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Some ideas for C3's jungle room   
BlueLeafeon

BlueLeafeon



  8/30/2016

Okay, the real topic of this should be "Some ideas for keeping creatures in C3's jungle room."

I like keeping my Hardman Norns there because they usually kill off the Grendels pretty quickly (I have YET to find a Grendel I like the visuals of...) but the unfortunate thing is that something within the room makes creatures sick at a consistent rate, and they end up dying before their time. I had several ideas to combat this issue. However...

My attempts to edit the Hardman genes to never become sick have proven fruitless. I must not be editing the right genes or something.

I've looked around, and have found a few agents which removes the ecology from several of C3's rooms, but sadly, not the grendel jungle one. I've tried using caos commands to kill things in the jungle room, but obviously, there's system checks that are replacing things.

My third idea was making a Toxic Norn with Hardman's aggressive nature towards Grendels, which is something I actually would like to see, but have no idea how to make it work. I can edit genetics but not enough to know precisely what edits were made to Hardmans to make them the way they are. (Although I've heard they're really just Grendels with some genes edited.) Obviously, breeding the two breeds together is catastrophic and tantamount to genetically splicing ettins and norns in C2.

So is anyone willing to help me achieve one of these goals. either by helping me to do it or doing it themselves? Please?

 
Papriko
Peppery One

Papriko



  8/30/2016

Well, actually the Hardmans should thrive in the Jungle. The thing that makes them sick is bacteria. Grendels, while not totally immune, are pretty resilient against bacterial infections.
So are the Hardman Norns which are indeed pretty much just wolves in a sheep's clothing.

I have no clue why they suddenly die off so quickly. Perhaps you got an especially nasty strain of bacteria that produces unusually powerful toxins? I currently do not know the limitations of the bacteria script off the top of my head, so I'm not entirely sure how likely this is.
If you world is docked with DS, I would recommend you to hoverdoc some of the dead creatures to see what kills them.

The problem most likely can be fixed by completely sterilizing the world, by removing the bacteria scripts via JECT command. The downside of this would be that your creatures would never develop any resistances to any kind of toxins. You had the problem of the kid that lives in a sterile bubble. Once you let them out, the smallest cold blows them out.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
BlueLeafeon

BlueLeafeon



  8/30/2016

I don't know what it is, honestly, but after a while, they'll start complaining about being ill. They'll have bacteria and toxins... I've checked them with Hoverdoc and killed off bacteria using it.

Only thing I can think of is that they might be catching/getting stung by bugs (every newborn norn seems to do this the moment they've hatched, lol) or eating fungi... Not sure how safe that fungi is, but the game seems to imply they're bad somehow.

 
Papriko
Peppery One

Papriko



  8/30/2016

I never had problems with the mushrooms. You said you only checked for bacteria, but what about the toxins? On the blue slide-out panel, it is the little button with the bottle symbol. That'd be more interesting.
Then we could see what exactly killed em.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
BlueLeafeon

BlueLeafeon



  8/30/2016

I usually find them loaded with fever toxins and 1 (or more) antigens.

I don't currently have any set up in my current files, so I just set up one for test.

Not even 3 minutes in, and one of the norns has antigen5, 100
EDIT: Killed bacteria, said norn died a few minutes later.

EDIT: Second norn has 3 bacteria, 100 fever toxin, 100 antigen 7.
Killed bacteria, said norn died a few minutes later as well.

 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  8/30/2016

I've never had any problems with the red fungi--if they're actually poisonous to any significant degree it's news to me. I use them as a staple food source for some of my Creatures and they never seem to suffer any ill effects. Or maybe I installed a patch for that and just don't remember...

This used to happen to me semi-frequently, though. I took out the bacteria from my game completely, and now I never have this problem. It is kind of an extreme solution... but C3 pretty much stacks the environmental deck against the player, so to me it feels justified.

If all this is about removing Grendels, though, remember that you can always remove the Grendel egg layer so that no more will hatch.



 
BlueLeafeon

BlueLeafeon



  8/30/2016

C3/DS isn't nearly as awful as C2 about environments being awful, at least. Nothing quite like going to cook dinner and finding out one of your norns tried to swim in the ocean, or found their way into that one glass sphere with the deathberries, or got stuck in the door to the volcano, or found the shee statue, OR got stuck wallbonking the volcano wall even though they're Cannies and shouldn't be doing so.

I know I can remove the Grendel egg layer, and I have in games where I put Toxic norns there. The unfortunate thing is that this usually kills the ettin egg layer too, but eh.

