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Can't stop slime cost!

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Testlund:
Just start a sim with this bot. Make sure slime cost is set to 0 and watch how slime still cost nrg.


--- Code: ---'****************
'*  Big Slimer  *
'****************

cond
*.waste 250 > and
*.chlr 250 <
start
16 .mkchlr store
stop

cond
*.nrg 10000 >
start
10 .strbody store
stop

cond
*.slime 2000 <
start
1000 .mkslime store
stop

cond
*.body 16000 >
start
314 rnd .aimdx store
50 .repro store
stop

--- End code ---

Botsareus:
Ok, so here is what I have discovered (This is new to me too, it was inherited from version 2.45 "If it ain't broke don't fix it")

The first interesting thing is you can make or unmake a max of 100 units of slime per cycle. This means if you are storing more into slime it will be capped at 100 for you.

The second thing I have discovered: (and I might have seen this before but never cared enough to remember in detail)

There is a "fixed" cost for slime on top of the normal costs. It turns out that slime costs 1/10 energy per slime.

Therefore, Your robot is actually producing 100 slime per cycle and gets charged 10 energy points each time.

Testlund:
Oh, well... I guess I'll have to figure out a different strategy for slime usage.  :blueblob:

Botsareus:
I think of slime like my Karate, it is simply a defensive move. If you need to kick someones ass you are not going to simply hold an upper block for 30 minutes.

Testlund:
Yeah, I've figured that out now but I don't know how to set up a condition for the bot to time slime production just before some bot tries to shoot ties or shots against it.

Can you give me an example of dna for that?

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