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Messages - NotLegalTender

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76
Darwinbots3 / Re: Organelles, better multicellular organisms, and more
« on: April 21, 2013, 11:10:13 PM »
What about being able to set the temperature, ph, salinity, and more as well? And then this should allow for extremophiles (maybe someone could make a water bear lol)

What effect do you want salinity to have?  Same with the rest.  I can add arbitrary things to the sim but they're meaningless abstractions unless they do something.  And as I explained above adding things for the sake of it is something I'm specifically trying to avoid.

Let's take temperature.  I'd probably add temperature if I joined it with the fluid sim to produce something that would create circulation.  But it doesn't seem like it'd have any meaningful gameplay interaction with bots, besides the obvious " too hot/cold for me".  And even then it's not clear how that would reflect in actual effects.  Would the bot have increased nrg costs if it was outside its ideal temperature range?  What decides a bot's ideal temperature range?  It wouldn't fundamentally change how bots interact with their world or other bots, besides encouraging them to stay in specific areas that are the right temperature, which isn't all that interesting strategically.

Well, a few gameplay interactions could be:

PH: Low ph dissolves shell, can damage and even kill organisms incapable of tolerating it, high ph increases toxicity of other substances, and can also damage and kill organisms incapable of tolerating it. Also, ph could also affect breeding

Salinity: Affects osmosis. Freshwater organisms hold salt, saltwater organisms excrete excess salt.

Temperature: High temperature denatures proteins and such. Can't think of much more for this, other than maybe ice formation, and some organisms incapable of regulating body heat like warmer conditions.

Also, another small idea that should be added is being able to manually give bots energy, like you can manually reproduce bots by clicking on them.

77
Darwinbots3 / Re: Organelles, better multicellular organisms, and more
« on: April 21, 2013, 05:57:55 PM »
What about being able to set the temperature, ph, salinity, and more as well? And then this should allow for extremophiles (maybe someone could make a water bear lol)

78
Mutations / Cancerous algae minimalis
« on: April 20, 2013, 10:22:48 PM »
Evolved in one of my sims.

'#generation: 6
'#mutations: 1
 cond
 start
 50 .repro store
 15 .aimright store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  9  '''''''''''''''''''''''

'#hash: xO#>zXnU;gNcEULdr2lG

79
Interesting behaviour bots / Chigger
« on: April 20, 2013, 10:14:54 PM »
I made this bot after getting attacked by real life chiggers, lol.

Code: [Select]
'Chigger
'By Joseph
'Ties onto bots
'And reproduces rapidly

cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
-1 .shoot store
 *.refvelup .up store
stop

cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

cond
 *.nrg 5000 >
start
 30 .repro store
stop

cond
 *.robage 0 =
start
 .tie inc
stop

cond
 *.robage 1 =
start
 .deltie inc
stop

cond
*.refeye *.myeye !=
*.eye5 45 >
start
13 .tie *.robage sgn mult *.refage sgn mult store
stop

cond
*.tiepres 0 >
*.tienum 0 =
start
*.tiepres .tienum store
stop

cond
*.tienum 0 >
start
-1 .tieloc store
-1000 .tieval store
stop

cond
*.robage 0 =
start
31999 rnd 1 add 50 store
.tie inc
stop

cond
*.refeye *.myeye !=
*.eye5 45 >
start
*50 .tie *.robage sgn mult *.refage sgn mult store
stop

cond
*.tiepres 0 >
start
*.tiepres .tienum store
stop

cond
*.tienum *50 =
start
-1000 .tieval store
*.tieval sgn .tieloc store
stop

cond
*.tiepres *50 !=
*.tiepres 0 >
start
*.tiepres .deltie store
stop

cond
start
*.refxpos *.refypos angle .setaim store
*.refxpos *.refypos angle *.refaim *.refvel mult 40 *.refxpos *.xpos sub 2 pow *.refypos *.ypos sub 2 pow add sqr div mult 60 *.focuseye mult mult .aimdx store
*.refxpos *.refypos angle `(*.refaim *.aim sub abs mult) .aimshot store
stop

