Though if you can believe it, I actually was thinking I'd have to lie again and give another major change its own post. It would've been the crowdedness/loneliness balance; I've noticed 2017 creatures tend to be pretty solitary and almost never get lonely. I made some changes, only to have them appear to have no noticeable effect. So I asked for help, and with the assistance of Dragoler (the creator of the TWB/TCB genomes), I found the cause was...Natural Learning and Natural Curiosity. Apparently speech bubbles still have some effect on creatures, even in the case of CFF derived genomes where the associated stims are silenced or just not present at all.
With that case settled, I figured it was high time to make this writeup. Since the name "2017" doesn't really make much sense for my base genome (that was six years ago, as of this writing...why am I so old?), I have decided to call this genome...RA's Standard Genome. Not very creative, I know, but hopefully it gets the point across.
Since this is a stupidly long post, I'll just say that if you want to play around with this genome I've uploaded a test pack of norns and the current version of the genome to Creatures Caves. What follows is a list of all the changes I made and why I made them.
This is a RA's Standard ChiChi Norn being compared with a 2017 ChiChi Norn. Other genomes (particularly ettins and grendels) are for another time.
Without any further ado, let's begin.
Brain Lobes
I can see why some people would appreciate this; one of the biggest complains about C3/DS creatures is how they can come across as being overly robotic with how easily they tend to their needs, especially with the combination lobe edit introduced in the CFE. I, however, would rather have creatures that can take care of themselves; if I see creatures dying younger, I want it to be for reasons beyond an inability to take care of themselves. So I reverted this change to how it was in vanilla creatures and the CFE.
Chemical Receptors
433 Different in file 2 149 0 Emb B MutDupCut 128 0 Organ# = 20, Organ, Organ, Injury, chem=61, thresh=1, nom=0, gain=34, features=Analogue (0)
444 Different in file 2 14 0 You M 0 0 Organ# = 20, Creature, Sensorimotor, Gait 14, chem=Sex drive, thresh=42, nom=0, gain=255, features=Digital (0)
434 Different in file 1 106 0 Emb B MutDupCut 128 0 Organ# = 20, Creature, Sensorimotor, Gait 7, chem=Alcohol, thresh=16, nom=0, gain=239, features=Digital (0)
435 Different in file 2 106 0 Emb B 0 0 Organ# = 20, Creature, Sensorimotor, Gait 7, chem=Alcohol, thresh=16, nom=0, gain=239, features=Digital (0)
444 Different in file 1 15 0 You F MutDupCut 128 0 Organ# = 20, Creature, Sensorimotor, Gait 15, chem=Sex drive, thresh=36, nom=0, gain=255, features=Digital (0)
445 Different in file 2 15 0 You F 0 0 Organ# = 20, Creature, Sensorimotor, Gait 15, chem=Sex drive, thresh=36, nom=0, gain=255, features=Digital (0)
435 Different in file 1 105 0 Emb B MutDupCut 128 0 Organ# = 20, Creature, Sensorimotor, Gait 2, chem=Tiredness, thresh=141, nom=0, gain=207, features=Analogue (0)
436 Different in file 2 105 0 Emb B 0 0 Organ# = 20, Creature, Sensorimotor, Gait 2, chem=Tiredness, thresh=141, nom=0, gain=207, features=Analogue (0)
436 Different in file 1 104 0 Emb B MutDupCut 128 0 Organ# = 20, Creature, Sensorimotor, Gait 3, chem=Sleepiness, thresh=128, nom=0, gain=207, features=Analogue (0)
437 Different in file 2 104 0 Emb B 0 0 Organ# = 20, Creature, Sensorimotor, Gait 3, chem=Sleepiness, thresh=128, nom=0, gain=207, features=Analogue (0)
