"I got tired of some of the major issues that developed over time with creatures so I fixed it."
The New Brain Lobes
"The major change is the addition of some brain genetics (thanks to Ratboy). These new genetics cause the norns to need other norns while young and during the teen years the norns will try and avoid other norns."
As Gene Compare continues to be very bad at showing brain differences, here's the update rules of the two new brain lobes. There's more to them than this (brain genes have multiple tabs), but I feel this is the most important part.
I think I somewhat understand this? |
Each of these brain lobes has an emitter gene tied to it. The emitters in question look like this:
820 New in file 2 44 0 Emb B 128 0 Organ# = 21, Brain, Brain Lobe 15, Cell 0 - state 1, chem=Loneliness, thresh=77, samp=15, gain=26, features=Digital (0)
821 New in file 2 45 0 Ado B 128 0 Organ# = 21, Brain, Brain Lobe 16, Cell 0 - state 1, chem=Crowded, thresh=77, samp=20, gain=26, features=Digital (0)
As a brain edit, it's more simplistic than the more advanced and elaborate brain edits that went into the CFE and beyond, but it's still a lot more than I'd ever be able to do with the brain. It's also a lot more complicated than the CFF's solution to the same problem of making young norns stick around their parents (or each other, as the case may be) while older norns strike out on their own. In the CFF, it's just a pair of instincts; no brain edits needed (granted, I'm not sure how well these instincts work if they work at all; I didn't seem to notice any real difference in young norn behavior in my 2017 feral run).
The Hunger Overwhelmsion Organ
"I've added a hunger > all organ. This organ functions like the fearly and painly organs. The purpose is simply to ensure that norns eat instead of breed."
The organ in question looks like this:
824 New in file 2 2 0 Emb B Mut 128 0 Organ# = 22, Clockrate = 128, Life force repair rate = 20, Life force start value = 128, Biotick start = 238, ATP damage coefficient = 128
And here's all the genes within it:
Reactions
Receptors
833 New in file 2 199 0 Emb B 128 0 Organ# = 22, Organ, Organ, Clock Rate, chem=Hunger for carbohydrate, thresh=30, nom=0, gain=255, features=Analogue (0)
834 New in file 2 202 0 Emb B 128 0 Organ# = 22, Organ, Organ, Clock Rate, chem=Hunger for fat, thresh=30, nom=0, gain=255, features=Analogue (0)
835 New in file 2 203 0 Emb B MutDupCut 128 0 Organ# = 22, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=143, features=Analogue (0)
836 New in file 2 204 0 Emb B MutDupCut 128 0 Organ# = 22, Organ, Organ, Injury, chem=Antigen 1, thresh=0, nom=0, gain=53, features=Analogue (0)
837 New in file 2 205 0 Emb B MutDupCut 128 0 Organ# = 22, Organ, Organ, Injury, chem=Antigen 3, thresh=0, nom=0, gain=53, features=Analogue (0)
The Enhancement Gland
"There is an organ labeled "new organ" and it is simply an all-round organ. I use the "new organ" to store various genes that don't need a completely new organ."
This organ isn't actually called the "Enhancement Gland" in the Enhanced ChiChi Norns; as the readme says, it's just called the "New Organ." I'm giving it the name I gave its counterpart in RAS 2.0, as that's a little more fitting as to what it's meant to do.
The organ itself looks like this:
838 New in file 2 3 0 Emb B Mut 128 0 Organ# = 23, Clockrate = 128, Life force repair rate = 20, Life force start value = 128, Biotick start = 62, ATP damage coefficient = 128
It's placed underneath the Hunger Overwhelmsion organ, as I've done in RAS 2.0. Its rough equivalent in the CFF genome would be the miscellaneous reactions, receptors, etc. that the Genetics Kit lists as being part of the brain (though they're actually part of the Muscles, as the brain organ effectively doesn't exist).
As for what the Enhancement Gland does in the Enhanced ChiChi Norns....
