General Forum |
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Getting norns to 'explore' the map | |
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TomatoLeaf
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9/29/2022 | 1 |
Creatures are pretty good at navigating by smell when they're actively looking for something (e.g. food, home-smell, other creatures). After they find a comfortable spot though, my norns mostly just cluster in one area eating, pushing the same toy over and over, and occasionally breeding. I'd really like to get them to travel around the C1 to DS ringworld or wander through the different terrariums on their own. Can anyone recommend any genomes or agents that encourage that? Maybe a moving object that emits norn home smell with a norn breed that gets homesick easily? Otherwise, maybe I'll make a couple toys that increase navigation drives, like a doll that increases 'need to go up' placed at the bottom floor of a lift. |
FlyingEttiNorn
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9/29/2022 | 1 |
For C12DS removing the fridge is essential for getting them to leave lol
Verm has a crowd-dispersal ball but I have experienced it erroring frequently |
Chaotic Spriter
mea
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9/29/2022 | 3 |
Using the Garden Box you can set up seasonal food sources so that they are forced to move to new areas each season to find food. |
Vermidia
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9/29/2022 | |
Spreading out food, toys, etc always can help them out in spreading to different areas.
You know...wait...nevermind... wait...no...umm...maybe later... |
TomatoLeaf
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9/30/2022 | 1 |
That crowd control ball is pretty clever and spreading out the food definitely helps. I'm still having a hard time getting them motivated to use lifts, doorways and teleporters unless there's literally no food in sight. They tend to spread out across the ground level of the norn terrarium and garden area of C1 to DS. I don't think I've had a single norn spontaneously travel to the C1 desert island. If it makes a difference, I'm using the true warmblood hardman, fallow, and treehugger genomes (and thisleferns but I expected those to more or less stay planted to a spot).
Next, I'll try moving them to a room system that doesn't have built in food sources and using seasonal garden boxing. Can anyone recommend some interesting garden box plants? |
The Mossy Shee
Jesseth
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10/2/2022 | |
To the best of my understanding, TWB creatures have reduced or removed(?) interest in things like buttons, elevators and portals.
I could be barking up the wrong tree here but I -feel- like I remember the TWB creator, Dragoler, expressing distress at how often default creatures become -obsessed- with passing through doorways or using elevators: Due to how their brains give them positive reinforcement for doing so.
Even if I'm wrong about that, I can at least say for sure there are several different genomes that change up how creature brains work, and tweak what they do or don't want to do, and variety might be worth looking into!
Try using CFE creatures or really just any other non TWB genome for a little while and see if that helps solve your problem!
The Mossy Shee & Co |
Wrong Banshee
Dragoler
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10/2/2022 | |
I didn't like creatures spamming elevator buttons, I have no issue with them using doors and elevators, and am actually trying to encourage them to do so. The problem is if there isn't anything interesting on the other side of the door, they just go right back through it again.
Creator of the TWB/TCB genome base.
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TomatoLeaf
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10/3/2022 | |
I tried using the base treehugger breed, thinking that their heightened crowdedness drive would motivate them travel away from each other. Then, I found out that they have all of their navigation instincts disabled! (Poor confused little greenies.) I re-activated those genes in the genetics kit. That let them navigate around but they don't get any further than the TWBs do. Besides, the TWB genomes are pretty awesome.
All in all, it's a tricky balance to get a norn to find it rewarding to use a door or lift ONCE without being compelled to keep using the same one over and over. |
The Mossy Shee
Jesseth
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10/4/2022 | |
... Darn, I was sort of hoping that it was a case of 'creature too smart to leave the area where all the food and nice stuff is' and that more default creatures would be more likely to just wander off.
What's weird is I've never really experienced this issue myself, but I'm trying desperately to think about what makes creatures disperse...
I do know I've observed my norns following the growth of seeding plants as they live and die across the game rooms: Really any edible seeding plant with a life cycle works for that, things like poinsettia, clover, spotted spurge, tubers if you prefer a travelling non-seed food. My vague guess as to what's happening is that their drive to eat draws them out of eye-shot (and sometimes scent range) from what they were hanging around before and causes them to seek new stimuli.
Toys that bounce or move away when played with seem to help too- Squeaks the snail bounces away a bit but not so far that they lose track of it like the default c3 ball does.
-oh, If you're still looking for seasonal plants btw, I think the seasonal cherry tree only fruits in one season of the year!
The Mossy Shee & Co |
AutisticAlien
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8/7/2023 | |
I wish all the games let you guide/pick up your Norns like C3/DS. That game is so easy to navigate, no Norn required! I do remember when I played C2 that the Norns seemed content to stay in one place. I know how frustrating that is. Wish I had advice but I can’t think of anything right now.
Meow. |
aveture
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10/19/2023 | 1 |
Weird thing is my C1 norns have no problems exploring their world. It's the C2 norns I find have a problem with clustering around the computer rooms their whole lives.
Occasionally one does ride the lift to the top floor/desert area but they for some reason like jumping into the nearby ocean. I place them back on the desert but they keep wandering to the right and the cycle repeats until I just place them back in the incubator room just to get them to stop trying to drown themselves every two minutes...
...and then I regret posting that two seconds later. |