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Making new drives   
Lurhstaap

Lurhstaap
United States  

 visit Lurhstaap's website: Addicted To CAOS
  5/27/2017  1

Anyone here have experience with making new drives? What needs to be done in order to make it work properly? I don't want to do a slipshod job.

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

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  5/27/2017

Check out the curiosity norns on the creatures wiki (link in creatures caves footer, sorry, on my shoephone). They have a new drive.

My TCR Norns
 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  5/27/2017

Yes, I've downloaded them for reference, but I was hoping for more direct guidance since the genome didn't come with a .gno file :(

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

 
Geat_Masta

Geat_Masta



  5/27/2017

at it's most basic you need the following reactions:
in drive maintenance:
drive backup -> drive
in overwhelmsion organs:
drive -> drive backup

It used to work on a system of,
drive + drive decrease = reward
drive + drive increase = punishment

in some non- 1/1 ratio.

However I told inty to do this for her drives and it didn't work. b/c it isn't done that way anymore, the stimuli provide the reward, not the chemicals.

The other problem with the way i told inty to do it, is the receptors.

The way the drives work is that the chemical receptors store their value in the accumulator for the drive lobe neurons, which is inaccessible to you for a new drive. So all those drives need to be changed to affect var 0, state, and your new one added. And the SV rule for drive needs to be changed from:

store in state

to

stop

 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  5/27/2017

Poor GM... always solving my problems lately. XD Thanks man.

Yeah, they don't use the drive increase/decrease chemistry anymore. Not sure why that was changed.

I can't just expand Drive to allow for a new 'slot' for a new drive? That's what I figured would be required, but what you're suggesting changes the way the whole shebang works and I'm a little concerned about possible side effects (unless that's an equivalent function and I'm just too ignorant of coding to see that)

FWIW, what I'm wanting to do is to restore the NFP drive or something very similar. IMO, Boredom isn't really the same thing, and I could easily differentiate the two in terms of chemistry functions.

I feel like the Curiosity Norns brushed at this but then sort of missed the point... Curiosity is just another way of restating what Boredom does. They didn't give them an additional way to feel pleasure/positive sensation, which is my goal. Right now they have no "primary" pleasure/positivity drive. Reducing any drive 'feels good', but no drive is specifically and solely about the need to experience positivity as opposed to avoid negativity.

Basically, Boredom simply amounts to motivation. It's what keeps them active, keeps them moving to try things and want to do things that aren't merely eating, mating, and avoiding pain/wounds. But NFP is about selection. Out of all available experiences that can technically reduce Boredom, which are actually fun/enjoyable and which merely stimulating? (Falling off a cliff is certainly not boring, but it's also not "fun" in any sense.) Having a NFP drive would allow me to do a lot of work restructuring like, everything in the genome that pertains to Boredom and conscious reinforcement (as opposed to the neuron/dendrite training Reward). But once the huge work was done, they'd have a more sophisticated ability to assess any given activity or decision - does this decision merely stimulate me or does it also give me pleasure? In this scenario, Boredom would no longer have to pull double duty representing both enjoyment and stimulation/motivation.


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

 
Geat_Masta

Geat_Masta



  5/27/2017

What's the advantage of having boredom reduce from falling off a cliff? Norns can't even recognize cliffs, except in C2, so the brain can't learn anything from that.


 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  5/27/2017

XD It was just a random example of a real-life situation that qualifies as "not boring" but is definitely also not fun. I wasn't meaning to actually make that a thing for them.

EDIT: ALTHOUGH... It's too bad that they -don't- have that ability. It'd be really fun to use variants to create the following:

A "skydiver" variant that experiences both Boredom and NFP reduction from falling and would choose to jump off a lot if given access to an agent that allowed surviving the experience (parachute!)

A "normal" variant that experiences Boredom reduction and Fear increase at moderate rates.

A "height-phobic" variant that experiences Boredom reduction, NFP increase, and sharp Fear increase.


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

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  6/1/2017

Lurhstaap wrote:

I feel like the Curiosity Norns brushed at this but then sort of missed the point... Curiosity is just another way of restating what Boredom does. They didn't give them an additional way to feel pleasure/positive sensation, which is my goal. Right now they have no "primary" pleasure/positivity drive. Reducing any drive 'feels good', but no drive is specifically and solely about the need to experience positivity as opposed to avoid negativity.



To be fair, though, the curiosity norns weren't designed with hedonism as a goal. :)


My TCR Norns
 


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