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Dealing with a lot of eggs in C3/DS | |
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Leporidae
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5/14/2013 | |
A crucial component of the world idea I've been fiddling with for the past few months has to do with eggs. Lots and lots of eggs. And only some of these eggs can hatch in certain periods, so I need to be able to store said eggs.
Normally, I would just dump the eggs in a pool of water. But, the problem with that my creatures would bug out and go into endless loops of fruitless, non-stop kisspopping if I used that method! Worlds that were not testing the world idea, and were using the same agents, were unaffected by this bug.
The second method I tried is to use the Eggernator to store eggs inside of 1st gen creatures (For the rest of this post, I'll refer to creatures hatched for this purpose as Paragons). What I did was put the extra eggs inside of them, exported them, and then imported them whenever I needed to store more eggs or I needed eggs from them.
The problem with that, is that the creatures died frequently when I did this, presumably because I never gave them a chance to take care of their needs.
So I gave them an enclosed metaroom of their own to play in. But then sometimes, they would unexpectedly die, and then I'd lose the eggs they were storing!
The last idea I tried was to keep the Paragons in the world, but keep them frozen in their own individual Eggernators. It worked great, except Eggernators take A LOT of space. I ran out of room in non-livable areas to store them in, so I started storing them in the main metarooms. Not ideal.
And now I'm all out of ideas. How do you guys store your excess eggs? Do you have any ideas I could try out? |
Sanely Insane
RisenAngel
Manager
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5/14/2013 | |
Have you considered using an Ovicidal Machine? It's a setup of gadgets that's designed to constantly recycle old eggs. It will put a stop to the endless, fruitless kisspopping (as that's what happens when the egg limit is hit - it's not a bug, it's a feature, albeit a poorly implemented one). However, it does involve destroying eggs - if you want to keep all eggs, then I don't know what to suggest.
If you think the Ovicidal Machine's what you need, then Minisauron goes over how to make one in the readme to his Arimeides GoMs (download the "Arimeides Manifesto" ). I show an alternative setup here, and kezune provides one of her own here.
~ The Realm ~
Risen Angel's Creatures Blog
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Air Guitarist
kezune
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5/15/2013 | |
Along with Grendel_Man's Ovicidal Machine (I really love these) method you could try using the DS Eggonicer agent. I haven't done extensive testing with this agent and don't know if it'll allow you to surpass the egg limit but it could help in any case.
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Patient Pirate
ylukyun
Manager
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5/15/2013 | |
Thirding the Ovicidal Machine.
If genetic engineering is an option, you could have a go at extending the pregnancies and the time they take to go down. The 1 minute pregnancies are a bit ridiculous and contribute a lot to the egg overpopulation. |
Wee Scrivener
Trell
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5/15/2013 | |
I let them breed as they please for a few hours. I collect the eggs and put them in my inventory, then I separate the fertile male and female populations using selective force fields. Any under breeding age is allowed to mix freely with others, but once they mature, they too get separated.
I am then free to use the stored eggs as I please. Once those are all gone, I allow the fertile males and females to freely mix once again.
This tactic allows the creatures to develop friendships in their early years, but keeps the fertile ones separated until "breeding season". That way, I have a bit more control over the resulting eggs.
Trell
"Holy crap in a casket!" |
Malkin
Manager
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5/15/2013 | 1 |
ylukyun wrote: If genetic engineering is an option, you could have a go at extending the pregnancies and the time they take to go down. The 1 minute pregnancies are a bit ridiculous and contribute a lot to the egg overpopulation.
Trouble with stopping the 1 minute pregnancies is that you also need to silence the homesickness gene - otherwise they end up moaning and pacing for ages in the heatpan.
Are there any breeds which have a longer pregnancy than the treehuggers? Kaylee here has been pregnant for over 2 hours, despite having a healthy uterus.
My TCR Norns |
Feddlefew
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5/15/2013 | |
I used to use the airlock to get rid of excess eggs invincible warp norns every three generations.
ylukyun wrote:
If genetic engineering is an option, you could have a go at extending the pregnancies and the time they take to go down. The 1 minute pregnancies are a bit ridiculous and contribute a lot to the egg overpopulation.
How long do pregnancies take in the other games? I distinctly remember timing it in C1 and finding that it took about 10-15 minutes. |
Patient Pirate
ylukyun
Manager
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5/15/2013 | |
About that long. Plus 10 minutes or so for progesterone to drop. C2 is similar. |
Leporidae
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5/15/2013 | |
Hmm, I seem to be in a bit of a conundrum here, then! :O
From the sounds of it, it might be unfeasible. Oh well! While I'm here, I might as well reveal what exactly I was planning to begin with. And if someone can find a way to make it work, then that'll be great!
The world idea is fairly simple: Certain eggs will only be hatched, depending on what their egg sprite is, and where in the egg cycle the world is in! Here's a diagram, to help show what I mean:
diagram
(direct link posted, as the rest of the post wasn't displaying properly with it embedded)
In the event that a Grendel or Ettin egg is laid, I roll a 12 sided dice to decide which "egg sprite" they would be. The markings are for reference, assuming that Paragons are used (Both to help differentiate them from normal creatures, and other Paragons for different egg sprites)
The cycle starts with only allowing eggs that have egg sprite #1 (according to the diagram) to hatch. When the population dies out, or become elderly, we go down the cycle and start only hatching eggs with egg sprite #2, and so forth.
The main purpose is to add a bit of randomness and selection to the normal breeding process, while limiting the population. Each egg that is bred during a cycle only has one out of eleventh of a chance of being hatched immediately! |
Air Guitarist
kezune
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5/15/2013 | |
This is a brilliant idea! You could still use the Ovicidal machine to keep the -number- of eggs manageable. I'm afraid everything else would have to be manual, though. :C
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Leporidae
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5/15/2013 | |
Oh, I already knew that this isn't something that would be completely automatic! I'm just having problems with eggs!
But, after wandering about on the internet for a bit, I think I may have found a solution or two!
First solution: Hatch all of the eggs, name them numbers corresponding with their egg sprite, and then export them until the egg cycle comes around! The major con with this, while manageable, is that it'd crowd an already flooded creatures folder.
Second solution: Use immortal, undead creatures as paragons, and store them in an small enclosed metaroom with a single (or just a few) eggernator(s). I won't have to worry about them dying on me, or have to worry about taking care of them. Disposing of excess immortal paragons should not be a huge issue, so long as I make sure to dock my world! (I love piranha pools!) Unlike the egg limit, the creature limit is not so strict
I'm going to try out the second solution first, using Ettins of Minimordor as my first choice of breed to use as paragons! |
Peppery One
Papriko
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5/16/2013 | |
When you have Eggernator as utility, you can also use male creatures as containers. That'd pevent unwanted egg-laying too.
Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis... |
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