Go Up When Drowning
Fear of Death
841 New in file 2 215 0 Emb B MutDupCut 128 0 Organ# = 23, Creature, Drives, Fear, chem=Energy, thresh=45, nom=255, gain=255, features=Inverted Digital (0)
The Elderly Become Weak
843 New in file 2 106 0 Sen B MutDupCut 128 0 Organ# = 23, 1*<NONE> + 1*<NONE> => 1*Crowded + 1*<NONE>; half-life = 58
844 New in file 2 107 0 Sen B MutDupCut 128 0 Organ# = 23, 1*Loneliness + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 58
845 New in file 2 108 0 Old B MutDupCut 128 0 Organ# = 23, 1*Prostaglandin + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 58
846 New in file 2 109 0 Old B MutDupCut 128 0 Organ# = 23, 1*<NONE> + 1*<NONE> => 1*Tiredness + 1*<NONE>; half-life = 72
The Sick Are Exiled
848 New in file 2 111 0 Emb B 128 0 Organ# = 23, 1*Antigen 1 + 1*<NONE> => 1*Antigen 1 + 1*Crowded; half-life = 38
849 New in file 2 112 0 Emb B 128 0 Organ# = 23, 1*Antigen 2 + 1*<NONE> => 1*Antigen 2 + 1*Crowded; half-life = 38
850 New in file 2 113 0 Emb B 128 0 Organ# = 23, 1*Antigen 3 + 1*<NONE> => 1*Antigen 3 + 1*Crowded; half-life = 38
851 New in file 2 114 0 Emb B 128 0 Organ# = 23, 1*Antigen 4 + 1*<NONE> => 1*Antigen 4 + 1*Crowded; half-life = 38
852 New in file 2 115 0 Emb B 128 0 Organ# = 23, 1*Antigen 5 + 1*<NONE> => 1*Antigen 5 + 1*Crowded; half-life = 38
853 New in file 2 116 0 Emb B 128 0 Organ# = 23, 1*Antigen 6 + 1*<NONE> => 1*Antigen 6 + 1*Crowded; half-life = 38
854 New in file 2 117 0 Emb B 128 0 Organ# = 23, 1*Antigen 7 + 1*<NONE> => 1*Antigen 7 + 1*Crowded; half-life = 38
The Breeding Enhanced Organ
"There is also a new breeding organ. This organ reduces thew(sic) ability for older norns to breed."
The organ itself:
858 New in file 2 4 0 Emb B Mut 128 0 Organ# = 24, Clockrate = 128, Life force repair rate = 20, Life force start value = 128, Biotick start = 119, ATP damage coefficient = 128
And all the genes in it (barring the Prostaglandin/Antigen receptors that I'm not showing):
859 New in file 2 118 0 Old M MutDupCut 128 0 Organ# = 24, 1*Testosterone + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 74
860 New in file 2 119 0 Old F MutDupCut 128 0 Organ# = 24, 1*Oestrogen + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 74
861 New in file 2 120 0 Sen B MutDupCut 128 0 Organ# = 24, 1*Sex drive + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 74
862 New in file 2 121 0 Sen B MutDupCut 128 0 Organ# = 24, 1*Arousal Potential + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 74
863 New in file 2 209 0 Emb B MutDupCut 128 0 Organ# = 24, Organ, Organ, Injury, chem=Heavy Metals, thresh=0, nom=0, gain=25, features=Analogue (0)
In a similar vein to the "Elderly Become Weak" reactions in the Enhancement Gland, these new reactions greatly reduce the fertility of older norns.
Also present is a receptor that makes the organ take damage from Heavy Metals, lining it up with the Gonad/Uterus's similar receptors.
I'm not quite sure why this needed to be an entirely new organ as opposed to just being part of the Enhancement Gland. Organizational purposes? To better line it up with the Gonad/Uterus?
New Instincts and Stimuli
"I've included a few stimulus and instinct genes as well. These genes are responsible for some interesting things."
