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Messages - JossiRossi

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I'm working on a new zerobot sim. I had a 200 hour one recently but it ran so long that my bots began to lose all their DNA due to random deletions, I just wasn't lucky enough to get virus shots bumping up the DNA lengths as I did in a lost zerobot sim I had going a while back. That's always a disappointing thing, but it can happen where you spend a long time waiting for a zerobot sim to take off and it kind of just fizzles.

Also with zerobots getting the initial settings right is a REAL pain.

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Suggestions / Very Large Fields in 2.43.1e
« on: March 25, 2008, 01:41:35 PM »
With the far larger fields, having sims with infinite shots turned on is going to be a HUGE problem as there's so much space to fill. And sometimes having them decay the distance just might not be enough. I did a quick scan to see if you can control shot decay distance but I don't think I saw anything. Might be a good idea to have that option if it isn't already around.

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Darwinbots3 / Nutrients, Vitamins and Minerals
« on: March 05, 2008, 01:56:03 AM »
Personally I dislike the rigid nature of this idea. It pushes functionality to an end by giving analogous situations that we have to the bots which I don't think is the right way to go. For us Vitamin C (I think?) can help our vision. However, it won't improve EVERYTHINGS vision. Some critters it could kill outright. A better system would be to have all these base materials that exist. Be they similar to proteins, chemicals, minerals, or just molecules, and just let them exist. On their own they are utterly worthless they are neither beneficial or detrimental (although in nature things that are not beneficial or at least regulated to neutral by intentional design of the DNA tends to be detrimental and fatally so). Then the bots DNA can determine what things are used for what reason. Perhaps a bot can use Chem A to make it's eyes better, or maybe it absorbs it and uses it as a hopefully poisonous shot to a predator, or it lays it down as a marker for it's own kind, and the skies the limit.

I say keep it as open as possible as that's what lets the really neat stuff in Darwinbots shine.

4
Suggestions / .sexrepro reimplemented in 2.43.1
« on: February 08, 2008, 01:42:59 AM »
I'm sure this is because there is more going on but 2.43.1 goes about half as fast as version 2.43z. Is the sex stuff responsible for this alone?

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RANT / Sick of people posting in old topics.
« on: January 31, 2008, 10:22:30 AM »
Look, I don't care if you are young, it's fine to learn, that's not the point!

STOP POSTING IN OLD THREADS!

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Biology / a reeeeaaaaaaallll virus
« on: January 30, 2008, 01:46:48 PM »
http://en.wikipedia.org/wiki/Virus

Next time when you aren't sure. Look it up. You're wrong 9 times out of 10.

Also, there are already viruses designed that reproduce out of control killing the host bot.

Also, since you are nearly impossible to understand, there are viruses that don't kill the host bot, if that's what you want.

Oh also a few more links for you:
http://en.wikipedia.org/wiki/English_grammar
http://en.wikipedia.org/wiki/Sentence_element
http://en.wikipedia.org/wiki/Capitalisation
http://en.wikipedia.org/wiki/Spelling
http://en.wikipedia.org/wiki/Reasoning
http://en.wikipedia.org/wiki/Rationality

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Tips and Tricks / Hibernation
« on: January 25, 2008, 01:08:27 PM »
Simple is not always preferable. I think the best idea is to provide the base elements that when combine correctly can do almost anything. It's about giving letters, not words and sentences.

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RANT / Sick of people posting in old topics.
« on: January 24, 2008, 12:52:43 PM »
Quote from: fulizer
the reason they post in them is because they take a genuine intrest into the topic and think that it should be posten on. I had to post on my darwinbots game thread even though no one had posted on it for a while because it was nearly ready for a demo version

Fulizer, you post in threads that are 2 years old with stuff that is either utterly inconsequential, or so grossly uninformed that it's embarrassing. Now, those 2 problems alone don't annoy me too much, you are clearly young and we all were once. You are passionate but you need to funnel that correctly. Instead of spending all of your time expressing yourself, you should spend your time learning. Most of the time you don't know what you are talking about, and don't know what others are talking about. I fear you won't know what I am talking about.

