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DNA Command Costs

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PurpleYouko:

--- Quote ---Are you sure you mean 2.36.7? The latest 2.36 release I could find on the ftp was 2.36.5. That one also says Stable.
--- End quote ---

You are right. I just checked and V2.36.7 isn't up on the Darwinbots.com FTP

However you can get it at The Old FTP Site. Downloads are a little slower there but not too bad.

Testlund:

--- Quote ---Alot of it comes back to the Visual Basic virtual machine I think.  It behaves differently on different computers, which drives me absolutely crazy.

Be sure you have the right settings files for your version.  I've noticed that the program behaves really weird if the veggies get too much nrg every cycle.
--- End quote ---
I think I know what you mean with too much NRG per cycle for the veggies. Looks like setting the 'Population Control' level on the 'General' tab from 50000 to 5000 makes the program stable. So far so good. But that sounds awful lot of energy. I don't know how cells work, but whouldn't something between 1 - 20 per cycle be more realistic? How fast does cells in the real world pick up energy/sec anyway?  :P

What puzzles me right now is that the 'Decay Rate' on the 'Corpse Mode' doesn't seem to work. Also I found some veggies and bots get frozen in "mid air" when I'm playing in 'Pond mode'.

PurpleYouko:

--- Quote ---What puzzles me right now is that the 'Decay Rate' on the 'Corpse Mode' doesn't seem to work. Also I found some veggies and bots get frozen in "mid air" when I'm playing in 'Pond mode'.
--- End quote ---

Decay rate worked last time I tried it. (which hasn't been for some time now admitedly).

Bots have always become frozen in mid air from time to time even when they are set to be bouyant or heavy. I never did get right to the bottom of this.

One thig that does happen quite regularly though is that somehow a bot's ".fixed" value gets set to non-zero. This can happen with older bots as "Altzheimer's" sets in and make random changes to memory locations.

Endy:
For handy unfixing code you can use this:

--- Code: ---.fixpos *.fixed mult dec
--- End code ---
Providing it's just a waste effect, the bots should unfix themselves. I pretty much use this as a standard feature in my bots. Fixing is a fairly useful behavior for plants in gravity modes, so what you're seeing might also be considered evolution.

Numsgil:
nrg per cycle should be set to like 10.

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