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Topics - spork22

Pages: [1] 2 3
1
Bot Tavern / Fibonacci
« on: September 19, 2015, 09:44:02 AM »
I'm thinking of making a bot that will search for food in a Fibonacci Spiral or "golden spiral".

2
F1 bots / Convergent Antbot(Spork22)10-14-2015
« on: August 14, 2015, 10:54:39 AM »
I have finally integrated the ability to share the location of enemies to other workers. Did I mention I also made Convergent into an antbot? The only problem I have is that they still want to hang around wherever they found the food.

Code: [Select]
def ex 55
def ey 54
def circle 53
def qx 56
def qy 57
def queen 50
def worker 51
def queenset 58
def goinghome 59
def nrgratio 100



cond
*.queen 1 =
start

10 dup *.nrgratio sub sgn abs .nrgratio mult store

100 .strbody *.nrg *.body 10 div *.nrgratio ++ mult       sub sgn 0 floor mult store
100 .fdbody        *.body 10 div *.nrgratio    mult *.nrg sub sgn 0 floor mult *.body 100 sub sgn 0 floor mult store

stop



'/*****proper reproduction 1

cond
  *.nrg
  20000
  >
start
  50
  .repro
  store
 
cond
*.robage 50 >=
*.nrg 1000 >=
*.worker 0 =
start
2 .repro store
1 .queen store
1 .out6 store
1 .fixpos store
stop

cond
*.eye5 50 >
*.in6 1 =
start
1 .queenset store
1 .worker store
*.refxpos .qx store
*.refypos .qy store
1 .out7 store
stop



cond
*.in6 1 =
*.robage 20 >
*.goinghome 0 =
start
1 .dn store
0 .fixpos store
stop

cond
*.goinghome 1 =
*.in7 1 =
start
0 .fixpos store
1 .dx store
stop

cond
*.kills 0 >
*.queenset 1 =
*.worker 1 =
start
1 .goinghome store
0 .circle store
stop

cond
*.goinghome 1 =
*.worker 1 =
start
*.qx *.qy  angle .setaim store
1 .up store
stop




cond
*.robage 20 >=
*.circle 0 =
start
*.xpos .ex store
*.ypos .ey store
stop


cond
*.goinghome 1 =
*.robage 15 mod 0 =
*.worker 1 =
*.in6 1 =
start
1 .fixpos store
stop


cond
*.goinghome 1 =
*.refeye *.myeye =
*.in6 1 =
*.worker 1 =
*.hit 1 =
start
-2 .shoot store
stop



cond
*.goinghome 1 =
*.robage 20 mod 0 =
*.worker 1 =
*.in6 1 =
start
0 .fixpos store
stop




cond
*.eye5 50 >
*.refeye *.myeye !=
start
*.refxpos .ex store
*.refypos .ey store
*.refxpos .out1 store
*.refypos .out2 store
1 .out5 store
1 .circle store
stop


cond
*.circle 1 =
*.ex 0 !=
*.ey 0 !=
start
1 .up store
*.ex *.ey angle .setaim store
else
1 .up store
stop


cond
*.queen 1 =
*.circle 1 =
start
0 .circle store
stop


cond
*.eye5 50 >
*.refeye *.myeye =
*.in5 1 =
*.in1 0 !=
*.in2 0 !=
*.worker 1 =
start
*.in1 .ex store
*.in2 .ey store
*.ex .out1 store
*.ey .out2 store
1 .out5 store
1 .circle store
stop


cond
*.eye5 0 =
*.circle 0 =
start
314 rnd .aimdx store
stop


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


cond
*.circle 1 =
*.refeye *.myeye =
*.hit 1 =
*.goinghome 0 =
start
628 .aimdx store
stop

cond
*.in6 1 =
*.worker 1 =
start
*.refxpos .qx store
*.refypos .qy store
stop

3
Mutations / Convergent 2.0 (Spork22)
« on: August 06, 2015, 10:41:39 AM »
After many mutations, they are already using their convergent tactics quite well. I prefer starting them with 1000 nrg and you should probably disable shot impacts and movement vectors to see them clearly.

