Numsgil:
You might be over thinking it a bit. It's okay if repopulated veggies can't make an nrg profit, they're mostly meant as a backup food source anyway for the real bots.
The repop cooldown, etc. settings are doing more or less what I think you want to do right now.
But here is the problem:
Even if they are meant as a backup, what prevents the robots from abusing them when the simulation is at capacity? I don't think repop cooldown will help much in this case. And I believe the user should never adjust simulation settings mid-run.
The main problem I am having is with a setting called: "Repopulation threshold average vegs" a.k.a. "Repopulation Threshold"
I just want robots to start evolving there own chloroplasts instead of being dependent on these loopholes.
I assume with the change you can still set bots as veggies(as in free energie) , is that right?
Yea, you will be able to set some robots to repopulate. But the amount will be based on the amount of chloroplasts on screen and how much chloroplasts these robots have when loaded. It gets more complex (above) when the simulation is at capacity a.k.a. amount of available light is zero or close to zero.
note: If robots evolve there own chloroplasts, I am cool with that. Then they can have unlimited chloroplasts. That is the idea anyway.