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Messages - NotLegalTender

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16
DNA - General / Re: How can a bot tell if another bot is dead?
« on: January 17, 2014, 09:54:55 PM »
Alright, I think I got it.

cond
224 *.in1 !=
.refnrg 0 =
start
-20. up store
stop

The bot stores 224 as a way to recoginize conspecs, so it does not tie to conspecs.

I'm gonna try and figure out how to make it so it deletes chloroplasts before it birthes, and how to set a specific amount of nrg in each offspring.

17
DNA - General / Re: How can a bot tell if another bot is dead?
« on: January 17, 2014, 09:44:47 PM »
I'm working on the parasitic algae currently.  I kinda need help doing this part. Is there a tutorial on how to make your bot check the stats of another bot?

18
Announcements / Re: Darwin2.46.02BetaB.exe
« on: January 17, 2014, 04:42:26 PM »


Similar settings to this one worked fine me for in previous versions.

19
RANT / Re: I HATE GUESTS
« on: January 16, 2014, 11:36:52 PM »
Do you know how hard it is to register on this forum? I had to email the admin about the bug. Maybe they're only guests because they have the same problem and don't know what to do.

20
DNA - General / How can a bot tell if another bot is dead?
« on: January 16, 2014, 11:21:36 PM »
I had a few ideas in mind for a bot, two of which would require this. The first is a parasitic algae that attaches to other bots and feeds through ties until it has gained enough energy to produce chloroplasts, and the other is a corpse feeder. How can a bot tell if another bot is dead, if this is possible?

21
The Gene depository / Re: Simple chloroplast gene
« on: January 16, 2014, 11:12:20 PM »
Uploaded the modified one I was using.

22
Announcements / Re: Darwin2.46.02BetaB.exe
« on: January 16, 2014, 11:08:49 PM »
Alright, so the runaway repopulation events happen with that algae too.

23
The Gene depository / Re: Simple chloroplast gene
« on: January 16, 2014, 11:06:48 PM »
It will only produce chloroplasts if its nrg is less than 100.  Is that what you intended?  It seems at odds with the description.

Testing it in a bot, it seems to be slightly bugged and produces anyways, even when it is higher than 100.

Or maybe I did something wrong.

Edit: Was mistaken, the gene I was using in the bot was a modified form of it.

24
Announcements / Re: Darwin2.46.02BetaB.exe
« on: January 16, 2014, 10:57:49 PM »
I was actually using the Chloroplastus bot in the starting gate. I haven't tried it with your bot yet.

But I'll go ahead and try yours now.

25
The Gene depository / Simple chloroplast gene
« on: January 16, 2014, 12:06:59 AM »
This is a gene for chloroplasts. It produces when its energy is higher than 1000.

cond
*.nrg 1000 >
start
1 .mkchlr store
stop

26
Mutations / Re: Weird zerobot
« on: January 16, 2014, 12:00:22 AM »

27
Announcements / Re: Darwin2.46.02BetaB.exe
« on: January 15, 2014, 11:59:39 PM »
I'll have to recreate a setting where it spams all over, because the only fix I found was to set veggies to not repopulate.

Also when I spam a bot all over too much, I get an error saying its not a valid bot, and it crashes.

28
Announcements / Re: Darwin2.46.02BetaB.exe
« on: January 15, 2014, 08:53:11 PM »
I'm using the chloroplastus bot.

29
Announcements / Re: Darwin2.46.02BetaB.exe
« on: January 14, 2014, 07:13:52 PM »
Why do veggies spam themselves all over when I set them to repopulate?

30
Mutations / Re: Weird zerobot
« on: January 14, 2014, 05:33:16 PM »
From your description, it reminds me sort of a bot that evolved in one of my sims a while back.

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