Darwinbots Forum

Code center => Suggestions => Topic started by: Botsareus on February 12, 2014, 12:52:15 PM

Title: Poll: loading robots (new sim) with chlroplasts
Post by: Botsareus on February 12, 2014, 12:52:15 PM
I know I brought this up before and the vote was pretty much "No metadata." But this is a little different. Let me know what you guys think. If this thing is a go we also solve the "Vegys spamming all over the place" problem pretty effectively.
Title: Re: Poll: loading robots (new sim) with chlroplasts
Post by: PhiNotPi on February 12, 2014, 03:02:09 PM
I agree that it should be possible for robots to spawn with some chloroplasts already in place.  My main motivation would be my viral-evolution sims.  In these sims, I have a host species whose only function is to contain the virus.   I've used 2.45.03B (which has no chloroplasts), so I don't have to worry about keeping the hosts alive. 

In general, I think this feature will make certain things simpler.  It allows me to give my robots free food, no questions asked.  Also, it allows veggies with no chloroplast genes to be functional, giving some limited backwards-compatibility.  Also, make sure that chloroplasts are given anytime a robot is spawned from nothing (like during repopulation events).

I think this feature should be off by default, because its main applications are somewhat special-case.
Title: Re: Poll: loading robots (new sim) with chlroplasts
Post by: Botsareus on February 12, 2014, 03:08:57 PM
So far I added for repopulating robots only, I will expend it later based on how the vote goes. It is completely optional with default value being zero.
Title: Re: Poll: loading robots (new sim) with chlroplasts
Post by: Testlund on February 12, 2014, 05:30:17 PM
I couldn't decide what to vote for here.

Personally I've found that the way it works right now is great when starting with zerobots and shepard bots. I prefer that bots must have a gene to produce chloroplasts, not automatically being given that from the start.
Title: Re: Poll: loading robots (new sim) with chlroplasts
Post by: Peter on February 12, 2014, 05:37:56 PM
Vegys spamming all over the place" problem pretty effectively.
You may have explained it to me before, but why isn't re spawning based on the amount of bots. Ignoring the chloroplasts for re spawning.
Title: Re: Poll: loading robots (new sim) with chlroplasts
Post by: Botsareus on February 13, 2014, 05:34:35 PM
The simple fact that if a robot evolves there own chloroplasts I want the system to force them to keep the feature.

Quote
Personally I've found that the way it works right now is great when starting with zerobots and shepard bots. I prefer that bots must have a gene to produce chloroplasts, not automatically being given that from the start.

Feature is completely optional, let me point out again. Sounds like I am going with option 2 as some people are totaly agents the idea.