The Config File

Below is an example settings.cfg file you will see populate when the program loads for the first time. You can tweak any of the variables in there to your liking, but note that any strange or unusual values might crash your app. Make sure to watch the Output Window to see what variables are changed as the program loads them and let us know if a crash happens for any particular settings.

settings.cfgThis file will be regenerated with default values if missing (regeneration is not necessary for the program to work)Modify any value in this file to change constants in Evagents.All changes will take effect after either a world reset, config reload, or app re-launch.
Any lines that the program can't recognize are silently ignored, and anything that is changed is reported by the program.Please note the sim only takes the last entry of a flag's value if there are duplicates. Also, can you find the hidden config flags?...
Remember to RIGHT-CLICK and select LOAD CONFIG, or relaunch the program after modification!!!
V= 0.060000 //Version number this file was created in. If different than program's, will ask user to exit, or it will overwrite.
NO_TIPS= 1 //if true (=1), prevents tips from being displayed. Default= 1 when writing a new configNO_DEMO= 1 //if true (=1), this will prevent demo mode from running at start. Default= 1 when writing a new configDISABLE_LAND_SPAWN= 1 //true-false flag for disabling agents from spawning on land. 0= land spawn allowed, 1= not allowed. Is GUI-controllable. This value is whatever was set in program when this file was savedMOONLIT= 1 //true-false flag for letting agents see other agents at night. 0= no eyesight, 1= see agents at half light. Is GUI-controllable and saved/loaded. This value is whatever was set in program when this file was savedMOONLIGHTMULT= 0.100000 //the amount of minimum light MOONLIT provides. If set to 1, daylight cycles are not processed at all and the world becomes bathed in eternal sunlight. 0.1 defaultDROUGHTS= 1 //true-false flag for if the drought/overgrowth mechanic is enabled. 0= constant normal growth, 1= variable. Is GUI-controllable and saved/loaded. This value is whatever was set in program when this file was savedDROUGHT_MIN= 0.600000 //minimum multiplier value of droughts, below which it gets pushed back toward 1.0DROUGHT_MAX= 1.500000 //maximum multiplier value of droughts (overgrowth), above which it gets pushed back toward 1.0MUTEVENTS= 1 //true-false flag for if the mutation event mechanic is enabled. 0= constant mutation rates, 1= variable. Is GUI-controllable and saved/loaded. This value is whatever was set in program when this file was savedMUTEVENT_MAX= 3 //integer max possible multiplier for mutation event mechanic. =1 effectively disables. =0 enables 50% chance of no live mutations epoch. Negative values increase this chance (-1 => 66%, -2 => 75%, etc), thereby decreasing the chance of any live mutation epochs at all. Useful if you want to increase base mutation rates.
MINFOOD= 2000 //Minimum number of food cells which must have food during simulation. 0= offINITFOODDENSITY= 0.800000 //initial density of full food cells. Is a decimal percentage of the world cells. Use 'INITFOOD= #' to set a number//INITFOOD= 0 //remove '//' from before the flag to enable, overrides INITFOODDENSITY, is a raw # of cells which must have food at initINITFRUITDENSITY= 0.400000 //initial density of full fruit cells. Is a decimal percentage of the world cells.//INITFRUIT= 0 //remove '//' from before the flag to enable, overrides INITFRUITDENSITY, is a raw # of cells which must have fruit at initINITMEATDENSITY= 0.001000 //initial density of full meat cells. Is a decimal percentage of the world cells. Use 'INITMEAT= #' to set a number//INITMEAT= 0 //remove '//' from before the flag to enable, overrides INITMEATDENSITY, is a raw # of cells which must have meat at initINITHAZARDDENSITY= 0.003000 //initial density of full hazard cells. Is a decimal percentage of the world cells.//INITHAZARD= 0 //remove '//' from before the flag to enable, overrides INITHAZARDDENSITY, is a raw # of cells which must have hazard at initAGENTS_MIN_NOTCLOSED= 50 //minimum number of agents. Random agents will get spawned in until this number is reached.AGENTS_MAX_SPAWN= 400 //if more agents than this number exist (live agents), random spawns no longer occurAGENTSPAWN_FREQ= 75 //how often does a random agent get spawned while below ENOUGHAGENTS? Higher values are less frequentAGENTS_MAX_NOOXYGEN= 2500 //number of agents at which the full HEALTHLOSS_NOOXYGEN is applied
