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Topics - spork22

Pages: 1 [2] 3
16
Mutations / Loopdaloops(spork22)
« on: January 08, 2015, 11:51:54 PM »
Loopdaloops are an evolved form of Lovebots, specifically a variant of Lovebot which I put a chloroplast gene into. So far, I don't think that the Loopdaloops are plants. They use the Lovebot's searching technique, a clockwise turn with four small intervals, to swarm in a circle-square fashion. Obviously, they swarm anything that crosses the swarm, eat it, and repeat the process until they can reproduce. Be prepared for them to multiply into a smal swarm of many Loopdaloops. Fortunately, the swarms they create are fairly localized so they aren't causing havoc everywhere. There are two variants, one that was exactly how it was when I discovered them, and one that I introduced from the first to evolve for a little bit. The most noticable thing about them is that they turn almost entirely in sync.

17
DNA - General / All For One
« on: January 07, 2015, 04:34:32 PM »
Has anyone ever made a bot in which it's entire population focuses only on a singular target? As in, the whole species attacking one target? I know Bubbles has a limited range, but I have never seen a bot that acts this way and I want to know if it could be possible.

18
Newbie / I really hate Trojans
« on: November 06, 2014, 11:26:31 PM »
I sadly cannot use my computer with ease due to a Trojan that is devouring my CPU. When I get it fixed, I will continue to download new versions of DB.

19
Bot Tavern / Tornado Swarm Bots
« on: October 19, 2014, 07:08:58 PM »
Is it possible to make a bot that feeds by moving in a synchronized rotating swarm with the other members of it's species? Kind of like a tornado? I'd imagine it would be somewhat like the Leechbot but instead of tie-feeding it uses shots and it attempts to align itself with the rest of the swarm.

20
F1 bots / Tier Divider Schoolans Planty2(F1)(Spork22)9-28-2014
« on: September 28, 2014, 07:49:56 PM »
This is a parasitic bot I constructed from separate genes. It ties to a host, gains energy, and then reproduces a lot. I'm not sure if it's a plant or an animal, as it's got chloroplasts. It's more of a fungus, if that's how it can be described.

Code: [Select]
cond
*.edge 0 =
start
40 40 angle .setaim store
30 *.vel sub .up store
stop

cond
start
.delgene *.edge mult inc
stop

cond
start
.fixpos *.fixed mult dec
9 inc
stop

cond
*.robage 0 =
start
50 1 rnd mult inc
stop

cond
*.nrg 300 >
*50 0 =
start
50 inc
stop

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

cond
*.refeye 0 =
start
.tie inc
stop

cond
*.numties 4 =
start
.fixpos inc
stop

cond
*50 0 !=
*.vel 20 <
*.numties 0 =
*.eye5 50 <
start
20 *.vel sub 2 div rnd .up store
stop

cond
*.eye2 *.eye8 !=
start
*.eye2 *.eye8 sub 2 div .aimsx store
stop

cond
*.eye4 *.eye6 !=
start
*.eye4 *.eye6 sub .aimsx store
stop

cond
*.refeye *.myeye =
start
314 rnd .aimsx store
stop

cond
*.nrg 10000 >
start
300 inc
stop

'/*****proper reproduction 1

cond
  *.nrg
  20000
  >
start
  50
  .repro
  store
  'if time to reproduce store it
  1
  972
  store
stop

cond
  '/after robot reproduces it reproduces more until energy less then 3000
  *972
  1
  =
start
  50
  .repro
  store
stop

'***** 2

cond
  *.nrg
  3000
  <
start
  0
  972
  store
stop

'FOLLOW THE MASS
cond
pain 0 =<
start
-10 *.eye9 sgn mult
-10 *.eye8 sgn mult add
-10 *.eye7 sgn mult add
-10 *.eye6 sgn mult add

10 *.eye4 sgn mult add
10 *.eye3 sgn mult add
10 *.eye2 sgn mult add
10 *.eye1 sgn mult add

*.aim add 1256 mod .setaim store

50 *.velup sub .up store
0 .fixpos store
stop


-

It could have also been this:

'FOLLOW THE MASS
cond
pain 0 =<
start
-10 *.eye9 sgn mult
-10 *.eye8 sgn mult add
-10 *.eye7 sgn mult add
-10 *.eye6 sgn mult add

10 *.eye4 sgn mult add
10 *.eye3 sgn mult add
10 *.eye2 sgn mult add
10 *.eye1 sgn mult add

*.aim add 1256 mod .setaim store

50 *.velup sub .up store
0 .fixpos store
stop

'MATCH SPEED
cond
*.eye5 0 >
start
50 *.velup sub .up store
*.refveldx .dx store
0 .fixpos store
stop


'MATCH DIRECTION
cond
*.eye5 0 >
*.refeye *.myeye =
start
*.refaim *.aim sub 2 div *.aim add .setaim store
stop

cond 'new gene from Botsareus and Panda
  *.chlr
  *.light
  <
start
160 .mkchlr store
stop


end

21
DNA - General / Crowd Control Virus
« on: July 25, 2014, 10:41:51 AM »
I have an idea for yet another "bio-weapon". It will be a virus that spreads normally. However, when a bot infected with this virus gets hit by the same virus again, it dies. This can start a chain reaction in dense colonies of robots. The infected bots will fire the virus at other infected bots, which will die. This could be used as a form of crowd control. This is only a suggestion, though. I just thought it was a neat idea.