437 Different in file 1 103 0 Emb B MutDupCut 128 0 Organ# = 20, Creature, Sensorimotor, Gait 5, chem=Anger, thresh=124, nom=0, gain=223, features=Analogue (0)
438 Different in file 2 103 0 Emb B 0 0 Organ# = 20, Creature, Sensorimotor, Gait 5, chem=Anger, thresh=124, nom=0, gain=223, features=Analogue (0)
438 Different in file 1 102 0 Emb B MutDupCut 128 0 Organ# = 20, Creature, Sensorimotor, Gait 4, chem=Fear, thresh=128, nom=0, gain=223, features=Analogue (0)
439 Different in file 2 102 0 Emb B 0 0 Organ# = 20, Creature, Sensorimotor, Gait 4, chem=Fear, thresh=128, nom=0, gain=223, features=Analogue (0)
439 Different in file 1 101 0 Emb B MutDupCut 128 0 Organ# = 20, Creature, Sensorimotor, Gait 6, chem=Injury, thresh=64, nom=0, gain=239, features=Digital (0)
440 Different in file 2 101 0 Emb B 0 0 Organ# = 20, Creature, Sensorimotor, Gait 6, chem=Injury, thresh=64, nom=0, gain=239, features=Digital (0)
442 Different in file 1 100 0 Emb B MutDupCut 128 0 Organ# = 20, Creature, Sensorimotor, Gait 1, chem=Pain, thresh=33, nom=0, gain=239, features=Digital (0)
443 Different in file 2 100 0 Emb B 0 0 Organ# = 20, Creature, Sensorimotor, Gait 1, chem=Pain, thresh=33, nom=0, gain=239, features=Digital (0)
445 Different in file 1 108 0 Emb B MutDupCutDor 128 0 Organ# = 20, Creature, Sensorimotor, Gait 15, chem=Alcohol, thresh=0, nom=0, gain=255, features=Digital (0)
446 Different in file 2 108 0 Emb B Dor 0 0 Organ# = 20, Creature, Sensorimotor, Gait 15, chem=Alcohol, thresh=0, nom=0, gain=255, features=Digital (0)
440 Different in file 1 190 0 Emb B MutDupCut 128 0 Organ# = 20, Creature, Sensorimotor, Gait 8, chem=Downatrophin, thresh=77, nom=0, gain=255, features=Digital (0)
441 Different in file 2 190 0 Emb B 0 0 Organ# = 20, Creature, Sensorimotor, Gait 8, chem=Downatrophin, thresh=77, nom=0, gain=255, features=Digital (0)
441 Different in file 1 189 0 Emb B MutDupCut 128 0 Organ# = 20, Creature, Sensorimotor, Gait 9, chem=Upatrophin, thresh=77, nom=0, gain=255, features=Digital (0)
442 Different in file 2 189 0 Emb B 0 0 Organ# = 20, Creature, Sensorimotor, Gait 9, chem=Upatrophin, thresh=77, nom=0, gain=255, features=Digital (0)
Chemical Emitters
159 Different in file 2 41 0 Emb B MutDupCut 128 0 Organ# = 7, Creature, Sensorimotor, Crowdedness, chem=Loneliness, thresh=227, samp=10, gain=1, features=Inverted Digital (0)
160 Different in file 1 32 0 Emb B MutDupCut 128 0 Organ# = 7, Creature, Sensorimotor, Crowdedness, chem=Crowded, thresh=26, samp=6, gain=1, features=Analogue (0)
160 Different in file 2 32 0 Emb B MutDupCut 128 0 Organ# = 7, Creature, Sensorimotor, Crowdedness, chem=Crowded, thresh=77, samp=6, gain=2, features=Analogue (0)
170 Different in file 2 38 0 Emb B 0 0 Organ# = 7, Creature, Sensorimotor, Upwards slope, chem=Upatrophin, thresh=48, samp=2, gain=255, features=Digital (0)
171 Different in file 1 40 0 Emb B MutDupCut 128 0 Organ# = 7, Creature, Sensorimotor, Downwards slope, chem=Downatrophin, thresh=48, samp=2, gain=255, features=Digital (0)
171 Different in file 2 40 0 Emb B 0 0 Organ# = 7, Creature, Sensorimotor, Downwards slope, chem=Downatrophin, thresh=48, samp=2, gain=255, features=Digital (0)
Chemical Reactions
41 Different in file 2 55 0 Emb B 0 0 Organ# = 2, 4*Anabolic steriod + 4*Amino Acid => 1*Muscle Tissue + 1*<NONE>; half-life = 65
876 Different in file 2 14 0 Emb B MutDupCut 128 0 Organ# = 22, 1*Coldness + 1*<NONE> => 1*Coldness backup + 1*<NONE>; half-life = 18
871 Different in file 1 19 0 Emb B MutDupCutDor 128 0 Organ# = 22, 1*Hotness + 1*<NONE> => 1*Hotness backup + 1*<NONE>; half-life = 18
