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Creature DoneTo Scripts   C3DS   Malkin | 2/4/2015  log in to like post  10

typeMisc
authorCLabs (alteration by Malkin)
updated4/3/2015
version1.2
These copies of the official Creature DoneTo Scripts are altered to reduce the random chance that a creature will express their feelings about another creature, which can lead to 'like' or 'dislike' loops in creatures with a working Friend or Foe brain lobe, including the Creatures Full of Edits (CFE). It reduces the chance of a random expression from 1 in 5 to 1 in 100.

'creatureDoneTo' is for Creatures 3, and 'DS creatureDoneTo' is for Docking Station. You will need to replace both of the originals in the Bootstrap if you have C3 and DS or Creatures Exodus, and only the DS version if you only have DS.

For further information, read this thread.

New version now with less chance of random expression and without the wallbonking stimulus.
 
 
Kirel | 4/9/2018  log in to like post

I had to put this around 1 in 1000 chance to get a noticeable difference. 1 in 100 still produced a ton of like and dislike loops.
 
Malkin | 2/21/2017  log in to like post

Did you make sure to ject 7 the scripts? They should significantly reduce the scripted looping 'behaviour'.
 
GrayDragonEmily | 2/21/2017  log in to like post

This doesn't seem to stop the loops...
 
ScarabParamit | 11/21/2016  log in to like post

"It's odd though... they are getting punishment, a command to retreat, pain, fear, etc in most genomes, and yet it seems to do the opposite of what is intended... All I can think is they are thinking they need to retreat from something behind them rather than the wall, so they keep hitting the wall even more... "

Why not turn this around once more? I don't know how this game scripts work yet...but i eaten teeth overcoming almost every hardcoded bit of code in CortexCommand i came on...and this looks like easy fix if you could "place" origin of this "disturbance" to opposite vector, right? Is there any place to put " X * -1 " in code...so it would force them to switch horizontal directions only?

Regards.
 
Malkin | 4/3/2015  log in to like post

I've just uploaded a new version without the wallbonking stimulus, as it is too dangerous for most norns.
 
evolnemesis | 2/21/2015  log in to like post

Hmm... if it doesn't actually encourage them to turn around, then I guess that stim is not useful (especially if it wounds them too)... It's odd though... they are getting punishment, a command to retreat, pain, fear, etc in most genomes, and yet it seems to do the opposite of what is intended... All I can think is they are thinking they need to retreat from something behind them rather than the wall, so they keep hitting the wall even more...

So yeah, I would disable the wallbonking stim for now. There should be a way to get it to work as intended, but I think it will also require special genetic changes. As things are, it does not seem that creatures get any benefit from the stim. Even if I fixed the stimulus response in CFF, that script fix would still be dangerous for almost all other creatures because of how the default stimulus response gene gives wounding and does not get them to turn around (it actually seems to enourage them to bonk more).
 
Malkin | 2/16/2015  log in to like post

You can always add a * to the line where it says "stim writ targ 7 1" like

*stim writ targ 7 1


This will turn it into a comment. then you can reinject the file, have the talk loop fix and not have to worry about wallbonking.
 
the1whoscreams | 2/15/2015  log in to like post

I really don't like this fix,because like and dislike loops are better than the entire population wallbonking to death. Seriously,the Norns refuse to turn around when they're wallbonking. It's the number one cause of death in my Norns now.
 
Malkin | 2/5/2015  log in to like post

I've updated the script, making sure that I caught all of the 'like' occurrences and added in the wallbonking stim. Try that.
 
Missmysterics | 2/5/2015  log in to like post

It doesn't seem to be in response to a tickle, I might just not actually have the script functioning that I thought it was. I ought to try injecting again.

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