21
Newbie / Re: coexistence
« Last post by hdggDalton on April 19, 2022, 01:55:42 PM »it's so weird but yesterday i got an error so i saved it and loaded it back up, but when i loaded the simulation the population and average mutations graphs were back!!! they've been missing for years oh my god
anyways i enabled friction so now they can't slide all over the place anymore because they eventually come to a stop. despite this the bots have adapted quite nicely, and there has even been an increase in species diversity because now the map is much bigger even though i didn't actually make it bigger, it just takes a lot more effort to travel around than before. there's 2 dominant species, this dark blue one that's almost indistinguishable from the background (i had a black species once - it was fun trying to see them) that inhabits the southeast part of the map, this lavender one which inhabits the rest of the map, and even this small prospective yellow species in the west. the population is much higher as well because now the algae don't get instantly eaten and have a chance to reproduce, creating huge fields of algae resulting in higher overall energy. though this also created a little problem for the bots, who tended to keep diving straight into these massive piles and die from eating too much (low waste threshold of 1000). usually the bots get rid of their waste by reproducing, but when deep inside a forest of algae, there's no room to reproduce so they just kept collecting waste until they died. it was so bad that huge groups of algae WITHOUT ANY DEFENSES could paradoxically stick around for a good while just because everything that tried to eat them died. I think they're getting better at it though, because big clumps of algae don't stick around for long anymore, either the bots snake their way through the algae until they kill one and have space to reproduce and it's off to the races from there, or if there are a bunch of bots around, a few will burrow deep and kill a bunch of algae until they die, clearing enough room so that the rest can more safely eat the remaining algae since they have enough space to reproduce and dilute the waste. the standoff behavior of the bots backing away from each other while shooting is still widespread, and i've seen it put to good use on a few occasions where the bots killed cannibals pursuing them without taking a scratch in return. through sometimes it gets freaky when bots get trapped in a small space by the randomly moving shapes, they wiggle around frantically and without space to run away eventually start eating each other, and the biggest usually comes out alive
anyways its time for BEST BOTS!
13 descendants out of a population of 270. 5% of the population is not bad at all, though this one has his vision messed up because i think they survived having too much waste for only a little bit but it screwed them up permanently
anyways i enabled friction so now they can't slide all over the place anymore because they eventually come to a stop. despite this the bots have adapted quite nicely, and there has even been an increase in species diversity because now the map is much bigger even though i didn't actually make it bigger, it just takes a lot more effort to travel around than before. there's 2 dominant species, this dark blue one that's almost indistinguishable from the background (i had a black species once - it was fun trying to see them) that inhabits the southeast part of the map, this lavender one which inhabits the rest of the map, and even this small prospective yellow species in the west. the population is much higher as well because now the algae don't get instantly eaten and have a chance to reproduce, creating huge fields of algae resulting in higher overall energy. though this also created a little problem for the bots, who tended to keep diving straight into these massive piles and die from eating too much (low waste threshold of 1000). usually the bots get rid of their waste by reproducing, but when deep inside a forest of algae, there's no room to reproduce so they just kept collecting waste until they died. it was so bad that huge groups of algae WITHOUT ANY DEFENSES could paradoxically stick around for a good while just because everything that tried to eat them died. I think they're getting better at it though, because big clumps of algae don't stick around for long anymore, either the bots snake their way through the algae until they kill one and have space to reproduce and it's off to the races from there, or if there are a bunch of bots around, a few will burrow deep and kill a bunch of algae until they die, clearing enough room so that the rest can more safely eat the remaining algae since they have enough space to reproduce and dilute the waste. the standoff behavior of the bots backing away from each other while shooting is still widespread, and i've seen it put to good use on a few occasions where the bots killed cannibals pursuing them without taking a scratch in return. through sometimes it gets freaky when bots get trapped in a small space by the randomly moving shapes, they wiggle around frantically and without space to run away eventually start eating each other, and the biggest usually comes out alive
anyways its time for BEST BOTS!