22
Newbie / Worried About Memory
« on: July 14, 2014, 08:19:07 PM »
Is it possible to clear the mutation count or cycle count in a simulation? For some reason, the possibility of it using up too much memory always bugs me..

Also, does it autosave on it's own, or does it have to be activated for each simulation run?

23
Suggestions / Infected Counter
« on: July 14, 2014, 01:27:30 PM »
Perhaps there could be a graph that shows which species spreads a virus best? That is, how many times, when the bot fires a virus, does the virus infect another bot? This could be customizable to order it by multiple variables such as how many get infected or how many get infected in the smallest amount of time. This way, you could find out what species spreads the virus the quickest. Or you could have something like the Best Bot, but instead call it the Best Virus Spreader. But that might take up a lot of memory, recording how many times a virus infects or decays.. so.. I dunno. It's just an idea.

24
Suggestions / Weather
« on: July 12, 2014, 02:55:55 PM »
Perhaps there could be an option that when activated makes the sun turn on and off randomly in no predetermined order. Because of the random times of darkness, plants wouldn't get their energy as much. This would discourage zerobots to evolve chloroplasts, as they aren't a constant source of energy anymore.

25
Dead-End and Solved Suggestion Requests / New Bestiary Category
« on: July 08, 2014, 03:08:50 PM »
Since Shadowgod and I have been working on a "zombie plague" bot, I was thinking there could be a new category: Plague Bots. Plague bots are bots that don't rely on themselves to survive, but change bots around it to help it survive. Whether this is a zombie virus or a harmless virus or something else entirely, they all have to influence bots around it in some way instead of just eating things and reproducing.

26
Suggestions / Restriction Settings
« on: June 13, 2014, 10:50:05 AM »
There should be a world-specific and species-specific setting called "Restriction Options". This can be used to make restrictions to a specific species of bots or all the bots. For example, you could force multibots to evolve by adding a restriction that states that if a bot is not tied to another bot within 3 seconds, it dies. Or something along those lines.

27
Darwinbots3 / Prions
« on: June 12, 2014, 12:18:09 PM »
Perhaps Darwinbots 3 could also implement prions, a rogue protein that converts other proteins into more of itself. I don't know how that would work in DB3, though.

28
DNA - General / Radical Mutations
« on: June 08, 2014, 01:07:45 PM »
Without changing the settings, what is the most profound way a bot can influence another bot's DNA? Is it possible to make a bot that influences other bots so much that they become nearly unrecognizable? I know of viruses and venom, but is there other ways? And if not, what is the most influential virus gene or venom gene as of yet?

29
Multi-Bots / Medusa(MB)(Spork22)6-7-2014
« on: June 07, 2014, 11:53:28 AM »
Ok, this is basically the Jeffalish! with the Divider gene put into it. It has some cool results, such as forming snakes and other formations. I don't know if it qualifies as a multibot, though.

Here's the code:

Code: [Select]
'Jeffalish
'Floats around, uses tentacles to catch food
'Made by sammeh

cond
*971 0 =
*53 0 =
*.robage 1 >=
start
53 inc
971 inc
stop

start
50 *.multi mult .sharenrg store
.dnalen .memloc store
stop

cond
*971 0 !=
*53 0 =
*.robage 0 =
start
.tie inc
stop

cond
*971 0 !=
*53 0 =
*.robage 1 =
start
*.aim 628 add .setaim store
stop

cond
*971 0 !=
*53 0 =
*.robage 50 mod 25 =
*.nrg 300 >
*.numties 2 <
start
50 .repro store
.tie inc
stop

cond
*971 0 !=
*53 0 !=
*.numties 4 <
*.robage 50 mod 25 =
start
*.aim 314 add .setaim store
10 .repro store
stop

cond
*971 0 !=
*53 0 =
start
*.body -- -- .fdbody 50 *.body sub sgn 0 floor -- - mult store
stop

cond
*971 0 !=
*53 0 =
*.numties 2 >
start
*.tiepres .numtie store
.deltie inc
stop

cond
*971 0 !=
*53 0 !=
*.pleas 0 >
start
*.body -- -- .fdbody 2000 *.body sub sgn 0 floor -- - mult store
stop

cond
*971 0 !=
*53 0 !=
*.pleas 0 <=
*.numties 4 =
start
*.robage 100 mod .up store
*.robage 1221 mod .setaim store
stop

cond
*971 0 !=
*53 0 =
*.robage 100 >
*.numties 0 =
start
53 inc
stop

cond
*971 0 !=
*53 0 =
*.eye5 0 >
*.refeye *.myeye !=
*.memval *.dnalen !=
start
*.refxpos *.refypos angle .setaim store
-1 .shoot store
stop

'/*****proper reproduction 1

cond
  *.nrg
  20000
  >
start
  50
  .repro
  store
  'if time to reproduce store it
  1
  972
  store
stop

cond
  '/after robot reproduces it reproduces more until energy less then 3000
  *972
  1
  =
start
  50
  .repro
  store
stop

'***** 2

cond
  *.nrg
  3000
  <
start
  0
  972
  store
stop

30
Newbie / Ant-like bots
« on: June 07, 2014, 11:11:22 AM »
Can someone show me a few examples of bots that act like ants? With a queen and drones and workers and stuff?

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