Code: [Select]
'#generation: 7
'#mutations: 14

 cond
 *.robage mod 0 =
 start
 628 .aimright divstore
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  10  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Begins at position  11  '''''''''''''''''''''''
 cond
 *.robage 5 mod 0 =
 *.eye5 0 =
 start
 314 rnd .aimright store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  25  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  3 Begins at position  26  '''''''''''''''''''''''
 cond
 *.body 331 <=
 start
 0 *51 *.myeye *.refeye
''''''''''''''''''''''''  Gene:  3 Ends at position  34  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  4 Begins at position  35  '''''''''''''''''''''''
 cond
 stop
''''''''''''''''''''''''  Gene:  4 Ends at position  36  '''''''''''''''''''''''
 store
 =

''''''''''''''''''''''''  Gene:  5 Begins at position  39  '''''''''''''''''''''''
 start
 *.aim 10 add 19 <

''''''''''''''''''''''''  Gene:  5 Ends at position  44  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  6 Begins at position  45  '''''''''''''''''''''''
 cond
 else
 50 >
 *.refeye *.myeye
''''''''''''''''''''''''  Gene:  6 Ends at position  50  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  7 Begins at position  51  '''''''''''''''''''''''
 start
 0 .fixpos store
 1 .up store
 stop
''''''''''''''''''''''''  Gene:  7 Ends at position  58  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  8 Begins at position  59  '''''''''''''''''''''''
 cond
 *.eye5 50 >
 *.refeye *.myeye =
 *.refkills *.kills >
 *.refage *.robage >
 start
 0 .fixpos store
 1 .up store
 -2 .shoot store
 stop
''''''''''''''''''''''''  Gene:  8 Ends at position  82  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  9 Begins at position  83  '''''''''''''''''''''''
 cond
 *.kills -3 clear >
 *.body 331 >=
 *.robage 50 mod 0 =
 start
 1 *51 store
 1 .out5 store
 1 .fixpos store
 stop
''''''''''''''''''''''''  Gene:  9 Ends at position  106  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  10 Begins at position  107  '''''''''''''''''''''''
 cond
 *51 1 =
 start
 10 dup *0 sub sgn abs 0 mult store
 100 313 *.nrg *.body 18 div *0 ++ mult sub sgn 0 floor mult store
 100 312 *.body 10 div *0 mult *.nrg sub sgn 0 floor mult *.body 100 ~=
 sub sgn 0 -- floor mult store
 stop
''''''''''''''''''''''''  Gene:  10 Ends at position  159  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  11 Begins at position  160  '''''''''''''''''''''''
 cond
 *.nrg 20000 >
 start
 50 .repro store
 1 972 store
 stop
''''''''''''''''''''''''  Gene:  11 Ends at position  171  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  12 Begins at position  172  '''''''''''''''''''''''
 cond
 *972 *.up dec
 start
 50 .repro store
 stop
''''''''''''''''''''''''  Gene:  12 Ends at position  180  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  13 Begins at position  181  '''''''''''''''''''''''
 cond
 *.nrg 3000 <
 start
 0 972 store
 stop
''''''''''''''''''''''''  Gene:  13 Ends at position  189  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  14 Begins at position  190  '''''''''''''''''''''''
 cond
 *.robage 25 mod 0 =
 *51 1 =
 start
 1 .fixpos store
 stop
''''''''''''''''''''''''  Gene:  14 Ends at position  203  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  15 Begins at position  204  '''''''''''''''''''''''
 cond
 *51 1 =
 start
 10 .repro store
 10 .fdbody store
 stop
''''''''''''''''''''''''  Gene:  15 Ends at position  215  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  16 Begins at position  216  '''''''''''''''''''''''
 cond
 *51 0 =
 *.in5 1 =
 start
 1 .fixpos store
 stop
''''''''''''''''''''''''  Gene:  16 Ends at position  227  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  17 Begins at position  228  '''''''''''''''''''''''
 cond
 *.eye5 50 >
 sgn *.myeye =
 *.refkills *.kills >
 start
 0 .fixpos store
 *.refxpos .out1 store
 *.refypos .out2 store
 stop
''''''''''''''''''''''''  Gene:  17 Ends at position  248  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  18 Begins at position  249  '''''''''''''''''''''''
 cond
 *.robage 0 =
 start
 300 989 store
 500 987 store
 341 .memloc store
 100 .mkshell inc
 stop
''''''''''''''''''''''''  Gene:  18 Ends at position  266  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  19 Begins at position  267  '''''''''''''''''''''''
 cond
 0 start
 341 .memloc store
 stop
''''''''''''''''''''''''  Gene:  19 Ends at position  273  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  20 Begins at position  274  '''''''''''''''''''''''
 cond
 *51 0 *.paralyzed 0 =
 *.poisoned 0 =
 *.in1 0 !=
 *.in2 0 !=
 or
 *.memval *.genes =
 *.refage 0 >
 *.eye5 0 >
 *.shflav 0 =
 *.shflav -2 =
 or
 start
 *.in1 *.in2 angle .setaim store
 *.in1 *.in2 dist 500 div *.maxvel mult *.refvelup add 0 floor *.maxvel ceil store
 *.veldx .sx store
 stop
''''''''''''''''''''''''  Gene:  20 Ends at position  329  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  21 Begins at position  330  '''''''''''''''''''''''
 cond
 *.robage 5 mod 0 =
 *51 0 =
 *.in1 0 !=
 *.in2 0 !=
 start

