Author Topic: DarwinBots 2.46Beta, chloroplast darwinbots is now beta!  (Read 4948 times)

Offline Botsareus

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DarwinBots 2.46Beta, chloroplast darwinbots is now beta!
« on: August 31, 2013, 03:51:07 PM »
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Some quick dev notes on the project:

I tryed to make it harder for robots to gain energy from chloroplasts in larger simulations. This is done to have a sane limit on the number of robots on the screen. At least on my relatively slow processor. If people find that this is too restrictive, please let us know and we can adjust further.

I also changed the gain of mass from chloroplasts to be more gradual. If people find it to be too gradual please let us knoe and we can adjust further.
« Last Edit: August 31, 2013, 04:46:51 PM by Botsareus »

Offline NotLegalTender

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Re: DarwinBots 2.46Beta, chloroplast darwinbots is now beta!
« Reply #1 on: October 24, 2013, 11:20:33 PM »
How do I use chloroplasts?

Offline Botsareus

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Re: DarwinBots 2.46Beta, chloroplast darwinbots is now beta!
« Reply #2 on: October 25, 2013, 12:40:23 PM »
I am still (slowly) testing stuff, but, I'll update the wiki help this weekend...

Offline Botsareus

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Re: DarwinBots 2.46Beta, chloroplast darwinbots is now beta!
« Reply #3 on: October 26, 2013, 12:20:59 PM »
[Bump]

Wiki help should be up to date.
If you have any more specific questions don't hesitate to ask.

Offline Botsareus

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Re: DarwinBots 2.46Beta, chloroplast darwinbots is now beta!
« Reply #4 on: October 26, 2013, 03:28:07 PM »
[Bump]

I came up with a test to see if my feeding rates are good, turns out at 32,000 chloroplasts and 100% light my feeding rate was way too high. It was maxing out at 1350 for feeding rate 150 in the settings. I have modified the code some more and generated this result. See picky. The chloroplasts are color coded per light available rate.

This change will take hold on the next revision of the program.
« Last Edit: October 26, 2013, 03:30:28 PM by Botsareus »

Offline Botsareus

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Re: DarwinBots 2.46Beta, chloroplast darwinbots is now beta!
« Reply #5 on: November 03, 2013, 09:21:14 AM »
[Bump]

Making this bump to make sure I did not forget about you guys.
All my Darwin Bot Chloroplasts optimizations where tested this weekend. After I fix 'tiestruggler' and 'ghost waste' I'll do another version drop. (I also did a mod for my pi calculator to use the fastest possible algorithm)



I kinda have an idea why most people abandon this project; They kinda out grow it. They take there skills and move on to money making projects like that wizards game PY is involved with now. Our Senior Administrator  ;) can correct me if I am wrong on this.
« Last Edit: November 03, 2013, 09:23:22 AM by Botsareus »

Offline SlyStalker

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Re: DarwinBots 2.46Beta, chloroplast darwinbots is now beta!
« Reply #6 on: January 25, 2014, 01:47:40 AM »
Do robots have to build/create chloroplasts or are they free?
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Offline Testlund

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Re: DarwinBots 2.46Beta, chloroplast darwinbots is now beta!
« Reply #7 on: January 25, 2014, 11:24:57 AM »
Bots now needs to have a gene for chloroplast to be veggies, which you can either write or wait until it evolves by itself. So the "Repopulate" checkbox on the species tab and the "Rates for the Average Repopulation" settings on the General tab will only work for bots with the ".mkchlr" gene.

You would also want to have a high number on the "Repopulation cooldown period" if you don't want the whole screen to get filled up with veggies. (I have yet to test this properly myself)

So this now works different from older versions. A bit more information than you asked for, but I think this can be confusing at first.
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