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Metaroom Evo Ship test   1 | 2
Liil

Liil
Germany  


  12/20/2021  3

What is Evo Ship?

Evoship is a massive burger-like shaped metaroom that is build to be suitable with large population wolfling runs. It is also created to match the current native resolution of most modern pcs and don’t let the environment appear too small.
Evo Ship is compatible with a docked world (C3 + DS) or DS stand-alone.

It features 4 giant terrariums with their own environments. Desert, Jungle, Temperate Forest and Boreal Landscape.

In contrast to the most other metarooms, it does not have much height difference, platforms or caves. This makes it easier for creatures to travel trough the metaroom and build colonies, but also to ensure group/species contact.
The terrariums are not connected. This prevents plants and animals to spread between them. But you can use the Elevines, Instalift, The Archway or C1 Teleporters to connect the rooms for your creatures. There are elevator shafts in every terrarium to support this idea optically.
You can use all rooms and decorate them with agents and The Garden Box, or you only choose one room of your preference for your creatures.

When it comes to size, many agents for C3/DS where produced when the native resolution was 1024×768 - 1280×1024 and they appear small in the Evo Ship. But agents like the Survivor Radio, the Mecha Grendel, Fun in the Sun or the Shee Plushie fit really well, because they are also of a bigger size.

At this time there are no special agents but many plants and animal can survive in the terrariums, because they are tempered. TWB and TCB creatures will find the matching environment for their needs. The desert is hot, the jungle warm, the temperate forest ideal for norns and the boreal area at the bottom of the metaroom is cold, but near the castle norns will also find a warmer place to live.

There is no remove script at the moment, don’t inject the agent into your main world.

Overview: https://i.ibb.co/0fGgc6j/Evoship-FULL.png

Link for metaroom agent: https://www.dropbox.com/s/f5sg081wssi1lij/evoship.agents?dl=0

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/20/2021  1

I get an error when attempting to inject this which says evoplaces.s16 isn't found.

Creator of the TWB/TCB genome base.

 
Liil

Liil



  12/21/2021

The .c16 has been added, the bug should be fixed now. New file available.
 
Lacota

Lacota



  12/21/2021

Hello!

Took a look at your room, very pretty!

However you do have a problem with the COS you've provided within the agent. it's injecting your entire world, and not just the metaroom. When you exported from the Map Editor, you need to export the room only.

I understand you've chosen to overwrite the C3 rooms, I would suggest placing it below the Scribble room (so starting at 13701 instead of 0) so more people can use it.


 
Liil

Liil



  12/21/2021

I have moved the metarooms position, deleted the other rooms in the Map Editor and renewed all emitter positions. I hope everything is fine now?
 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/21/2021  2

There's a bit of terrain here in the upper level that is only passable when moving left to right.

Also I noticed the mapping over all open areas of water have corners, which prevents the permeability from being changed to allow creatures to walk over them safely. I think this may be an issue for some people who want to use certain habitats but don't want to risk their creatures drowning.


Creator of the TWB/TCB genome base.

 
FlyingEttiNorn

FlyingEttiNorn



  12/21/2021

I downloaded your CCSF 2020 room and it doesn't inject properly because the background that gets installed and the background used in the room have different names
 
Liil

Liil



  12/22/2021

Hi FlyingEttinNorn!

I did not make the agent for the Albia Lost Places Metaroom last year. I wasn't able to do this at this time.

I can make a new agent for the Albia Lost Places Metaroom from last year, if you are interested. But this will take some time, because then I will also add emitters for the TWB/TCB breeds.

Do you have a preference where on the map the room should be placed? Should it be compatible with the new one (Evo Ship)?

@Dragoler

I fixed the issue in the Desert, new download is available.

 
Kazooo

Kazooo



  12/22/2021

Ya ideally all metarooms should be compatible with all others :)
 
Liil

Liil



  12/22/2021

I can understand that people do not want their creatures to drown. But otherwise the open ponds are good for amphibious creatures and one can stop the creatures with agents like the force field from drowning.

I would like to make a voting poll but I thin this is not possible here.

I also can secure the ponds on the side of the map with large rocks and build bridges over the ponds in the middle, but then I have to update the background for the metaroom. Is there is way to integrate a new background in an existing Map Editor file? I did not find the option.

In the past I had to redo all rooms if I had to change the background.

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/22/2021

I don't think there's a need to update the background, players can use the magic words room edits and garden box tools to customize the map to their needs, my suggestion is only to make it possible for the permeability of the doors above the water to be changed in such a way that creatures can pass over safely.

For example this pond is cutting the desert above in half, the only options are to risk creatures drowning inside it or prevent them from moving past it at all. If the corners are left in for the purpose of navigation CA movement perhaps another solution could be reached?


Creator of the TWB/TCB genome base.

 
Liil

Liil



  12/22/2021

Hmm all rooms must be sqare shaped as far as i know. If i create a possibility to change the rooms above the water to pass it, then the pond cannot be left anymore by creatures, because the corners of the water rooms will be sqare shaped.