871 New in file 2 63 0 Emb B MutDupCut 128 0 I am travelling (periodic) (23) causes sig=26 GS neu=0 int=0, ,,,0 => 1*Hunger for protein + 1*Hunger for carbohydrate + 1*Hunger for fat + 0*<NONE>
872 New in file 2 64 0 Emb B MutDupCut 128 0 I am travelling (periodic) (23) causes sig=26 GS neu=0 int=0, ,,,112 => -1*Hunger for protein + -1*Hunger for carbohydrate + -1*Hunger for fat + 0*<NONE>
These two new stimuli genes are supposed to work in tandem by lowering the norn's hunger when it travels while also silently increasing it for no overall change, hopefully encouraging the Enhanced ChiChi to move more.
The base idea isn't bad, if maybe a little flawed (it could lead to norns starving to death because they think they're getting less hungry simply by moving). However...they don't actually work the way they're intended. If there's multiple stimulus genes for the same stimulus, the gene with the highest number takes priority and overrides the rest. So effectively, Enhanced ChiChi Norns just get hungrier from traveling, though as the increases are silent they won't recognize that.
I should also note that the Travelling stim almost never fires. You'd think it'd fire as creatures make their way across the world to things like food sources, but nope. It's just for moving left/right with no target in mind, which creatures do a lot less than you'd think.
869 New in file 2 61 0 You B MutDupCut 128 0 I have mated (45) causes sig=0 GS neu=9 int=30, ,,,16 => -62*Testosterone + 0*<NONE> + 0*<NONE> + 0*<NONE>
870 New in file 2 62 0 You B MutDupCut 128 0 I have mated (45) causes sig=0 GS neu=0 int=30, ,,,16 => -62*Oestrogen + 0*<NONE> + 0*<NONE> + 0*<NONE>
This pair of stimulus genes is meant to help tank the Enhanced ChiChi's fertility after mating. This is meant to work in tandem with an edit to the original "I've mated" stimulus (vanilla ChiChi on top; Enhanced ChiChi on bottom):
412 Different in file 1 24 0 You B MutDupCut 128 0 I have mated (45) causes sig=0 GS neu=9 int=30, ,,,192 => -50*Sex drive + 62*Libido lowerer + -7*Loneliness + 7*Tiredness
412 Different in file 2 24 0 You B MutDupCut 128 0 I have mated (45) causes sig=0 GS neu=9 int=30, ,,,192 => -50*Sex drive + 124*Libido lowerer + -7*Loneliness + 7*Tiredness
Alas, it runs into the exact same issue the traveling stimuli did in that only one of them actually does anything. In this case, it's only the one that reduces Oestrogen (the female fertility chemical). If that was set to female while the one that reduces Testosterone was set to male they'd both work for their respective genders, but as it is female Enhanced ChiChis get a slight fertility hit while males don't even have their sex drive lowered.
867 New in file 2 59 0 Emb B MutDupCut 128 0 Creature slaps me (4) causes sig=0 GS neu=0 int=0, ,,,16 => 70*Punishment + 0*<NONE> + 0*<NONE> + 0*<NONE>
868 New in file 2 60 0 Emb B MutDupCut 128 0 Creature pats me (2) causes sig=0 GS neu=0 int=0, ,,,16 => 0*Reward + 37*<NONE> + 0*<NONE> + 0*<NONE>
These two stimuli are meant to make Enhanced ChiChis feel punished or rewarded when slapped or patted by other creatures, respectively. I think I understand the idea behind this change; my guess is that it's meant to discourage taking actions that would lead to other creatures slapping them and encourage actions that lead to pats from other creatures. Alas, I don't think creatures are sophisicated enough to understand that kind of cause and effect.
And yet again, we run into the issue where there can only be one stimulus gene for each stimuli. These two genes overwrite the vanilla "I've been slapped" and "I've been patted" stimuli, so Enhanced ChiChi Norns only get punishment from being slapped by other creatures and reward from being patted.
873 New in file 2 30 0 You B MutDupCut 128 0 [03: stim] [Cell 23 (Dispenser)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for protein] => Cell 1 (push); unknown = 90.
874 New in file 2 35 0 You B MutDupCut 128 0 [03: stim] [Cell 23 (Dispenser)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for carbohydrate] => Cell 1 (push); unknown = 90.
A pair of new instincts to encourage Enhanced ChiChi Norns to use vendors when hungry for anything, not just for fat like how it is in vanilla ChiChi Norns.
