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Showing posts with label world setup. Show all posts
Showing posts with label world setup. Show all posts

Wednesday, July 6, 2016

Grendel-infested Waters

(Ignore the slight gap in the posts, my crop of cacti were infested by bugs and it always takes more time to squish them then you think it does.) First, here's an update on the Lavender Grendels from the Mobula Ray world. All but one of them died out and the one that survived, Etienne, survived because he was exported. So I hatched a bunch of first gens for him and watched over them carefully. I even rigged up some antibacterial spray to spray every so often. The grendels turned these into toys, but they still did wonderfully. By the time Etienne's generation died, they had 20 children! Etienne had 11 children while another male had 9. Why have I mentioned the grendels here? Because one of the Creatures Challenge over at the Discover Albia forum caught my eye around the time I was deciding what to do with all of these babies. I decided to create a summer-themed world just for them.

Summer to me means water, heat, and way too many insects everywhere. So I created an aquatic world... for terrestrial grendels. Normally this would end up with a load of dead grendels, but through the magic of magic words I could give these lucky grendels air bubbles so they didn't end up drowning. The rest of the world was setup like most of my pet worlds end up, overly decorated and easy to live in. Sadly, the world didn't have space for all 20 of the babies, so I chose 10 random grendels. I also went with the somewhat fitting theme of "random bodies of water" which meant names that went from Arroyo to Puddle.

I ended up with four males and 6 females, all of which seemed to get along with each other. Firth, Arroyo, Gulf, Spring, and Mere were in Aquanornia, while Puddle, Creek, Cove, Delta, and Bay were in the Oasis. Balmora was also taking a vacation there, but she was more interested in the Vibraphone them meeting her new neighbors. How well did the grendels settle in? Find out next time! For now, here's a list of most of the agents used in the world:

Metarooms:
Oasis - Created by Liam and Moe. It needs a lot of work to get it habitable, but it's very pretty.
Aquanornia Revamped - Originally created by Jennie updated by Grendel Man. It's empty but it's very easy to turn into a livable space. I usually use it with Past Seas.

Agents:
Aqua Toys - Created by Laura and TrellyDawn
Beach Ball - Created by Creatures Labs
C2 crabs - Created by AquaShee
Comfort Candles - Created by Jesseth and Kezune
Feuerling - Created by MK Grendel
Garden flower - Creatred by Mea and Grendel Man
GB: Butterfly - Created by Amaikokonut
MW: Air bubbles - Created by Amaikokonut
Muffin basket - Created by Ghosthande
Norndoll Bondi - Created by Ghosthande
Other butterflies - Created byTwilightCat
Oasis Shrimpton - Created by Moe, Ghosthande, and Grendel Man
Sea Garden pack - Created by Mean and Grendel Man
Star-spawn pushies - Created by Ghosthande
Sunflower - Created by Ghosthande
Survivor Radio - Created by Ghosthande
Sprinkler - Created by Geek2Nurse
Tea Time plants - Created by TwilightCat and Bug
Weather generator - Created by AquaShee
Vibraphone - Created by Apollo

Friday, September 18, 2015

An Eggciting Egg Finding Machine

Guess who's wolfling run is doing well for once? My wolfling run hasn't died out in nearly 40 generations, even with population controls exporting the old Norns and a weird egg finder set up. I think moving them into a simpler seasonal migration world is what did the trick. The run is quite boring now, so I'll just write about my egg finder setup instead!

During another wofling run, I noticed the older eggs weren't hatching. I'd find generation 10 eggs mixed in with my generation 20+ eggs and that annoyed me. So I rigged up an egg finder to a timer, and made sure the older eggs would hatch first. It worked surprisingly well.

Basically what happens is the egg finder picks up all of the eggs and sorts them from oldest to newest. Since the newest eggs are in the water, they don't hatch. This makes the older eggs hatch a bit quicker, and means you won't have old eggs laying around anymore. The fireplace is actually a portable incubator, like the Meso's heat pan, and makes sure the older eggs hatch faster. The lavaball is just there to teleport the babies into the main metaroom.

It works quite well, but has one slightly annoying side effect. Your generation count isn't going to go up very fast with this egg finder set up, especially if your creatures are prolific breeders. It basically forces every egg to hatch in order, so it takes a while for one generation to finally end. So maybe it's not great for every run.

Agent links:
Egg Finder
DS Timer
Lavaball 4
Fireplace (it's under December 15th)

Monday, July 21, 2014

Seasonal Migration Worlds

Seasonal migrations are exactly what they sound like, worlds were the Norns have to migrate each season to survive. I like to think of it as a continuous IQ test, even for the adults. In a normal feral run you can really only test the children, but with a migration world you test all of them. It's also pretty interesting to watch a whole population move from one area to another, and, with the addition of seasonal flowers, it can also be really beautiful. Setting them up is another story though.

 

Choosing Metarooms

There's two parts to setting up a migration world, the metarooms and the patch plants. I'll be going over the metarooms first. I've found that using 2-4 metarooms is the best, depending on how large the metarooms you use are. It's completely possible to set up a migration in one metaroom, or even use more rooms then four. Large metarooms like Ainardia or C2toDS are probably perfect for seasonal migrations. I've only used Chione in a migration world, but it works out great.

