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various questions...   
Frick

Frick
United Kingdom  


  5/15/2014

Is there an agent for C3/DS that prevents inter-generational breeding? I don't really like my norns mating with their parents/children, and would prefer each generation to be distinct.

Also (this one's much more far out and probably impossible), do you think there's any chance of being able to create a tool that means norns get bored of certains toys/food and prioritise the ones they haven't used in a while? I know norns interpret all food and all toys indiscriminately, but seeing as each type has a seperate classifier, I thought there might be a slim chance of exploiting that somehow.

Also, does anyone want to try making me a magma norn that migrates from the norn terrarium to the desert terrarium on instinct? I've been experimenting with the instinct genes but haven't really had the chance to apply myself. I thought it might be fun to get a few prototypes from other people and test them out against eachother.

Lastly, is there a list somewhere of what all the numbers and shorthand in the genetics kit stand for? I'm sure I've found it numerous times but keep losing it between my creatures addiction phases.

That's all for now...I think. I've probably forgotten something.

 
Nutter
Senior Wrangler

Nutter



  5/16/2014

Frick! Long time no see! :D

I don't know about an agent to prevent cross-generational breeding, but I think there was a breed that did it genetically.

I also thought someone had done a magma breed that migrated to the desert... though that one shouldn't be too difficult to do.

The boring toys... I can't see how you'd do that unless you did a complete toy pack. If I have a grasp on how agents work (not a given!), I think it would be easier for the toy to remember (via a variable) when it had last been played with, and alter its stims accordingly.

 
Papriko
Peppery One

Papriko



  5/16/2014

Lemme go through it from top to bottom:

First of all, no, nothing which prevents this. Generations can be read out by agents (I mean, the creatures GUI displays it and it is an agent as well), hence the breed script could check for it too. It simply hasn't been done yet.
Also, the breed Nutter refers to are the CFE family creatures. They are CFE, as the name obviously suggests, but they will not breed with parents/children or siblings.

Wheee, creatures getting bored of certain objects... Now that's a challenge. Like many ideas, I have to say that it would be possible *in theory*, just involves a ton of work.
I could imagine that a script could store the last 5 or so agents of each type that the creature used last and manipulates the attention scripts accordingly. You could store that right in the creature itself, as NAME variables.
Yes, it could be done, but it would be a rather advanced idea I guess. You should see if you can poke some real pro-coder (maybe Amai if she's still around?) about it.

No idea about the magma norns. Could be that there's already such (a) breed(s). Can't think of any off the top of my head.

Which numbers do you mean?


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  5/16/2014

Some 'numbers' are available on the Breeders Beware website - are these they?

My TCR Norns
 
Frick

Frick



  5/16/2014

Thanks all for such smart and helpful replies, as always! By numbers I generally mean classifiers (found those now) but also there are other things in the genetics kit denoted by numbers which I don't know, (involuntary response 1,2,3,4, etc; smell 15,16,17,etc....) I basically just something explaining what these things mean.

I'll keep trying with the magma norns, but if anyone feels like giving it a try I could really use the help!

Where can I find these family norns? Are they CFE in the same way as the standard CFE pack that everyone has? (I forget who made them...)

Oh, one more thing...how do i make norns more sensitive to crowdedness but not so sensitive that they never mate? I dislike massive norn scrums but don't want them all to be lone wolves either.

 
KittyTikara

KittyTikara


 visit KittyTikara's website: The Mobula Ray
  5/16/2014

Prepare for a link storm! The involuntary responses are stimuli genes and here's a really good list of them. The smells are called ca's and here's more info on them. A list of what the different smells are can be found right here. The CFE family Norns can be found here and more info on Norns similar to them can be found here.

Instead of tweaking the Norns crowdedness, you might have some luck with Evol's edits here. It probably won't help to much with the massive groups, but it can't hurt to try. Also migrating Norns reminded me of yet another link, expect this one is to the Okapi Norns. I don't know if they work like the description says, but they might be worth looking at. I don't think they are CFE though.


The Mobula Ray - My Creatures blog
 
evolnemesis
Code Monkey

evolnemesis



  5/16/2014

To help with the clumping without making them antisocial, there are a few edits you can mess with:

You can lower the gain on their loneliness emitter so they don't feel lonely too fast after leaving other norns.

in the stimulus gene for 'i am traveling', make it reduce boredom a little more, and increase tiredness a little less, so walking around is more fun for them.

in the stimulus gene for 'i am approaching', you can make it reduce boredom a little less.. It already reduces loneliness, and this stimulus is emitted constantly as long as they are walking up to to another creature they are looking at, or even just sitting right next to them staring at them... walking is already somewhat interesting for them, so this stimulus really doesn't have to be extremely entertaining for them each time they get it.

In the stimulus gene for 'i have found company (reached smell 12)', have it increase boredom slightly instead of reducing it. They will still see meeting norns and approaching them as a positive action, since it reduces loneliness by a lot, and there are a whole bunch of fun actions they can do with the norns once they get there, but especially along with the previous edit, they won't feel as compelled to just sit there staring at each other forever.


"For small creatures such as we, the vastness is bearable only through love."
"We are a way for the cosmos to know itself." - Carl Sagan

 
Frick

Frick



  5/16/2014

wow, so many useful links! Thanks so much, they've made a big difference already.
 
Frick

Frick



  5/17/2014

Those are some really creative ideas, evolnemesis, thanks. I just tried lowering the crowdedness threshhold but even doing that a tiny bit made them run away from eachother madly and stop mating. These edits have been a success so far, so I'll keep them in mind :)
 


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