and night. Hows it supposed to work? Or is it broken?

PurpleYouko:

--- Quote ---Edit: Hmm it appears that the day/night cycle doesnt work, at least not that I can see. I might just not understand how it works but the energy input seems to be the same for both day and night. Hows it supposed to work? Or is it broken?
--- End quote ---

Yes it is broken, or more to the point it only works in pondmode right now.

Trouble is that the last few versions (since the new veggie feeding rate) up till 2.36.3PY (in which I fixed pond mode), pondmode is broken too.

It is all fixed in my version now.

ashton15:
If you wanted this as an option could you not get the already existing advance to dawn/dusk option and create a grduated energy slider which is in sync with the total veggie population so that the same ammount of energy is always given, should just take a bit of maths and some simple code for fine-tuning the gradient

ikke:

--- Quote from: ashton15 ---If you wanted this as an option could you not get the already existing advance to dawn/dusk option and create a grduated energy slider which is in sync with the total veggie population so that the same ammount of energy is always given, should just take a bit of maths and some simple code for fine-tuning the gradient
--- End quote ---
using nrg per body (squared) in stead of per veggie is the major improvement. you can also cap the total energy in the sim, so afaik this is already implemented

SlyStalker:
i think the veggies should have an internal chlorophyll value which dictates how much energy they get from the sim. this is what I propose:
Veggies should have a piece of code saying that they are actually veggies instead of a check-box that you tick at the start of the sim.
Veggies should be able to produce chlorophyll, which generates energy for the veggy.
Chlorophyll should break down over time, like slime and poison. This forces the veggies to constantly make more chlorophyll.
Chlorophyll can be stolen by other bots. The other bots then have access to a free energy supply. But of course, the chlorophyll will still break down.
Chlorophyll energy production is controlled by a 'sunlight level' cariable within the sim.

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