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Development Forum |
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| Making fish eat Garden Box plants | |
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 For Science!
InsanityPrelude
 
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9/4/2013 | |
So as far as I can tell, the C3 fish (angel, handle, neon, and clown) that eat gumin grass and sponge seeds won't normally prey on the Garden Box versions of them, because they use different classifiers.
I think I figured out how to make them compatible thanks to Grendel Man's commented versions. What I did was take this block (it appears three times):
setv va51 rand 1 4
doif va51 = 1
setv ov75 13
setv ov71 8
setv ov76 1
elif va51 = 2
setv ov75 3
setv ov71 6
setv ov76 2
elif va51 = 3
setv ov75 3
setv ov71 7
setv ov76 3
elif va51 = 4
setv ov75 3
setv ov71 8
setv ov76 4
endi
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Changed the RAND value to "1 7", and added matching "elif va51..." bits for the GB plants' classifiers. I did this in all three places this block of code showed up.
One such piece has "setv va00 rand 1 4" right before it, I'm not sure what it does exactly (not a coder, without the comments the whole thing would have been incomprehensible to me) but given the context assumed it needed to be changed to 1-7 too.
Gave it a quick run in my test world, figured out how to use the debug log, and I definitely saw "[fish]: Ate [GB item]" pop up a few times, but I wanted to run it by here before I upload anything.
(Of course, the version I upload will be based on the standard C3 code, not Grendel Man's, so I'm not stepping on toes.) |

Malkin
     Manager

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9/4/2013 | |
Check out the C3 Bootstrap V2 - the codes there are the same as in the C3 game, but with comments. 
va00 is a temporary variable,which acts like x, y, or z in algebra. Variables with OV persist throughout the whole object (are used in many different scripts), but variables with VA at the front are only used in one script. (i.e. you can have a va00 in the eat script, another in the walk script, etc. etc. etc.)
My TCR Norns |

Missmysterics
 
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9/4/2013 | |
out of curiosity, doesn't Grendelman's updated fish already eat them? |
 Sanely Insane
RisenAngel
     Manager

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9/4/2013 | |
No. The updated fish in the Aquatic .cos files pack were made a long time before the Garden Box even existed. Their only difference from the default fish is that they hatch faster.
On that note, you might want to search the .cos files for "emit" and comment those lines out. The fish emit protein smell, but creatures don't follow that smell to find critters - they use it to find normal food items (fruit, mainly). As a result, they'll wander around an area full of fish to find fruit and wind up either confusing the heck out of themselves (or possibly drowning, if they aren't amphibious).
~ The Realm ~
Risen Angel's Creatures Blog
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Missmysterics
 
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9/4/2013 | |
^Don't carnivorous creatures use protein smell to locate them though? |
 Sanely Insane
RisenAngel
     Manager

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9/4/2013 | |
Nope. You could get them to do so, but you'd need to alter a CAOs command (and more than likely deprive normal creatures of the ability to find fruit).
~ The Realm ~
Risen Angel's Creatures Blog
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 For Science!
InsanityPrelude
 
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9/4/2013 | |
Huh, I didn't know about that. What do carnivorous creatures use to find food?
And thanks, Malkin! |
 Sanely Insane
RisenAngel
     Manager

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9/4/2013 | |
Presumably, they don't use anything - they just grab whatever critter's in their line of sight and within reach whenever they're hungry.
~ The Realm ~
Risen Angel's Creatures Blog
|

Rat-tailed


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9/15/2013 | |
You could engineer them to follow a certain scent when hungry for critters, and them make critters with that scent.
That would make them able to live with normal norns, but i'm not sure about how the crosses would behave. |

magpie-angel
  

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9/15/2013 | |
i always had problems getting my meat eaters to actually eat meat and they just look at me as if i'm mad when i tell them to eat a critter |
 Mad Scientist
clohse
 

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9/15/2013 | |
I used an unused CA (19) and the chemical associated with it (184) to make the radiation emitter. Would something like this be similar to what you are talking about?
scrp 2 24 16102 9
doif ov99 = 1
*emit some 19 smell
emit 19 0.01
enum 4 0 0
*set variable 99 = level of 184
setv va99 chem 184
*add 1% to the current level of chem 184
mulv va99 1.01
*add that amount of heavy metals to the creature
chem 66 va99
next
wait 10
endi
doif ov99 = 0
wait 10
endi
wait 25
endm |
CLohse's Norns at the Creatures Repository |