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Messages - multibotlover

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1
Suggestions / just a quick question
« on: March 13, 2009, 07:56:51 PM »
in future versions of DarwinBots there is almost definitly going to be a subprogram that is devoted entirely to Multi Bots, and these bots are going to need a special food source to meet their needs. these plants should be very large, but will need some form of stability. here's my question; can robots tie to walls? if they can, then there should be a special dna command such as .tiewall or something like that. if they can't, then they should be able to. also, remember way back when in version 2.1 you could draw barriers by drawing a path then a wall appeared? well, we shold have that back, except you draw walls with a pencil tool and have an eraser tool to get rid of them.



just something to think about  




2
Newbie / question
« on: February 20, 2009, 06:50:38 PM »
ok that clears things up

3
Newbie / question
« on: February 15, 2009, 02:34:30 PM »
how do you get the bots to appear  "filled with colour?"

4
Newbie / so embaressing!
« on: February 03, 2009, 04:53:11 PM »
ok, because when I made the gene it looked wrong somehow. thanks

5
Newbie / so embaressing!
« on: February 02, 2009, 08:58:27 PM »
ok its working now and ive added another gene. its supposed to make the veggie fire -3 shots at anything it sees, but just fires continually even if nothing is there. this is not a very important glitch as its doing its job, but it is inefficient.

cond
*.eye5 =!
start
-3 .shoot store
stop


notice any errors?

6
Off Topic / been thinking alot lately :P...
« on: January 29, 2009, 12:16:44 PM »
ok, lets get to it.

anyone ever heard of blender?
its a program that you can use to make 3d objects and things.
well, I was thinking that if someone spent enough time on it they could make a gigantic sphere with different elevations in different areas, then tiny spheres in low elevations.

someone could place it all in a program that acted just like DB, but with some differences-

-elevations below 200(or whatever you choose) are underwater
-light decreases intensity underwater by a factor of your choice
-anything above 200 is land
-above an elevation of your choice it starts to get colder and there is less atmosphere
-at  high elevations there is little atmosphere and the ground is ice
-at super low elevations (like a trench at the bottom of the ocean) there are hotspots and the water is toxic around them(just like hydrothermal vents)
-mitosis causes almost no mutation(unless there is a large amount of toxicity in the water)
-meiosis(or sexrepro.) causes some mutation
-the sim starts with 200 veggies and 100 animals(or however much you want) in every body of water
-every pond, lake, or ocean is surrounded by a flat area, hills, then mountains, ensuring diversity by keeping populations seperate untill they can cross the highlands
-there is no repop, so if anything happens to the veggies in a pond it will become steril and lifeless untill another type of alga enters the pond

this is just an outline, sort of based on the planets on Spore.

so do you think it is possible?

7
Newbie / so embaressing!
« on: January 29, 2009, 11:46:16 AM »
today I am very frustrated. I am working on a basic veggie robot in DB but cant get the stupid .repro gene to work!

cond
 *nrg 3000
start
 50.repro
 store
stop
end

 
can anyone help me?

8
Biology / The first wet alife?
« on: January 29, 2009, 11:27:38 AM »
I think that the best definition of life is "a system that uses energy, requires food, can grow and reproduce, and is capable of taking on darwinian evolution.

but thats just my opinion.

9
Off Topic / create working dna!(or about as close as you can
« on: December 27, 2008, 04:58:49 PM »
I was bored this weekend so I dug around in my room and found an old box of magnetics. I was wondering what I could to with them when I remembered an animation I had watched, where the guy explained that dna is made of 4 diffferent molecules that can all link together sideways but only specific pairs could link head to head. after I sorted them out I paired up the peices like this...

R-G
B-Y

or red-green, blue-yellow
then I randomely connected a bunch sideways. just using that code I was able to make a  very primitive, but hypothotically functional membrane that could wrap around a cell. by copying the gene in the way Rna does, and with 3 simple folds I had something resembling a "fatty acid" (what is thought to have made the first cell membrane) that connected to the other ones.
the gene looks like this-

Y
R
Y
G
B...........to make a fatty acid from this you fold it in half, then take the pair of B-Y that is different than the other two and
Y...........attatch it to the middle pair, then the remaining one on the end it put in the middle also so that the whole thing
R...........looks like a 3 by 2 structure with a "tail"that is 2 pairs long and one piece thick.
B
G-------------------------------[][][]
B---------------------------------[]--------kinda like this
-----------------------------------[]


since then I have evolved genes for making pores in the wall that enzymes(also evolved) could be injected through into other cells, and I have evolved a type of "protein" that helps with the building and seperation of Rna that I call the "T" protien because thats what it looks like.So now I have a system of Rna, protiens, enzymes, and acids that closely resemble life that I built out of childrens toys .

PS-im only 14



cool huh?

10
Bot Tavern / my ideas
« on: December 20, 2008, 10:28:08 AM »
also a better reproduction system would be if it reaches maximum size it grows two walls through the center that splits the inside in half, then the two halves go their seperate ways.

11
Bot Tavern / my ideas
« on: December 08, 2008, 12:06:41 PM »
ok ive got one.

its a symbiote (not shure if ive spelt it right  )

the first species is a veggie that reproduces rapidly, but dies just as fast. this plant would have no hope of surviving the ravenouse hordes of unicelled bots, but...
the second is an animal mb that looks like a very thick oval shell around the veggies. this shell is constantly in motion, collecting nrg from the bots exploding inside of it. this would give it large amounts of food with little effort, allowing it to grow to massive proportions untill it hits a point when if it grows anymore it wont be able to support its nutritional needs. it then grows a lump on one end that has a few alga in it. this egg floats away and immediatly starts growing, repeating the cycle. it would be very hard to kill one because its shell is 3 to 4 layers thick and it constantly recharged by the food inside.

thus the alga depend on the animal for protection, and the animal depends on the alga for sustinence.



this design could lead to a new classifacation of bot, an entire ecosystem of symbiotes.

12
Bot Tavern / MB's and other Behaviors
« on: December 08, 2008, 11:51:54 AM »
that picture kind of reminds me of a frond of seaweed...








we must develope this!
a huge multi bot veggie, capable of secreting venom and poison!

13
Bot Tavern / another MB idea
« on: November 05, 2008, 04:17:31 PM »
if that behavior happens again you should save it and show me

14
Newbie / ties question
« on: November 05, 2008, 02:51:35 PM »
when something ties to another thing does it permanently look in the direction of the tie?

15
Bot Tavern / multibot idea
« on: November 05, 2008, 02:30:24 PM »
BTW when the two cells go up they tie themselves into a stem, the they reproduce and their babys tie to form the dome or "cap". then about ten really tiny cells grow and tie under the dome. they are the spores.when they are released they do not move under their own power-the thing that gets them going is the momentum that the cap puts into them.

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