503 Different in file 1 27 0 Emb B MutDupCut 128 0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 86.
503 Different in file 2 27 0 Emb B MutDupCut 128 0 [03: stim] [Cell 27 (Teleporter)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 86.
504 Different in file 1 28 0 Emb B MutDupCut 128 0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Crowded] => Cell 1 (push); unknown = 86.
504 Different in file 2 28 0 Emb B MutDupCut 128 0 [03: stim] [Cell 27 (Teleporter)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Crowded] => Cell 1 (push); unknown = 86.
505 Different in file 1 29 0 Emb B MutDupCut 128 0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Pain] => Cell 1 (push); unknown = 86.
505 Different in file 2 29 0 Emb B MutDupCut 128 0 [03: stim] [Cell 27 (Teleporter)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Pain] => Cell 1 (push); unknown = 86.
875 New in file 2 36 0 Emb B MutDupCut 128 0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 86.
876 New in file 2 37 0 Emb B MutDupCut 128 0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Crowded] => Cell 1 (push); unknown = 86.
877 New in file 2 38 0 Emb B MutDupCut 128 0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Pain] => Cell 1 (push); unknown = 86.
The vanilla ChiChi instincts to push portals has been changed to instead be about teleporters (there is a distinction between the two; in vanilla, the difference seems to be that teleporters are for getting around one world while portals are for warping creatures. Of course, the line gets a lot blurrier when third-party agents are thrown into the mix), not that it matters since the old portal instincts are now in new instincts.
The vanilla caption for these genes is very confusing (they're labeled "push teleporter when X" when they actually refer to portals), so presumably that's why the portal genes are new while the teleporter instincts are edited and not the other way around.
This is a change that went on to be featured in the 2017 genome and that I'm planning on adding to RAS 2.0. Alas, the vanilla teleporters don't actually provide the same stim that the Warp Portals do, but it's still great to encourage creatures to actually move around the Shee Ark/Capillata more.
878 New in file 2 39 0 Chi B MutDupCut 128 0 [03: stim] [Cell 36 (Norn)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Anger] => Cell 13 (Hit); unknown = 0.
879 New in file 2 40 0 Chi B MutDupCut 128 0 [03: stim] [Cell 38 (Ettin)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Anger] => Cell 13 (Hit); unknown = 0.
Enhanced ChiChis have extra instincts to lash out at other norns and ettins as opposed to just grendels. Makes them a little more volatile than vanilla ChiChis, not that they're any more prone to getting angry than vanilla ChiChis are.
518 Different in file 1 48 0 Emb B MutDupCut 128 0 Activate machine (90) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom + 2*Hunger for fat + 0*<NONE> + 0*<NONE>
518 Different in file 2 48 0 Emb B MutDupCut 128 0 Activate machine (90) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom + 2*Hunger for fat + -3*Fear + 0*<NONE>
519 Different in file 1 49 0 Chi B MutDupCut 128 0 Got machine (91) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom + 2*Hunger for fat + 0*<NONE> + 0*<NONE>
519 Different in file 2 49 0 Chi B MutDupCut 128 0 Got machine (91) causes sig=0 GS neu=0 int=0, ,,,96 => -12*Boredom + 2*Hunger for fat + -5*Crowded + 0*<NONE>
520 Different in file 1 50 0 Chi B MutDupCut 128 0 Got creature egg (93) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom + 0*<NONE> + 0*<NONE> + 0*<NONE>
520 Different in file 2 50 0 Chi B MutDupCut 128 0 Got creature egg (93) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom + 1*Punishment + 0*<NONE> + 0*<NONE>
Not mentioned in the readme are these small adjustments to certain stimuli genes. Enhanced ChiChis get a little more out of interacting with machines than vanillas (pushing them drops fear while grabbing them drops crowded), while they're very slightly punished for picking up creature eggs.
466 Different in file 1 18 0 Emb B MutDupCut 128 0 [03: stim] [Cell 0 (Myself - norn)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Pain] => Cell 0 (Quiescent); unknown = 0.
