|
Development Forum |
 |
| Past Seas Progress Thread 1 | 2 | |
|

Jessica
    

|
11/10/2011 | |
This is quite awesome! I seemed to run into an issue this morning, though. I should have documented it a bit better, and forgive me for not knowing what I'm talking about. The plants that spew out the red berry fruits went absolutely insane, and continuously made these nonstop. I also had a huge amount of the critters along the bottom, and a fair number of fish carcasses. It got to the point where my world slowed to a crawl until I removed the Past Seas, and it returned to its usual speed.
I'll have to see if I can replicate it, but I hope this might help out if there is an issue. Note that I had no creatures in the room, so that might be why the ecosystem went a little crazy. It's still an awesome space, and absolutely beautiful!
Discover Albia |
 Sanely Insane
RisenAngel
     Manager

|
11/10/2011 | |
I've had a similar issue with the Eelgrass fruits in one of my worlds - however, I've yet to see it happen again. I'm not sure what could be causing it, since it never popped up during my testing.
Same goes for anything else - I haven't seen anything else multiply at an unusual rate just yet.
However, I'm pretty sure both issues add up to cause the slowdown I've seen others report.
Can anyone else confirm that this sort of thing happens?
~ The Realm ~
Risen Angel's Creatures Blog
|

Gumbo
    
|
11/14/2011 | |
I think I found that bug.
I introduced the eelgrass into the lower are and shortly after the area by the upper elevator was flooded with a million eelgrass plants. I was holding down kill hots for about a minute or two to get rid of them all. This only happened once I put the grass in the lower area...
Any ideas? 
in the spring you gotta let the flowers fully blossom
|

Jessica
    

|
11/14/2011 | |
Gumbo: I believe that was how my error started, as well. I remember moving the critters and plants to both levels. Not sure what that does... But at least it does sound like it's not a random event!
Discover Albia |
 Sanely Insane
RisenAngel
     Manager

|
11/15/2011 | |
I think the problem has something to do with the way I coded the tubers - the ones that are initially in the room are marked as such so they can grow despite the lack of CA. I removed this, and didn't see the bug reoccur; however, this has the side effect of not allowing the plants to grow in the first place. :/
I think the only option I have at the moment is to completely recode that plant, unless some willing soul wants to take a look at their current code and point out some dumb mistake I made.
~ The Realm ~
Risen Angel's Creatures Blog
|

AquaShee
   
|
11/15/2011 | |
Not really a mistake, and not really dumb, but you'll get better and prettier gardens if you just tell your plants to give up on CA and grow when the soil is right. If you must have them use CA's, let it affect their growth rate, density, colour or size, but other than that getting the balance right is just too tricky.
The Square Root, for example, doesn't care about CA's, but it changes growth pattern depending on the soil and doesn't grow very big if there is already a big Root next to it. Even more interesting is that it's seeds only have one chance in a hundred to grow, the plant spreads by placing new plants directly nearby, so spread is really slow even though the plant makes sure it won't die out. Seeds picked up bu the hand always grow though.
So with little tricks like this you can get your plants to behave in a much more controlled way, giving players the freedom to plant them anywhere even in rooms where people didn't bother with CA's as much or forgot to add them. Think of some unique behaviour for your plants and they'll be super interesting without needing much finicky balancing. 
Also, not sure if I said this before anywhere, but the Past Seas is gorgeous and my fav underwater metaroom right now. It gets the official AquaShee's Seal of Approval! (Her name is Allie and she eats about 10 pounds of fish per day, take good care of her)
The Community Scribble: make (y)our own metaroom! |
 Sanely Insane
RisenAngel
     Manager

|
3/6/2012 | |
Thread Bump:
I've updated the metaroom to fix the issues with the zanders/greater trilobites, and hopefully the issue with the eelgrass.
You'll eventually be able to pick them up at Nirax's site, but for now you can download the new version here and the corresponding patch here.
Edit: The trilobites and eelgrass should have their issues permanently put to rest now, and I've also rewritten the catalogue file. Download should be same, but tell me if it's broken.
As a side note: Has anyone actually had to use the patch, or is the room injecting smoothly without it? Sometimes PRAYBuilder buggers up if I use it manually (rather than through EasyPRAY, which is what I normally do).
~ The Realm ~
Risen Angel's Creatures Blog
|
 Chaotic Spriter
mea
  

|
3/8/2012 | |
The first link in your last post doesn't work proper, the creaturescaves.com/forum/ part of the address needed to be removed, before I could download it. I didn't notice any problems when I installed & used it, & the eelgrass has been behaving so far. Thank you for the update! |
 Sanely Insane
RisenAngel
     Manager

|
3/9/2012 | |
That's been fixed, now.
Anyway, opinions time. After noticing that the Eelgrass still wasn't viable when it was actively being preyed upon (and there's still issues with teleporting trilobites, albeit far less common than before), I decided that yet another update was in order. The most notable change that this update has is the addition of population monitors for the plants - 3 (or 2 in the case of the tube anemone) immortal plants that sit in the background and create more seeds/fruit when their respective species goes extinct otherwise.
The question I ask is, should I do these for the critters as well? At the moment, the only critter who might need one is the orthocone, and that's only if it's being preyed upon by creatures - everyone else is pretty good at keeping their populations high. At the same time though, it's possible they'll go extinct if hungry creatures are determined enough.
So, what do you guys think?
~ The Realm ~
Risen Angel's Creatures Blog
|

Gumbo
    
|
3/10/2012 | |
I think it would be really cool to have a kind of "orthocone mother", a big spiky scaly slow version who basically floats around and produces eggs when pushed by the hand. Is that what you meant? or did you mean a normal orthocone, except that it was immortal and produced eggs? Either way, I think it's a pretty good idea. Love this metaroom 
in the spring you gotta let the flowers fully blossom
|
 Sanely Insane
RisenAngel
     Manager

|
3/13/2012 | |
I was referring to a normal orthocone that produced eggs when the normal population went extinct.
Due to lack of opinion, I just went ahead and gave all the flora and fauna population monitors.
With that said, Past Seas V1.3 is released. A full changelog is in the readme, but the biggest change is the addition of the population monitors.
Hopefully, this should be the final update for a while, but please tell me if there are still bugs.
The previous version's patch should still work with this version since there weren't any sprite or catalogue changes, but tell me if you encounter otherwise.
~ The Realm ~
Risen Angel's Creatures Blog
|
 Tea Queen
Laura
    

|
3/13/2012 | |
Thanks Grendel_Man; I've gone ahead and updated the link on the Metarooms page. |
 Sanely Insane
RisenAngel
     Manager

|
3/13/2012 | |
Those of you who downloaded V1.3 might want to re-download it. I noticed some minor errors and fixed them, in addition to cleaning up the readme a bit.
Then again, the errors really were minor enough that most players probably wouldn't notice them unless they actually looked at the room's code, so it's your call.
~ The Realm ~
Risen Angel's Creatures Blog
|