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clohse
Mad Scientist

clohse


 visit clohse's website: Clohse's page at the CWiki
  11/29/2013

patch plant idea:
the tendril from the grendel jungle. (I've been transplanting it from the seeds, but it has a tendency to die out.)




CLohse's Norns at the Creatures Repository
 
Papriko
Peppery One

Papriko



  11/30/2013

The tendrils? Those tentacle-rank-thingies? They grow great in corridors. Once I had the half bridge full of those things.

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
kezune
Air Guitarist

kezune


 visit kezune's website: Designer Genes
  12/8/2013  2

A wolfling-centric autonamer.

I swear one existed and I've asked in help and searched everywhere I thought to on the internet and haven't been able to find it.

Basically, it's an autonamer that names creatures based on their species, gender and generation. So a female grendel who's generation 3 would be named

"GF003"

or something to that effect.


Went ahead and made it myself. Will share in the near future.

Another idea:

If it's possible, maybe make an agent that makes it so that creatures knowingly give bad advice or refuse to give advice to creatures that they don't like. I don't know how practical it is, but it is just an idea.


Updated Rehosting Policy[/title]
 
clohse
Mad Scientist

clohse


 visit clohse's website: Clohse's page at the CWiki
  12/14/2013  2

I know next to nothing about the genetics side of things, but I would love it if someone would update the Plant norn genome with all the CFE edits.

CLohse's Norns at the Creatures Repository
 
Missmysterics

Missmysterics



  12/18/2013

You know what we don't see much of in terms of metaroom themes? Fresh water.

I mean there's norngarden 4, and I guess there's the hydro nornterrarium add-on.

But these aren't exactly immediately available to everyone, norngarden 4 being a charity special and the hydro nornterrarium, well... needs the norn terrarium, and of course being an alteration of an existing environment it lacks visual cues for a fresh-water environment.

Desert metarooms are also a bit of a rarity,and Mea has a lovely background.

 
c1anddsaddict

c1anddsaddict



  1/1/2014

Since my attempts at making one failed, I would love to see an even better version of the Supernamer.

The replacement catalogue file I gave it expands the possibilities, but it too often forms names that are tedious to pronounce. I made a second version that changed the probability factor (so you're more likely to get Aka, as opposed to Axscha as a name), but even that didn't seem to go far enough. Perhaps a lite version is in order, using only sounds found in real world names (for people who don't want norns called Flugschoprudi)

I've also noticed that it tends to produce much longer names than the original, often giving them too many characters. This is a side effect of the variety. The original had particles around 3 letters long for the most part. Mine could be as long as 7 letters. I doubt you could fix this unless you dabbled with the cos file, perhaps by adding some length-check for the script to perform, or sacrificing variety.

Speaking of cos files, therein lies another issue. As is, names cannot end in consonants. With so many names in the real world ending that way, that is quite the oversight. The catalogue cannot rectify this without sacrificing pronouncability. A second category of particles has to be added, and then a chance of ending a name in one of them needs to be coded into the cos file. I may work on a name-endings list to cut out some of the work for anyone wanting to do this.


DS village

My TCR norns

STAY AWAY FROM THE MOLDY, DISEASED CHICKEN NUGGET STASH!!!

 
Papriko
Peppery One

Papriko



  1/2/2014

Perhaps this helps a little bit?

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
c1anddsaddict

c1anddsaddict



  1/6/2014

You know, that's not a bad idea. It'd certainly be a massive process ( exponentially, perhaps). I methodically got all of the possible articles (one can pronounce in English, plus a few pop culture references) given the original format. If I switch to using syllables, I think there are even more possible syllables. If it worked (no consequences I can't forsee)that would fix the problem with name endings, without going through the cos file. It might even make more of the names much less awkward looking. I think I'll do it. Thanks!

Edit: I won't be able to publish it until I have my laptop back, and I might see if anyone is willing to beta test first, especially in comparison to my first replacement.


DS village

My TCR norns

STAY AWAY FROM THE MOLDY, DISEASED CHICKEN NUGGET STASH!!!

