Creatures Community Chat

Saturday, May 19, 2012

Amaikokonut and CAs

Recently Amaikokonut over at Naturing::Nurturing did a couple of posts covering CAs in Creatures 3 and Docking Station, including how they work and how to create them for 3rd party rooms and agents.

For anyone creating addons, or just wanting to understand how their Creatures navigate the world I cannot even begin to express how important this is. Watching a Norn starve to death despite there being a hoard of apples a quick lift ride away is incredibly frustrating. As I'm constantly trying to find ways to get Norns to migrate around the world, this has been a bane to me for years.

But, thankfully that can now be a thing of the past! This article assist future developers in creating more accessible rooms and agents. You can read the article here:

http://naturingnurturing.blogspot.com.au/2012/05/cas-and-you.html

This information is so vital to the well being of your Norns, I think I'll be putting a permanent link somewhere on my blog so people can find it long into the future.

But amazingly, that's not all! Anyone familiar with Amaikokonut's work will have heard of 'Magic Words', essentially a list of commands the Hand can 'speak' into the game. Well, she's added commands to the Magic Words agent that allows you to manipulate the world. This mean that any 3rd party rooms that don't have correctly set up CAs can now be manually edited in game to work correctly!

I've already started editing my C2toDS world and the Norns have instantly started navigating to the top floor for apples and to the lower floor for a feed of seeds. I've been so frustrated with my Norns for ages, trying to get them to move about the world in an intelligent way and much to my amazement they're actually pretty darn good at it when the room is set up right.



The Magic Words addon can be found here:

http://naturingnurturing.blogspot.com.au/2012/05/magic-words-room-edits.html?showComment=1337416824827#c5780797895292512610

I'd also suggest learning some of the basic CAOS commands in the first article (CAs and you). For example:

outv prop grap mopx mopy #
-Where the "#" is a number from 0-19.

Will allow you to see how much of a particular CA is present in a room. This was particularly useful as I've found the cheese in C2toDS doesn't emit a protein smell, meaning the Norns can't find it unless it's in front of their face!

A full list of the CAs can be found here:

http://creatures.wikia.com/wiki/Cellular_Automata

Again I can't emphasise just how important an understanding of CAs is to developers. If you want Creatures to be able to navigate your rooms, or be able to sniff out food items you create you NEED to include this code.

Seeing this stuff in action has got me extremely excited. I for one, am off to try and create a C2toDS world where my Norns can successfully navigate from one corner to the other.

Sunday, May 6, 2012

Creatures 1: Gen3 - Clowen

Sorry for my leave of absence over the last couple of months. I'd kind of reached a point where I needed to play some other games for a bit, but rest assured Creatures is still on my list and I've been lurking around the community, keeping tabs on other blogs and waiting impatiently for more Creatures 4 news.
Judging by the post over at Fishing Cactus patience will be rewarded in the next few weeks as we'll hopefully be getting some further insights into the game as we get closer to release.

As for my little C1 world of Albia, it's been given a reboot and is ready to receive the next generation of Norns.
You'll probably notice a few new additions to the world over the next couple of posts. I've started reading a relatively new Creatures blog called Jessi's Creatures Documentations which you should check out if you haven't already. It's an interesting read, but most importantly there's some lovely new COBs available. They not only function well but they look really cool too!

On the topic of blogs, I've added Grendelmans My little hole to my watch list too. Far from being a new blog, but one I didn't realise existed until recently. Also very much worth a watch and with an overhaul to the website layout the new downloads sections would be well worth a visit.

Okay, that's enough pimping others blogs, time to get back to my own!

As you know I've hatched all the Gen3 Norns and placed them into their respective family trees. As of yet though I haven't done a genetics breakdown on anyone, so this post we'll take a look at Clowen, the daughter of Stephanie and Totem.

Although Stephanie was a Horse Norn and her ancestor was Pollen, a PMN, Clowen has completely inherited her father's appearance and is a Pixie/Forest Norn.
She has also inherited her grandfather's (Heartly's) eating habits. Her hunger drive rarely if ever rises, but thankfully she still has a drive to eat periodically and doesn't seem to starve as a result.
Looking at her genetics more closely I'm starting to think I may have misinterpreted Heartly's eating genes. I'll be doing a closer look into these genes in this generation and will get back to you all on what exactly it all means.