''''''''''''''''''''''''  Gene:  21 Ends at position  345  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  22 Begins at position  346  '''''''''''''''''''''''
 start
 *.in1 *.in1 store
 19 angle *.in2 *.in2 dist 500 div *.maxvel mult *.refvelup add 4 *-225 floor *.maxvel ceil .up store
 *.veldx .sx store
 stop
''''''''''''''''''''''''  Gene:  22 Ends at position  371  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  23 Begins at position  372  '''''''''''''''''''''''
 cond
 *.edge 1 =
 start
 30 .dn store
 stop
''''''''''''''''''''''''  Gene:  23 Ends at position  380  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  24 Begins at position  381  '''''''''''''''''''''''
 cond
 *51 0 *.paralyzed 0 =
 *.poisoned 0 =
 *.in1 0 =
 *.in2 0 =
 and
 *.memval *.genes =
 *.refage 0 >
 *.eye5 0 >
 *.shflav 0 -2 =
 or
 *.refkills 0 >
 start
 *.refxpos *.refypos angle 280 add .setaim store
 stop
''''''''''''''''''''''''  Gene:  24 Ends at position  422  '''''''''''''''''''''''
 *51 0 *.paralyzed 0 =
 *.poisoned -4 =
 *.in1 0 =
 *.in2 0 =
 and
 *.memval *.genes =
 *.refage 0 >
 *.eye5 0 >
 *.shflav 0 !=
 *.shflav -2 .setaim store
 0 .shflav store
 15 .shoot store
 *.shang *.aim add .aimshoot store
 stop
 pyth
''''''''''''''''''''''''  Gene:  25 Begins at position  467  '''''''''''''''''''''''
 cond
 *51 0 *.paralyzed 0 =
 *.poisoned 0 =
 *.eye5 0 =
 *.eye4 0 =
 *.eye3 0 =
 *.eye2 0 =
 *.eye1 0 =
 *.eye6 0 =
 *.eye7 0 =
 *.eye8 0 =
 *.eye9 0 =
 *.shflav 0 !=
 *.shflav -2 !=
 start
 *.shang .setaim store
 0 .shflav store
 -1 .shoot store
 *.aim add .aimshoot store
 stop
''''''''''''''''''''''''  Gene:  25 Ends at position  523  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  26 Begins at position  524  '''''''''''''''''''''''
 cond
 *51 0 *.paralyzed 0 =
 *.poisoned 0 =
 *.in1 0 !=
 *.in2 0 !=
 or
 *.memval *.genes =
 *.refage 0 >
 *.eye5 0 >
 *.shflav 0 =
 *.shflav -2 =
 or
 angle .setaim store
 *.in1 *.in2 dist 500 div *.maxvel mult *.refvelup add 0 floor *.maxvel ceil .up store
 .sx store
 stop
''''''''''''''''''''''''  Gene:  26 Ends at position  576  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  27 Begins at position  577  '''''''''''''''''''''''
 cond
 *.paralyzed 0 =
 *.poisoned 0 =
 *.robage 1 >
 *.eye5 9 >
 *.memval *.genes !=
 *.refeye *.myeye !=
 stop
''''''''''''''''''''''''  Gene:  27 Ends at position  596  '''''''''''''''''''''''
 *555 -- dist *22 sub .aimshoot store
 -6 .shoot store
 *.nrg 32 div .shootval store
 stop