 
Papriko
Peppery One

Papriko



  1/6/2014

The only thing I worry about a little bit is that it might give you some naughty words as names too :P
It'd pick random english syllables and... swearwords are made of syllables as well, just like any other word. Chances are low, but existing to get some... exotic names XD


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Feddlefew

Feddlefew



  1/7/2014

^The poor french seals...
 
Feddlefew

Feddlefew



  1/9/2014

Double post, but it's been a day, so...

I think there should be an agent that modifies mucho to make eggs from .gen files, and also a toggle which makes it spit eggs out in a different part of the meso instead of the heat pan.

 
kezune
Air Guitarist

kezune


 visit kezune's website: Designer Genes
  1/9/2014

Here's another one of mine.

I wasn't thinking an injectible agent or anything, more like overwrites.

I think it'd be fun to have a collection of .catalogue (?) files that change what language the creatures speak. For example, you could have a German one, a French one, a Russian one, Spanish, etc. It'd be fun to share creatures that speak different languages, too! KittyTikara sent me norns that spoke German once. :)


Updated Rehosting Policy[/title]
 
Papriko
Peppery One

Papriko



  1/9/2014  1

Not sure if this applies to the windows version as well, but on Linux I got a file called "language.cfg" which is in the main directory of the DS user files. Messing with that *should* change the game's language. Here is the german setup:
Language de
LanguageCLibrary deu

For other codes... IDK, guess we have to ask people with installs in different languages :P

When just editing that file does not help, try running REAF in the CAOS console.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
KittyTikara

KittyTikara


 visit KittyTikara's website: The Mobula Ray
  1/9/2014

I changed the language using a "Change Language" program I found in DS's start menu folder. I think it showed up when I installed the standalone DS? Anyway, here's the code for French (which is the only other option in the program besides German and Engligh):
Language fr
LanguageCLibrary fra


Also changing the code does change the whole language of the game, at least when I tried it out.


The Mobula Ray - My Creatures blog
 
Papriko
Peppery One

Papriko



  1/10/2014

You can look into the catalogue folder and check for files with similar yet not identical names, such as the the Brain.catalogue. Some of them have a few extra letters to make the game associate them with their language. DS only has german (de), english (no extra ending at all) and french (fr) for some files, but for some others it also includes the spanish (es), the italian (it) and the dutch (nl) files.
When changing the language of the game, it first tries to access the catalogue files with the according suffix. If that isn't found, it defaults to the one without suffixs (i.e. the english one). When that isn't found as well, it errors out.

When the game does not change the language completely, then simply because it does not have all required files.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
FlyingEttiNorn

FlyingEttiNorn



  2/15/2014

laura told me to put this here :)

considering my skill with the genetics editor, i probably can't make these breeds at the moment, but anyone is welcome to try [ngrin]!

party norns-
use chichi norn graphics. (maybe kunterbunt instead?)
age fast, always drunk, and sex drive goes down when slapped (or given punishment any other way).
don't get angry or crowded (anger converts to loneliness, crowdedness converts to sex drive).
when male norns kiss a female, their sex drive increases instead of decreasing.
when female norns get pregnant, they gain progesterone at an alarming rate, which then immediately goes back down after the egg is layed.
basically, they breed and give birth faster than rabbits.
you are guarenteed to have an infestation of them even if, at first, the only norns in the current world are a single pair of these guys.

bee ettins-
have custom graphics.
only live about as long as a banshee grendel.
similar to the albian ant norns, males die immediately after mating.
females get a boost of nutrients after laying eggs.
females are aggresive towards grendels and norns.
when a female slaps another creature, she gains a small amount of glycotoxin.
they consider the grendel home their home.
babies and children have no legs and are incredibly sensitive to heat and cold. they need to be brought food and toys by another creature or the hand.
adolescents and youths are in a cocoon. in this stage, all their drives stay in place, except sleepiness, which is always high. they are always sleeping in these stages.
when the adults emerge, the females will search for seeds. the males will go to mate and meet their demise.
females do a weird dance when they smell food (is this possible?)
maybe males can have trouble moving, and have to be given food by the females (this happens with real bees, really!)
don't need toys, they lose boredom when they eat
they would come with an agent that made other females come towards a dancing female when she found food (again, is this possible?)

