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Messages - spork22

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286
Darwinbots3 / Re: Prions
« on: June 13, 2014, 10:25:21 AM »
Yes, they're pretty much the same as viruses, except they don't alter the DNA of their host, they just turn everything they touch into more of themselves. How this could be interesting, I don't know, but it could help as a kind of killswitch, as it makes the bots die and turn into more of the prions. With viruses, the bots just turn into a virus factory which makes things really laggy. Prions could be used to just kill stuff off or something. I don't know.

287
DNA - General / Re: Radical Mutations
« on: June 12, 2014, 07:10:46 PM »
Ok.

288
DNA - General / Re: Radical Mutations
« on: June 12, 2014, 03:09:09 PM »
I want it to cause violent mutations that make the host agressive or something.

289
Darwinbots3 / Prions
« on: June 12, 2014, 12:18:09 PM »
Perhaps Darwinbots 3 could also implement prions, a rogue protein that converts other proteins into more of itself. I don't know how that would work in DB3, though.

290
DNA - General / Re: Radical Mutations
« on: June 12, 2014, 11:23:47 AM »
Could someone list the best virus genes?

291
Simulation Emporium / Re: Spider bot
« on: June 08, 2014, 07:48:14 PM »
It's funny, it's like they want to cause as much lag as possible more than survive XD

292
Simulation Emporium / Re: Spider bot
« on: June 08, 2014, 03:31:28 PM »
A good way to start a simple evosim is to provide a constant food source: For me, that is a veggie than can't reproduce on it's own, but is repopulated automatically.
Then I throw whatever bot I want to watch evolve into the field of doomed veggies and watch what happens.
Another good idea is to keep an extremely deadly bot in case things get out of control.

293
Suggestions / Re: Playerbot- Ants and a Laser Pointer
« on: June 08, 2014, 02:25:31 PM »
You know how when you shine a laser pointer on an ant, it starts to follow the laser pointer?
Well maybe we could add an option in Darwinbots to give your mouse physics.
This way, bots could see your mouse and attempt to follow it, so you can guide a flock of bots somewhere or nudge one around.

294
DNA - General / Radical Mutations
« on: June 08, 2014, 01:07:45 PM »
Without changing the settings, what is the most profound way a bot can influence another bot's DNA? Is it possible to make a bot that influences other bots so much that they become nearly unrecognizable? I know of viruses and venom, but is there other ways? And if not, what is the most influential virus gene or venom gene as of yet?

295
Multi-Bots / Medusa(MB)(Spork22)6-7-2014
« on: June 07, 2014, 11:53:28 AM »
Ok, this is basically the Jeffalish! with the Divider gene put into it. It has some cool results, such as forming snakes and other formations. I don't know if it qualifies as a multibot, though.

Here's the code:

Code: [Select]
'Jeffalish
'Floats around, uses tentacles to catch food
'Made by sammeh

cond
*971 0 =
*53 0 =
*.robage 1 >=
start
53 inc
971 inc
stop

start
50 *.multi mult .sharenrg store
.dnalen .memloc store
stop

cond
*971 0 !=
*53 0 =
*.robage 0 =
start
.tie inc
stop

cond
*971 0 !=
*53 0 =
*.robage 1 =
start
*.aim 628 add .setaim store
stop

cond
*971 0 !=
*53 0 =
*.robage 50 mod 25 =
*.nrg 300 >
*.numties 2 <
start
50 .repro store
.tie inc
stop

cond
*971 0 !=
*53 0 !=
*.numties 4 <
*.robage 50 mod 25 =
start
*.aim 314 add .setaim store
10 .repro store
stop

cond
*971 0 !=
*53 0 =
start
*.body -- -- .fdbody 50 *.body sub sgn 0 floor -- - mult store
stop

cond
*971 0 !=
*53 0 =
*.numties 2 >
start
*.tiepres .numtie store
.deltie inc
stop

cond
*971 0 !=
*53 0 !=
*.pleas 0 >
start
*.body -- -- .fdbody 2000 *.body sub sgn 0 floor -- - mult store
stop

cond
*971 0 !=
*53 0 !=
*.pleas 0 <=
*.numties 4 =
start
*.robage 100 mod .up store
*.robage 1221 mod .setaim store
stop

cond
*971 0 !=
*53 0 =
*.robage 100 >
*.numties 0 =
start
53 inc
stop

cond
*971 0 !=
*53 0 =
*.eye5 0 >
*.refeye *.myeye !=
*.memval *.dnalen !=
start
*.refxpos *.refypos angle .setaim store
-1 .shoot store
stop

'/*****proper reproduction 1

cond
  *.nrg
  20000
  >
start
  50
  .repro
  store
  'if time to reproduce store it
  1
  972
  store
stop

cond
  '/after robot reproduces it reproduces more until energy less then 3000
  *972
  1
  =
start
  50
  .repro
  store
stop

'***** 2

cond
  *.nrg
  3000
  <
start
  0
  972
  store
stop

296
Newbie / Ant-like bots
« on: June 07, 2014, 11:11:22 AM »
Can someone show me a few examples of bots that act like ants? With a queen and drones and workers and stuff?

297
Darwinbots3 / Sound/Smell
« on: June 07, 2014, 11:06:47 AM »
I don't know if anyone has already bought this up, but maybe Darwinbots 3 could have sound and smell sensors. Sound and smell can be very helpful in evolution.

298
DNA - General / Re: Dividers
« on: June 04, 2014, 07:04:12 PM »
I've been testing out these genes on a number of bots. It was extremely successful with H.Hunter3, Dominator Invincibalis, Fishy, and Fish School. In all of them, they multiplied explosively into a large swarm of bots. However, all of them had too good of a conspec system to eat each other and become one big bot again.

299
DNA - General / Alga Proximium
« on: June 04, 2014, 07:00:14 PM »
Now, Alga Reactum was good, because it was an on-tap supply of food. But the herbivores didn't really need to evolve to "care" for the algae. They just ate it and ate it and ate it, until your computer lags and crashes. I have an idea for a different algae.

Alga Proximium would be very dangerous on it's own, shooting nearby herbivores and carnivores. However, if it is close enough to another Alga Proximium, this defensive effect would end, and it would become a viable food source. In this way, the herbivores can evolve to leave at least three Alga Proximium close to each other. Hopefully.

300
DNA - General / Re: Multi bot multi bot head
« on: June 04, 2014, 06:54:54 PM »
If left long enough, these bots might begin to form tissue and organs. Although such organs would be much different than those in real life. And it would be really lag-intensive..

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