''''''''''''''''''''''''  Gene:  28 Begins at position  613  '''''''''''''''''''''''
 cond
 *51 0 *.paralyzed 0 =
 0 =
 *.robage 1 >
 0 >
 *.memval *.genes !=
 *.numties 0 =
 start
 *.refxpos *.refypos angle .setaim store
 *.refxpos *.refypos dist 500 div *.maxvel mult *.refvelup add 0 floor *.maxvel ceil .up store
 *.refxpos .out1 store
 *.refypos .out2 store
 stop
''''''''''''''''''''''''  Gene:  28 Ends at position  659  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  29 Begins at position  660  '''''''''''''''''''''''
 cond
 *51 0 *.paralyzed 0 =
 *.poisoned 0 =
 *.refeye 0 =
 *.eye5 0 =
 or
 *.memval *.genes =
 *.eye5 0 >
 0 *.in1 and
 =
 and
 *.in2 0 =
 and
 or
 *.out1 0 !=
 *.out2 0 !=
 or
 start
 0 .out1 store
 0 .out2 store
 stop
''''''''''''''''''''''''  Gene:  29 Ends at position  706  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  30 Begins at position  707  '''''''''''''''''''''''
 cond
 *.paralyzed 0 =
 *.poisoned 0 =
 *990 0 !=
 start
 *.aim 628 add pyth store
 990 dec
 1 .deltie store
 0 .shoot store
 stop
''''''''''''''''''''''''  Gene:  30 Ends at position  731  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  31 Begins at position  732  '''''''''''''''''''''''
 cond
 *.paralyzed 0 =
 *.poisoned 0 =
 *.robage 1 =
 *.numties 0 >
 *.memval *.genes =
 or
 start
 *.aim 280 add .setaim store
 0 .shoot store
 stop
''''''''''''''''''''''''  Gene:  31 Ends at position  758  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  32 Begins at position  759  '''''''''''''''''''''''
 cond
 *.numties 0 >
 start
 *.tiepres .deltie store
 stop
''''''''''''''''''''''''  Gene:  32 Ends at position  767  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  33 Begins at position  768  '''''''''''''''''''''''
 cond
 *.paralyzed 0 =
 *.poisoned 0 =
 *.nrg *987 >
 *.body 3190 <
 start
 100 .strbody store
 stop
''''''''''''''''''''''''  Gene:  33 Ends at position  785  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  34 Begins at position  786  '''''''''''''''''''''''
 cond
 =
 *.paralyzed cos 0 !%=
 =
 *.poisoned 0 =
 *.nrg *986 <
 *.body 11 >
 start
 100 .fdbody store
 stop
''''''''''''''''''''''''  Gene:  34 Ends at position  806  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  35 Begins at position  807  '''''''''''''''''''''''
 cond
 *.paralyzed 0 =
 *.poisoned 0 =
 *.shell 100 <
 *.nrg 500 >
 and
 *.shflav -6 =
 or
 *.shflav -3 =
 or
 start
 50 822 swap store
 0 .shflav store
 stop
''''''''''''''''''''''''  Gene:  35 Ends at position  837  '''''''''''''''''''''''
 stop
 *.mkshell -18 =
 *.poisoned 0 =
 *.waste 50 >
 *.memval *.genes !=