The same principle of room structure appears in the Ettin Desert or Norn Terrarium pond of C3.

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/22/2021

I see, In that case I made a mockup of a room structure that should allow for creatures to pass through the water or above it depending on how permeability is set. I realize this would be a lot of work though, i'm just going to leave this up for consideration. Loving the metaroom so far.

Creator of the TWB/TCB genome base.

 
Kazooo

Kazooo



  12/22/2021

a bridge almost, neat.
What bird is that Dragoler?

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/22/2021

A pygmy cockatoo from the Mountain Norn pack.

Creator of the TWB/TCB genome base.

 
BlueLeafeon

BlueLeafeon



  12/22/2021

I first want to comment and say that I absolutely adore this room. I love how much space is there, and how there's four different areas to throw norns into, so that I never need to switch screens...

However, the first thing I did when I started testing the ship was grab the Heat Lamp agent and start checking around. I immediately discovered that the desert is hot.

And I mean... entirely too hot.


So hot, not even TWB Magma norns would be able to survive here for long.


The heat lamp was registering 9 in most locations, with only a couple of spots registering at 5-6.

According to dragoler...

TCB creatures work a bit differently, they can tolerate a broader range of internal body temperatures than TWB creatures, but the range of external temperatures they feel comfortable in is greatly reduced. Most TCB creatures will want a temperature as close to 0.6 (6) as possible, and desert adapted breeds will want a temperature of around 0.7 (7). TCB creatures that remain too long in locations that are much too cold for them may die.



So yeah, you might want to tone down the heat in the desert. I get that deserts are hot, but when even magma norns are hot... That's saying something. Only non-TWBs would be able to survive here, because the rest would get dehydrated quickly.

I do love the room though, so I'll be watching your progress!

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/23/2021

On the topic of CAs, I noticed the rain water CA in the jungle, temperate forest and arboreal rooms are incredibly low, ironically the desert has the most rain water out of all of them lol

Creator of the TWB/TCB genome base.

 
Liil

Liil



  12/23/2021

I don’t get it to manage that the room editor allows me to stretch the room in the right position. I tried to change it by manually change the coordinates of the room corners, but it doesn't allow that. It only allows the upper and lower corners of a room to be in the same x position: https://ibb.co/r43Cfqv

Did you changed the rooms with magic words?

I only set water emitters near the ponds. Should I set emitters in the sky of the rooms (Jungle, Temperate)? Why there is water I the desert I don’t know, but I noticed that water seems to build up where plants are present. Maybe the humidity is build up by plants?

@BlueLeafeon: I changed the temperature in the desert, try it out now, new download is available.

 
Liil

Liil



  12/23/2021

For those who are interested in my CCSF 2020 metaroom “Albia Lost Places” there is a download available. But I did not get it to become compatible with the Evo Ship metaroom, it is too large.

When I place the metaroom too high, it will include the Creatures 3 favorite places icon so I had to place it overlapping with the Evo Ship.

Albia Lost Places agent: https://www.dropbox.com/s/2k5low50o11gjlq/lostplaces.agents?dl=0


 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/23/2021

I drew the rooms in while trying to figure out something that should work within the limitations of this weird editor, would a passable hump function for one side? Suppose this isn't ideal for CA movement though.

It's possible the plants produced water, probably through detritus. There are two kinds of water CAs, one for ponds/lakes and another for ground water, which plants often need to grow, so it'd be better to have more emitters around for that (CA 3).


Creator of the TWB/TCB genome base.

 
Pixis

Pixis


 visit Pixis's website: Pappus Café
  12/23/2021

Wow, this room is MASSIVE. I can't wait to play around with this and also Albia Lost Places (Not sure how I missed that release last year!!) and see what kinds of populations I can get going! Awesome work [nsmile]



 
Vermidia

Vermidia



  12/23/2021

You might wanna try out Storyteller's Cartographer's Table, it's still a wip but it might be easier to use then map editor

edit: it's still beta, and it can't really handle a room of this size atm. I thin for the whole bridge thing, making the top flat and messing with ca link positions would be best.


You know...wait...nevermind... wait...no...umm...maybe later...
 
Liil

Liil



  12/24/2021

I let the Evo Ship metaroom run over night and set the population limit to 50. I started a colony of TWB Magma, Bald and Giraffe Norns in the Desert and a mix of Zwergbunt Grendels, Dustdevils, TCB Banshee and Normal TCB Grendels in the Jungle. A Colony of mixed TWB Norns in the Temperate Zone and the Boreal.

All colonies where alive this morning and had eggs laying around. But in the Jungle the Zwergbunt Grendel(Calm grendels) DNA seems to be the most advanced. I noticed last evening that the aggressive grendel breeds tend to lost in social conversations because their aggression and this makes them disadvanced and more prone to drown, because they travel larger distances to leave other grendels.

I added ground water emitters to the metaroom.

