creatures caves welcome, guest
downloads   gallery   dev   community   creatchi   forum   mycaves
bookmarks | search | post new topic
Development Forum
old
How to add CA to a new metaroom?   
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  12/22/2019

On and off, I've been toying with making a new metaroom for DS.

However, even after reading through the tutorials available, I'm struggling to add the needed cellular automata for TWBs to my test metaroom. Can anyone please help me out with this?

I can't promise it'll ever be finished, but hopefully by uploading it onto Github people will be able to see the code and build on it.


My TCR Norns
 
Vermidia

Vermidia



  12/22/2019

You're going to need to make an agent for it
For example:

new: simp 1 1 150 "blnk" 1 va00 8000
attr 16
clac 0
mvto 1650 9012


Is a light emitter in the meso that's classified as an invisible to creatures agent, which is invisible and can't be clicked(not as important I think)
Mvto here is important, since that's where it'll be located, you'll want to use shift+ctrl+x to find the coordinates of where you want it.


scrp 1 1 150 1000
emit 1 _p1_
endm


The emit script for the meso lights is separate(but it does not have to be) _p1_ here is how much is emitted, which is set in another script in this case. This is a number between 0.0 and 1.0.

You'll want to spread these out along the metaroom, and use heatlamp or Aiko's magic words CA trackers to monitor levels. Since CA's like to spread out variably depending on room type, you might have to place multiple together in a close area if you want one place to be very warm.

Emit may be able to be set to a negative value, though I'm not sure this would have an effect. If it does, it might be good for ensuring some areas are cold, but if not, make sure to spread out CA emitters far from the area, and adjust it until the room is cold but the rooms around it are a bit warmer.


inst
new: simp 1 1 x "blnk" 1 0 8000
attr 16
clac 0
emit (CA) (Amount)
mvto [xcoord] [ycoord]


Is a good place to start when making CA emitters.


You know...wait...nevermind... wait...no...umm...maybe later...
 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  12/22/2019

Thanks so much for this, makes it a bit less daunting. Good to know that the trial and error approach is what's needed.

Do different emitters (light, soil nutrients, moisture etc.) need to have different class numbers?


My TCR Norns
 
Vermidia

Vermidia



  12/22/2019

As long as there is no script changing the emit value, it should be fine to have the same species number.

If you do want the emitters to change based on time or season, you will need a different species number if you have separate emitters for each.

If you ever want an emitter to stop emitting, emit [CA] 0 should work.


You know...wait...nevermind... wait...no...umm...maybe later...
 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  12/22/2019

Thanks again: I just want to do something basic but thought out, so it's important to get it right the first time around.

I guess now the question is what kinds of values are TWB+ safe? I know that 6 is a good level for heat, but I'm not sure about the variant breeds, whether they would live poorly in emit 1 1.0 conditions, or what would be good levels for them. I suppose Dragoler would be the only one who can say what environmental CA levels suit.


My TCR Norns
 
Dragoler
Wrong Banshee

Dragoler
United Kingdom  


  12/22/2019

Between 0.4 and 0.7 are good temperatures to aim for, below that there is a risk of hypothermia which becomes higher the closer to 0 the room temperature is, and at a temperature of about 0.95 most Creatures will start taking direct damage to their skin.

Creator of the TWB/TCB genome base.

 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  12/22/2019

What about light, soil nutrients, moisture, etc? Are there any breeds which rely on certain ranges for other CAs?

My TCR Norns
 
Dragoler
Wrong Banshee

Dragoler
United Kingdom  


  12/23/2019

Thistlefern Norns require light, water and soil nutrients to survive seeing as they function more like plants than animals, Basilisk Norns also use water and light to a lesser extent for the same reason. The only Creature that is harmed by high levels of those CAs would be Vampire Norns who take life and health damage from light, but not usually so much that they can't out-heal it.

Creator of the TWB/TCB genome base.

 
xan

xan
United States  


  12/24/2019  1

It would be great to have this data tabulated and pasted up somewhere for future metaroom makers. I dumped a table of common PLNE values from a running world I had a while back and it's been invaluable for similar reasons.
 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  12/24/2019

For whatever reason, the CA emitters I've made do not work. :( The only CA in my room seems to be coming through the door CA link. Could someone please take a closer look at them?

My TCR Norns
 
Zzzzoot

Zzzzoot
United States  


  12/24/2019

I'm not sure, but maybe moving them first, them emitting the CA will work.
 
Papriko
Peppery One

Papriko
Germany  


  12/24/2019

Not sure if it has been said yet, but always keep in mind that every object can only emit one CA, i.e. you need at least 1 instance of your emitter agent per CA per area.

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  12/24/2019

So what I have is:

***set va00 to 1 to make emitters visible

setv va00 0
***HEAT
** leftmost
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
emit 2 0.6
mvto 9267 2239

** Central
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
emit 2 0.6
mvto 9772 2214


** Rightmost
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
emit 2 0.6
mvto 10380 2222

***LIGHT
** leftmost
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
emit 1 1.0
mvto 9267 2239

** Central
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
emit 1 1.0
mvto 9772 2214


** Rightmost
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
emit 1 1.0
mvto 10380 2222


Could the variable be throwing it off?


My TCR Norns
 
Zzzzoot

Zzzzoot
United States  


  12/24/2019

Maybe this will work:



***set va00 to 1 to make emitters visible

setv va00 0
***HEAT
** leftmost
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
mvto 9267 2239
emit 2 0.6

** Central
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
mvto 9772 2214
emit 2 0.6


** Rightmost
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
mvto 10380 2222
emit 2 0.6

***LIGHT
** leftmost
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
mvto 9267 2239
emit 1 1.0

** Central
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
mvto 9772 2214
emit 1 1.0


** Rightmost
new: simp 1 1 10853 "blnk" 1 va00 8000
attr 16
clac 0
mvto 10380 2222
emit 1 1.0

 
Vermidia

Vermidia



  12/24/2019

Yeah it might throw it off if the emit is not put after, I wasn't really sure of that looking at the meso emitters. The new weather emitters from the C3 weather patch put emit after the mvto.

You know...wait...nevermind... wait...no...umm...maybe later...
 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  12/25/2019  1

Putting the emit after the location seems to work well.


My TCR Norns
 


downloads
cobs
adoptions
creaturelink
metarooms
breeds
 
gallery
art
wallpaper
screenshots
graphics
promos
sprites
dev
hack shack
script reservations
dev resources
active projects
dev forum
 
community
links
advice
chat
polls
resources
creatchi
 
forum
bookmarks
general
news
help
development
strangeo
survivor
mycaves
log in
register
lost pw
0 online
creatures caves is your #1 resource for the creatures artificial life game series: creatures, creatures 2, creatures 3, docking station, and the upcoming creatures family.

contact    help    privacy policy    terms & conditions    rules    donate    wiki