''''''''''''''''''''''''  Gene:  36 Begins at position  851  '''''''''''''''''''''''
 start
 -4 .shoot store
 *.waste .shootval store
 stop
''''''''''''''''''''''''  Gene:  36 Ends at position  858  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  37 Begins at position  859  '''''''''''''''''''''''
 cond
 *.poisoned 0 !=
 *.paralyzed 0 !=
 or
 start
 100 .repro store
 *.aim 280 add 999 .out3 store
 stop
''''''''''''''''''''''''  Gene:  37 Ends at position  877  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  38 Begins at position  878  '''''''''''''''''''''''
 cond
 start
 *987 2 div 986 store
 *.genes 340 *.thisgene *.genes sub dup div mult *.robage sgn stop
''''''''''''''''''''''''  Gene:  38 Ends at position  895  '''''''''''''''''''''''
 inc
 .genes store
 mult
''''''''''''''''''''''''  Gene:  39 Begins at position  900  '''''''''''''''''''''''
 cond
 *.eye5 50 >
 *.refeye *.myeye !=
 start
 -1 .shoot store
 *.refxpos *.refypos angle .setaim store
 stop
''''''''''''''''''''''''  Gene:  39 Ends at position  916  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  40 Begins at position  917  '''''''''''''''''''''''
 cond
 *.in1 0 !=
 *.in2 0 !=
 start
 *.in1 .out1 store
 *.in2 .out2 store
 stop
''''''''''''''''''''''''  Gene:  40 Ends at position  931  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  41 Begins at position  932  '''''''''''''''''''''''
 cond
 *.eye5 50 >
 *.refeye *.myeye !=
 start
 *.refxpos .out1 store
 *.refypos .out2 store
 stop
''''''''''''''''''''''''  Gene:  41 Ends at position  946  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  42 Begins at position  947  '''''''''''''''''''''''
 cond
 *.robage 50 mod 0 =
 *0 0 =
 start
 *.in1 *.in2 angle .setaim store
 *.in1 *.out1 store
 *.in2 *.out2 store
 1 .up store
 0 .fixpos store
 stop
''''''''''''''''''''''''  Gene:  42 Ends at position  974  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  43 Begins at position  975  '''''''''''''''''''''''
 cond
 *.in1 0 !=
 *.in2 0 !=
 start
 *.in1 *.in2 angle .setaim store
 stop
''''''''''''''''''''''''  Gene:  43 Ends at position  988  '''''''''''''''''''''''

'#hash: wv4i{k!%uX+8B<{M}S2"




Edit:

Well, I think I've got their behavior down.

They form a large starter swarm that migrates across the map, forming smaller, more stationary swarms that will find food. Once a smaller swarm reaches a critical size, it will donate a few bots to migrate to the same point. When the large swarm hits the edge of the simulation, they will usually have a huge fight to the death, resulting in a super cannibot that unfortunately dies off quickly.

I am going to post the newest DNA in a reply.

4
Mutations / Convergent (Spork22)
« on: July 28, 2015, 09:36:44 AM »
Well, this is my second pretty much all scratch bot. It's designed so that one of them will glance by a food source, fly off to another one of it's species, tell them where the food is, who in turn, tells another, unleashing a migratory chain reaction to a single bot in order to kill it. The first one wasn't that successful but I will include an evolved version that works quite well. Keep in mind that you should give the evolved version less energy, around 3000, and if you want less lag, disable the movement vectors.

The evolved version has found a way to orbit the location of it's prey after eating it, providing a location for sharing information to the rest of the species. Not only that, they occasionally send a few scouts out of the main swarm to make more swarms.

If you wish I can post the codes onto here instead of through a download. I just find it easier to do this.

5
F1 bots / Cheddarmold(F1)(Spork22)9-22-2015
« on: July 22, 2015, 10:21:31 PM »
Well, I tried to make a bot by scratch (or, well, it had more scratch genes than copied ones  :D )and evaluate it. I became much happier with the evolved version of it, so I think that'll be the official one. Anyways, I did an ant-bot with queens selected through meritocracy. It's simply based upon the amount of kills a bot has:

-If you've killed nobody, find someone who has killed something and stick to them for dear life!

-If you have killed someone, sit there and get nudged about by your little friends.

-If you find someone who has killed the same amount of bots as you, fight to the death.

-If you've killed a bot, but someone else has killed more, sacrifice yourself to the true queen!

The worker bots will cluster around the queen and occasionally look away so that they can spot any threats that are way too close.

The best part is, they don't rely on coordinates, so there's a much higher chance that multiple hives will form.

So far, the only way they search for food is by nudging the hive around or just drifting around.

Let me know what you think, guys.


Edit: Also, give it less energy,  3000 should do the trick.

