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bobertneek

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2/21/2015 | |
I'm doing an extended artificial selection wolfing run, I have a timer connected to an egg finder and a plague bugle in the workshop, making all creatures pass or be spliced away. but my norns have gotten fairly disease resistant some of them can survive moderate doses of atp decoupler. I need something to kill creatures who linger to long in the workshop. I was hoping for something that releses a cloud with very low concentrations of poison that will kill after extended exposure.
any suggestions? or do I have to attempt to make my first agent? |
 Air Guitarist
kezune
    

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2/21/2015 | |
I haven't heard of anything like that, though it's a very interesting idea.
As for the actual effects of poison, the effectiveness will depend on the creature's genomes. Gradually acting poisons don't really work since the creatures' default immune systems don't really exist and can't build tolerances or weakness to poisons. Basically, if your norns can handle moderate doses of ATPD, they can probably take a full dose of it.
Your next best bet is to simply remove them via airlock (or piranha, or Grendel) or export them for use in other experiments.
Updated Rehosting Policy[/title] |

bobertneek

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2/21/2015 | |
Well I'm trying to automate my runs because I'm breeding very fast breeders so when I leave it on fast ticks I end up with a lot of eggs just being laid down there. (the eggs actually overflowed out of the room and down the hall today)
I found a radiation emitter this morning that releases heavy metals so im trying that with the bubonic bugle.
I added 2 toxic norns to the genepool about 50 generations ago and there genes seem to still be present.
Maybe I should find an agent that causes infertility and put it down in the workshop, so that only the ones who pass can breed. might help my egg problem. |
 Air Guitarist
kezune
    

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2/21/2015 | |
Good luck! Someone else here might know of an agent, but I don't. The Norn of Infertility sounds like it might just make all of your norns infertile, otherwise I'd recommend it.
Updated Rehosting Policy[/title] |

Malkin
     Manager

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2/21/2015 | |
The 'egg problem' is due to the egg limit. Creatures are allowed to lay enough eggs to completely replace the population, plus four extra. After that, breeding stops resulting in eggs. If you're working with a large population, it seems like they're breeding machines. If your population was 6, then you could only have 10 eggs maximum at any one time.
My TCR Norns |

bobertneek

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2/21/2015 | |
I have my pop limit at 100 and my breeding limit at 90
I don't want to cut down the number of eggs getting laid though. I just want to increase the populations mortality rate to put greater selective pressure on them.
The radiation emitter seems to have been a mistake. I accidently sterilized an entire generation. I guess there wasn't enough of the toxic norn genes left in there to deal with it. |

Malkin
     Manager

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2/21/2015 | |
Have you tried a seasonal migration world? If they constantly have to be on the move to find their food, then that might in itself act as a selection pressure.
My TCR Norns |

KittyTikara
    

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2/21/2015 | |
The agents here are fairly good at poisoning/scaring Creatures. I don't recommend the demon die though, they just kill everything. The seasonal migration world might help them, though I have had some populations survive through sheer numbers. If they can breed fast enough, the migration world won't help. You might try it out anyway, seasonal worlds are fun to watch.
The Mobula Ray - My Creatures blog |

bobertneek

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2/21/2015 | |
A seasonal migration world sounds interesting I might set one up for my next world.
Thank you very much Tikara some of those are killing norns in my workshop if they linger too long.
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