466 Different in file 2 18 0 Emb B MutDupCut 128 0 [03: stim] [Cell 0 (Myself - norn)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Pain] => Cell 5 (run); unknown = 0.
483 Different in file 1 8 0 Emb B MutDupCut 128 0 [03: stim] [Cell 12 (Button)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 62.
483 Different in file 2 8 0 Emb B MutDupCut 128 0 [03: stim] [Cell 12 (Button)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 122.
501 Different in file 1 10 0 Ado B MutDupCut 128 0 [03: stim] [Cell 24 (Tool)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 105.
501 Different in file 2 10 0 Ado B MutDupCut 128 0 [03: stim] [Cell 24 (Tool)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 0.
Also not mentioned in the readme are these changed instincts from vanilla ChiChis. Specifically, Enhanced ChiChis are encouraged to run when in pain, have a strongly weakened instinct to push buttons when bored, and a stronger instinct to push tools (like the powerups in C3 standalone).
The idea behind the pain instinct is sound, though pain is a little context sensitive (running from a grendel makes sense, but running when you've just eaten garbage not so much) and the instinct is "Run self" rather than something like "Run grendel." The other two instincts aren't super notable in comparison, though it should be noted DS doesn't have powerups regardless of whether you're playing undocked or docked. I guess it does encourage Enhanced ChiChis to use the Knowledge Stones around the Shee Ark in docked worlds.
Enhanced Immunities
"The norns also have enhanced immunities."
This edit takes the form of two edits. Two changed reaction genes:
345 Different in file 1 85 0 Emb B MutDupCut 128 0 Organ# = 18, 2*Antigen 0 + 1*<NONE> => 12*Antibody 0 + 1*Histamine B; half-life = 40
345 Different in file 2 85 0 Emb B MutDupCut 128 0 Organ# = 18, 2*Antigen 0 + 1*<NONE> => 2*Antibody 0 + 1*Histamine B; half-life = 40
347 Different in file 1 86 0 Emb B MutDupCut 128 0 Organ# = 18, 2*Antigen 1 + 1*<NONE> => 12*Antibody 1 + 1*Histamine A; half-life = 41
347 Different in file 2 86 0 Emb B MutDupCut 128 0 Organ# = 18, 2*Antigen 1 + 1*<NONE> => 2*Antibody 1 + 1*Histamine A; half-life = 41
And some changed initial concentrations:
122 Different in file 1 17 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 1 is 56.
122 Different in file 2 17 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 1 is 100.
123 Different in file 1 18 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 2 is 49.
123 Different in file 2 18 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 2 is 64.
124 Different in file 1 19 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 3 is 52.
124 Different in file 2 19 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 3 is 68.
125 Different in file 1 20 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 4 is 50.
125 Different in file 2 20 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 4 is 66.
126 Different in file 1 21 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 5 is 57.
126 Different in file 2 21 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 5 is 73.
127 Different in file 1 22 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 6 is 29.
127 Different in file 2 22 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 6 is 45.
128 Different in file 1 23 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 7 is 49.
128 Different in file 2 23 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 7 is 65.
135 Different in file 1 25 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 0 is 96.
135 Different in file 2 25 0 Emb B MutDupCut 128 0 Initial concentration of Antibody 0 is 102.
Initial concentration genes determine what chemicals a creature is born with and serve no further purpose past that point (they can also be set to kick on at a later life stage and have a similar effect then, though I haven't seen many breeds take advantage of this). As you can see, Enhanced ChiChi Norns are born with more antibodies than vanilla ChiChis.
The reactions to produce Antibodies 0 and 1 are also changed...but to me it looks like they're actually weaker than vanilla ChiChis, rather than stronger. Either it's a mistake or I'm just misunderstanding how chemical reactions work; either possibility feels likely to me.
