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Topics - spike43884

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46
Off Topic / Why do we have an IRC channel?
« on: December 24, 2014, 05:49:13 AM »
Nobody is ever on it...at the same time atleast, I've checked on there a couple of times, its cool but empty.
I mean, a 10 person strong community  (if that) doesn't really need a IRC channel does it?

47
Formula 1 / Vegetables in F1 League? [Opinions Needed]
« on: December 24, 2014, 05:17:13 AM »
I ask this question, purely because I made a series of vegetables (in starting gate) which I wish to enter.
Im inclined to option 2....It would keep everything fair, but vegetables are fun to play with, I mean I have no clue why there aren't more vegetables, they get free energy! but as well there can be drastic consequences of having to many!
Its about 10 vegetables we have...and hundreds of bots, but I've seen vegetables like a 'social vegetable' made in 04/05 where outside veggies became a sheild, and it had energy supply routes...And we could make some fancy vegetables, Venus fly traps...Sticky vegetables, a whole mass could be created.


So please vote!

48
Currently the standard way is a 'head' sysvar which is either 0 or 1, but we have tonnes of values...so why do it this way...why not:
An Epigenetic (heridetary) sysvar called 'generation' and if its not age 0 and numties is 0 then it resets it to 1, if its age 0 it increases by 1, and because its copied down each generation (or expanse from the 'head') there is, the higher this value gets, then you can specify generation = 0 for it to act like the head in RBF directing the entire colony in 1 direction, if you have generation = 1 you could make it control all with a lower generation (I just realised, an operator 'join' would be brilliant then I could do *.generation - join *.eye5 join .tout1 store giving me for generation 2 with nothing in eye5 *.tin1 = 2-0) To move in that direction...A social heirachy...
Be much better for organising the colony to be useful?

49
Bot Tavern / ! Lets make Another Another Wikibot !
« on: December 22, 2014, 02:27:04 PM »
So here we go, my first wikibot start:
Code: [Select]
-6 shoot storereply with another line or 2 of code

50
Bot Tavern / [For Shadowgod] Seasnake problem
« on: December 22, 2014, 02:24:36 PM »
Code: [Select]
'Should move like SEASNAKE



def head 50
def hunt 51

'Gene Move On (turning)
cond
*.eye5 0 =
*.head 1 =
*.hunt 0 =
start
60 rnd .aimdx store
60 rnd .aimsx store
1 .hunt store
stop


'Gene Move On (Moving)
cond
*.eye5 0 =
*.head 1 =
*.hunt 1 =
start
1 .tout1 store
2 .hunt store
stop

cond
*.eye5 0 =
*.head 1 =
*.hunt 2 =
start
500 .fixlen store
3 .hunt store
stop

cond
*.eye5 0 =
*.head 1 =
*.hunt 3 =
start
1 .fixpos store
4 .hunt store
stop

cond
*.eye5 0 =
*.head 1 =
*.hunt 4 =
start
0 .tout1 store
5 .hunt store
stop

cond
*.eye5 0 =
*.head 1 =
*.hunt 5 =
start
0 .fixlen store
0 .hunt store
stop


'Gene Food Finder (Head)
cond
*.eye5 0 >
*.refeye *.myeye !=
*.multi 1 =
*.head 1 =
*.reftype 0 =
*.dist 6 >
start
1 .tout1 store
*.dist 6 sub .fixlen
stop

'Gene Food Finder (Head)
cond
*.eye5 0 >
*.refeye *.myeye !=
*.multi 1 =
*.head 1 =
*.reftype 0 =
*.dist 6 =<
start
0 .tout1 store
*.dist 6 sub .fixlen
-1 .shoot store
-6 .shoot store
stop


'Gene Head Recieved (Tail)
cond
*.head 0 =
start
*.tin1 .fixpos store
stop



'Gene Avoiding Family
cond
*.multi 1 =
*.eye5 0 =
*.head 1 =
*.refeye *.myeye =
start
314 rnd .aimdx store
stop


'Gene Duplicate
cond
*.numties 0 =
*.robage 0 !=
start
50 .repro store
.head inc
stop


