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 toxic biohazard
Freylaverse
   Moderator
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12/24/2016 | |
Hey, I was just curious... Anybody know which genes cause Ettin hoarding behavior? It just seems like such a strange thing for them to do. I found instincts for "Get gadgets if bored" and "Drop gadgets if tired" and a bunch of "Go home if x" genes, but I can't imagine that those are all that causes such consistent behavior...
Science is a beautiful gift to humanity; We should not distort it. |
 Sanely Insane
RisenAngel
     Manager

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12/24/2016 | 1 |
It's a combination of instincts, stimuli, increased drive sensitivity, and a script.
The instincts are what you've already looked at, particularly the "Get Gadgets if Bored" gene. This is coupled with the fact that Ettins are more sensitive to drives than Norns are (Grendels are as well, but this is about Ettins), so they're more likely to feel bored.
Then there's a stimuli gene, "Get Gadget." When ettins pick up a gadget, this gene drastically decreases their boredom while (silently) drastically increases their homesickness. More likely than not, the ettin will then start making their way back to the Desert Terrarium.
Finally, there's a script called the "ettin muscle paralyzer." This creates a bunch of invisible agents around the ettin home that basically forces the ettin to drop any gadgets they're carrying as they walk by there.
There's also a brain lobe, "Ettin gadget stash visual inhibitor." This is activated by the presence of a chemical called Ettin nitrate (which Ettins naturally have by default) and keeps ettins from seeing gadgets near the Ettin home (thus keeping them from just picking up gadgets they've already hoarded). This brain lobe is present in all default creatures, but without Ettin nitrate it doesn't work.
As you can see, it's a lot of stuff.
~ The Realm ~
Risen Angel's Creatures Blog
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 toxic biohazard
Freylaverse
   Moderator
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12/24/2016 | |
Woah... That's really cool. Had no idea about the script or the visual inhibitor. Thanks!
Science is a beautiful gift to humanity; We should not distort it. |
 Peppery One
Papriko
    
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12/24/2016 | |
Just out of curiosity... Could you make an agent that acts as an anti-theft force field if you made it double as ettin home as well as injecting copious amounts of ettin nitrate into everybody around?
Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis... |
 Prodigal Sock
Ghosthande
    

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1/7/2017 | |
If I remember correctly, the Ettin Home that affects them isn't the "Ettin Home" object type, but instead some hard-coded scripting that is attached to the "Ettin Home" room type. So you'd have to set the agent to change the type of the room it's in when it's turned on (and hopefully change it back afterward if you turn it off). I played with this a bit back when I was making that Desert Nursery patch for the Dustdevils, since I was changing the room type in the pond area and wanted to make sure I wouldn't be messing anything up.
Unless I'm forgetting something, I would expect that just changing the room type ought to be enough to make Ettins drop what they're carrying.
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