Thanks for the virus, Houshalter, i gonna give it a try after my current sim.
It uses a virus_minimalis:
>start .vshoot inc *.thisgene .mkvirus store stop<
After 2500000 cycles i got a species average of: dna-lenght 800; 100 genes; 35 condition statements and interessting behaviour.
the bot dna is mostly junk and unreadable, and so is the memory. The bots produce venom, shell, slime and poison in different amounts (i think they produce more shell at low and more poison at high energy - but i'm not shure, looks very random) and cycle between stationary and mobile phases, feed on enzymes or bonds and have a moving behaviour that changes over time.
i can't confirm at this time conditional behaviour, but i can confirm a lot of diversity in all atributes and a lot of adaptation. Especially virus evolution is interesting, because bots tend to find a way (even without slime or shell production) to prevent infection after some thousand cycles (i made dna execution somewhat expensive). i don't know if its biomorph to say there are "pandemics" of new viruses every once and a while (somethimes only a >cond< statement in a virus shell).
i used high brownian motion and gravity and subdivided a small world with shapes of about 1/6 lenght into 5 parts (good for species diversity).
please, anyone start a virus sims to confirm my findings.