Comments (3)
Ah, I was able to reproduce by running it for a while and manually turning up the mutation rate. Turns out 0% was actually more like 1%, allowing these mutations to happen occasionally. Coincidentally it has been fixed by #43, which is in the develop branch and will be pushed soon.
I've run the new code for ~10 minutes at full speed with add/remove cell set to 0, and no new cells are added or removed. Should be fixed.
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I am unable to reproduce this bug. If I set change cell to 100%, which forces the other two to 0%, it behaves as expected and no cells are added or removed. I believe you are probably having an issue with the ui, which automatically adjusts the values in a somewhat unintuitive way. This is a separate issue I plan to address.
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I did set Change Cell to 100%. I just repeated it like that two times each in Firefox, Microsoft Edge, and Pale Moon (freshly installed), making sure Simulation Controls were reset, and each time, after 1,800 ~ 10,000 ticks (mostly 5,000 ~ 6,000) and zooming and dragging, I found an organism with four cells instead of three (I selected it into the editor to make sure it wasn't two organisms overlapping).
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Related Issues (17)
- Organisms that are disconnected HOT 1
- Move range mutate to one.
- Cannot find module 'jquery' HOT 1
- Global mutation rate not restored from world save HOT 1
- Can't adjust the 3 mutation type probabilities independently. HOT 8
- Hotkeys HOT 3
- Easier way to remove starter organism HOT 5
- Slow down/crash after several hours HOT 11
- Infinite FPS
- Static food source? HOT 2
- Improve reset/close warning HOT 3
- Walls can not be taught to organisms with brains, only evolved HOT 1
- Food decay [enhancement]
- Reproductive overflow [enhancement]
- Firefox Simulation Speed issues HOT 4
- Forgot to read the read me ignore
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