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Splicing Hatchery   C3   Arnout | 3/23/2018  log in to like post  7

typeTool
authorArnout
updated3/25/2018
version1.2
This hatchery allows you to splice up to 5 egg agents multiple times, and store the result in an egg. The hatchery has an old look and features multiple options to customize your (upcoming) Creature populations.

The Splicing Hatchery spawns below the Norn Egg Layer in the Norn Terrarium. It is currently only available for Creatures 3, but should work in docked DS worlds as well. Depending on its succes, I might create a DS stand-alone version as well. Though I've got no idea where I'd put the thing. :$

For more information on how to control it: See the agent help descriptions.

And here's a screenshot of the Splicing Hatchery in action.
 
 
DarkFay | 11/15/2020  log in to like post

I did not like it very much, cause it all time produces eggs. And I never could see which egg was from which genom. I then tried to remove it, but it was only partial. The picture did not go away and the egg layer did not go to the place where it was before.
And as I made a new world my Norn Egg Layer Control was gone. :-( I would really not recomment this. Seems very buggy to me.
 
Dragoler | 10/17/2018  log in to like post  1

I've been having a lot of fun playing around with this, but there are a couple of comments I want to make.

Firstly I found the window very easy to close by accident, and secondly I think it would be better if there was a "no genome" choice, or if the genome slots were increased to 6, as 6 is divisible by both 3 and 2 allowing for more even splices for small numbers of genomes.
 
Arnout | 4/6/2018  log in to like post  1

Good to hear that it works after all. No idea how the restart did that, honestly. :P
 
Zurinsel13 | 4/6/2018  log in to like post  1

Update: Interestingly enough it now runs without any error ( I restarted my game) maybe that was it :) ?
 
Arnout | 4/6/2018  log in to like post  1

Interesting. I must confess that I hadn't tried it out in docked worlds yet, because I presumed that the C3 script should work there too. I'll look into it later once I work on the DS version.
 
Zurinsel13 | 4/6/2018  log in to like post

Is it normal that this agent gives me an error when I try to use it in a docked world? It always tells me it is loading an invalid slot:

Runtime error in agent 3 4 26502 (Egg) script 3 4 26502 1000 unique id 20780
Gene file not found or attempt to load into invalid slot
... ne load targ 4 va87 {@}gene load targ 5 va89 gene loa ...

Windows NT/2000 5.1 build 2600 (Service Pack 2)
OriginalDisplay DirectX (netbabel 148)
Fri Apr 06 13:02:48 2018 - Zurinsel13 - 2.296 b195


(however I can click brutal ignore and still use the egg)
 
Dark_Author | 3/25/2018  log in to like post

Cool idea!
 
Arnout | 3/25/2018  log in to like post

The agent no longer collides with the ultranamer and the coconot (1.2). :$
 
Arnout | 3/24/2018  log in to like post  1

Thank you all for the advice for DS (both here and on the screenshot page).

I'm releasing an update (1.1) because I felt that it was necessary.
- An agent description was missing. If you're updating from the original. Make sure that you remove 'vanillahatchery.catalogue' from your C3 catalogue folder.
- The Creature in the uppermost cell can now be loaded multiple times during splicing. In the original script, the Creature type in the uppermost slot was only loaded once. So if you chose a Banshee Grendel in the first slot (for instance), some other Creatures in the rest - and then make the hatchery splice 49 times: You'd never see Banshee Grendel traits in the Creature that appears from the eggs.

I'll likely tweak the machine a bit more before I'll convert it to DS stand-alone. I still feel that new hatchlings could be more diverse.
 
Doringo | 3/24/2018  log in to like post

You could theoretically try to merge it with the workshop screen somehow. I suggest looking into how the DS Eggonicer handled that.


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