6
Mutations / Everlivus Influenzus Evolved (spork22) (Mutation)
« on: April 30, 2015, 04:28:41 PM »
Well,  a while back I found a veggie that was dominating my simulation, and I called it Everlivus Influenzus. Since then, I have made it better at reproducing through conditioning and evolving.  Now, before I explain anything more about this bot, I must say that if you put only one in, it will go into a dormant state and may never start reproducing (assuming the sun is on) If you put two within close range (aka the bot's eyesight or vision), they should start reproducing. I like EIE because it has a self-replicating virus that can confuse most curious bots, especially multibots. It was the original inspiration for the zombie virus bot. It made Caterpillar  a mess.  They also stop producing this virus if their energy is too low, as well as maintaining a certain size. If you were to turn off the sun, they would eventually become a cluster of evenly spaced, dormant bots, until you turn the sun back on.

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Bot Tavern / Help with Shooting Plants
« on: March 15, 2015, 02:17:06 PM »
I am trying to make/evolve a plant that can shoot to hunt. However, because they're plants, they become huge and their shots don't go very far. Can anyone list the shooting-related variables/identifiers that I should look for so that I can attempt to fix this?

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Mutations / Gerbal3(Spork22)(Evolved bots)
« on: February 18, 2015, 05:55:10 PM »
There is a bit of a history behind this bot. You see, in a bridge building program a while ago, you were given the ability to type in the name of the person who built it. I put in the ingenious name of "Gerbal Herbaflerbin" and since then it stuck. All jokes aside, this is a bot I  evolved from one of my carnivorous plants until it became powerful enough to feed on other plants. What's interesting is that it takes advantage of multiplying at a certain energy capacity in that the younger it is, the further it's shots go. On the downside, as a plant it attempts to be as big as possible, making  it very short range.

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Veggies / Show No Mercy (Veggie)(Spork22)
« on: February 07, 2015, 12:35:08 PM »
While evaluating ARCMR, I discovered a bot that acted like a strategic turret. It used ties to kill passing bots extremely quickly. So I saved it and played around with a few genes and I eventually got it to reproduce and eat well enough to be an actual self-preserving species. Yes, it is cannibalistic, but they don't actively hunt each other so it still works well. Yet another plant of horrible doom  :P

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F1 bots / ARCM's Revenge (F1) (Spork22)2-5-2015
« on: February 05, 2015, 07:38:46 PM »
ARCM or Alga Reactum Chloroplastus Manago, was a frankenstein bot I made a while ago. I felt sorry for the species, as it looked like it had huge potential for being dangerous if given the chance. So I combined it with the attack genes from Leechbot, and yet again, I created a fearsome plant monstrosity. The majority of mutated offspring produced by ARCMR seems to move through reproduction and immediate death of offspring rather than the traditional means of movement. I should note that to start it off you should place it in pairs  or near food.

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Mutations / Doom Comes In Eights(Evolved)
« on: January 26, 2015, 05:02:28 PM »
This evolved from what, I don't know, but I was running a simulation and I found an unstable and violent looking patch of bots. Then I found these little guys in the mix. Yes, they are a swarm bot, but it's how they set up their swarm that's interesting. When they reproduce, some of the offspring go clockwise and others go counterclockwise, creating a figure eight pattern that turned out to be very successful at hunting. I pitted Russian Babies Forever against it, and though it could kill only two, it eventually succumbed to the swarm. Only tiefeeders have been successful at feeding off of them, from what I've tested.

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DNA - General / Notorious Viruses
« on: January 24, 2015, 08:49:32 PM »
What is the most terrifying self-replicating virus you have ever seen in Darwinbots that will work today (preferably)? As in, you put it in,  and suddenly there's a possible extinction event under way? Basically, it's powerful enough to alter the ecosystem drastically and usually in a bad way?

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Leagues / Slime Mold
« on: January 24, 2015, 08:06:53 PM »
Is it possible to make a bot that periodically sends out a radial wave of info particles? And when it recieves these info particles, it turns and moves towards the source? Something like a slime mold, where the pulse increases when it finds food and stuff.

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Interesting behaviour bots / Biff Invasive
« on: January 11, 2015, 10:58:55 PM »
I ran Biff for a few minutes and it already became far more invasive.

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Interesting behaviour bots / Biff(Frankenstien Bot)(Spork22)
« on: January 10, 2015, 06:29:53 PM »
My first frankenstien bot created with the "All for One" gene. It turned out to be very effective.

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