pac-man ghost grendels-
use banshee grendel graphics.
they are colortrue.
live as long as a normal grendel.
designed to kill pac-man ettins.
when they are angry, they slap ettins.
they gain a lot of nutrition and reward (!) from slapping creatures.
they stay near the grendel home until youth, then they head for the ettin home and stay there, only going back to the grendel home to lay eggs.
when muco creates an egg, the baby can be cyan, magenta, orange, or red, like the ghosts in pac-man.
when they see ettins, they get crowded and angry. this encourages them to slap the ettins.
comes with two agents: a vendor that dispenses pellet-shaped fruits packed full of nutrition, and a power pill vendor.
power pills give lots of nutrients, like pellets, but also pump the creature that eats them (hopefully a pac-man ettin) full of medicine, crowdedness, and anger, turning them into grendel killing machines, at least for a while.

 
ylukyun
Patient Pirate

ylukyun

Manager



  2/16/2014

I like the Ghost Grendel idea!
 
kezune
Air Guitarist

kezune


 visit kezune's website: Designer Genes
  2/24/2014

A norn mother similar to the grendel and ettin mothers would be fantastically useful. DS eggonicer tries to do this but often crashes.

Updated Rehosting Policy[/title]
 
RisenAngel
Sanely Insane

RisenAngel

Manager


 visit RisenAngel's website: The Realm
  2/24/2014  3

Going off of the above, some way to monitor the norn, grendel, and ettin populations separately from one another. DS just counts all creatures, making mixed species worlds a little more difficult to balance population-wise.

~ The Realm ~
Risen Angel's Creatures Blog


 
FlyingEttiNorn

FlyingEttiNorn



  2/24/2014

if i had c2, i would program some cobs that would go on those shelves in the medicine kit... stuff like a potion that would fix stuck pregnancies, and a perfume that would encourage mating, and some food and stuff to help heal norns that are sick or almost drowned...
 
ylukyun
Patient Pirate

ylukyun

Manager



  2/27/2014

Pretty sure you can just stick COBs in the Applet Data\Aphrodisiacs folder and they will show up on the shelves.
 
Doringo
Lodestar

Doringo


 visit Doringo's website: Abacus & Ettinus
  3/2/2014  2

I had this amazing idea while listening to some pipeorgan music (no kidding). What about a haunted house metaroom? Now I know there's things like that out there, Airnarda has a ghastly castle and Tulu is pretty much a haunted house in itself.

So basically, the design would be all around being a place easy for norns to get lost, doors would close themselves and lock shut for a while, trapdoors would open and close at random intervals, most of the design would probably be around changing doorways.

For the doors, when they unlock they should just swing open, no need to clutter your norns completely with having to open and close doors before they can go through them.

Let's not forget ghosts, every haunted house needs those things.

If you wanted it to be a deadly haunted house rather than the usual spooky one, you could probably even put death-traps in it.

I don't mind sketching out what I'm thinking and posting it in the gallery if any of you want me to.

 
ylukyun
Patient Pirate

ylukyun

Manager



  3/2/2014

I'd love to see a sketch!
 
tamerman

tamerman



  3/7/2014

was suggested that i come here in case anyone here is interested in making it, so here's what i'm thinking.

some kind of desert-terrarium specific food, just a simple plant that spreads and grows naturally without the need for a vender, maybe no bigger then a cactus or something, preferably something that won't just take over the terrarium if it's not in use, but at the same time spreadable enough to not go extinct if creatures ARE eating them. Maybe something along the lines of a single stalk plant that grows three fruits on it at a time somewhere around ten times, then spreads two or three seed-fruits to grow while it dies, and like the cacti, they need rain while in seed form in order to grow properly?

in the end i have no idea about the growing mechanism itself, just something that can grow without a vender but doesn't take over the desert and ruin the whole "desert" look of the terrarium.

