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Development Forum |
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| Doubled Stimuli Et Cetera | |
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Lurhstaap
   

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3/15/2016 | |
OK, so Norns and so forth have various genes that control their basic functions, like eating and sleeping and all that, right? For example, the Stimulus gene that specifies that resting Norns get this gain or loss amount in these chemicals. I want to have additional things happen beyond the usual stuff when a Norn rests, rather than changing what normally happens to allow for the other stuff I want to do, if that makes any sense. If I make another Stimulus gene for resting, will they both function or will they conflict?
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |
 Sanely Insane
RisenAngel
     Manager

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3/15/2016 | |
If a creature has more than one stimulus gene for a certain action, the second one created (or the one with the higher gene number) will override the first.
So sadly you're limited to four chemical changes per stimulus, though this can be used to change what a creature feels from a stimulus as it ages (e.g. it can be used to make an adult creature get wounded less from slaps than a baby creature).
~ The Realm ~
Risen Angel's Creatures Blog
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Arnout
    
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3/15/2016 | |
This might be a bit far fetched; but you could try to add an unknownase chemical to the stimulus and then use this chemical in a chemical reaction gene to produce other things. Just don't forget to edit the half life of said unknownase as well.
For instance: I've been hit increases the Creatures' anger, fear, pain and wounds silently. (They don't percept it directly.) But instead you could let it increase chemical 232, pain and wounds. Then make a chemical reaction gene that lets 232 divide into anger and fear, or other stuff that you want to add.
Correct me if I'm wrong, but I also think that Creatures won't be able to link the anger/fear increase to the stimulus if it's done this way. (Which has upsides and downsides.)
I really hope that made sense. |

Lurhstaap
   

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3/15/2016 | |
Well damn. So much for that idea. I'll have to totally redo part of the project I'm working on. That chemical reaction idea definitely has merit though Arnout - it does make sense and I may well try it.
EDIT: Is that override issue also a problem with instincts?
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |
 Code Monkey
evolnemesis
    
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3/15/2016 | |
Well, if you look at a lot of stimulus genes, you see that several of the changes to drives are selected as 'silenced'... Doing this thing with chemical reactions combining those drive changes should not affect anything in a bad way (actually from my research, even silenced drive changes in stimuli still seem to draw the creature's attention to whatever is providing the stimulus... doing it this way with an unknownase might even be superior and REALLY make the drive changes silent to the creature...)
As for how it can affect instincts... It has to do with how their learning works with instincts...
An instinct gives them situations they experience in their dreams... and will give them a certain level of learned expectation that they will feel a certain drive change when they do whatever the instinct specifies. They will keep this expectation as long as it is not directly contradicted by experience... If they expect something to reduce boredom, say, and it instead increases it, they will gradually lose that expectation, and they will learn to not follow the instinct eventually... If they DO lose boredom from whatever the instinct says they will, then the instinct is reinforced by learning, and they will be more likely do keep doing it when bored.
If the boredom change in the stimulus they get from following the instinct is replaced with a chemical in the way suggested, or silenced, it is true that they won't feel any change in boredom... BUT the level of expectation that their boredom will go down when they do that thing won't really change... The instinct will stay effective, and they will keep trying (and suggesting) whatever the instinct specifies, at least as long as they don't figure out something else that they find always works much better. They will still be compelled by the times doing that thing was really fun in their dreams, and even if they don't feel it in reality, they will keep thinking that maybe the next time it will be fun like they remember.
"For small creatures such as we, the vastness is bearable only through love."
"We are a way for the cosmos to know itself." - Carl Sagan |

Lurhstaap
   

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3/15/2016 | |
Well, luckily most of what I'm trying to do with Boredom is already specified in the genes in question in normal Norns, thank goodness, so mostly all I need to do is increase the strength of it so it becomes a more dominant/likely behavior. But thanks very much for the insight about how instincts work! I wasn't quite sure if it was making an -expectation- about what would happen, as you say, or if it was actually something like, 'do this and this will happen', giving an actual chemical release from the Instinct being fulfilled.
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |
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