'Gene Recombine
cond
*.robage 0 =
start
.tie inc
stop


' Gene Reproduce
cond
 *.nrg 15000 >
 *.numties 2 <
start
 40 .repro store
stop


'Gene Splits.
cond
 *.nrg 14000 >=
 *.multi 1 =
 *.head 0 =
start
.deltie inc
.head inc
stop

'************************************************************

'Gene multibot control center
cond
*.multi 1 = or
start
40 .sharenrg store
999 .maxlen store
75 .stifftie store
628 .fixang store
stop


end

What in its movement cycles have broken it....It should move like a seasnake....But won't!
Until this is sorted out I can't complete my ultra-long seasnake (worked out solution to getting it to keep in its snakey pattern)

OFFTOPIC: What DNA would make the length of a tie stay BETWEEN 50 and 500 (There isn't a .minlen sysvar is there? I can't find WIKI mentions to .maxlen or .minlen)

51
Suggestions / .tiejoined .tmaxlen & .tminlen sysvars
« on: December 22, 2014, 01:57:20 PM »
.tiejoined = 0 if what focuseye is seeing isn't joined via a tie, and will = 1 if what focuseye is seeing is joined via a tie, I could imagine it useful for not killing the veggies of your colony.
.tmaxlen will be set and specifys the maximum length for a tie, and .tminlen will specify the minimum length for a tie.
Brilliant hey? Will make multibots that much better

52
F1 bots / All Hunter (F1) (Spike43884)11-21-2014
« on: December 21, 2014, 06:21:56 AM »
Lovely its done in the testing.
Come out tops out of russia, russian babies and I know its victorious against all eyes...
Though, still interesting to view its destruction, it never quite looks like it'll win. Quite nicely scattered they end up though, does perform the notable swarming idea.
Might turn it into an MB some time. Its derived from All eyes 1.5 for you people that couldn't guess. But not in the same sub-species as all swarm.
Code: [Select]
'All Hunter
'By Spike43884
'
'Derived from All Swarm
'
'DESCRIPTION: MAKE LONG


def attack 50
def hunt 51


'Initialisation (EYES)
cond
*.robage 2 <
start
 135 .eye1width store
 135 .eye2width store
 135 .eye3width store
 135 .eye4width store
 15 .eye5width store
 135 .eye6width store
 135 .eye7width store
 135 .eye8width store
 135 .eye9width store
 410 .eye1dir store
 300 .eye2dir store
 190 .eye3dir store
 80 .eye4dir store
 0 .eye5dir store
 -80 .eye6dir store
 -190 .eye7dir store
 -300 .eye8dir store
 -410 .eye9dir store
stop


'Gene 1 No food = Hunt
cond
*.eye1 0 =
*.eye2 0 =
*.eye3 0 =
*.eye4 0 =
*.eye5 0 =
*.eye6 0 =
*.eye7 0 =
*.eye8 0 =
*.eye9 0 =
*.hunt 0 =
start
157 rnd .aimdx store
1 .hunt store
stop


'Gene 2 No food & Turned = Move
cond
*.eye1 0 =
*.eye2 0 = and
*.eye3 0 = and
*.eye4 0 = and
*.eye5 0 = and
*.eye6 0 = and
*.eye7 0 = and
*.eye8 0 = and
*.eye9 0 = and
*.hunt 1 = and
start
15 .up store
2 .hunt store
stop

cond
*.eye1 0 =
*.eye2 0 =
*.eye3 0 =
*.eye4 0 =
*.eye5 0 =
*.eye6 0 =
*.eye7 0 =
*.eye8 0 =
*.eye9 0 =
*.hunt 2 =
start
10 .up store
3 .hunt store
stop

cond
*.eye1 0 =
*.eye2 0 =
*.eye3 0 =
*.eye4 0 =
*.eye5 0 =
*.eye6 0 =
*.eye7 0 =
*.eye8 0 =
*.eye9 0 =
*.hunt 3 =
start
10 .up store
0 .hunt store
stop


' Gene 1 Food Finder (waiting)
cond
*.eye1 sgn
 *.eye2 sgn add
 *.eye3 sgn add
 *.eye4 sgn add
 *.eye5 sgn add
 *.eye6 sgn add
 *.eye7 sgn add
 *.eye8 sgn add
 *.eye9 sgn add 0 =
*.refeye *.myeye = or
start
10 rnd .aimdx store
stop