I started a voting poll because of the thing with the ponds/water sources: https://poll-maker.com/poll4080656x5f2c4E8A-128

 
Liil

Liil



  12/24/2021

For the ones who like the bridge idea. This is how the bridges would look:

https://ibb.co/3zRwryF

https://ibb.co/C5b2FRF

Bridges or not, I will update the map in the future and add overlays, this will include the bridge in the Temperate Forest, the house(Upper part) and the castle(Upper part).

A new Albia Lost Places agent is released, with emitters. Click the old link for download.

 
Liil

Liil



  12/25/2021  1

The bridge builders made it! New version with bridges and overlays is out.

I had to make a little compromise with the overlays. Sometimes it looks weird that animals can pass behind the bridges, but I have to ensure that frogs can leave the water. Also seeds should fall into water, to stop some plants from overgrowth.

A new version of Albia Lost Places is available. I fixed the issue that grendels can get stuck in the water basin of the jungle basement. Now this area is open and passable, an overlay has been added.

 
BlueLeafeon

BlueLeafeon



  12/28/2021

Liil wrote:
I have moved the metarooms position, deleted the other rooms in the Map Editor and renewed all emitter positions. I hope everything is fine now?



I uh... How far did you move the room? Because I got frustrated and threw an ettin earlier and the game acted as if I had hurled it out of the C3 airlock. (exploding into bones) And just now I threw another Ettin and THIS happened.
https://www.youtube.com/watch?v=KFbeEqAB0gA

I am playing a docked world so maybe the rooms are overlapping? I'm not using the version with the bridges just yet, but I am using the one with the fixed desert temperatures, and I could've sworn you moved the room long before that... (confused)

EDIT:

I am on the most recent version now and...


Um... Yeah... I don't think that should be there...

 
Lacota

Lacota



  12/28/2021  1

I don't think it was moved enough.
 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/28/2021

I have a couple more minor issues to report. To start with the rightmost part of the desert is too cold, this has lead to some very heat sensitive creatures in my world to die there.

Secondly there is another part in the same room that is difficult for creatures to traverse.

You did a great job on the bridges, they fit into their rooms really well! Hoping the major issues can be resolved.


Creator of the TWB/TCB genome base.

 
Liil

Liil



  12/28/2021

Evo Ship is not compatible with a docked world (C3 + DS) and is for Docking Station only use.

I found another bug. Creatures can get stuck at the right end of the desert. I deleted a little steep room where they get stuck, I hope it helps to prevent this.

There are 3 new heat emitters in the desert to turn up the heat in certain low temperature areas.
New version is out.

 
SpaceShipRat

SpaceShipRat



  12/28/2021  1

It looks like a really great project! Nice work.

I'm probably not going to be using it if it's in an incompatible position though, especially if it's right under the corridor. That puts it in conflict with like, 10 other modded rooms even using the map from 2005.

 
Lacota

Lacota



  12/28/2021

It'd be trivial to move to an area that would allow it to work docked and undocked, as well as with other rooms. I mentioned in an earlier post a location that would serve your needs.
 
Kazooo

Kazooo



  12/28/2021

Liil wrote:
I have moved the metarooms position, deleted the other rooms in the Map Editor and renewed all emitter positions. I hope everything is fine now?



Liil wrote:
Evo Ship is not compatible with a docked world (C3 + DS) and is for Docking Station only use.

I found another bug. Creatures can get stuck at the right end of the desert. I deleted a little steep room where they get stuck, I hope it helps to prevent this.

There are 3 new heat emitters in the desert to turn up the heat in certain low temperature areas.
New version is out.



Then what was the point of moving it?


 
Liil

Liil



  12/29/2021

I am using the Map Editor and it not allows me to place to room everywhere I want. I cannot place the room outside of the view of the Map Editor to the right.

When I place the gigantic room more downward to make it compatible with the overlapping C3 Stuff, it will overlap with the Docking Station. I moved the room to the start position 13701 X like Lacota suggested but that doesent fix the issue with creatures 3 and this was not my intention to move it. I thought the position change was because of the scribble room?

If people are here who know how to fix this and have a guaranteed good position for the room(Without any conflict), please post the coordinates where to place the upper left corner of the metaroom.

But when i move the room again now, i have to rewrite the coordinates for all emitters, the icon and the overlays, this needs much time. I will not do this over and over again, if a new issue with another metaroom appears.

 
Allekha

Allekha


 visit Allekha's website: Hello, Robotto blog
  12/29/2021

Don created Map Editor templates that are pre-expanded; both the templates and expanded worlds should open just fine in Map Editor and and let you place new rooms wherever. The wiki also has a list of all known metaroom co-ordinates. As you can see - especially if you scroll around the interactive version linked at the bottom - there is plenty of room on the expanded map. There's really no need to make it incompatible with C3 and existing rooms by overlapping anything.
 
Lacota

Lacota



  12/29/2021

As i mentioned earlier, 0, 13701 (down 13,701 from the top left) is a safe space that would not conflict with anything.
 
Liil

Liil



  12/29/2021

Thanks for the links.

I plan to place the room at x 0 y 20821
Is that OK?

Do I have to add the map expanding script (mapd 100000 100000) in the .cos file too?

 

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