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How do you remove metarooms??   
Trell
Wee Scrivener

Trell
Canada  

 visit Trell's website: TrellyOllyOxenFree
  1/13/2015

I've got too many metarooms in one of my worlds right now, but I don't know how to properly remove them, if at all! Removing the agent doesn't seem to work, so what do I do?

Trell
"Holy crap in a casket!"

 
Laura
Tea Queen

Laura

Administrator


 visit Laura's website: CC Chat
  1/13/2015

Which metarooms are you having trouble with? Sorry if this is asking the obvious, but have you tried manually removing them from the 'My Agents' folder?
 
Trell
Wee Scrivener

Trell


 visit Trell's website: TrellyOllyOxenFree
  1/13/2015

I'd like to remove Chione and Veridia from one world, but still keep them in another, so I'm not sure if removing them from the agents folder would help. :\

Trell
"Holy crap in a casket!"

 
Laura
Tea Queen

Laura

Administrator


 visit Laura's website: CC Chat
  1/13/2015

I'm not sure if that's even possible. Hopefully someone else can confirm whether it is or not!
 
ylukyun
Patient Pirate

ylukyun

Manager



  1/13/2015

I've never been able to successfully remove a metaroom (as opposed to just its contents.) I do recall there being a command you can run that is supposed to remove the metaroom itself (provided it's been emptied of all agents) however I cannot report ever making it work.

As for removing the .agents files I'm not really sure what good that would do if the metarooms are already in the world.

 
Papriko
Peppery One

Papriko



  1/13/2015  1

Nope, deleting the agents file won't help.
Also, in theory you have to inject the remover agent, i.e. hit the green button, not the red one. Some remover agents also work with the red button, but by default you should hit the green one.
Also, red-buttoning the metaroom itself generally is a bad idea. It will most likely just delete the individual objects it installed, not the room itself.



Most people probably do not make remover agents or just sloppy ones because they are tedious as hell, about as much as the room itself, maybe even more.
- First you must remove all the native agents.
- Then you must make sure there is no other "immigrated" agents, such as other plants or even creatures, yet have to make exceptions for stuff like the HUD. Just one single little object, like a seed for example, could ruin everything. The default solution is to teleport everything somewhere else, but even that is risky, as the objects might be e.g. unexpectedly large and cause an error upon teleporting. Killing the objects might be an alternative, but is dangerous too. What if you hit vital parts of the ship/game by accident?
- Once you somehow actually managed to empty it out, you have to delete every single darn room it has. With "room" I mean the little cells that you see with dmap 1. You have to remove each and every of them individually. This can be done by a loop. The other problem is that they get their IDs dynamically assigned. To name an example: when you first inject chione and then NG1, then chione will have completely different room IDs than the ones it had if you injected it after NG1. This means a big lot more work to find out which rooms to destroy and which not.
Alternatively you can just save "your" IDs upon creation, but then you somehow have to get them out of the list again, which is annoying too. Not everyone might come up with this idea either.
- Lastly you have to delete the background art and unregister the metaroom itself. Actually it is fairly easy, but you must go through all the other steps to safely get here.
Oh, and during this step, not only objects are forbidden in the room, but actually being there with the camera might cause chaos as well.

Also, if anything of this causes just one teeny tiny little error, the entire stupid script gets cancelled and you end up with a half-destroyed, messy something that used to be a room. Yay.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Trell
Wee Scrivener

Trell


 visit Trell's website: TrellyOllyOxenFree
  1/13/2015

Yikes. :\ Guess I'll just have to live with them then!

Trell
"Holy crap in a casket!"

 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  1/13/2015

I'll second everything Papriko said.

I'd also add that the favorite place icon system wasn't meant to handle removing icons, just adding them, and so far I've never seen somebody do it "safely".

If you delete just the metaroom's icon, you still have this annoying gap between the other icons where it used to be, and it breaks the pagination system. The game still knows that icon should be there, but it isn't, so it gets tripped up when it gets to the "missing" icon.

The too-easy alternative is to just reset all the icons... but then the user has to go through and re-trigger ALL the favorite place icons for all their metarooms manually. It's a pain... especially since not all metarooms come with a door/teleporter!

What would have to be done would be to go into the "brains" of the icons, shuffle the later ones back so there's no more gap, and then change their numbers. My guess is nobody's ever bothered trying, since remove scripts in general are such a bear. :P



 


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