REPORTS_PER_EPOCH= 200 //number of times to record data per epoch. 0 for offFRAMES_PER_EPOCH= 200000 //number of frames before epoch is incremented by 1FRAMES_PER_DAY= 4000 //number of frames it takes for the daylight cycle to go completely around the map
CONTINENTS= 2 //number of 'continents' generated on the land layer. Not guaranteed to be accurateOCEANPERCENT= 0.600000 //decimal ratio of terrain layer which will be ocean. ApproximatelyGRAVITYACCEL= 0.010000 //how fast an agent will 'fall' after jumping. 0= jump disabled, 0.1+ = super-gravityBUMP_PRESSURE= 0.100000 //the restoring force between two colliding agents. 0= no reaction (disables TOOCLOSE and all collisions). I'd avoid negative values if I were you...GRAB_PRESSURE= 0.100000 //the restoring force between and agent and its grab target. 0= no reaction (disables grab function), negative values push agents awaySOUNDPITCHRANGE= 0.100000 //range below hearhigh and above hearlow within which external sounds fade in. Would not recommend extreme values near or beyond [0,0.5]
BRAINSIZE= 160 //number boxes in every agent brain. Sim will NEVER make brains smaller than # Inputs + # Outputs. Saved per world, loaded worlds will override this value. You cannot change this value for worlds already in progress; use New World options or restart appWHEEL_SPEED= 0.600000 //fastest possible speed of agents. This effects so much of the sim I dont advise changing itMEANRADIUS= 10.000000 //"average" agent radius, range [0.2*this,2.2*this) (only applies to random agents, no limits on mutations). This effects SOOOO much stuff, and I would not recommend setting negative unless you like crashing programs.BOOSTSIZEMULT= 2.000000 //how much speed boost do agents get when boost is active?BOOSTEXAUSTMULT= 4.000000 //how much exhaustion from brain outputs is multiplied by when boost is active?BASEEXHAUSTION= -6.000000 //base value of exhaustion. When negative, is essentially the sum amount of output allowed before healthloss. Would not recommend >=0 valuesEXHAUSTION_MULT= 0.500000 //multiplier applied to outputsum + BASEEXHAUSTIONMEANRADIUS= 10.000000 //"average" agent radius, range [0.2*this,2.2*this) (only applies to random agents, no limits on mutations). This effects SOOOO much stuff, and I would not recommend setting negative unless you like crashing programs.MAXWASTEFREQ= 200 //max waste frequency allowed for agents. Agents can select [1,this]. Default= 200, 1= no agent control allowed, 0= program crashFOODTRANSFER= 0.100000 //how much health is transferred between two agents trading food per tick? =0 disables all generositySPIKESPEED= 0.010000 //how quickly can the spike be extended? Does not apply to retraction, which is instant
TENDERAGE= 10 //age (in 1/10ths) of agents where full meat, hazard, and collision damage is finally given. These multipliers are reduced via *age/TENDERAGE. 0= offMINMOMHEALTH= 0.250000 //minimum amount of health required for an agent to have a childMIN_INTAKE_HEALTH_RATIO= 0.500000 //minimum metabolism ratio of intake always sent to health. 0= no restrictions (agent metabolism has full control), 1= 100% health, no babies ever. default= 0.5REP_PER_BABY= 4.000000 //amount of food required to be consumed for an agent to reproduce, per babyOVERHEAL_REPFILL= 0 //true-false flag for letting agents redirect overfill health (>2) to repcounter. 1= conserves matter, 0= extra intake is destroyed, punishing overeating
MAXDEVIATION= 10.000000 //maximum difference in species ID a crossover reproducing agent will be willing to tolerateDEFAULT_MUTCHANCE= 0.110000 //the default chance of mutations occurring (note that various mutations modify this value up or down)DEFAULT_MUTSIZE= 0.015000 //the default magnitude of mutations (note that various mutations modify this value up or down)LIVE_MUTATE_CHANCE= 0.000100 //chance, per tick, that a given agent will be mutated alive. Not typically harmful. Can be increased by mutation events if enabled.