cond
start
-4 *.eye1 *.eye9 sub sgn 0 floor mult *.eye1 *.eye8 sub sgn 0 floor mult *.eye1 *.eye7 sub sgn 0 floor mult *.eye1 *.eye6 sub sgn 0 floor mult *.eye1 *.eye5 sub sgn 0 floor mult *.eye1 *.eye4 sub sgn 0 floor mult *.eye1 *.eye3 sub sgn 0 floor mult *.eye1 *.eye2 sub sgn 0 floor mult 4 *.eye9 *.eye8 sub sgn 0 floor mult *.eye9 *.eye7 sub sgn 0 floor mult *.eye9 *.eye6 sub sgn 0 floor mult *.eye9 *.eye5 sub sgn 0 floor mult *.eye9 *.eye4 sub sgn 0 floor mult *.eye9 *.eye3 sub sgn 0 floor mult *.eye9 *.eye2 sub sgn 0 floor mult *.eye9 *.eye1 sub sgn ++ sgn mult add -3 *.eye2 *.eye9 sub sgn ++ sgn mult *.eye2 *.eye8 sub sgn 0 floor mult *.eye2 *.eye7 sub sgn 0 floor mult *.eye2 *.eye6 sub sgn 0 floor mult *.eye2 *.eye5 sub sgn 0 floor mult *.eye2 *.eye4 sub sgn 0 floor mult *.eye2 *.eye3 sub sgn 0 floor mult *.eye2 *.eye1 sub sgn ++ sgn mult add 3 *.eye8 *.eye9 sub sgn ++ sgn mult *.eye8 *.eye7 sub sgn 0 floor mult *.eye8 *.eye6 sub sgn 0 floor mult *.eye8 *.eye5 sub sgn 0 floor mult *.eye8 *.eye4 sub sgn 0 floor mult *.eye8 *.eye3 sub sgn 0 floor mult *.eye8 *.eye2 sub sgn ++ sgn mult *.eye8 *.eye1 sub sgn ++ sgn mult add -2 *.eye3 *.eye9 sub sgn ++ sgn mult *.eye3 *.eye8 sub sgn ++ sgn mult *.eye3 *.eye7 sub sgn 0 floor mult *.eye3 *.eye6 sub sgn 0 floor mult *.eye3 *.eye5 sub sgn 0 floor mult *.eye3 *.eye4 sub sgn 0 floor mult *.eye3 *.eye2 sub sgn ++ sgn mult *.eye3 *.eye1 sub sgn ++ sgn mult add 2 *.eye7 *.eye9 sub sgn ++ sgn mult *.eye7 *.eye8 sub sgn ++ sgn mult *.eye7 *.eye7 sub sgn 0 floor mult *.eye7 *.eye6 sub sgn 0 floor mult *.eye7 *.eye5 sub sgn 0 floor mult *.eye7 *.eye4 sub sgn ++ sgn mult *.eye7 *.eye2 sub sgn ++ sgn mult *.eye7 *.eye1 sub sgn ++ sgn mult add -1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn 0 floor mult *.eye4 *.eye5 sub sgn 0 floor mult *.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub sgn ++ sgn mult add 1 *.eye6 *.eye9 sub sgn ++ sgn mult *.eye6 *.eye8 sub sgn ++ sgn mult *.eye6 *.eye7 sub sgn ++ sgn mult *.eye6 *.eye6 sub sgn ++ sgn mult *.eye6 *.eye5 sub sgn 0 floor mult *.eye6 *.eye3 sub sgn ++ sgn mult *.eye6 *.eye2 sub sgn ++ sgn mult *.eye6 *.eye1 sub sgn ++ sgn mult add 4 add *.focuseye 4 add sub dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- 9 add - dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec --
stop

cond
start
def suppotie 76
def tiecheck 75
def writpos 74
def inspect 73
stop

cond
*.tiecheck *.numties >
start
*.readtie 80 >=
*.readtie 80 *.tiecheck add <= and
*.trefnrg 0 = and
*.readtie .writpos store
dropbool
80 *.inspect add * .readtie store
.inspect inc
*.inspect *.tiecheck >
0 .inspect store
stop


cond
*.tiepres *.suppotie !=
start
*.numties *.tiecheck >
*.numties .tiecheck store
*.numties .writpos store
dropbool
*.tiepres .suppotie store
*.tiepres 79 *.writpos add store
stop

cond
start
  .id *.timer ++ .key mod mod .out1 store
stop

cond
  *.in1 .id *.timer .key mod mod !=
start
'attack
stop

'using the genes intended for waypoints, a universal conspec reader is easily created.
cond
*.memloc 819 = or
*.eyef 0 >
start
810 .memloc store
stop

cond
*.memval *.buffer !=
start
.memloc inc
stop

cond
*.memloc 819 =
*.memval *.buffer !=
start
250 *.aim add .setaim store
*.maxvel *.vel sub .up store
stop

cond
*.memval *.buffer =
start
1 .enemy store
stop

cond
*.robage 1 =
start
32000 rnd 1 .out1 store
.....etc,etc until you have stored a random value into every out spot.
stop

cond
 *.slime 100 <
start
 10 .mkslime store
stop

cond
 *.poison 100 <
start
 10 .strpoison store
stop

cond
 *.shell 100 <
start
 10 .mkshell store
stop

cond
*.waste 40 >
start
.backshot inc
-4 .shoot store
*.waste .shootval store
stop

cond
start
 .fixpos *.fixed mult dec
stop

cond
*.shflav 0 !=
*.shflav -2 !=
start
1256 *.shang sub .aimshoot store
8 .shootval store
-6 .shoot store
0 .shflav store
stop

