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Howdy everyone! (and a question)

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Yossarian:
Ack, again with the runtime overflow errors! Everything seemed so stable, but then I started getting the errors again (I had a sim running the whole time I wrote my last post, and it was up to about 178,000 cycles, but it crashed the moment I pulled up the "average sons" graph). I tried tweaking this and that, and I finally figured out, I think, what the problem may be, or at least one aspect of it. Like I said before, this is maybe a moot point, what with a swanky new version on the horizon, but I thought it was worth mentioning.

Numsgil mentioned setting the veggie nrg to 4 or something low like that. What I didn't realize, until just a few minutes ago, is that the nrg value is overridden by pond mode. Now, pond mode is something that seems very interesting, so I like to turn it on a lot. Without it on, and with the nrg set to 4, things seems stable enough (no more graphs, though!), but with pond mode on, I get maybe 1000 cycles before things blow up.

Please to note that at this point, I'm not really asking for help or advice, as I'm hoping/praying/assuming I'll have better luck with a clean install of 2.4, but I thought I'd provide a little closure to my overflow topic. :)

PurpleYouko:
Hi Yossarian and welcome to the forum.

FYI I still run 2.36.7 most of the time as it seems to be one of the most stable releases to date.

The trouble with DB is that it is so much in flux with bits being changed on a regular basis, that we tend to miss things if they aren't pointed out to us in detail.

So thanks for the report.

Pondmode is something that I added a couple of years ago and it has been largely ignored since. I think it's really useful but it doesn't seem to get the attention that it deserves most of the time. It looks like the feeding rate for the veggies in pond mode is somehow pushing their energy beyond the limit for single precision numbers.

Yet another thing for the to-do list I guess.

Numsgil:
Pond mode works like this:  (I believe).

Whatever value is set in the nrg/cycle or whatever field is the standard rate.  Pond mode delivers a gradient that adjusts that value based on the depth of the veggy.

That's all supposition, since I'm in the library and can't really look around.

If there are features that DB lacks that you've seen in other ALife sims, post them in suggestions forum by all means.  I'm doing my best to pick and chose nice features from other sims, but I'm only one man!

Numsgil:
If you're interested in bug testing, you can download Visual Basic from the FTP and then run the source code through that.  If a bug happens, it will take you to the offending bit of code.  Then it's 100 times easier for me or PY to fix it for the next release.

PurpleYouko:

--- Quote ---Whatever value is set in the nrg/cycle or whatever field is the standard rate. Pond mode delivers a gradient that adjusts that value based on the depth of the veggy.
--- End quote ---

Not unless you have modified it.
The way I set it up initially, the feed rate was based directly on the light intensity.

100 light intensity = 100 energy at the surface of the pond. Then the graduation rate reduced it exponentially as you get deeper.

It was never linked to the standard feed rate.

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