DIST= 400.000000 //how far the senses can detect other agents or cellsSPIKELENGTH= 30.000000 //full spike length. Should not be more than DIST. 0 disables interactionTOOCLOSE= 8.000000 //how much two agents can be overlapping before they take damage. 0 disables interactionFOOD_SHARING_DISTANCE= 60.000000 //how far away can food be shared between agents? Should not be more than DIST. 0 disables interactionSEXTING_DISTANCE= 60.000000 //how far away can two agents sexually reproduce? Should not be more than DIST. 0 disables interactionGRABBING_DISTANCE= 40.000000 //how far away can an agent grab another? Should not be more than DIST. 0 disables interaction
FRESHKILLTIME= 50 //number of ticks after a spike, collision, or bite that an agent will still drop full meatCORPSE_FRAMES= 400 //number of frames before dead agents are removed after meat= CORPSE_MEAT_MINCORPSE_MEAT_MIN= 0.250000 //minimum amount of meat on cell under dead agent before the agent starts counting down from CORPSE_FRAMES
MAXAGE= 10000 //Age at which the full HEALTHLOSS_AGING amount is applied to an agentHEALTHLOSS_AGING= 0.000100 //health lost at MAXAGE. Note that this damage is applied to all agents in proportion to their age.HEALTHLOSS_WHEELS= 0.000000 //How much health is lost for an agent driving at full speedHEALTHLOSS_BOOSTMULT= 2.000000 //how much boost costs (set to 1 to nullify boost cost; its a multiplier)HEALTHLOSS_BADTEMP= 0.004600 //how quickly health drains in non-preferred temperaturesHEALTHLOSS_BRAINUSE= 0.000000 //how much health is reduced for each box in the brain being activeHEALTHLOSS_SPIKE_EXT= 0.000000 //how much health an agent looses for extending spikeHEALTHLOSS_BADTERRAIN= 0.022000 //how much health is lost if in totally opposite environmentHEALTHLOSS_NOOXYGEN= 0.000200 //how much agents are penalized when total agents = AGENTS_MAX_NOOXYGENHEALTHLOSS_ASSEX= 0.250000 //multiplier for radius/MEANRADIUS penalty on mother for asexual reproduction
DAMAGE_FULLSPIKE= 4.000000 //health multiplier of spike injury. Note: it is effected by spike length and relative velocity of the agentsDAMAGE_COLLIDE= 3.000000 //how much health is lost upon collision. Note that =0 does not disable the event (see TOOCLOSE above)DAMAGE_JAWSNAP= 3.000000 //when jaws snap fully (0->1), this is the damage applied to agents in front
STOMACH_EFF= 0.200000 //the worst possible multiplier produced from having at least two stomach types at 1. =0.1 is harsh. =1 disables (always full efficiency)
FOODINTAKE= 0.010000 //how much plant food can feed an agent per tick?FOODDECAY= 0.000004 //how much does food decay per tick? (negative values make it grow everywhere instead)FOODGROWTH= 0.000003 //how much does food increase by on a cell with both plant and hazard? (fertilizer effect). =0 disablesFOODWASTE= 0.002300 //how much food disappears when an agent eats it?FOODADDFREQ= 250 //how often does a random cell get set to full food randomly? Lower values are more frequentFOODSPREAD= 0.000120 //probability of a plant cell being seeded to a nearby cell. 0.0002= VERY fast food growthFOODRANGE= 2 //distance that a single cell of food can seed. Units in cells.
FRUITINTAKE= 0.020000 //how much fruit can feed an agent per tick?FRUITDECAY= 0.000003 //how much fruit decays per tick? This is applied *2 if less than FRUITREQUIRE plant is in the cellFRUITWASTE= 0.002300 //how much fruit disappears when an agent eats it?FRUITADDFREQ= 4 //how often does a high-plant-food cell get set to full fruit? Higher values are less frequent (must have at least FRUITREQUIRE plant)FRUITREQUIRE= 0.100000 //minimum plant food on same cell required for fruit to persist or populate
MEATINTAKE= 0.100000 //how much meat can feed an agent per tick?MEATDECAY= 0.000020 //how much meat decays on a cell per tick? (negative values make it grow everywhere instead)MEATWASTE= 0.008000 //how much meat disappears when an agent eats it?MEATVALUE= 1.000000 //how much meat an agent's body is worth?
HAZARDFREQ= 30 //how often an instant hazard appears?HAZARDEVENT_MULT= 4.000000 //multiplier for agents standing in a cell with a hazard event ongoing. multipied after HAZARDDAMAGEHAZARDDECAY= 0.000002 //how much non-event hazard decays on a cell per tick? (negative values make it grow everywhere instead)HAZARDDEPOSIT= 0.000060 //how much hazard is placed by an agent per tick? (Ideally. Agents can control the frequency and amount that they deposit, but in sum it should equal this per tick)HAZARDPOWER= 0.500000 //power of the hazard layer value, applied before HAZARDDAMAGE. default= 0.5 (remember, hazard in range [0,1])HAZARDDAMAGE= 0.001000 //how much health an agent looses while on a filled hazard cell per tick? (note that 9/10 of this is max waste damage)
SUN_RED= 1.000000 //???SUN_GRE= 1.000000 //???SUN_BLU= 0.800000 //???