80
Darwinbots3 / Re: Organelles, better multicellular organisms, and more
« on: April 19, 2013, 04:13:31 PM »
What should be changed/added so it would behave more like multicellular organisms?

Some multibots are incapable of reproducing on their own without pulling off parts of them. Not only that, they are the bots that break the easiest.

81
Darwinbots3 / Re: Organelles, better multicellular organisms, and more
« on: April 19, 2013, 04:07:12 PM »
Could you give a few examples on what a organel in db should do?

What could be improved with multibots?

Multibots - Make them behave more like multicellular organisms, or atleast, make it possible to do so.

Organelles - Metabolize food, photosynthesize, respire, chemosynthesize, store water, thermosynthesize, produce shell, produce poison, and so on.

82
Darwinbots3 / Re: Organelles, better multicellular organisms, and more
« on: April 19, 2013, 04:02:47 PM »
eh, can you clarify on that one?
This things are actual in db2...

As in, the ability to make the code using new code, to make it easier to do so.

83
Darwinbots3 / Re: Organelles, better multicellular organisms, and more
« on: April 19, 2013, 03:58:29 PM »
***

2.45.03

Tieang1 trough Tieang4 fixed.
Tielen1 trough Tielen4 fixed.

Multibots ARE easier to code.

2.45.03

***

Sex repro works!

Use need a -8 shoot and the .sexrepro command.

***

You can code a mini-bot to act as fruit and seeds by using api-genetic memory and asexual reproduction.

I meant like, actual ones in darwinbots 3. Also, I'm gonna try and make a fruiting bot with your suggestion, and maybe one that forms only when fertilized.

84
Interesting behaviour bots / Mixotroph
« on: April 19, 2013, 03:33:58 PM »
This bot was designed to make a working mixotrophic organism that is capable of fighting back. They have a tendency to become cannibalistic quick after algae runs out if they are not photosynthesizing.

Note: Set it to an autotroph when using it.

Code: [Select]
'Mixotroph
'By: Joseph
'Eats other bots
'And Photosynthesizes

cond
 *.eye5 0 >
 *.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

cond
 *.eye5 50 >
 *.refeye *.myeye !=
start
-1 .shoot store
 *.refvelup .up store
stop

cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop

cond
 *.nrg 20000 >
start
 10 .repro store
stop

cond
start
-4 *.eye1 *.eye9 sub sgn 0 floor mult *.eye1 *.eye8 sub sgn 0 floor mult *.eye1 *.eye7 sub sgn 0 floor mult *.eye1 *.eye6 sub sgn 0 floor mult *.eye1 *.eye5 sub sgn 0 floor mult *.eye1 *.eye4 sub sgn 0 floor mult *.eye1 *.eye3 sub sgn 0 floor mult *.eye1 *.eye2 sub sgn 0 floor mult 4 *.eye9 *.eye8 sub sgn 0 floor mult *.eye9 *.eye7 sub sgn 0 floor mult *.eye9 *.eye6 sub sgn 0 floor mult *.eye9 *.eye5 sub sgn 0 floor mult *.eye9 *.eye4 sub sgn 0 floor mult *.eye9 *.eye3 sub sgn 0 floor mult *.eye9 *.eye2 sub sgn 0 floor mult *.eye9 *.eye1 sub sgn ++ sgn mult add -3 *.eye2 *.eye9 sub sgn ++ sgn mult *.eye2 *.eye8 sub sgn 0 floor mult *.eye2 *.eye7 sub sgn 0 floor mult *.eye2 *.eye6 sub sgn 0 floor mult *.eye2 *.eye5 sub sgn 0 floor mult *.eye2 *.eye4 sub sgn 0 floor mult *.eye2 *.eye3 sub sgn 0 floor mult *.eye2 *.eye1 sub sgn ++ sgn mult add 3 *.eye8 *.eye9 sub sgn ++ sgn mult *.eye8 *.eye7 sub sgn 0 floor mult *.eye8 *.eye6 sub sgn 0 floor mult *.eye8 *.eye5 sub sgn 0 floor mult *.eye8 *.eye4 sub sgn 0 floor mult *.eye8 *.eye3 sub sgn 0 floor mult *.eye8 *.eye2 sub sgn ++ sgn mult *.eye8 *.eye1 sub sgn ++ sgn mult add -2 *.eye3 *.eye9 sub sgn ++ sgn mult *.eye3 *.eye8 sub sgn ++ sgn mult *.eye3 *.eye7 sub sgn 0 floor mult *.eye3 *.eye6 sub sgn 0 floor mult *.eye3 *.eye5 sub sgn 0 floor mult *.eye3 *.eye4 sub sgn 0 floor mult *.eye3 *.eye2 sub sgn ++ sgn mult *.eye3 *.eye1 sub sgn ++ sgn mult add 2 *.eye7 *.eye9 sub sgn ++ sgn mult *.eye7 *.eye8 sub sgn ++ sgn mult *.eye7 *.eye7 sub sgn 0 floor mult *.eye7 *.eye6 sub sgn 0 floor mult *.eye7 *.eye5 sub sgn 0 floor mult *.eye7 *.eye4 sub sgn ++ sgn mult *.eye7 *.eye2 sub sgn ++ sgn mult *.eye7 *.eye1 sub sgn ++ sgn mult add -1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn 0 floor mult *.eye4 *.eye5 sub sgn 0 floor mult *.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub sgn ++ sgn mult add 1 *.eye6 *.eye9 sub sgn ++ sgn mult *.eye6 *.eye8 sub sgn ++ sgn mult *.eye6 *.eye7 sub sgn ++ sgn mult *.eye6 *.eye6 sub sgn ++ sgn mult *.eye6 *.eye5 sub sgn 0 floor mult *.eye6 *.eye3 sub sgn ++ sgn mult *.eye6 *.eye2 sub sgn ++ sgn mult *.eye6 *.eye1 sub sgn ++ sgn mult add 4 add *.focuseye 4 add sub dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- 9 add - dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec --
stop

cond
start
  .id *.timer ++ .key mod mod .out1 store
stop

cond
  *.in1 .id *.timer .key mod mod !=
start
'attack
stop

'using the genes intended for waypoints, a universal conspec reader is easily created.
cond
*.memloc 819 = or
*.eyef 0 >
start
810 .memloc store
stop

cond
*.memval *.buffer !=
start
.memloc inc
stop

cond
*.memloc 819 =
*.memval *.buffer !=
start
250 *.aim add .setaim store
*.maxvel *.vel sub .up store
stop

cond
*.memval *.buffer =
start
1 .enemy store
stop

cond
*.robage 1 =
start
32000 rnd 1 .out1 store
.....etc,etc until you have stored a random value into every out spot.
stop

cond
start
*.refxpos *.refypos angle .setaim store
*.refxpos *.refypos angle *.refaim *.refvel mult 40 *.refxpos *.xpos sub 2 pow *.refypos *.ypos sub 2 pow add sqr div mult 60 *.focuseye mult mult .aimdx store
*.refxpos *.refypos angle `(*.refaim *.aim sub abs mult) .aimshot store
stop

cond
 *.slime 100 <
start
 10 .mkslime store
stop

cond
 *.poison 100 <
start
 10 .strpoison store
stop

cond
 *.shell 100 <
start
 10 .mkshell store
stop

cond
start
 .fixpos *.fixed mult dec
stop

cond
*.shflav 0 !=
*.shflav -2 !=
start
1256 *.shang sub .aimshoot store
8 .shootval store
-6 .shoot store
0 .shflav store
stop

85
Darwinbots3 / Organelles, better multicellular organisms, and more
« on: April 19, 2013, 03:31:53 PM »
So I've heard that veggies are gonna have chloroplasts. We should allow for all organisms to have organelles. Each organelle could serve a different purpose. Multibots/multicellular organisms should be made better, and add the possibility of them evolving naturally on their own. Meanwhile, these suggestions, from these threads, should be put in darwinbots 3 as well:

http://forum.darwinbots.com/index.php/topic,232.0.html

http://forum.darwinbots.com/index.php/topic,111.0.html

Spores and pollen should be forms of reproduction added, and sexrepro should be made easier to code.

Also, vegetables should be capable of producing fruit and seeds, to distribute them further across the map.

Meanwhile, there should be some way to make mixotrophic organisms possible, and make it so bots can evolve to become photosynthetic, mixotrophic, and so on.

Also, chemosynthesis and thermosynthesis should be added. However, this might require stuff like hydrothermal vents, and volcanism.

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