To be short, if you understand one thing here: If a thread's last post is over a few months old, DO NOT POST IN IT.

Just let the dead topic stay dead, you're not going to add anything important enough to warrant it, this is not an attack mind you. Almost no one would have anything important enough to say in a thread that old. Hell even EricL would very likely avoid that.

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RANT / Sick of people posting only on Thursdays
« on: January 23, 2008, 01:58:32 PM »
Heh, ok maybe I overdid it a little. Yours is better too. =]

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RANT / Sick of people posting in old topics.
« on: January 23, 2008, 12:46:29 PM »
Certain people have been posting in topics that are months or even YEARS old. I don't know why it bothers me so much but really it's annoying the crap out of me. I just want it to stop, why won't he stop? I DON'T UNDERSTAND! STOP IT. STOP IT. STOP IT.

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Suggestions / The shape pit of death
« on: December 22, 2007, 01:14:42 PM »
Would all of this also include an improved way to place and create shapes?

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Evolution and Internet Sharing Sims / 200 Hour Zerobot Sim
« on: December 19, 2007, 01:49:41 AM »
Quote from: Numsgil
Generally I'd advise only adding costs in response to your bots breeding too fast.  That is, only add costs if your sim is running too slow and you want to cull some bots.  I don't think you're quite that far yet

You coddle your bots too much. Tsk, tsk. People like you are the cause of the rise in bot crime!
(And yeah I'm definitely not at that point yet. Maybe in another few hundred hours =])

Also here's a screenshot. More than anything it's for my set up which could result in some interesting things later on.

http://img.photobucket.com/albums/v202/Jos.../darwinbots.jpg

As the hours go by on average 3 boxes will be well populated while the last will only have a few bots in it often only in the corners. I don't know if this is a result of the slight Brownian movement or not but it's nice to have these quasi compartments I think.

13
Evolution and Internet Sharing Sims / 200 Hour Zerobot Sim
« on: December 19, 2007, 01:40:48 AM »
Stats
200 Hours
46 births (no change from around 100 hours)
211 bots (down about 5 from when the population burst killed some bots off)
30,000,000 cycles

So until this mark things had been pretty static. It didn't seem like there was much moving forward. However just as I am about to reach the 200 hour mark I check and there's been a DRASTIC EXCITING CHANGE.

Well compared to the last 100 hours it is anyway. My zerobots had at first a DNA length of 31. I meant to make the bot only have 30 but I must have added one extra 0 by mistake. Now after 200 hours the average length is 31.6. I'm now finding bots with DNA lengths twice as long as the rest, and oddly enough some with DNA lengths that have shrunk.

I believe I recall in a discussion that one factor of DNA growth is virus shots, so perhaps I got a bot somewhere doing that. But regardless hopefully this will show a steady climb in activity.

Currently I have no costs associated to the bots (save for shots so they don't MURDER everyone else) should I start those up even though NRG aquisition is random? Or should I wait until they have some kind of targetting system down? I just don't personally have experience in putting pressure onto the ecology without simply wiping everything out, especially the very bots I wish to keep going on.

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Suggestions / veggy feeding should nrg -> body at 32000?
« on: December 14, 2007, 11:35:30 PM »
Quote from: EricL
Should sun nrg go to body if a veggy has 32000 nrg?
I don't know if this should be something done automatically, but having a system where the dna can shift body to nrg, or nrg to body would be pretty nice. That could already exist though.

Quote
Should a veggy die when it's nrg and body both hit 32000?
I think ultimately they should, because anything that gets THAT bloated would have serious difficulty functioning. That and if you are limiting the NRG of the sim, you could have say 100 normal veggies or 10 uber bloated veggies and this could help prevent such issues.

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Off Topic / update on the db game
« on: December 14, 2007, 08:26:42 AM »
As stated above there's nothing to stop you from making something and calling it Darwinbots, but I think it would detract from the darwinbots identity which is already way way less well known than it should be.

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