If you use more then four metarooms, then setting it up will harder then just 2-4 rooms. It's completely possible to set up a migration world like this. The very first migration world I set was utterly confusing to me, but the Norns were just fine. Plus it might make your game lag a lot, depending on your computer. Patch plants are surprisingly laggy if you have a lot of them.

As for choosing your metaroom, I like to choose the rooms based on what season the patch plants are going to appear in that room. For example Veridia is perfect for a Spring or Summer metaroom, and chione would be perfect for a winter room, if it wasn't so big. I chose the North pole room for this blog's migration run, but it requires the Norn Terrarium to install it. So I chose the Norn Terrarium as my spring room so I could have both of them. Size is really important as well. A room like Tulu isn't good if you want a large population(18-28ish), and a room like Veridia isn't good if you want a small population(8-16ish). You will have to experiment with population sizes for your migration world, as each combination of rooms is different. I had to lower my current migration world's limit from 28 to something like 20 because Tulu was to small for my population to live in comfortably.

 

One Metaroom Migration runs and Linking Rooms Together

In case you don't want to use a lot of metarooms, or if your computer can't handle it, then migration runs can easily be done in one metaroom. Just choose your metaroom, decide which seasonal patch plants go where, and then add them. You might also want to use just one metaroom if your using the larger metarooms like Ainardia or Chione.

Linking rooms together requires the Magic Worlds room edits agent, other wise your Creatures won't travel between metarooms at all. You might also want to use the Interporter instead of the Torii agent. With the Torii, Creatures tend to boucne from one room to the other, and not stop until they fall asleep. The interporter also has some problems, but at least Creatures can use it properly. make sure to set the interporter to door mode, so the creatures don't get confused. You can click on the portal/door part to see which mode it's in. There is one other door agent, the Archways, that might not have the "bouncing Norn" problem the Torii has, but I don't know for certain.

The Patch Plants

There's two main ways I've set the food sources, one where there's barely enough food, and one where you just put patch plants where ever. With both ways, it's probably best to use food that decomposes, and doesn't stay there indefinitely. This usually makes the Norns migrate a bit sooner, and makes sure there isn't any leftover food that could confuse a Norn. "Perishable" patch plants include the explodanuts, the spikeball things, the Eggstravaganza eggs, the plums, and the Aubergines. Patch plants that don't decompose work just as well as those that do, I just tend to prefer ones that disappear.

Anyway, one way to set up the patch plants is where there is barely any food each season, or where the food diminishes a lot each season. The first one really only fits in a world like Chione or a desert metaroom where you might not want to add a lot of food sources to fit in with the theme of winter wastelands or deserts. This can be very frustrating if you don't want to have a lot of food, but it also makes the world very challenging for the Creatures. The second one is really simple, you just lower the density of the patch a certain amount when you add it. A normal patch plant starts out at 50%, and I've found that a nice amount to go down each season is 10%. That means it's 50 in Spring, and ends up at 20-25%. This has the benefit of making food scarcer as the seasons go on, but isn't as annoying to set up.
 
The other way is to not change the density when you add the plants to each season/room. This is the easist way to set up a migration run, and has the added benefit of making sure Norns have enough food. Some patch plants might need to have their density lowered anyway so they don't flood your world.

 

Three Metaroom Setup

One specific setup, that I haven't personally tested yet, would be the three metaroom setup. A common problem with migration runs is that eggs tend to pile up in all of the metarooms, and it isn't always easy for a baby Norn to navigate their way to food. The three metaroom setup solves that, sort of. You would choose three metarooms like normal, and then use the middle metaroom and put two seasons in there, instead of two separate metarooms. I would put Summer and Fall in the metaroom and Spring and Winter in the other two. Then you would put an egg finder connected to a timer in that middle room. This puts the eggs in one specific spot, and makes the babies travel less to get to food. Plus it's less metarooms and probably less patch plants, so there might be less lag.

 

Problems with the Concept

There's a few problems with migration worlds, some major, some minor. Having a lot of patch plants can cause your world to lag ever so often, and I haven't found a way around that. Even in my current migration world, the game will lag ever so often. The game runs fine, and is fairly fast, it just lags sometimes. Your computer might not have this problem with patch plants though? I don't know if it's just my game or not. Another problem with the patch plants themselves. They might crash your game if you add them to close to a solid metaroom boundary. There really isn't a way around this, you will just have to keep room boundaries in mind when adding patch plants.

Eggs tend to build up in the metarooms, and the only way to fix that is to add an egg finder. You could do the usual trick of setting up an egg find and making them go through an IQ test, if you hate eggs laying around everywhere. The last problem might be that your computer can't handle having a lot of metarooms, or patch plants. Migration worlds tend to run a bit faster then a world filled with patch plants, though it also seems to have lag spikes. Plus setting up the migration worlds takes a bit of planning and some experimentation. It's a weird way to set up a world, but hopefully this blog post has made setting one up slightly easier.

Some random tips:
  • Choose your metarooms carefully
  • Try putting rooms in a certain order(I like to follow the seasons, from Spring to Winter)
  • Don't put patch plants to close to a rooms boundaries or the game might crash.