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| C3 Genetics: Feedback loops? (Solved) | |
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Feddlefew
  
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4/30/2013 | |
I'm trying to make a gene (or set of genes) that will release a chemical (Medicine One in this case) in a creature's system only if that chemicals levels have fallen below a certain point
The goal is that creatures will have Medicine One normally present in low amounts throughout their entire lifespan*. If ATP Decoupler enters the creature's system, the toxin is broken down into more M1, and something unpleasant for the creature but not particularly dangerous. However, I also want the excess M1 to decay and leave their system within an hour or three. So I need a way for them to only produce M1 or a precursor** if it drops below a certain level.
I think I need to use an emitter gene in conjunction with a receptor gene, but the more genes involved in a system the more likely it is for a mutation to cripple it. And I'm not certain how to link the two. >_>;
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*unless their liver is destroyed, because that's where the genes for this reaction go.
** Eventually I might add a reaction which will add a small energy cost to maintaining this system. |
 Sanely Insane
RisenAngel
     Manager

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4/30/2013 | 2 |
There's two ways of going about this.
One is a reaction gene with a receptor gene modulator. The receptor gene would be tied to whatever chemical whose levels you want to set off the reaction, the organ would be set to "Current reaction," and the locus would be "reaction rate." You'd need to move the receptor gene so that it's under the reaction gene - if the receptor gene's anywhere else in the genome, it won't work/modulate the wrong reaction.
The other is the receptor/emitter combo you mentioned - the two genes can be tied together with the Organ "Creature," Tissue "Circulatory," and Locus "Floating recep-emit #." You might have seen this already in your dabblings with the stress system - how it works is that the receptor serves to detect the level of the chemical. When the level rises/falls below a certain point, the receptor fires and triggers the emitter gene that has the same number as it does.
Of the two, I've found the latter has a higher chance of success and is easier to implement (my last experiment with the former lead me to question if it even works at all...), but if you want to get really sophisticated the former's your best bet.
~ The Realm ~
Risen Angel's Creatures Blog
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Feddlefew
  
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4/30/2013 | |
Thanks!
The first method would reduce the total number of genes involved in the final system to three: The regulating receptor, the reaction gene that synthesizes Medicine One, and the modified Medicine One and ATP Dcp reaction. Less for me to have to fiddle with and less of a chance for catastrophic failure. |

Feddlefew
  
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4/30/2013 | |
Okay, new problem.
What input for the locus in Live GMS will set it to reaction rate? Actually, is there documentation for Live GMS somewhere?
Never mind, I found a list of values.
For the other settings I have organ (current reaction), Chemical (medicine one), threshold 30, nominal 0, gain 1, inverted and digital. Which, if I'm understanding things correctly, should only turn on the reaction it regulates when medicine one is between 0 and 30. |

Feddlefew
  
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5/1/2013 | |
Grendel man, I'm going to have to agree with you that the first method does not seem to work- the gene for the test group was always on.
So time to mess with floating emitters.... Any way to tell which ones are unused besides looking through all of the receptor genes? |

Feddlefew
  
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5/2/2013 | |
I can't seem to get the receptor emitter pair to work.
I've tied them both to creature circulatory locus 30, the recptor is set to
Chemical: Medicine One
Threshold: 30
Nominal: 3
Gain: 15
Inverted
and the emitter is set to
Chemical: Medicine One
Threshold: 1
Rate: 24
Gain: 15
But when I use the command line to remove some or all Medicine One from the creature's system, nothing happens. I also extended the half life of medicine one, so I'm pretty certain that it's not because it's decaying as fast as it's being pumped in. |
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