Although she hasn't travelled from the garden yet, Clowen seems quite at home with her new environment.

She took a bit of a shine to the new addons to the world, in particular the Muggy COB from Jessi's Creatures Documentations. Essentially this fella is a great brute of a dog, although they have a great temperament. They'll generally hang around and keep your Norns company, but if interacted with they'll wander about looking for interesting objects to dig up. Sadly my Muggy hasn't managed to find anything yet, but he hasn't had much chance to practice yet.

You'll also notice the pink flowers in the background. Also from Jessi, this is a new plant added to the world. They grow randomly when injected and drop the flower head when clicked on, which can then be eaten.

I've added a few new food COBs to this world as I've recently discovered some of the old ones I was using were a little buggy. Hopefully you've already seen this news via Jessi's blog, or at Discover Albia, but the random starch injection bug has finally been tracked down to its source.
Unfortunately that source was the extra carrot COBs I had installed, including the Muddy Carrots near the incubator and the Parsnips on the Island. These have now been removed, so hopefully this bug will no longer be present.

GENETICS:

Since we're now getting deeper into the generations I'll be skipping over some of the old mutations we've seen but I'll still make sure to mention any new or interesting mutations.
I'll also be taking a leaf out of Jessica's book at Discover Albia and colour coding the mutations, with underlines being the changes in the gene. I'll keep the colours consistent to reduce confusion. Hey, genetics are confusing enough!


Green: Good Mutation | Blue: Neutral Mutation | Orange: Bad Mutation | White: Original Gene

Mutations from Parents:

These mutations are completely new.

RECEPTORS:
45: Creature, Drive Levels NFP, chem=NFP, thresh=0, nom=0, gain=255, features = Digital
45: Creature, Drive Levels NFP, chem=NFP, thresh=0, nom=0, gain=255, features = Analogue





From memory I think the difference between Digital and Analogue is that they're reverses of each other. In other words Analogue increases the chemical while Digital reduces it. Keep in mind though that you could reduce a decrease chemical such as hungerDecrease, just to add another layer of complexity.

I think this gene should reduce Clowen's Need for Pleasure (NFP) chemical when her NFP drive reaches a certain level, but I have noticed she seems to have a frown on her face even when all her usual drives are met, so I could be wrong on this one.


STIMULI:
103: 'I've activated1' causes sig=0 GS neu=255, int=0 => 3*TirednessIncrease + 16*BoromDecrease + 0*None + 1*None
103: 'I've activated1' causes sig=0 GS neu=255, int=0 => 3*TirednessIncrease + 16*BoromDecrease + 0*None + 0*None

This gene adds tirednessIncrease and boredomDecrease when the creature successfully pushes an object. The mutation here changes the 'None' chemical from 0 to 1, essentially making this a completely irrelevant mutation. Should the 'None' chemical mutation in the future though, this could change things up significantly.

That sums up all Clowen's new mutation. Here's a couple of interesting ones that she inherited.

Inherited Mutations:

REACTIONS:
146: 1*Glucose + 2*Hexokinase => 4*CO2 + 8*Activase
146: 1*Glucose + 2*Hexokinase => 4*CO2 + 1*None

I'm pretty sure this was a new gene that came with the Forest Norns. I've only included it because I'm not entirely sure what it does.

320: Antioxidants will no longer reduce aging.
68: Doesn't receive punishment for being bored.
145: Does not receive hunger when changing glycogen into glucose

I'll be returning to gene 145 in a later post as I think there will be some interesting things to discuss about it. What I think has happened is that the Forest Norn genes related to glycogen/glucose conversion have mixed with the original Norn genes in such a way that the Norn no longer feels hunger. Technically you'd think this would be amazingly detrimental to the Norn as it should stop them eating, but judging by Heartly and Totem's success in life it seems to have actually been beneficial. We'll try and figure out why this is true another time.