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Multiple Smells At Once?   
Lurhstaap

Lurhstaap
United States  

 visit Lurhstaap's website: Addicted To CAOS
  2/28/2016  1

Is it possible to make an agent emit multiple smells? What I want is a plant that emits heat smell, the flowers flower smell, and the seeds emit carb smell. If need be I can settle for just one smell, but it'd be cool to be able to make them all fit in.

EDIT: Come to think of it, I may not make the seeds edible, so two smells would probably do. What I'm trying to do is make a heat emitter agent for my Draconians (they keep eating all their Fire Ants and Feuerlings >.> ) and if I allow them to eat the seeds they'll probably just reduce the population to unuseful levels just like with the bugs. XD


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

 
Laura
Tea Queen

Laura


 visit Laura's website: CC Chat
  2/28/2016

Haha... I asked the same question myself a couple of months ago! I hope this topic helps to answer your question somewhat. :) If you still wanted to, I dont think it'll be a problem to give the plant and seeds separate CAs; they both use different classifiers.
 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  2/28/2016

I believe that the plants and seeds do count as separate entities so you can assign different smells to them. However, I suggest that you either make the seeds edible, or if not, label them as something else, otherwise you will confuse your creatures' instincts and they can start to behave erratically.

Another note; adding an emitter for heat smell won't help you, it needs to inflict the hotness chemical directly (for your purposes anyway).


Creator of the TWB/TCB genome base.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  2/28/2016

If you'd like to know more about adding a chemical, have a look at this thread: Agent questions: injecting chemicals?. :)

My TCR Norns
 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  2/29/2016

@Laura
Thanks for the link!

@Dragoler
What would you suggest for an alternate label? I also considered just making them invisible so the Norns just don't notice them.

Also, I know it needs to emit Hotness directly, but I also wanted it to smell like heat so they'd know to cluster near it when cold. Otherwise they wouldn't know to stick near it, would they? (Or would they? Not sure how much they can figure out from just 'I have a drive' and the presence of something that satisfies said drive. I'm pretty sure it has to smell like satisfaction for them to know to make for it deliberately, but if I'm wrong let me know!)

@Malkin
Brilliant anticipation - I've been looking for just that information. If I didn't find it in the next couple days I was going to ask about it. Thank you!


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

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  2/29/2016

Creatures only know to follow a smell when it has been linked with an object in their brains, for example fat smell (CA 8 ) -> food etc. Just emitting heat into the environment won't make them approach the object when cold unless you use the CACL command, then creatures will start to associate that smell with all objects of that type; even then they need instincts (or a lot of teaching) to know that this object will warm them up.

You could try labeling the seeds as weather, but making them invisible to creatures would probably be the better option.


Creator of the TWB/TCB genome base.

 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  2/29/2016

Hrmm. So they'd actually have to have an instinct to move toward warmth as well as the smell being there? Come to think of it, for all I know, they already have one - they're described as a 'heat loving' breed in their download info. If not, that's a small enough tweak. I'm comfortable doing that since it'll only be for my own game and not something I'll be distributing. I just want the little buggers to be happy. XD

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

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  2/29/2016  1

They'd have to have an instinct to move towards a warm thing (and by 'warm thing', I mean a genus) as well as the smell being there, and linked to the warm thing through CACL.

My TCR Norns
 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  3/6/2016

Ahh, I see. Well, hopefully the thing's nature as a plant will mean it spreads everywhere and they won't have to seek it out specifically. If that becomes an issue though then I'll just have to make that little genetic tweak.

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

 


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