Darwinbots Forum

General => Announcements => Topic started by: Botsareus on July 06, 2014, 02:38:55 PM

Title: Darwinbots 2.47.02
Post by: Botsareus on July 06, 2014, 02:38:55 PM
As always, list of changes:


Link to installer: here (http://ftp.darwinbots.com/Darwinbots-2-47-02-Setup.exe)

Direct link: here (http://ftp.darwinbots.com/Darwin2.47.02.exe)

enjoy  8)
Title: Re: Darwinbots 2.47.02
Post by: Panda on July 06, 2014, 02:46:39 PM
Just want to compliment you on how well you're doing with keeping this up to date!

How are the chloroplasts, by the way? I never really got around to using them, in the end. :(

EDIT: any zerobots sims got chloroplasts yet?
Title: Re: Darwinbots 2.47.02
Post by: Botsareus on July 06, 2014, 03:08:45 PM
Panda, you should total check this little dude out. I instructed the program not to let robots form there own chloroplasts but it still figured out how to get chloroplasts from plants! What is amazing, this is my first automatic zerobot evolution result. Who would of guessed?
Title: Re: Darwinbots 2.47.02
Post by: Panda on July 06, 2014, 03:12:48 PM
So, there's settings to prevent bots from creating chloroplasts? Interesting. It's interesting that they took chloroplasts anyway.
Title: Re: Darwinbots 2.47.02
Post by: Botsareus on July 06, 2014, 03:45:30 PM
Yea, had to put that in there as a forced kill. Robots with chloroplasts where evolving waaaay to often. Also, wanted it to be more interesting for the leagues.
Title: Re: Darwinbots 2.47.02
Post by: Panda on July 06, 2014, 04:03:02 PM
Is that because chloroplasts are too easy as a form of energy?
Title: Re: Darwinbots 2.47.02
Post by: Botsareus on July 06, 2014, 04:39:16 PM
Essentially yea. Especially for zerobots who mutate quickly. They can lose the ability to shoot or move but still get stable energy from the chloroplasts remaining in there system. Nothing wrong with that though imo.
Title: Re: Darwinbots 2.47.02
Post by: Panda on July 06, 2014, 04:50:17 PM
I wonder what can be done to punish that. Have you had any ideas for that?
Title: Re: Darwinbots 2.47.02
Post by: Botsareus on July 06, 2014, 07:27:13 PM
I kinda like it the way it is actually. If you do not want your zerobots gain chloroplasts naturally, disable them. I like the chloroplast mobing also. If a robot is mutating so madly that it needs to mob for chloroplasts then be it.
Title: Re: Darwinbots 2.47.02
Post by: Panda on July 06, 2014, 07:30:10 PM
Hmmmmmm, maybe, I would have thought it would have worked slightly better if it wasn't so advantageous for them. I'm just wondering whether it is generally giving them too much energy anyway, if this is the case.
Title: Re: Darwinbots 2.47.02
Post by: Botsareus on July 06, 2014, 07:33:58 PM
Nah, my delta on this is approx 620. As Carlo would have said "forget about it"
Title: Re: Darwinbots 2.47.02
Post by: Panda on July 06, 2014, 07:57:57 PM
XD Alrighty, then. I have too much IDE going around my head to be thinking about this anyway. :p
Title: Re: Darwinbots 2.47.02
Post by: Testlund on July 08, 2014, 09:38:01 AM
I instructed the program not to let robots form there own chloroplasts...

I like that, especially if offspring from reproducing alzeimer bots won't start with chloroplasts.

What exactly is "RGB Monitor"? I have it checked but I don't see anything.
Title: Re: Darwinbots 2.47.02
Post by: Botsareus on July 11, 2014, 03:46:13 PM
Really, it should not let you activated it until you configure it. It was an idea from Phinotpi. Essentially, when you configure it you will see boxes appear around the robots that indicate three of their memory locations in multicolor.

Testlund, did it prompt you for anything when you attempted to activate it?

If it did not it may be a bug. It may also be that you must start a simulation first. Let me know what is going on.
Title: Re: Darwinbots 2.47.02
Post by: Botsareus on July 11, 2014, 04:28:22 PM
Here is a sample of what RGB monitor is supposed to look like when configured correctly:
Title: Re: Darwinbots 2.47.02
Post by: Panda on July 11, 2014, 11:13:35 PM
Very interesting feature! I like it a lot, I've just never used it.
Title: Re: Darwinbots 2.47.02
Post by: spork22 on July 12, 2014, 11:11:13 AM
Does it have any uses other than looking kinda cool?
Title: Re: Darwinbots 2.47.02
Post by: Testlund on July 12, 2014, 11:57:27 AM
Here is a sample of what RGB monitor is supposed to look like when configured correctly:

Yes, it works if I enter some numbers like you show. Red squares.
Title: Re: Darwinbots 2.47.02
Post by: Testlund on July 12, 2014, 12:17:02 PM
It doesn't seem to work for all sysvars though. If I enter "7" which is ".shoot" in the square for red color there won't be any red squares for shooting bots.
Title: Re: Darwinbots 2.47.02
Post by: Panda on July 12, 2014, 01:10:08 PM
Spork, I suppose it'll allow you to debug your bot's behaviour without observing each individual one.
Title: Re: Darwinbots 2.47.02
Post by: spork22 on July 12, 2014, 03:31:49 PM
Oh. So you can change multiple bot's behaviors or see what they're doing?
Title: Re: Darwinbots 2.47.02
Post by: Botsareus on July 12, 2014, 05:50:29 PM
It allows you to see what they are doing. I think you may need to configure floor to like -8 and ceil to 0, although did not debug yet.
Title: Re: Darwinbots 2.47.02
Post by: Botsareus on July 12, 2014, 06:10:55 PM
Quote
Very interesting feature! I like it a lot, I've just never used it.

Well hopefully if we all follow some kind of revision philosophy. Darwinbots2 will be available for download until Darwinbots4 is released. Therefor, you will have plenty of time to use it.
Title: Re: Darwinbots 2.47.02
Post by: spork22 on July 13, 2014, 04:16:11 PM
I look forward to using the RGB monitor.  :)