'Gene 2 Food Sighted
'*********************
cond
*.refeye *.myeye !=
*.eyef 0 !=
start
1 .attack store
stop

cond
*.refeye *.myeye =
*.eyef 0 = or
start
0 .attack store
stop

cond
*.eye1 0 >
*.attack 0 =
start
550 .aimdx store
stop

cond
*.eye2 0 >
*.attack 0 =
start
405 .aimdx store
stop

cond
*.eye3 0 >
*.attack 0 =
start
260 .aimdx store
stop

cond
*.eye4 0 >
*.attack 0 =
start
115 .aimdx store
stop

cond
*.eye6 0 >
*.attack 0 =
start
115 .aimsx store
stop

cond
*.eye7 0 >
*.attack 0 =
start
260 .aimsx store
stop

cond
*.eye8 0 >
*.attack 0 =
start
405 .aimsx store
stop

cond
*.eye9 0 >
*.attack 0 =
start
550 .aimsx store
stop
'*********************


' Gene 3 Chase Food
cond
*.eye5 0 >
*.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop


' Gene 4 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
start
-1 .shoot store
 *.refvelup .up store
stop


' Gene 5 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop


' Gene 6 Recombine
cond
*.robage 0 =
*.numties 0 =
start
1 .tie store
stop


' Gene 7 Reproduce
cond
 *.nrg 20000 >
 *.robage 3 > and
start
 35 .repro store
stop


' Gene 8 Singulise
cond
 *.numties 0 !=
start
.deltie inc
.deltie inc
stop

end

Very efficient bot, Fear it you F1 competitors.

53
Multi-Bots / RussianBabiesForever (MB)(v0.61)(Spike43884)12-21-2014
« on: December 21, 2014, 06:07:34 AM »
Code: [Select]
'Russian Babies (F1/MB League)
'By Spike43884
'Originally All Eyes V1.5 - then Russia - then Russian Babies - then Russian Babies Mobilised - Now RBF
'This bot goes into hibernation whilest waiting
'Should reproduce in the face of danger...or food
'Can't grow old
'Dev Info:
'Hibernation Sys - TRUE
'Hunting Sys - AllEyes
'Corpsify - UNKNOWN
'Confusion - TRUE
'Retaliation Type - Babies
'Ageing - No Elders


'Just some free variables
def attack 50
def hibernate 51
def head 52


'Initialisation (EYES)
cond
*.robage 2 <
start
 135 .eye1width store
 135 .eye2width store
 135 .eye3width store
 135 .eye4width store
 15 .eye5width store
 135 .eye6width store
 135 .eye7width store
 135 .eye8width store
 135 .eye9width store
 410 .eye1dir store
 300 .eye2dir store
 190 .eye3dir store
 80 .eye4dir store
 0 .eye5dir store
 -80 .eye6dir store
 -190 .eye7dir store
 -300 .eye8dir store
 -410 .eye9dir store
 .aimsx .vloc store
 128 .venval store
stop



' Gene 1 Initiate Hibernation (waiting)
cond
*.eye1 0 =
 *.eye2 0 = and
 *.eye3 0 = and
 *.eye4 0 = and
 *.eye5 0 = and
 *.eye6 0 = and
 *.eye7 0 = and
 *.eye8 0 = and
 *.eye9 0 = and
 *.refeye *.myeye = or
 *.nrg 3000 < and
 *.hibernate 0 = and  'KEY
start
 1 .hibernate store
stop

' Gene 1 Search (waiting)
cond
*.eye1 0 =
 *.eye2 0 = and
 *.eye3 0 = and
 *.eye4 0 = and
 *.eye5 0 = and
 *.eye6 0 = and
 *.eye7 0 = and
 *.eye8 0 = and
 *.eye9 0 = and
 *.refeye *.myeye = or
 *.nrg 3000 >= and
start
 10 rnd .aimdx store
stop


