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61
Newbie / Re: Hello?
« Last post by hdggDalton on December 04, 2021, 08:40:38 PM »
man, you're right, i've been too impatient and doing my sims with tiny populations (50-100) and small maps, mostly because it's faster that way. I mean, if I have tons of time, I suppose it's worth having more bots, more plants, bigger population, bigger everything in exchange for slower progress. thanks for replying!

edit: yooo i got a super cool behavior where the bots make flocks and move like amoeba
https://www.youtube.com/watch?v=VJO9eMp81QQ

Code: [Select]
'#generation: 5
'#mutations: 4

 cond
 *.eye5 0 >
 *.refeye .mkchlr store
 start
 *.refveldx .dx store
 *.refvelup 30 add .up store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  17  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  2 Begins at position  18  '''''''''''''''''''''''
 cond
 *.eye5 50 >
 *.refeye *.myeye !=
 start
 -1 .shoot store
 *.refvelup 1 *.robage stop
''''''''''''''''''''''''  Gene:  2 Ends at position  32  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  3 Begins at position  33  '''''''''''''''''''''''
 cond
 *.eye5 0 =
 *.refeye *.myeye =
 or
 start
 346 rnd .aimright store
 stop
''''''''''''''''''''''''  Gene:  3 Ends at position  46  '''''''''''''''''''''''

''''''''''''''''''''''''  Gene:  4 Begins at position  47  '''''''''''''''''''''''
 cond
 *.nrg 20000 >
 start
 10 .repro store
 stop
''''''''''''''''''''''''  Gene:  4 Ends at position  55  '''''''''''''''''''''''
62
Newbie / Re: Hello?
« Last post by Numsgil on December 03, 2021, 02:39:38 PM »
Welcome!

That's a common end scenario myself and others have encountered.  In theory you could avoid a mass extinction by having a very large playfield and population count.  Then there'd be some population left to repopulate after an evolutionary event that left a large die-off.  I think it's also due in part to how simple the environments are compared to real environments: there are only really two niches (plant and animal) so without the diversity of species you have some unstable setups.

Your best bet is probably to save snapshots periodically and when you hit a dead end start up a new simulation with some selected genetic strains from the last good snapshot.
63
The Starting Gate / Algae that shoots back randomly for evolution sims
« Last post by hdggDalton on November 26, 2021, 07:07:43 PM »
Looks like this is the place where i put my bots. Well, here's an algae that just shoots randomly whenever it gets shot at. I wanted to make a plant that was more challenging than alga minimalis because all you had to do was stand there and shoot it, so my evolution sims became boring and devolved into cannibalism and 32000 shell bots. Originally i came up with one that shot back perfectly, but it killed all of the animal minimalis before they could evolve anything cool :( so i just made it shoot randomly to make it kinda dangerous, in the way that a dull, rusted butter knife is kinda dangerous

Code: [Select]
' Algae that shoots back randomly
' Literally just alga_minimalis_choloroplastus but without the slime since that's a huge waste of time
' and that shoots randomly when being shot at. It's pretty simple, I use this for evolution
' sims since alga_minimalis is literally challengeless, but anything resembling a competent defense
' with shells or venom or poison kills poor animal_minimalis outright before it evolves anything cool :(
' This should make hunting kinda dangerous but not lethally deadly

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

cond ' have BABIES :DDD
  *.nrg 6000 >
start
  50 .repro store
  15 .aimdx store
stop

cond 'shoot randomly when being shot at
  *.shflav 0 <
start
  -1 .shoot store
  1256 rnd .aimdx store
stop
64
Newbie / Hello?
« Last post by hdggDalton on November 26, 2021, 01:54:01 AM »
I found Darwinbots a few years ago, loved running it in the background while doing other stuff and seeing what monstrosities come out at the end. But sometimes I would return to evolution-halting disappointments. Most of them were straight up mass extinctions and the screen would be filled with horribly mutated plants. But there was also this one weird case where my bots evolved chloroplasts and died slow deaths from wasting all their energy trying to move, but not before killing all of my bots that could still move around  :( I only now noticed there's a forum for it. Is there anyone here? i'd like to share some pictures of my bots going crazy and splitting into a million tiny pieces
65
Newbie / Re: How did you find DarwinBots?
« Last post by ChristopherTarana on July 26, 2020, 07:19:27 PM »
I was looking for DNA for GenePool 6! Then I followed the link on the forum! :)
In someways, DB is more difficult than Darwin Pond!

Thanks, Guys

Christopher Tarana

66
Newbie / Re: Death Rates?
« Last post by Numsgil on July 26, 2020, 07:11:42 PM »
What version are you using?  Can you post the save here?  There might be something off with the loading code.
67
Newbie / Death Rates?
« Last post by ChristopherTarana on July 26, 2020, 07:10:16 PM »
How do you keep your population from dropping from 500 to 0? I'm not sure about how the Pond-Mode works?
I loaded up a saved game and was warned the Robots were using Bouyancy Mode! After switching to Pond mode is when I saw the population drop!

Thanks, Guys!

Christopher Tarana
68
Darwinbots Program Source Code / Re: Source code license
« Last post by EnderCrypt on July 07, 2020, 05:34:20 PM »
hmm, just tried it and it works untill i press [start new] to start a simulation, i get a small popup saying

Quote
Darwinbots <2>

Run-Time error '6':

Overflow

terminal shows

00ec:err:clipboard:convert_selection Timed out waiting for SelectionNotify event
00e0:fixme:richedit:IRichEditOle_fnInPlaceDeactivate stub 022FEDA0

this is darwibots 2.48.32
wine version 5.9
Manjaro linux 20.0.3
69
Darwinbots Program Source Code / Re: Source code license
« Last post by Numsgil on June 24, 2020, 12:01:37 PM »
Note I think it'll run under wine, though I haven't tested it myself.
70
Darwinbots Program Source Code / Re: Source code license
« Last post by EnderCrypt on June 23, 2020, 06:05:11 PM »
oh i see, thank you

wops yeah, i forgot to check the install dir as im currently on linux and thus dont have it installed
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