Behavior Editor Implementation

Ive always had the vision of a node based system of sorts, with panels to help you move between different areas of behaviors. I imagine it would program members of your species, and later help you create mannerisms and other such things that help control your own cell too. And of course, since your rewiring how your species functions it would be obvious to have it cost MP.

I can imagine it having a very large impact on the CPA system. Say overtime you move your population from a herbivorous species to a carnivorous species, eventually the compound distribution and populations would fluctuate to keep up with a new predator on the scene. And a predation formula? I thought that was accounted for in the CPA system?

Im thinking atm we can start changing the AI so that it runs off of certain blocks of code? It might not work, but we haven’t even talked about this much to my knowledge so hey, a stab in the dark is still a stab.