'Gene 2 Food Sighted
'*********************
cond
*.refeye *.myeye !=
*.eyef 0 !=
start
1 .attack store
stop

cond
*.refeye *.myeye =
*.eyef 0 = or
start
0 .attack store
stop

cond
*.eye1 0 >
*.attack 0 =
start
550 .aimdx
0 .hibernate store
stop

cond
*.eye2 0 >
*.attack 0 =
start
405 .aimdx
0 .hibernate store
stop

cond
*.eye3 0 >
*.attack 0 =
start
260 .aimdx
0 .hibernate store
stop

cond
*.eye4 0 >
*.attack 0 =
start
115 .aimdx
0 .hibernate store
stop

cond
*.eye6 0 >
*.attack 0 =
start
115 .aimsx
0 .hibernate store
stop

cond
*.eye7 0 >
*.attack 0 =
start
260 .aimsx
0 .hibernate store
stop

cond
*.eye8 0 >
*.attack 0 =
start
405 .aimsx
0 .hibernate store
stop

cond
*.eye9 0 >
*.attack 0 =
start
550 .aimsx
0 .hibernate store
stop
'*********************


' Gene 3 Chase Food
cond
*.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop


' Gene 4 Long Range Food Handling

cond
 *.eye5 50 >
 *.refeye *.myeye !=
 *.refeye 0 >
 *.hibernate 0 =
start
1 rnd 2 mult 3 sub .shoot store
216 .shootval store
stop


'Gene 5 Blind Retaliation
cond
 *.hit 1 =
 *.eye5 40 > or
 *.refeye *.myeye !=
start
*.shang 90 sub .aimdx
10 .repro store
10 .repro store
stop


' Gene 6 Eat Food
cond
 *.eye5 50 >
 *.refeye *.myeye !=
 *.hibernate 0 =
 *.refeye 0 =
 *.robage 0 !=
start
-1 .shoot store
 *.refvelup .up store
stop

' Gene 7 Venom
cond
 *.hibernate 0 =
 *.venom 50 <
start
10 .strvenom store
stop

' Gene 8 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
 *.hibernate 0 =
start
 314 rnd .aimdx store
stop


' Gene 9 Duplicate
cond
 *.robage 0 !=
 *.numties 0 =
 *.head 0 =
start
 1 .head store
stop


' Gene 10 Reproduce
cond
 *.nrg 15000 >
 *.robage 3 > and
start
 15 .repro store
stop


' Gene 11 Reproduce for MB league
cond
 *.numties 0 =
 *.robage 0 !=
start
 10 .repro store
stop


'*-*-*-*-*-*-*-*-*-*-*-*


' Core Fat Functions
body
cond
*.nrg 1200 >
*.nrg *.body 100 add >
start
100 .strbody store
stop

cond
*.nrg 1000 <
start
100 .fdbody store
stop


' tie to parent
cond
*.robage 0 =
start
.tie inc
stop


' If MB Stuff
cond
 *.multi 1 = or
 *.hibernate 0 =
start
 50 .sharenrg store
 500 .maxlen
 60 .stifftie store
stop

' MB communication
cond
 *.eye5 0 !=
 *.head 1 =
start
 *.eye5 .tout1 store
 *.aimdx .tout2 store
stop

cond
 *.tin1 0 !=
 *.head 0 =
start
*.tin2 .aimdx store
stop


' Waste Disposal
cond
*.waste 100 >
*.refeye 0 =
*.reftie 0 =
start
*.waste .shootval store
-4 .shoot store
stop


'I want to stay young, FOREVER!
cond
*.pwaste 1000 >
start
90 .repro store
10 .tie store
10 .tienum
-1 .tieloc
1000 .tieval store
end



1 Major change from russian babies mobilised, is an extra gene...These babies, stay babies...For certain, they create a young clone of themselves if they become an pensioner...And pump all their energy into it, I haven't actually seen the process happen, because of how successful they are and how much they reproduce...They should work on even bad processors, theyre not quite cancerous (in f1 conditions). Its an anti-pwaste measure, and they certainly became younger on average, as I checked the age graph, when they weren't being hunted by anything else, and it was lower than the average age of the vegetables, and most of the vegetables were being smashed by them...It was quite tremendous actually the effect it had. Im entertained by it

54
Suggestions / .shape Sysvar
« on: December 21, 2014, 06:01:03 AM »
If we want to really use shapes, we need bots to know they aren't bots and aren't veggies...So a .shape sysvar would be brilliant, it returns 1 if a shape is in .focuseye and a 0 otherwise. Simple little sysvar, but it'd be deadly useful...I could finally make them climb AROUND shapes.