13 descendants out of a population of 270. 5% of the population is not bad at all, though this one has his vision messed up because i think they survived having too much waste for only a little bit but it screwed them up permanently
Code: [Select]
swap 528 *.mypoison *404 *.trefnrg substore
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dupbool
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'''''''''''''''''''''''' Gene: 1 Ends at position 41 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 2 Begins at position 42 '''''''''''''''''''''''
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'''''''''''''''''''''''' Gene: 2 Ends at position 72 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 3 Begins at position 73 '''''''''''''''''''''''
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'''''''''''''''''''''''' Gene: 3 Ends at position 74 '''''''''''''''''''''''
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'''''''''''''''''''''''' Gene: 5 Ends at position 99 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 6 Begins at position 100 '''''''''''''''''''''''
else
*-314 false
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%=
!~=
'''''''''''''''''''''''' Gene: 6 Ends at position 106 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 7 Begins at position 107 '''''''''''''''''''''''
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drop ~'''''''''''''''''''''''' Gene: 7 Ends at position 109 '''''''''''''''''''''''
With significantly less messed up vision, 12 descendants out of a population of 240! Also 5% so hey thats pretty decent. Also had 67.68 shell but that's probably an accident from the waste seeping into their dnaCode: [Select]
swap 528 *367 *404 *.trefnrg substore
30007 >
*.velscalar .out10 store
store
rnd *.eye2 floorstore
over 3411 -814 !=
dupbool
sgnstore
cos *.vel sgn divstore
*.availability overbool
.eye6width store
14 angle !%=
clear 444 -636 480
start
*.refxpos 3 *.mass addstore
'''''''''''''''''''''''' Gene: 1 Ends at position 41 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 2 Begins at position 42 '''''''''''''''''''''''
cond
*.eye5 *.refeye >
*.refdn *.hitdn inc
start
-6 .shoot store
.eye1width store
12119 store
*.refveldx .dx addstore
*.refeye *.dnalen .up addstore
store
*.availability *.trefvelmysx .strbody inc
450 *.reffixed ^ >
'''''''''''''''''''''''' Gene: 2 Ends at position 72 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 3 Begins at position 73 '''''''''''''''''''''''
start
*.memval
'''''''''''''''''''''''' Gene: 3 Ends at position 74 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 4 Begins at position 75 '''''''''''''''''''''''
else
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'''''''''''''''''''''''' Gene: 4 Ends at position 80 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 5 Begins at position 81 '''''''''''''''''''''''
start
*.refaim 24709 *.veldn multstore
*.trefage *.nrg 516 30200 28503 ceilstore
*.thisgene substore
30007 >
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--
'''''''''''''''''''''''' Gene: 5 Ends at position 99 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 6 Begins at position 100 '''''''''''''''''''''''
else
*-314 false
sgn multstore
%=
!~=
'''''''''''''''''''''''' Gene: 6 Ends at position 106 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 7 Begins at position 107 '''''''''''''''''''''''
else
drop ~'''''''''''''''''''''''' Gene: 7 Ends at position 109 '''''''''''''''''''''''
Oh my god, this one also has messed up vision, anyways 16 descendants out of a population of 230 so this is actually the best (7%)Code: [Select]
swap 528 *367 *404 *.trefnrg *.velscalar .out10 store
store
rnd *.eye2 floorstore
*.refvenom
else
-814 !=
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cos *.vel sgn divstore
*.availability overbool
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14 angle !%=
clear 444 -636 480
'''''''''''''''''''''''' Gene: 1 Ends at position 33 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 2 Begins at position 34 '''''''''''''''''''''''
start
*.refxpos 3 *.mass addstore
'''''''''''''''''''''''' Gene: 2 Ends at position 38 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 3 Begins at position 39 '''''''''''''''''''''''
cond
*.eye5 *.refeye >
*.refdn *.hitdn inc
start
-6 .shoot store
.eye1width store
12119 store
*.refveldx .dx addstore
*.refeye *.dnalen .up addstore
store
*.availability *.trefvelmysx .strbody inc
450 *.reffixed ^ >
'''''''''''''''''''''''' Gene: 3 Ends at position 69 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 4 Begins at position 70 '''''''''''''''''''''''
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*.memval
'''''''''''''''''''''''' Gene: 4 Ends at position 71 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 5 Begins at position 72 '''''''''''''''''''''''
else
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'''''''''''''''''''''''' Gene: 5 Ends at position 77 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 6 Begins at position 78 '''''''''''''''''''''''
start
*.refaim 24709 *.veldn multstore
*.trefage *.nrg 516 30200 28503 ceilstore
*.thisgene substore
30007 >
13562 .repro store
multstore
%=
!~=
'''''''''''''''''''''''' Gene: 6 Ends at position 98 '''''''''''''''''''''''
'''''''''''''''''''''''' Gene: 7 Begins at position 99 '''''''''''''''''''''''
else
drop ~'''''''''''''''''''''''' Gene: 7 Ends at position 101 '''''''''''''''''''''''