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Abyss Dragon Norns v2.0 TWB   C3DS   Lurhstaap | 4/6/2016  log in to like post  1

typeGenetics Only
authorLurhstaap
The new Abyss Dragons use the sprites of the original Draconian Norns and the Gargoyle Norns. Both must be installed for the Abysses to look right.

While not yet perfect (I doubt I'll ever consider them such since there will always be something else to tinker with), these guys are now good enough to release, I think. Let me know if you encounter any serious (or even not-so-serious) issues with them, please! The only major problem I know of right now is that the Artemia Sea metaroom tends to be too hot for them. Using the Heater on its chilling settings might help, but I haven't actually tried it.

Otherwise, they do great in the Hydro Nornterrarium, the Deep Abyss (of course), and the updated Aquanornia. I haven't gotten any other aquatic metarooms to work on this machine yet but I'm sure they'll do fine anywhere there is a sufficient quantity of prey and the temperatures aren't too extreme (though they deal better with excess cold than excess heat as a rule) - this includes terrestrial rooms. I have done much less terrestrial testing of them, but they frequently use the upper parts of the Aquanornia room and they seemed to do fine in Veridia the few times I raised them there, so you don't need to keep them in water at all if you don't want to.

As the title notes, this is a TWB version of the breed. I plan to do a CFF version as well to avoid the temperature-related issues, but I wanted both available and the TWB version is the more "true to concept" one anyway. So I did it first.

There is a text file with some care/feeding information in the .zip, and a WHOLE lot of export files representing various genetic colors. Some look rather similar but are still genetically different. There is one male and one female for each genetic color (which often look very different thanks to the differences in the underlying sprites). I recommend keeping them in groups of no fewer than four individuals, as they are highly social and get lonely more easily than normal. Also, do not be alarmed by fighting - they are tough and will not kill each other except in the most extreme circumstances (none of mine have ever killed each other but it's theoretically possible).

Please do not cross-breed or splice Abyss Dragons with other breeds (including version one Abysses) unless you are willing to deal with a lot of stillborns, sliders, and other totally nonviable offspring. They have new organs, deleted genes, and otherwise will not cross well with others.
 
 
Lurhstaap | 4/8/2016  log in to like post

Come to think of it, I just realized I've seen at least one case of teleporting when on land. I had them in Veridia and one of them suddenly popped from being up on one of the walkways to the ground. He didn't walk off an edge - he just vanished and reappeared. I'd forgotten about that until now... it happened a couple weeks ago during testing. o.O Is it possible that two bugs are at work here?
 
Wingheart | 4/8/2016  log in to like post

I've seen one of mine (an adult) teleport from moving.
He went from the middle of an open area, to right by an elevator.
 
Lurhstaap | 4/8/2016  log in to like post

I have seen a few move down, but you're right that up is more common. The ones I have seen move down were mostly in the flooded Norn Terrarium, jumping from above the wooden tree platform (the one that's underwater, not the topmost one that goes to the Jungle door) to below it (they do that and the reverse fairly often). With that said though I have seen some occur that were definitely with Norns that had not been asleep or otherwise stopped swimming. Unless they can 'stop swimming' mid-water when they're holding still and just sort of hovering for a moment? And I'm still not sure I understand why, if it's a space issue, it only happens sometimes and not other times when they go through the exact same parts of the map over and over without it happening. Not that I disbelieve you per se, I'd just like to understand exactly what's happening and it's difficult to figure out!

Also when I say it's 'deliberate' I don't so much mean that I think they're intentionally thinking 'I want to teleport there!' Rather it seems more like they think about walking or going to a certain spot and instead of going through the usual routine of having to cross the intervening space, they suddenly just... go there. Again, not on purpose consciously, but rather as if a bug has happened that just causes them to go from A to B without having to cross the intervening space like usual.

Now, that may not be what's actually happening, but it sure seems like it, especially since the places they end up are almost always places where there's something of interest to them - a large concentration of prey or toys or a space relatively free of other Norns when they're feeling crowded is what I notice most often. Might just be because they're most likely to move around in general when motivated to look for food, toys, or relieve crowding.