55
I've come up with (possibly the only) solution to .pwaste, and a way to survive it.
I just need to know the value thats the highest value a bot will survive of .pwaste, because it makes it slightly weaker while doing this.

56
Multi-Bots / Russian Babies Mobilised (MB League) (Spike43884) (12-21-2014)
« on: December 21, 2014, 05:18:49 AM »
Ok after playing with caterpillar, I added some things to russia to create russian babies, a meant to be slightly more cancerous then it is MB, and I slowly worked on it, and got this quite devastating, yet peaceful looking bot, it just glides along with finally existant communications using tin1 and tin2 and tout1 and tout2. then a tiny head function.
So, my first MULTIBOT LEAGUE bot (could you also test it in F1 if possible as well?)

Code: [Select]
'Russian Babies (F1 League)
'By Spike43884
'Originally All Eyes V1.5
'This bot goes into hibernation whilest waiting
'Should reproduce in the face of danger...or food
'Dev Info:
'Hibernation Sys - TRUE
'Hunting Sys - AllEyes
'Corpsify - UNKNOWN
'Confusion - TRUE
'Retaliation Type - Babies


'Just some free variables
def attack 50
def hibernate 51
def head 52


'Initialisation (EYES)
cond
*.robage 2 <
start
 135 .eye1width store
 135 .eye2width store
 135 .eye3width store
 135 .eye4width store
 15 .eye5width store
 135 .eye6width store
 135 .eye7width store
 135 .eye8width store
 135 .eye9width store
 410 .eye1dir store
 300 .eye2dir store
 190 .eye3dir store
 80 .eye4dir store
 0 .eye5dir store
 -80 .eye6dir store
 -190 .eye7dir store
 -300 .eye8dir store
 -410 .eye9dir store
 .aimsx .vloc store
 128 .venval store
stop



' Gene 1 Initiate Hibernation (waiting)
cond
*.eye1 0 =
 *.eye2 0 = and
 *.eye3 0 = and
 *.eye4 0 = and
 *.eye5 0 = and
 *.eye6 0 = and
 *.eye7 0 = and
 *.eye8 0 = and
 *.eye9 0 = and
 *.refeye *.myeye = or
 *.nrg 3000 < and
 *.hibernate 0 = and  'KEY
start
 1 .hibernate store
stop

' Gene 1 Search (waiting)
cond
*.eye1 0 =
 *.eye2 0 = and
 *.eye3 0 = and
 *.eye4 0 = and
 *.eye5 0 = and
 *.eye6 0 = and
 *.eye7 0 = and
 *.eye8 0 = and
 *.eye9 0 = and
 *.refeye *.myeye = or
 *.nrg 3000 >= and
start
 10 rnd .aimdx store
stop


'Gene 2 Food Sighted
'*********************
cond
*.refeye *.myeye !=
*.eyef 0 !=
start
1 .attack store
stop

cond
*.refeye *.myeye =
*.eyef 0 = or
start
0 .attack store
stop

cond
*.eye1 0 >
*.attack 0 =
start
550 .aimdx
0 .hibernate store
stop

cond
*.eye2 0 >
*.attack 0 =
start
405 .aimdx
0 .hibernate store
stop

cond
*.eye3 0 >
*.attack 0 =
start
260 .aimdx
0 .hibernate store
stop

cond
*.eye4 0 >
*.attack 0 =
start
115 .aimdx
0 .hibernate store
stop

cond
*.eye6 0 >
*.attack 0 =
start
115 .aimsx
0 .hibernate store
stop

cond
*.eye7 0 >
*.attack 0 =
start
260 .aimsx
0 .hibernate store
stop

cond
*.eye8 0 >
*.attack 0 =
start
405 .aimsx
0 .hibernate store
stop

cond
*.eye9 0 >
*.attack 0 =
start
550 .aimsx
0 .hibernate store
stop
'*********************


' Gene 3 Chase Food
cond
*.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop


' Gene 4 Long Range Food Handling

cond
 *.eye5 50 >
 *.refeye *.myeye !=
 *.refeye 0 >
 *.hibernate 0 =
start
1 rnd 2 mult 3 sub .shoot store
216 .shootval store
stop


'Gene 5 Blind Retaliation
cond
 *.hit 1 =
 *.eye5 40 > or
 *.refeye *.myeye !=
start
*.shang 90 sub .aimdx
10 .repro store
10 .repro store
stop


' Gene 6 Eat Food
cond
 *.eye5 50 >
 *.refeye *.myeye !=
 *.hibernate 0 =
 *.refeye 0 =
 *.robage 0 !=
start
-1 .shoot store
 *.refvelup .up store
stop

' Gene 7 Venom
cond
 *.hibernate 0 =
 *.venom 50 <
start
10 .strvenom store
stop

' Gene 8 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
 *.hibernate 0 =
start
 314 rnd .aimdx store
stop


' Gene 9 Duplicate
cond
 *.robage 0 !=
 *.numties 0 =
 *.head 0 =
start
 1 .head store
stop


' Gene 10 Reproduce
cond
 *.nrg 15000 >
 *.robage 3 > and
start
 15 .repro store
stop


' Gene 11 Reproduce for MB league
cond
 *.numties 0 =
 *.robage 0 !=
start
 10 .repro store
stop


'*-*-*-*-*-*-*-*-*-*-*-*


' Core Fat Functions
body
cond
*.nrg 1200 >
*.nrg *.body 100 add >
start
100 .strbody store
stop

cond
*.nrg 1000 <
start
100 .fdbody store
stop


' tie to parent
cond
*.robage 0 =
start
.tie inc
stop


' If MB Stuff
cond
 *.multi 1 = or
 *.hibernate 0 =
start
 49 .sharenrg store
 500 .maxlen
 60 .stifftie store
stop

'Gene 13 MB communication
cond
 *.eye5 0 !=
 *.head 1 =
start
 *.eye5 .tout1 store
 *.aimdx .tout2 store
stop

cond
 *.tin1 0 !=
 *.head 0 =
start
*.tin2 .aimdx store
stop


'Finale Waste Disposal
cond
*.waste 100 >
*.refeye 0 =
*.reftie 0 =
start
*.waste .shootval store
-4 .shoot store
stop

end


57
Bot Tavern / DNA Setup?
« on: December 15, 2014, 02:31:49 PM »
Anyone want to help me out by making the conditions for some genes (just do [INSERT YO TAG HERE] cond [INSERT YO CONDITION HERE] start [NOTHING] stop) for the tag, like...eating or whatnot...But make sure to make the conditions really really precise (AND NOT IN INLINE CONDITIONING)...

I Simply ask this because I need to make a load of genes....for pretty much the same task...then just have responces enabled...(Also if someone wants to get de best eye system ever im open to help)...This is purely for an elaborately intellegent bot...similar principle to frutiflies.

58
F1 bots / Strawberry Flies (Spike43884)(F1)12-14-2014
« on: December 14, 2014, 12:11:29 PM »
Now, you'll notice the name is similar to another F1 competitor, a very successful one...Yes, fruit flies...This is a derivative from it, a few variable and such changes, (and It should attack fruit flies as I added in a extra eye5 reference...also stopping bots that check for fruitflies number of eye references...) Well, this 1...Appropriately is always pinkish red, as I put that into DNA, appropriate to the name...And well, is a nasty bot...Only ran 1 simulation with it...but as with F1 costs (and a slightly larger arena) with just them 2 and alga_minimalis...Fruitflies died, from its totally uncontrolled explosion...as roughly 300 of this were left, its better energywise...and honestly, Im not a pro in inline conditioning, so I wasn't sure if it would be a good result...it just seems err....EVERY bot I make or upgrade...is highly aggressive :/ Honestly, it was easy to upgrade, how moon didn't notice this I did not know, he understands his inline code more than I do...
Anyway, its less about solo strength now and more about numbers. yes.
Anyway, onto DNA File:
Code: [Select]
'Strawberry Flies v1
'By spike43884 (Adapted from Moonfishers fruitflies v0.21)
'Upgraded majorly, though only a few DNA changes, huge behavior upgrade.

























