Just heres the tutorial I some how ended up with when I first started darwinbots a few months back. And no its in english.
I have been reviewing that tutorial often as well as the ones on the website and they seem to be quite useful, although when I'm trying to script a tie-bot the "functions" (not sure what to call them) don't work for me. (more specifically feeding through the ties)
and un-related to tie-bot I can't get the function for doing something every # of cycles doesn't work for me.
No terrain types. Something we've been thinking about adding for newer versions but nothing's come of it yet. Darwinpond is nice but it inevitably turns in to a monoculture (all one species).
True, though that's actually the intent: develop something successful. The critters are set to only be herbivores, and as this is hardwired into the game you have no chance of creating perdators or omnivores. In later sim runs I have tried importing two or more different "species" that are already demonstrated to be successful and letting them compete; it's interesting to see what works and what doesn't.
Oh, and the other system I was thinkng of is called BugFest, and is available at necrobones.com. It's simple but cute; and it DOES have terrain types to a limited degree, carnivores, omnivores and herbivores, as well as "abnormals" that arise from random mutations - things like bugs that never reproduce but never die, for instance. You can set lifespans for each creature type, but you can't modify their "stats" - and yes, they are borrowed straight out of gaming, using Strength, Dex, Con, Int, Speed and Vision. This amuses me all by itself.
Hey look, I found the emoticons!
Cheers,
Heather
If you let the simulator run long enough mutations will be created that allow a species to cannibalize itself from them being too different.
additionally you can script your own species and not include ways for it to avoid eating it's own kind and even other species.