Ant Colony Forage

A stripped-down forage sim with matched red, blue, and green colonies, food pheromones, hatching, and queen defense. Edit the brains to test how ants explore, find food, fight, and carry food back home.

Behavior: ants run the editable brain for searching and returning. Food pickup and return-home movement require commands; delivery and queen defense targeting are automatic.

Diagnostics

Selected TeamRed
Ants6
Carrying0
Food Delivered0
Food / 100 Ticks0.00
Queen HP100
Queen StatusDefended
Pickups0
Last Deliverynever
Move Success0%
Blocked Moves0
Idle Commands0
Food Here Marks0
Trail Cells0
Avg Trail Life0%
Hatched Ants0
Trails Laid / Renewed0
Trail Follows0
Trail Expired (Before Food Depleted)0
Attack Marks0
Combat Engagements0
Combat Triggers0
Combat Ants Joined0
Combat Damage0
RNG Coin Tosses0
RNG Coin Toss W / L0 / 0
Queen Damage Taken0
Queen Advances0
Queen Births0
Emergency Births0
Berserk Ants0
Ants Lost0

End Report

Waiting for battle end.

LLM Report

Red is treated as the LLM script by default.

Auto Actions

AUTO QUEEN STARTQueens start at random map positions at least 14 squares apart.
AUTO DELIVERFood is delivered automatically when a carrying ant is next to its own queen.
AUTO HATCHEvery 5 delivered food hatches one new ant near that team's queen.
AUTO QUEEN BIRTHEvery living queen births one same-team ant every 1000 ticks, regardless of food.
AUTO EMERGENCY BIRTHIf a living queen has zero ants, she immediately births two ants and drops to half HP. Below 20 HP, she drops to 1 HP.
AUTO QUEEN CENTER STEPEvery 10000 ticks, each living queen takes one step toward the center.
AUTO QUEEN DAMAGEAdjacent berserk enemy ants damage queens for 1 HP every tick. Queens do not damage ants.
AUTO THREAT MARKEnemy ants within 6 squares of a queen are marked for attack. The mark lasts 500 ticks and renews while they remain near a queen.
AUTO ATTACKAnts within 5 squares of a marked enemy automatically move to attack it.
AUTO BERSERKIf a queen has no friendly ants within 5 squares, enemy ants within 5 squares of that queen go berserk and attack it.

Brains

Brain ready.
# commentIgnored note line for explaining the brain.
RETURN HOMEFind a way one tile closer to that ant team's queen. While carrying food, this is ten times slower and automatically lays a FOOD TRAIL.
PICKUPPick up one food from the current tile.
LAY FOOD TRAILWhile carrying food, mark the current tile with FOOD TRAIL directions. The mark lasts 1000 ticks and renews when laid again.
FOLLOW FOOD TRAIL TO FOODFollow a FOOD TRAIL marker in its food direction.
FOLLOW FOOD TRAIL TO BASEFollow a FOOD TRAIL marker in its base direction. Successful carried-food deliveries over base trails improve that team's trail speed by 10%.
MOVE TO FOODMove toward that team's discovered FOOD HERE pheromone within three tiles.
EXPLOREWander through valid grid tiles while searching for food.
LOOPJump to the first active instruction.
SKIP TO XJump to visible editor line X. The target line must contain a command.
IF CARRYING THEN <command>Run a command only while the ant holds food.
IF FOOD HERE THEN <command>Run a command only when current tile has food.
IF FOOD TRAIL HERE THEN <command>Run a command only when current tile has that team's FOOD TRAIL.
IF FOOD IS NEAR THEN <command>Sense that team's discovered FOOD HERE pheromones within three tiles.

Simulation Stats

Grid0 x 0
Starting Ants / Team0
Food Sources0
Food / Source0
Starting Food0
Food / Hatched Ant0
Ant HP0
Each Queen HP0
Queen Start Spacing0
Combat Damage Rate0 ticks
Queen Damage Taken Rate0 ticks
Queen Advance Rate0 ticks
All Queen Center Step0 ticks
Queen Birth Rate0 ticks
Queen Defense Radius0
Food Sense Radius0
FOOD HERE Lifetime0 ticks
FOOD TRAIL Lifetime0 ticks
Base Return Slowdown0x
Trail Delivery Speed Gain0%
Tick Duration0 ms