@
def red 250
def green 76
def blue 77
def maxpop 3000
def alge 14
def rand 110
def type 973
cond
*.nrg 15 >
*.numties 0 != or
start
.fixpos dec
'-- Birth
*.robage 0 =
314 .aimright store
.deltie inc
300 .eye5width store
.dnalen .memloc store
.dnalen .tmemloc store
16 rnd .rand store
*.rand 5 < and
*.rand .type store
*.type 0 =
32 rnd .type store
'-- Reproduction
*.body 5 >
*.nrg 80 > and
*.totalmyspecies .maxpop 2 mult < and
*.maxvel .dn store
45 .repro store
45 .repro store
*.totalmyspecies .maxpop <
*.nrg 200 > and
51 *.body 10 mult sub 0 floor 2 add .strbody store
'-- Shrinking
not
*.body 1 > and
*.body 11 mult 10 sub 0 floor .fdbody store
'-- Tie feeding
*.numties 0 !=
*.tiepres .tienum store
*.tmemval *.dnalen =
*.numties 1 > or and
*.numties .deltie store
*.numties 0 !=
*.robage 1 > and
*.trefxpos *.trefypos angle .setaim store
99 99 mult 90 mult .sharenrg store
dupbool
*.memval .alge = and
*.trefxpos *.xpos sub abs *.trefypos *.ypos sub abs pyth 5 div 10 sub 0 floor *.maxvel ceil .up store
*.velsx .dx store
dropbool
dupbool
*.type 1 = and
.tieval .tieloc store
3200 .tieval store
*.memval .alge = and
.tieloc .shoot store
-1 .shootval store
 .tieloc .shoot store
-6 .shootval store
 .tieloc .shoot store
-2 .shootval store
dropbool
dupbool
*.type 2 = and
.shootval .tieloc store
-31999 .tieval store
dropbool
dupbool
*.type 3 = and
.tieloc .tieloc store
-6 .tieval store
*.memval .alge = and
.tieval .shoot store
3200 .shootval store
dropbool
*.type 3 > and
.tieloc .tieloc store
-1 .tieval store
*.memval .alge = and
.tieval .shoot store
3200 .shootval store
'-- Hunting
*.numties 0 =
*.body 1 = and
dupbool
*.eye5 0 =
*.memval *.dnalen = or and
349 .aimright store
dropbool
*.eye5 0 != and
*.memval *.dnalen != and
*.refbody 20 >
*.totalmyspecies 10000 > or and
*.refxpos *.refypos angle .setaim store
.tie inc
*.memval .alge = and
*.velsx .dx store
*.refvelup 17 add *.maxvel ceil 0 floor .up store
.fixpos .shoot store
1 .shootval store
*.eye5 12 =
3 .tie store
-40 .sharenrg store
*.nrg 500 = *.pain 100 =
314 .aimdx store
20 .up store
10 .up store
'Nice little evac
stop
end
'#tag:Strawberry Flies (Spike43884) Credit to moonfisher for the bot which it derived from (fruitflies).txt

Hopefully this can enter just 1 single F1 competition

59
Bot Tavern / AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH! Help! (MB'S!!!)
« on: December 14, 2014, 08:54:17 AM »
I've tried many of tactics to organise my MB's but THEY ARE NOT WORKING!
I've tried doing .fixang to make a seasnake-structure-like MB, but it wont work....which is really insanitising....
(Btw I would analyse seasnake but it uses inline conditioning/1 gene and not the nice simple structure format)


Why won't fixang work!

60
Off Topic / PATTERNS! I'VE NOTICED A FORUM PATTERN!!!
« on: December 13, 2014, 06:30:49 AM »
Every other year DB has a SURGE of new members
Yearly Summary          New Topics           New Posts           New Members           Most Online
+ 2014                           472                    3779                803                       40
+ 2013                           2518                    3741                36312                       55
+ 2012                           74                    599                        5757                       58
+ 2011                           130                    691                        10819                       61
+ 2010                           70                    567                        392                       27
These are statistics from the forum and the ORANGE ones are where the surges are...
So what about 2015 (june/may time)?

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