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Creatures 3 weather patch   C3   Arnout | 3/30/2018  log in to like post  6

typeMisc
authorArnout
updated8/13/2018
version1.3
This is an overhaul of the environmental system in Creatures 3. Originally, the game had some machinery to control the weather, but most of it (aside from some stuff in the Norn Terrarium) was entirely decorative. This patch adds light and heat emitters to all Creatures 3 terrariums, and allows you to see noticable changes in the climate when you use the environmental control system. Note that it takes some time for changes to appear. The Norn Terrarium still has the original 'Atmosphere Gizmo' that spawns clouds. All other rooms (even the aquarium) have rain cycles.
Make sure that you follow the installation instructions in the zip file, or else you might end up with multiple weather systems in your world or even twice as much weather.

Some plant life in C3 seems to use the water CA and nutrient CA from raindrops to grow. It seems that it is possible to grow plants on the beach with this patch. Also, reducing the amount of rainfall in the Norn Terrarium can cause the grass and the foxglove to die out. I think the Cacbana also uses water to make flowers.

Everything in this patch is also affected by the in-game seasons. For instance: Summers are warmer, and it rains more during fall. This goes for all metarooms, except for the Jungle. Because Jungles on earth are always warm and dank too.

Now, if only the baseline Creatures in C3DS could sense heat and light and use it for something..

Any feedback to this patch is welcome! Just comment below or send me a message.
 
 
Arnout | 8/13/2018  log in to like post

The instructions, as well as the catalogue file, are now back in the zip file. Thanks again!
 
Arnout | 8/13/2018  log in to like post

Thanks for the heads up. I'm looking for the instructions right now.

If one wanted to add the CA emitters to different metarooms, knowledge of CAOS would be required for now. I can't think of an alternative at the moment. :)
 
Malkin | 8/12/2018  log in to like post  1

If a person wanted to make the CA emitters in a new metaroom controllable/compatible with the weather patch, how would they do that? Also the instructions went AWOL again!
 
Arnout | 8/11/2018  log in to like post  1

I've added extra heat emitters for water, heat can now also travel underwater. There's a patch for the carrots in there too (patch 1.3).
 
Dragoler | 8/11/2018  log in to like post  1

It is this, the problem is that C3 carrots don't have a population limit built into them. This was discovered and fixed on the Discord but the new .cos file hasn't been released yet.
 
Arnout | 8/11/2018  log in to like post

The amount of carrots in my worlds becomes insane after a few hours of playing, and I never found out why. Could have something to do with this, then!
 
Malkin | 8/10/2018  log in to like post  1

Does this support the C3 carrots? It's never really warm enough for them...
 
Dragoler | 7/14/2018  log in to like post

Have you considered combining the fix for heat transferring through water and underwater heat emitters into something like this?
 
Arnout | 7/4/2018  log in to like post

I'll be on it soon. :)

Edit: It seems that the main room type in the bridge is just very bad at holding heat. Even after quadrupling the amount of emitted heat I barely noticed any differences in the heat CA.

Reducing the amount of heat/light in the learning room by 10 times did seem to have a small effect, however. So I'm releasing a new patch soon with this and the increased light/heat in the bridge (though the latter seems to be a very minuscule difference).

Done! (1.2)
 
Dragoler | 7/4/2018  log in to like post  1

The learning room is composed of mostly one big single room so that's probably why. I still think the bridge and engineering corridors could be raised a bit higher, to at least .1? As they stand they hover more around .005 up to around .02 at the highest, with the exception of the corridor between the terrariums which is a pretty reasonable temperature.

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