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Bypass Import Cloning   DS   Jessica | 4/6/2014  log in to like post  6

typeMisc
authorAmaikokonut
website[view]
When importing a Creature, normally a player is asked to clone and rename him or her. This was a function of the DS Warp so that the server would not get confused with tracking a certain moniker. This feature has been broken for ages, though, so Amaikokonut's .cos file removes this added step! Cloning will still happen if another copy of a Creature exists or has existed in a world, yet this should greatly cut down on the number of cloned imports.

Note: If clicking on the download link at Naturing::Nurturing just opens up a page, try right-clicking and saving the .cos file in the Bootstrap\010 Docking Staion folder.
 
 
Nutter | 4/7/2014  log in to like post

I will have a play with some non-run norns and see what turns up. I like re-importing back into the same world where possible because it makes it easier to track parentage, etc. Put a norn into a new world and it just says "?" for the parents.
 
Jessica | 4/7/2014  log in to like post

I haven't tested this out. Maybe you could try it out with some test Norns and report back? It seems that it still will happen, unless you create a brand new world to move the Creature to. But again, I'm not entirely sure.
 
Nutter | 4/7/2014  log in to like post

Does this stop cloning if a norn is transferred from one computer to another and back again manually? I ran into problems using a second computer for IQ testing the wolfling run babies, with the norns getting cloned on return to the run - it'd be great if the script stopped that...


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