creatures caves welcome, guest
downloads   gallery   dev   community   creatchi   forum   mycaves
bookmarks | search | post new topic
Help Forum
old
How do I figure out what killed my norn?   
Yaravana

Yaravana
Netherlands  


  6/30/2017  1

So I've set up a Docked world and have been carefully trying out my first few 2017 CFF norns.

Eveything was going great, only now, at 2 hours old one of my first generation norns has just keeled over while I was looking at him.
No shivering, no sneezing or coughing, no complaining of anything.
I've checked the hoverdoc, but it found no toxins, no bacteria, and seemingly no high drives either. Are all those screens and functions on the hoverdoc still accurate after death?

I did see him, as well as the norn he was with, both backing away from something for a moment, though I have no clue what it might have been. Nothing remotely dangerous seemed present. His friend did have slight amount of injury chemical in her system, but she did lay an egg only a minute earlier. Could that be the cause?

Can you give me any tips on figuring out what might have happened to a norn like this when the hoverdoc has no real answers? Could the biochemistry set help me out here, and what should I keep an eye out for if so?

I'm hoping to run quite a few norns in this world eventually, and I'd like to know what happened, so I can see if it's bad luck or something in the setup I need to fix.

 
Papriko
Peppery One

Papriko



  6/30/2017  1

The hoverdoc should display the drives and chemicals at the moment of death. After dying, biochemistry is frozen (as it ain't needed anymore).
Try checking for injury? Maybe it was beaten dead and something made them not feel pain.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
NewNovaScotia

NewNovaScotia


 visit NewNovaScotia's website: My Online Portfolio
  7/1/2017

I've had some of my Norns dying early too, but in C1/C2 and not C3/DS. One of the females died of apparent organ failure, but the others just dropped down dead for no apparent reason. [nquestion]

Married to Canada since 2010. 🇨🇦
 
Yaravana

Yaravana



  7/1/2017  1

Papriko wrote:
The hoverdoc should display the drives and chemicals at the moment of death. After dying, biochemistry is frozen (as it ain't needed anymore).
Try checking for injury? Maybe it was beaten dead and something made them not feel pain.



I fear he'll disappear before I can do another check, but I'll definitely try. I have no clue what could have been hitting them though. I didn't hear any noises and he and his friend were mostly saying how much they loved each other. Possibly helped along due to the kiss berries in the area, I'm using the bridge atrium agent, which has a kiss berry vine.
I'm wondering if those could have influenced anything.

 
Papriko
Peppery One

Papriko



  7/1/2017  1

When you have any experience with the CAOS console, you might be able to freeze him in time, for further examination. The question is if you think he's worth the effort.

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Yaravana

Yaravana



  7/1/2017  1

I'll have to look up the command. Thanks for the tip.
Honestly it's mostly just curiosity that makes me want to figure this out, well and a mild worry that I'm overlooking something that'll cause me trouble later.

I hope to run a good amount of generations in this world, illness and such are gonna take plenty of norns before I can get to them I'm sure and that's fine. I'm just surprised, since he seemed perfectly healthy 5 seconds earlier.

 
Papriko
Peppery One

Papriko



  7/1/2017  1

You can point at the corpse with your hand's fingertip and use targ hots paus 1 to freeze it. It might make some interactions tricky, but it should work fine for the most part.
Anyway, just be aware that the game's pause function utilizes the same command, so pausing and unpausing via menu will undo your corpse-freezing and you'll have to reapply.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Yaravana

Yaravana



  7/1/2017  1

I'll have a look thank you. :)
If that doesn't let me figure anything out I'll just have to keep an eye on that part of the ship and see if anything else odd happens.

 
Yaravana

Yaravana



  7/1/2017  1

Well he seems to have had a dead organ according to the Chemistry set. Though I don't quite know how to figure out which one that may have been.

Also very high amounts of adipose tissue and no ATP. (But no sign of ATP decoupler) Could he have died from over eating? I seem to recall that could lead to organ failure?

[Edit]
Okay so every norn going near that area seems to gain max amounts of adipose tissue in no time at all. I think I'll need to go over the foods I planted there with the garden box.

[Further edit]
I do apologize for spamming, but it seems playing with the slinky toy that comes with the bridge atrium adds fat to a norns system?
I don't think it's supposed to do that, but it's all I can conclude looking at the biochemistry set. Would anyone be willing to double check?
I'll be keeping that item away from my norns for now anyways.

 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  7/3/2017

High adipose with a dead organ means heart failure, fwiw. Basically he overate and died of it. Why do you think the slinky is giving them fat? It's possible the agenteer thought that was a good idea and didn't test it enough but that send unlikely.

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

 
Yaravana

Yaravana



  7/4/2017

I figured that was it. Nice to have it confirmed though, thank you. Diving into norn biochemistry is still new to me.

By now I'd found more norns with heart failure, and all of them developed it almost instantly after going near the bridge atrium. So I tried monitoring a few with the Chem kit. I kept seeing random fat spikes whenever they interacted with the slinky.

Tried it again in a new world in a room devoid of food and got the same results. Other toys don't seem to cause it.

So it could be my game has a really weird bug, or that I'm misreading something (not ruling those options out, as I said, this is all new to me), but we've jettisoned the slinky out the airlock for now, so I can see if that improves matters. >>

 


downloads
cobs
adoptions
creaturelink
metarooms
breeds
 
gallery
art
wallpaper
screenshots
graphics
promos
sprites
dev
hack shack
script reservations
dev resources
active projects
dev forum
 
community
links
advice
chat
polls
resources
creatchi
 
forum
bookmarks
general
news
help
development
strangeo
survivor
mycaves
log in
register
lost pw
0 online
creatures caves is your #1 resource for the creatures artificial life game series: creatures, creatures 2, creatures 3, docking station, and the upcoming creatures family.

contact    help    privacy policy    terms & conditions    rules    donate    wiki