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type | Tool | author | Balor | version | 1.3 | website | [view] | The DS Eggonicer is a high tech egg handler and creature population monitor. It can handle Norn, Ettin & Grendel Eggs. It works by teleporting any eggs it finds to the Eggonicer Cryovat and freezing them. By doing this it keeps all the eggs in the world frozen and in one place. It then checks each of the Norn, Ettin & Grendel populations against user set values. Thawing & teleporting an egg one at a time when needed to the their corresponding Eggceptor ready to hatch.
If the world isn't docked with C3, you will have to enable Ettin and Grendel egg handling manually. Read the read-me to find out how. |
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It likes to spit out the following error messages in the DS log every so often:
Agent runtime error:
Runtime error in agent 1 1 26291 (Balor's Eggonicer Cryovat) script 1 1 26291 9 unique id 91072896
Invalid map position (5585.000000, 9278.000000)
... " 0 fric 90 elas 10 {@}attr 195 bhvr 32 aero 10 accg ...
Windows NT/2000 6.2 build 9200 ()
OriginalDisplay DirectX (netbabel 148)
Sun May 17 21:07:00 2020 - DaveS - 2.296 b195
Action: Autokill
Agent runtime error:
Runtime error in agent 1 20 32308 script 1 20 32308 9 unique id 91085134
Invalid map position (5585.000000, 9278.000000)
... 20 attr orrv va20 4 {@}attr va20 doif ov01 = 1 tint 1 ...
Windows NT/2000 6.2 build 9200 ()
OriginalDisplay DirectX (netbabel 148)
Sun May 17 21:07:00 2020 - DaveS - 2.296 b195
Action: Autokill
Agent runtime error:
Runtime error in agent 1 1 26293 script 1 1 26293 9 unique id 91072898
Invalid map position (5558.000000, 9296.000000)
... opY" game "DS_BotY" {@}mvto va00 va01 endi endi next ...
Windows NT/2000 6.2 build 9200 ()
OriginalDisplay DirectX (netbabel 148)
Sun May 17 21:07:24 2020 - DaveS - 2.296 b195
Action: Autokill
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Thats tragic, if it happens often. There should be either a script checking is the egg hold by hand, or a build in agent shortcut/button to apply fix if it happens.
Easy solution would be a script that stops any egg removals if anything is holded, that shouldn't be to hard?
Its sad, it looks like realy good agent with a lot of hours pumped to it, but if idea is to make something to smoother out gameplay and in return every 1-2h it creates a bug its the opposite or just situational.
Are creatures that hold eggs also affected, so they are prevented to "Drop" and in return also "pick up" anything? I ask because there are scripts allowing them to interact with eggs.
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If you are holding an egg while the Eggonicer organises it, then you may encounter a bug where your hand can't drop the egg that the eggonicer took - read the link for a solution.
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I have the C3 version of the Eggonicer and I'd like to remove it. I don't understand how to input 212 into it. Am I supposed to use some machinery or something?
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I think it's mostly random? There's even an agitator button in case you want to mix them up a bit.
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What order does the eggonicer dispense the stored eggs in? First in first out? Last in first out? Randomly?
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Maybe fast ticks is what killed my last wolfling run world then. The Eggonicer was spitting out two or three eggs at once, and just generally acting stupid. Then again it did have liek 50+ eggs in it, and the world itself was like 300 hours old.
I've found that the Eggonicer is extremely useful for a Gizmo wolfling/feral run. It helps keep the population steady and keeps them from getting overcrowded.
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I don't often use fast ticks - things seem to crash and burn too dramatically that way - but it'd be useful to be able to freeze all of a generation's eggs instead of just moving them to a location where they'll hatch.
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I find it crashes (or fails to lay eggs) if you use FastTicks. It could just be my machine, though. It's extremely useful for wolfling runs that you don't have the time to be around for, however.
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This may be even more useful for feral runs than Clucky's eggfinder...
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