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General Forum |
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Feddlefew
  
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5/15/2012 | |
Has anyone else noticed that in large, multi-level metarooms like the Biodome, plants tend to bunch up in the lowest levels and corners while disappearing from in the upper levels? Especially if the plant is programed to fling its seeds far away? |

mfb


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5/15/2012 | |
yeah, I've also noticed that in some larger metarooms! maybe it would be possible to change the barrier types so that it was a bit more difficult for plant seeds (but not impossible) to get downward?
Shee Tea Shop |

Liam
  

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5/15/2012 | |
It doesn't really work like that, unfortunately, mfb.
It's a pretty easy thing to fix -- you just go into the code and ensure that at least one seed is dropped exactly where the old plant used to be, and the others aren't spread to far. 
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |

Malkin
     Manager

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5/16/2012 | |
If you take that approach, though, Liam, you'd need to make sure that the nearby seed doesn't think the dying plant is a thriving plant before deciding if it should sprout or not - let it check if it should live or die at the last possible second.
My TCR Norns |

Wiimeiser
   
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5/17/2012 | |
Permeability CAN be a value other than 0, 50 or 100, right?
Hashikin ko Tyni Kong Taria Haju'Rumia'an Klodz'Proddi. Terdish oxen saur yessi atai Kongo Dolpik! |
 Patient Pirate
ylukyun
     Manager
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5/17/2012 | |
Yes, in the default agents it tends to be around 60. |

Feddlefew
  
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5/17/2012 | |
Eh, well, I want seeds that will somewhat evenly distribute themselves around the metaroom, because most plants I have now can have their populations be easily demolished by norns because they end up clumping together. |

Geek2Nurse
 

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5/18/2012 | |
Amaikokonut gave me a good tip for this sort of thing, Feddlefew. She suggests randomizing the perm value so that some seeds fall through to populate lower levels, and others stay put to keep the local population thriving. Cool, huh? 
---
Optimist: the glass is half full.
Pessimist: the glass is half empty.
Engineer: the glass is twice as big as it needs to be. |
 Prodigal Sock
Ghosthande
    

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5/18/2012 | |
With a little finagling you can also make values like permeability and velocity dependant on population... so if there are few plants nearby, the seeds stick closer and hopefully repopulate the immediate area.
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mfb


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5/18/2012 | |
It would be perfect if Eem Foo's Magic Box could be made invisible. This is basically how DS solves a similar problem, right? It checks every so often if a species is extinct, and jects their cos file if they are? These suggestions are all good for new plant agents but they don't go far to fix old ones.
I wonder if its ALPH could be set to nothing and it made un-interactable, or if its being a complex agent would wreak havoc with that?
Shee Tea Shop |

Feddlefew
  
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5/18/2012 | |
@Ghosthande- To optimize that, the "holes" between floors, like elevator shafts, and platforms would need to be progressively less permeable as they get lower in the meta room.
With plants that throw seeds up very, very high that could also allow them to spread upwards. Is it possible to make floors act as one-way permeable... gah can't remember the word for it... things?
I had an idea for a "plant" that had "seeds" that would walk and climb around looking for a place to grow into a new "plant". It's temporary name is Meat Moss. |
 Prodigal Sock
Ghosthande
    

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5/18/2012 | |
...You mean progressively more permeable?
Actually it would still help, if you modified velocity and not just permeability; that way they'd be less likely to fling their seeds off cliffs. The apple doesn't fall far from the tree, etc. etc. But unfortunately no, permeability always works both ways. Believe me it would make a lot of things easier if you could set it up to work one-way.
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Feddlefew
  
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5/18/2012 | |
Yes, I meant more! Derp. 9_6
I thought so with the one-way thing. Otherwise I would have seen agents that use it by now. I always thought that some platforms were obviously just ledges jutting out of the back wall of the room, and some things should be able to land on them if they're flung up from below. |