I can remove bacteria? I tried removing mosquitoes and got some errors when the game tried to spawn them. I wanted to get rid of that awful buzzing noise. >>

 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  8/30/2016

C2 definitely had hazards in spades, but it also had a decent amount of livable space. I feel like in C3/DS you get the opposite... only a couple areas are actually habitable and appeal to Creatures, so they tend to clump in big groups in a few locations, and any kind of sickness just spreads like wildfire. Kind of like what happens to humans in winter, I guess.

Probably the easiest way to prevent Grendels hatching is to use the Grendel Ettin Egg-Layer Control Agent, which allows you to turn either of the two egg layers off and on at will. It won't stop any existing eggs from hatching, but it will prevent the egg layer from creating any more. (And has the benefit of being easy to turn back on, if you change your mind later.)

The error you encountered with the mosquitoes probably happened because the jungle seed bank sensed their absence and tried to pop more mosquitoes out. That kind of thing happens with certain other agents too, but thankfully not bacteria.

The mosquitoes drive me crazy too--and DS uses the same buzzing noise for the stingers in the Norn Meso, so even in undocked worlds you still hear it all the time. Another way to shut them up is to replace the "fly_.wav" file in the Sounds folder (which is the buzzing sound they use) with a different sound that's less annoying. That way the mosquitoes will still be there and the seed bank won't cause errors, but you won't have to hear them.



 
Doringo
Lodestar

Doringo


 visit Doringo's website: Abacus & Ettinus
  8/31/2016

As from my exprience from dumping norns in the jungle, they typically get some antigen that breaks their organs, and once they get a strain that kills their heart, they're done for.
 
Missmysterics

Missmysterics



  8/31/2016

I honestly fumigate the jungle with the hoverdoc, bacteria don't seem to spawn quite so much after it first installs. I think it's a little excessive in there anyway.
I think they can possibly get antigen from mosquitoes, or knats, or at least something else, because I find creatures seem to get antigens in there without having bacteria attached.

BlueLeafeon wrote:

got stuck wallbonking the volcano wall even though they're Cannies and shouldn't be doing so.

Which is entirely the fault of how that part of the map is made, I think there's a fix for that but I don't recall who made it.

 
BlueLeafeon

BlueLeafeon



  8/31/2016

I wouldn't be surprised if it's from the bugs. The one thing every baby norn seems to do is grab hold of a bug or something, get stung, and then run around terrified for several minutes. lol

After going through the Hardman Norn's genetics and disabling all the antigen genes, I loaded up a new file and threw two of those norns with two default Hardmans. The defaults died but the others still live, so I guess that did the trick. Not sure if what I did is beneficial in the long run, however...

Yeah, I know it was a fault with the room and that there's a fix. There's fixes for most of the things I posted. (Ocean-diving specifically is fixed by bridges, as well as a fix for the door to the volcano) Only thing you couldn't really find a mod to change were the death berries.

Man, I love the more intelligent AI of C3, but I do miss C2's world. C2toDS just isn't the same. :(

 
Mad_Doodles

Mad_Doodles



  9/2/2016

BlueLeafeon wrote:
I know I can remove the Grendel egg layer, and I have in games where I put Toxic norns there. The unfortunate thing is that this usually kills the ettin egg layer too, but eh.



Have you tried the Grendel Ettin Egg-Layer Control Agent?

http://www.webpetz.com/creatures/lifece.php

It allows you to turn off one or the other, or both, without deleting either of them.


Doodler, painter, baker and ridiculous idea haver.
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  9/2/2016  1

Grab the minor fixes patch from Vampess - there was a bug that allowed the mosquitoes to multiply to plague proportions and this stops that from occurring.

You might like to transplant the Shee Ginseng, as it has medicinal properties.

I like the tall grass and crunchy beetles for atmosphere, but for supporting life, you can't go past Pirate Rob's fungi fix, the awkwood creeper (or kimbulplant) or the chilli peppers (or Laura's aubergines).


My TCR Norns
 
Aliena

Aliena



  9/13/2016

BlueLeafeon wrote:
I usually find them loaded with fever toxins and 1 (or more) antigens.

I don't currently have any set up in my current files, so I just set up one for test.

Not even 3 minutes in, and one of the norns has antigen5, 100
EDIT: Killed bacteria, said norn died a few minutes later.

EDIT: Second norn has 3 bacteria, 100 fever toxin, 100 antigen 7.
Killed bacteria, said norn died a few minutes later as well.



Export your norns, import them into a newly created world. Bacteria tends to stick to places norns touch a lot, like butons and elevators. I don't think ambiental bacteria can be killed with the sprays.

 


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