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Several C3 Genetics Questions   
BlueLeafeon

BlueLeafeon



  3/16/2016

I've been delving into C3 genetics a bit, exploring here, poking there, changing this and seeing how quickly the norn dies (or not, lol) But there's a few things I haven't been able to figure out.

Precisely what genes cause panic when a Norn starts to die of starvation, and can they effectively be turned off, to prevent this panic from happening? Is it in the stress system? I've noticed Hardman norns never panic during starvation, and they have those genes turned off. But I only really want to turn the genes for starvation off.

What genes control drowning? I have modified the "breathing in" gene to "Permanently active" instead of the usual air quality thing, and they still died. I disabled the drowning(invol) gene, and they still died.

 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  3/16/2016

I've never actually noticed that any of my Norns panic when starving, so not sure what to tell you there.

As far as drowning, what exactly are you trying to do? Do you want an aquatic Norn - that is, one that breathes water and drowns in air? Or do you want an amphibious Norn - one that functions in both air and water? Both can be done, but in different ways, and it's not as simple as disabling this or that gene. Most genetic work takes a few more steps than that. Fortunately they're not difficult usually, just very detailed in some cases.


Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage"

 
BlueLeafeon

BlueLeafeon



  3/16/2016

I see; so it's a little more complicated than it was in C2, huh? In C2 all you had to do was change Air Quality to Permanently Active, and bam--amphibious norns.

I want a Norn that can live in and out of water--I know there's a lot of nice aquatic breeds, but what I want is a non-drownable Bondi norn to eat fish and the like.

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  3/16/2016

Creatures don't panic when they starve though...? If you mean laying on the ground and groaning, that's involuntary action 6 which is controlled by glucose concentrations in their blood, just disable the "Falter" receptor.

Drowning is involuntary action 7 and is triggered by a lactate (or 63 in CFFs/TWBs) receptor in the lungs, though the death itself is from lack of oxygen shutting down respiration.

Are you sure your creatures are dying specifically from asphyxiation? Have you checked their water levels?

Edit: By the time I posted your 2 other replies appeared. Changing that gene should have worked.


Creator of the TWB/TCB genome base.

 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  3/16/2016

Really? Interesting. I would've thought it'd be a bit more than just making breath in an always on. Metabolic/chemical reaction issues and such. I work with amphibious creatures a lot but I've never taken a close look at that part of their genome, though.

EDIT: Well, FWIW, I just took a look at the Breathing in emitter on my Abyss Dragon genome, which is the same as that in the base Amphibious Draconian genome, and it's still set to air quality, chemical: air, and so on, so it looks to be fairly normal. Not sure what else may have been altered to make them amphibious but it does not seem to have been this gene except perhaps in gain/threshold/sample rate.

EDIT II: I found an -additional- emitter, though, which is set to the Air Quality locus and apparently emits arnica. o.O I have no idea what that's all about but it's interesting as heck.

EDIT III: Maybe this has something to do with it? Chemical reaction in the lung, water + air = oxygen, also labeled 'breathing in'. This might be a normal thing, I'd have to look at another genome, but I thought I'd mention it just in case since I'm going through it.


Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage"

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  3/16/2016

It's a big fat cheat that I never like to use because it's so unrealistic, but all it really does is allow creatures to produce the "Air" chemical wherever they are.

If we were being realistic, they should be extracting oxygen directly. It would require making a second emitter that functions similarly, but opposite to the standard "breathing in" one.

Edit: The Arnica emitter is to make an older version of the swimming agent work with that breed. As for the "breathing in" reaction, it uses water generated within the creatures own body, it has nothing to do with their environment.


Creator of the TWB/TCB genome base.

 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  3/16/2016

Really?? How odd. Why arnica and not an unknownase? Very curious. o.O

EDIT: Ah, I see how it was done with these guys. Underneath the normal 'Breathe in' emitter is one I overlooked because it has no caption, but when I checked it now, it's very similar to the normal emitter, only with 'invert signal'. Which is the way I know to make a purely aquatic creature. So apparently when these guys are out of water they use the first emitter and when in water the first one shuts off but the second one turns on.


Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage"

 
evolnemesis
Code Monkey

evolnemesis



  4/6/2016  1

Inverting the 'air' chemical emitters on the air quality locus as you describe is about the best way to have aquatic breathing really, it represents that they are able to breathe from a water environment and quite simply turns their lungs to gills... With a locus like that triggered, they will get 'air' while breathing underwater, but in that case, a volume of 'air' really represents a volume of water that has been properly breathed/passed through their gill/lung... This also means they will get a normal (for their species) functioning amount of oxygen in the process of breathing...

It might not be entirely realistic if you think of the 'air' chemical as actual air, but if you just think of it as just any medium the creature has breathed in and is able to get oxygen from using whatever it has, it makes sense... There's no other really good gene-accessible way besides that locus to tell if a creature is underwater anyway, it's the way the game engine uses after all, and just flipping that emitter avoids having to mess with all the systems of how creatures tell if they are suffocating based on air/oxygen levels, and with how oxygen is made and works in their bodies.


"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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