And yeah you will see individual differences in behavior between the Gen1s. I think it might be because they have so many instincts... it might be similar to the situation with instinctless Norns, in that they have a lot of options to choose from, none of which has priority over the others. I'm not sure moving the swimming vehicle around counts as 'movement' for the purposes of their TWB genes either, which may be part of why they tend to get fat so easily when they overeat.
 
RisenAngel | 4/8/2016  log in to like post

Sometimes the agent can't move to the intended location, but a better location isn't that far away. In this case, the creature will look like it "jumps" when it starts swimming. It's generally when the ceiling's also very low that the agent moves the vehicle to a higher level (and the corresponding creature with it). The Norn Terrarium does have a lot of slopes, which can interfere with the placement of the vehicle (which is, again, very large).

It's definitely not something the creatures do on purpose, sadly. Their brains just don't work that way, and creatures in general just weren't meant to spend most of their lives inside a vehicle.

Since the bug's in the creation of the vehicle, it doesn't affect creatures who are already swimming. If you watch closely, you'll probably notice that all the creatures who teleport weren't swimming beforehand (e.g. they were sleeping and just woke up).

On a related note, a safer location is usually above the intended location, hence why it's always up a level. I don't think I've ever seen a creature get moved down when the bug occurs.
 
Wingheart | 4/8/2016  log in to like post

In a narrow part that they'd already swam through several times. They were in the same room as a CA link and teleported straight to the other link.
EDIT: One of mine died because it ate when bored instead of doing catch-and-release. Now the population in that room is mostly females.
 
Lurhstaap | 4/8/2016  log in to like post

Was it in a narrow part of the room by any chance or more wide open? I'm really curious if the apparent intentionality is illusory. EDIT: That's exactly how I've always interpreted what's happening, to tell the truth, that the Norns are basically wanting to go somewhere else in the room and the vehicle takes them there regardless of how far away the area in question is. Usually it doesn't occur to them to want to go places they can't see to walk to, but when it does, pop! At least that's what I always thought. Grendel Man knows quite a bit more about the agent than I do though since he made it IIRC so I have great respect for his interpretation of what's likely happening. Still, it does seem very intentional at times!
 
Wingheart | 4/8/2016  log in to like post

Teleportation confirmed on my machine!
One of mine fell asleep on one level of the Norn Terrarium then when it woke up teleported to a different level.
EDIT: Is it possible that they're telling the Swimming Agent to go from their location to a more distant location without taking into account the intervening space?
 
Lurhstaap | 4/8/2016  log in to like post

If that's the case why do they only pop up sometimes and not others? I've seen them go through the same corridors on purpose with no problems. It's only sometimes that they hop up and I swear it seems to be under their deliberate control. I HAVE noted it's more common in a crowded room like Aquanornia but I've also seen it happen in the Hydro Nornterrarium several times in wide-open spaces. It probably does trace back to a bug with the swimmeragent ultimately but I'm not sure it's not something they do on purpose at least sometimes!

As far as the Aging organ, I have no idea what that's about. They age fine, at least mine did and the ones I gave to Kilnarak to test did, so I don't think it's doing anything meaningful.

EDIT: And if it's an issue with when the agent is created why does it also happen with Norns that have been up and swimming for a while?
 
Wingheart | 4/8/2016  log in to like post

Thanks! They don't seem to do it in the Deep Abyss.
I've also noticed that my Abyss Dragons have their Aging organ dead, although they're only around 26 minutes old. They're in the Deep Abyss metaroom and have been their whole lives.

Does the Aging organ do anything in Abysses?
 
RisenAngel | 4/8/2016  log in to like post

The "teleportation" likely isn't actually anything the draconians themselves are doing. That's more likely a bug with the swimming agent.

The way the swimming agent works is that it creates an invisible vehicle and sticks the creature inside of it. The vehicle then moves about depending on the whims of its passenger.

This vehicle needs to be fairly large to fit creatures inside it comfortably, so chances are when it's created it can't move safely to the spot where the creature is (e.g. the creature's in a narrow passageway). So it moves to the closest spot where it can fit. Then it puts the creature in the vehicle, no matter how far away the creature actually is from it. The end result is a "teleporting" creature.

To my knowledge this is something that can happen in all versions of creatures (unless Exodus is really changed up engine-wise from initial release C3/DS). Just keep swimming creatures in areas with a lot of narrow passageways and you'll eventually see it happen.

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