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Errors in the default C3/DS genome   
Grendel_Man
Sanely Insane

Grendel_Man
United States  
Manager


 visit Grendel_Man's website: The Realm
  2/24/2018  2

So recently I started up a new wolfling run, which in turn got me inspired to actually work on a new base genome. That, in turn, got me thinking about all the reasons why people say the base genome is "broken."

I figured it might be nice to have a place where all these little errors are listed, the reasons why they don't work, and possibly means of fixing them.

To start off with, there's two I'm in particular wondering about: excess of adipose tissue and lack of ability to build muscle tissue.

In the former's case, I'm guessing it's because hunger isn't balanced properly and thus creatures eat too much, leading to them generating lots of adipose tissue quicker than they use it. Am I correct on this, or is there another reason?

In the latter's case, I assumed it was because the emitter that's supposed to generate anabolic steroid wasn't functional and thus didn't work. This is true, but I did test out different functions with that emitter's properties (namely, that emitter is set to work based on how much muscle energy the creature is using, or in other words how much it move around), and apparently it DOES work...just not at the default values. I had to set the sample rate to go off every tick to actually get it to generate anything.

I know the 2017 genomes opted to tie Anabolic Steroid production into a new chemical (Activase), which is generated by stimuli genes. I'd rather go a different route, hence the above testing.


Note: The underscore in my username is supposed to be a space - it's "Grendel Man," not "Grendel_Man."
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Papriko
Peppery One

Papriko
Germany  


  2/24/2018  1

I sadly can not give many specifics, because my genetic engineering was more on the level of "heh, let's prod this thing now!", but according to what I heard from actually skilled people, half the digestive system is disfunctional.
Also, how about making toxins more realistic? Right now cyanide and ATP-decoupler are pretty much instant death sentences. You could make them potentially deadly, but survivable.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
xan

xan
United States  


  2/24/2018

I would love to see any flowcharts of the issues you find if you feel up to making them. I've been ambiently fascinated by C3DS genetics but much of the information about it is raw text which when discussing an interconnected system is hard for me to conceptualize in a working form on the fly.
 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  2/25/2018

Lactate persists. In addition, it's also a common mutation, because it is chemical #1 - so any 'none' chemical could theoretically, in two mutations, produce lactate.

My TCR Norns
 
Arnout

Arnout
Netherlands  


  2/26/2018

Papriko wrote:
I sadly can not give many specifics, because my genetic engineering was more on the level of "heh, let's prod this thing now!", but according to what I heard from actually skilled people, half the digestive system is disfunctional.
Also, how about making toxins more realistic? Right now cyanide and ATP-decoupler are pretty much instant death sentences. You could make them potentially deadly, but survivable.


I second that the immune system could use a rework of some sorts. Some diseases are so dangerous in their current form.
While producing the 2017 genomes, I actually tried to make ATP decoupler and cyanide more fair to Creatures. But changing the bars of the genes even slightly either makes Creatures completely unaffected by the 2 toxins, or will just kill Creatures instantly again. [ndoh]

 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  2/26/2018

Another error in the default genomes is that creatures don't need to eat to survive to breeding age.

My TCR Norns
 


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