The food itself however, i very much like the idea of it being an "all in one" food, counting as both a seed and fruit, providing starch and protein so you could lock yourself into the desert terrarium and live off of it no problem. As such, if the food naturally had a chemical that helped reduce/negate the heavy metals and radiation of the volcano in it then that would be amazing. though not necessary, as I’m sure any norns or Eittins that lived in there would eventually evolve a resistance.

other then that, an altered gender bias COS that favoured females to males, or a COS that removes/increases the population slash egg limit would be nice, though i suppose i could always just dock my game for that.

Thinking about it, one that made the desert terrarium more desert-like and less mechanical would also be nice, though i don't know how that would work really.

 
Doringo
Lodestar

Doringo


 visit Doringo's website: Abacus & Ettinus
  3/7/2014

Bloodlust Grendels

Like orcs kinda.

 
c1anddsaddict

c1anddsaddict



  3/9/2014  1

Some new Gardenbox plants would be great. Not patch-plants, but big, decorative plants. I would use patch plants more, but few metarooms have a place where their growth looks reasonable (Strawberries growing out of glass?). Adding some garden-box decoration vegetation could make them look so much more natural. Plus, they could be used to decorate metarooms.

DS village

My TCR norns

STAY AWAY FROM THE MOLDY, DISEASED CHICKEN NUGGET STASH!!!

 
Papriko
Peppery One

Papriko



  3/15/2014  1

Goomba (patch or not) plants. Goombas are often described as mushroom-like creatures; their japanese name indicates relations to chestnuts. In both cases they seem to grow plant-like :P
They could be classified as fruit, seed or as critters. After slowly becoming ripe, they fall off and wander around, just as in the games. They'd be rather nutritious. When hit, they get mashed (as if mario jumped on them).

Maybe there even could be different sub-species, such as flying paragoombas, the red paragoombas which merely jump, grand goombas which give a bigger boost of nutrients, galoombas, which are not killable with hitting (great punching bags) and just turn upside-down for a while and... Well, there is a lot possible with that idea.

If any agent creator wants to realize it, just go ahead, I am not planning to do so myself. I just wanted to share this idea.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
evolnemesis
Code Monkey

evolnemesis



  3/23/2014  2

kezune wrote:

Another idea:

If it's possible, maybe make an agent that makes it so that creatures knowingly give bad advice or refuse to give advice to creatures that they don't like. I don't know how practical it is, but it is just an idea.



Creatures with my new set of genetic edits will actually answer creatures they don't like a lot less than ones they do. Basically, I took away all stimuli and instincts for just talking or hearing speech, and now the norns actually don't have any particular reason to pay attention to someone just because they talk other than the fact that they are making noise, unless they care about what is being said or the one speaking.

They form associations more based on the actual content of what is said, rather than just enjoying to hear any old random babble and associating the speech sound directly with drives instead. They also really only answer norns that they want to pay attention to... They do still talk, and can still associate good things with talking, like learning that expressing is a way to get help, or learning how to order other norns around, they just don't get any particular kick out of JUST talking (or complaining, for that matter). Speech is just a means for them, not the end itself like it is for most norns.

They still will answer norns they are actively retreating from, but other than that, they mostly ignore anyone they don't like (other than to occasionally say they don't like them if they cross paths), and if they do like someone they do seem to go out of their way to pay attention and answer them (they associate that creature with other good things, so hearing them speak is more likely to make them want to pay attention to them, which makes them answer).


My Idea:

A kind of grendel-friendly toy, that registers as a gadget to them so they instinctively want to hit it... I was thinking something like a norn doll or punching bag that they can beat on... When hit, the thing will give them the same stims as hitting a norn as well as hitting a gadget, and help them take out their boredom and aggression so they don't beat the crap out of each other so much... Since it's a gadget, it should emit gadget smell to make it easier for the grendels to find it, which means it also may attract and be stolen by ettins if they are in the world.., Can the grendels defend their precious favorite toy from these pesky little invaders? (besides the fact that an ettin stealing and trying to make off with a little beat-up norn plushy would be very cute...)


