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Broken Egg-like Replication #866

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Description

@Enitoni

There are actually two issues here, which I am choosing to group into one as they are related.

Expected behavior

When a creature that reproduces by constructing an egg-like cell tries to replicate, the result is a perfect copy (excluding mutations).

Actual behavior

  1. The egg will sometimes fail to finish, leaving an inactive creature (see screenshot 1)

  2. The last cell of a successfully replicated creature will sometimes be missing (see screenshot 2). In this example it prevents the creature from attacking (sensor cell is missing).

Screenshots

Image Image

Reproduction

https://jottacloud.com/s/401e0395bd062ae4f9fb13300248e61f82d

Details

Build from: b5c7186
GPU: RTX 5090
OS: Fedora Linux 44 (Workstation Edition) x86_64
Kernel: Linux 7.2.5-200.fc44.x86_64

I should note that in my actual long running simulation, the replication failing happens much more often. There might be several factors at play.

Activity

  1. chrxh commented on Oct 8, 2026

    @chrxh
    Owner

    Thanks for the report and the sims!

    Not really a bug, but an unlucky interplay of effects. When the force on a cell exceeds Maximum force (0.8), the cell loses all its connections with a 20% chance per time step.

    • Missing last cell: The last body cell is created right next to the egg without a connection to it. The egg pushes it away hard and in about one of five births it is torn off after the creature has already been activated.
    • Unfinished egg: The egg gets exactly the energy for one body. If it starts building while it still lies right next to its parent, the first cell can get squeezed against the parent and torn off. The egg then starts over and later lacks the energy for the last cell, which is the one that activates the body.

    Workaround: Increase Maximum force for all colors. In my test no creature lost its last cell anymore and it should prevent unfinished eggs as well.

  2. chrxh commented on Oct 8, 2026

    @chrxh
    Owner

    In my test, it seems that a value of 1.2 instead of 0.8 for max force is sufficient to prevent these two problems.

    btw: In the current state of develop branch, sensors can target multiple creatures. This makes it a bit easier for creatures to consume a carpet of algae like that.

    Image
  3. Enitoni commented on Oct 15, 2026

    @Enitoni
    Author

    Thanks! I've set the value to 1.2, but I am still seeing some failed replications appearing. It seems to be much less frequent though, so it might not matter in the end. But that is in my actual sim, not the repro.

    Edit: There is also a concern of having to increase the maximum force. One is that it sort of defeats the purpose of the setting, and the second is that it makes it hard to make it dangerous to carelessly bump into things, which selects for avoiding crashing into creatures and walls.

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