Other Miscellaneous Changes
188 Different in file 2 60 0 Emb B 128 0 Organ# = 10, Creature, Somatic, Become a child, chem=Life, thresh=229, nom=119, gain=255, features=Inverted Digital (0)
189 Different in file 1 62 0 Chi B MutDupCut 128 0 Organ# = 10, Creature, Somatic, Become an adolescent, chem=Life, thresh=194, nom=116, gain=255, features=Inverted Digital (0)
189 Different in file 2 62 0 Chi B 128 0 Organ# = 10, Creature, Somatic, Become an adolescent, chem=Life, thresh=194, nom=116, gain=255, features=Inverted Digital (0)
190 Different in file 1 63 0 Ado B MutDupCut 128 0 Organ# = 10, Creature, Somatic, Become a youth, chem=Life, thresh=165, nom=128, gain=255, features=Inverted Digital (0)
190 Different in file 2 63 0 Ado B 128 0 Organ# = 10, Creature, Somatic, Become a youth, chem=Life, thresh=165, nom=128, gain=255, features=Inverted Digital (0)
191 Different in file 1 64 0 You B MutDupCut 128 0 Organ# = 10, Creature, Somatic, Become an adult, chem=Life, thresh=136, nom=128, gain=255, features=Inverted Digital (0)
191 Different in file 2 64 0 You B 128 0 Organ# = 10, Creature, Somatic, Become an adult, chem=Life, thresh=136, nom=128, gain=255, features=Inverted Digital (0)
192 Different in file 1 65 0 Adu B MutDupCut 128 0 Organ# = 10, Creature, Somatic, Become old, chem=Life, thresh=19, nom=128, gain=255, features=Inverted Digital (0)
192 Different in file 2 65 0 Adu B 128 0 Organ# = 10, Creature, Somatic, Become old, chem=Life, thresh=19, nom=128, gain=255, features=Inverted Digital (0)
193 Different in file 1 66 0 Old B MutDupCut 128 0 Organ# = 10, Creature, Somatic, Become senile, chem=Life, thresh=10, nom=128, gain=255, features=Inverted Digital (0)
193 Different in file 2 66 0 Old B 128 0 Organ# = 10, Creature, Somatic, Become senile, chem=Life, thresh=10, nom=128, gain=255, features=Inverted Digital (0)
194 Different in file 1 67 0 Sen B MutDupCut 128 0 Organ# = 10, Creature, Somatic, Die of old age, chem=Life, thresh=5, nom=112, gain=255, features=Inverted Digital (0)
194 Different in file 2 67 0 Sen B 128 0 Organ# = 10, Creature, Somatic, Die of old age, chem=Life, thresh=5, nom=112, gain=255, features=Inverted Digital (0)
197 Different in file 1 70 0 Emb B MutDupCut 128 0 Organ# = 10, Creature, Immune, Die if non-zero, chem=Energy, thresh=13, nom=255, gain=255, features=Inverted Digital (0)
197 Different in file 2 70 0 Emb B 128 0 Organ# = 10, Creature, Immune, Die if non-zero, chem=Energy, thresh=13, nom=255, gain=255, features=Inverted Digital (0)
196 Different in file 1 163 0 Emb B MutDup 128 0 Organ# = 10, Creature, Immune, Die if non-zero, chem=ATP, thresh=19, nom=255, gain=255, features=Inverted Digital (0)
196 Different in file 2 163 0 Emb B 128 0 Organ# = 10, Creature, Immune, Die if non-zero, chem=ATP, thresh=19, nom=255, gain=255, features=Inverted Digital (0)
198 Different in file 1 158 0 Emb B MutDupCut 128 0 Organ# = 10, Creature, Immune, Die if non-zero, chem=90, thresh=236, nom=0, gain=255, features=Digital (0)
198 Different in file 2 158 0 Emb B 128 0 Organ# = 10, Creature, Immune, Die if non-zero, chem=90, thresh=236, nom=0, gain=255, features=Digital (0)
262 Different in file 2 20 0 Emb B MutDupCut 128 0 Organ# = 15, 1*Hunger for protein + 1*<NONE> => 1*Hunger for protein backup + 1*<NONE>; half-life = 18
114 Different in file 2 1 0 Emb B MutDupCut 128 0 Initial concentration of Muscle Tissue is 64.
195 Different in file 2 12 0 Emb B Mut 128 0 Initial concentration of Life is 255.