"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

 
ylukyun
Patient Pirate

ylukyun

Manager



  3/30/2014

A trapper-type plant that eats creature eggs if there are too many in the world. Like the ovicidal agent, it would eat older eggs first. Could have a life cycle including producing fruit and seeds.
 
Papriko
Peppery One

Papriko



  3/30/2014

What do people always have with those ovicidal agents? Just let them kisspop less or accept the eggs.
Or make a little genocide every once in a while...

Also, just killing eggs creates a ton of useless gene files that just lay around in your world folder, because they do not properly get unregistered and marked as free for deletion.
You first had to GENE KILL slot... not sure, 0 or 1.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
evolnemesis
Code Monkey

evolnemesis



  3/30/2014

Good to keep in mind, about the gene deletion... maybe one could make a breed of creature that can eat creature eggs. Make it a bit more realistic, and just have more ways to 'naturally' deal with population gradually... since real animals have to deal with egg predation too.

Maybe a breed of grendels that can eat them and has instincts to, you could do it either so they eat them when they find them, or that they only eat them when at home, so they steal them, bring them home, and then eat them. This way, the norns could even save their eggs, by fighting off the predator.


"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

 
Doringo
Lodestar

Doringo


 visit Doringo's website: Abacus & Ettinus
  4/3/2014

Heres an idea I came up with recently!

Higher tier gadgets. Basically a machine that allows you to "upgrade" your gadgets, but it takes quite a bit of bioenergy to install (Probably 1000 or something somewhat achievable) and requires bioenergy and an initial gadget to upgrade it into a better one.

For example the Medical scanner (The thing that starts off in the norn terrarium and displays a nearby creature's energy and makes a unique "bing!" noise if a toxin is detected) can become the Advanced Medical Scanner, which can display what toxins are detected in a compact screen that can be opened and closed by the hand.

The main idea on what the upgrades look like is usually either a modified version of the original sprite or something very similar to the original gadget's appearence.

 
NimhsLab

NimhsLab



  4/3/2014

All I want for Christmas is an advanced egg finder with the ability to place the egg finder's "eye" in a different metaroom.

[chirping and clicking] Clicks for a winter god! >
 
Doringo
Lodestar

Doringo


 visit Doringo's website: Abacus & Ettinus
  4/8/2014

Shee starship depths.
Almost 'nuff said.

It could be considered an expansion to the shee starship interior that allows you to go to a "second half" of the engineering. It could also probably be called the Shee engine room.

 
evolnemesis
Code Monkey

evolnemesis



  4/12/2014

Pheonix Norns.

I picture these norns as reddish-orange flame-colored with bright fiery hair, they would have their own sprites, and they age normally and live normally, but when they die, and their body disappears into dust, they form back into an egg, eventually to hatch anew and live again...

I was looking at involuntary actions, and what can be done with them, and what I was thinking, is that it would be quite possible to make the Pheonix Norns come with an agent that injects an updated death script into the world when their egg is injected, which checks to see if the dead creature is using their head slot, and if they are, perform a cloning into a new egg when their body disappears, behind the death animation (so when the mist clears the new egg is waiting there...) This way, they can even pass on their 'immortality' to some crossbreeds (and even the odd mutation or two) along with their fiery hair.

I think they also would probably have to be dialed way back on sex drive for obvious reasons, but it should still be possible with some encouragement to get them to breed. It's probably a good idea to restrict their 're-birth' so that it only works for ones that die of old age that have lived a while (So for them, rebirth will be just like a new growth stage after senility... if they die before they are ready to be reborn, or die from most bad mutations, they die forever...) I think it would also be interesting if their re-birthed form could mutate from the original as well.

EDIT: Hmm, looks like Grendel Man already made a Pheonix norn... it's different from this, but I like his concept a lot too, and his are probably a lot less likely to flood a world if you make a breeding population.


"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

 

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