877 Different in file 2 19 0 Emb B MutDupCut 128 0 Organ# = 22, 1*Hotness + 1*<NONE> => 1*Hotness backup + 1*<NONE>; half-life = 18
872 Different in file 1 37 0 Emb B MutDupCutDor 128 0 Organ# = 22, 1*Tiredness + 1*<NONE> => 1*Tiredness backup + 1*<NONE>; half-life = 18
878 Different in file 2 37 0 Emb B MutDupCut 128 0 Organ# = 22, 1*Tiredness + 1*<NONE> => 1*Tiredness backup + 1*<NONE>; half-life = 18
873 Different in file 1 61 0 Emb B MutDupCutDor 128 0 Organ# = 22, 1*Loneliness + 1*<NONE> => 1*Loneliness backup + 1*<NONE>; half-life = 18
879 Different in file 2 61 0 Emb B MutDupCut 128 0 Organ# = 22, 1*Loneliness + 1*<NONE> => 1*Loneliness backup + 1*<NONE>; half-life = 18
876 Different in file 1 106 0 Emb B MutDupCutDor 128 0 Organ# = 22, 1*Sex drive + 1*<NONE> => 1*Sex drive backup + 1*<NONE>; half-life = 18
882 Different in file 2 106 0 Emb B MutDupCut 128 0 Organ# = 22, 1*Sex drive + 1*<NONE> => 1*Sex drive backup + 1*<NONE>; half-life = 18
874 New in file 2 121 0 Emb B MutDupCut 128 0 Organ# = 21, 8*Boredom + 1*Wait => 1*Wait + 8*Boredom backup; half-life = 19
Half-Lives
26 Different in file 2 1 0 Emb B MutDupCut 128 0 [Wait] = 31
Stimuli
395 Different in file 2 1 0 Emb B MutDupCut 128 0 Disappointment (0) causes sig=0 GS neu=0 int=0, ,,,240 => 1*Boredom + 25*Punishment + 62*Brain chemical 1 + 1*Activase
409 Different in file 1 16 0 Emb B MutDupCut 128 0 I have eaten (26) causes sig=61 GS neu=12 int=0, ,,,64 => -7*Boredom + -2*Coldness + 2*Activase + 3*Tiredness
409 Different in file 2 16 0 Emb B MutDupCut 128 0 I have eaten (26) causes sig=61 GS neu=12 int=0, ,,,0 => -7*Boredom + -2*Coldness + 0*<NONE> + 3*Tiredness
However, I did remove the Activase from the Having Eaten stimulus; I decided I wanted to keep some risk of a heart attack present and thus made it a little more likely if creatures insisted on eating fatty foods to the exclusion of all else.
410 Different in file 2 17 0 Emb B MutDupCut 128 0 I have approached (periodic) (16) causes sig=29 GS neu=14 int=0, ,,,16 => 4*Activase + 0*<NONE> + -6*Loneliness + 0*<NONE>
412 Different in file 1 19 0 Emb B MutDupCut 128 0 I have retreated (17) causes sig=13 GS neu=14 int=0, ,,,160 => -11*Crowded + 2*Loneliness + -7*Fear + 4*Activase
412 Different in file 2 19 0 Emb B MutDupCut 128 0 I have retreated (17) causes sig=13 GS neu=14 int=0, ,,,128 => -11*Crowded + 0*<NONE> + -7*Fear + 4*Activase
532 Different in file 1 55 0 Emb B MutDupCut 128 0 Reached peak of smell 12 (67) causes sig=0 GS neu=0 int=0, ,,,16 => -3*Loneliness + 0*<NONE> + 0*<NONE> + 0*<NONE>
535 Different in file 2 55 0 Emb B MutDupCut 128 0 Reached peak of smell 12 (67) causes sig=0 GS neu=0 int=0, ,,,48 => -25*Loneliness + -3*Fear + 0*<NONE> + 0*<NONE>
534 Different in file 2 53 0 Chi B MutDupCut 128 0 Travelled through internal door (96) causes sig=0 GS neu=0 int=0, ,,,48 => -124*Enter + -124*Wait + 0*<NONE> + 0*<NONE>
411 Different in file 2 18 0 Emb B MutDupCut 128 0 I have pulled (14) causes sig=55 GS neu=15 int=0, ,,,192 => -4*Boredom + -2*Coldness + 4*Tiredness + 4*Activase
533 Different in file 1 56 0 Emb B MutDupCutDor 128 0 I have said need (20) causes sig=0 GS neu=0 int=0, ,,,32 => -6*Anger + -2*Crowded + 0*<NONE> + 0*<NONE>
536 Different in file 2 56 0 Chi B MutDupCut 128 0 Discomfort (76) causes sig=0 GS neu=0 int=0, ,,,16 => 124*Comfort + 0*<NONE> + 0*<NONE> + 0*<NONE>
848 New in file 2 63 0 Emb B MutDupCut 128 0 Hit machine (92) causes sig=0 GS neu=0 int=0, ,,,0 => -7*Boredom + 0*<NONE> + 0*<NONE> + 0*<NONE>
Instincts
462 Different in file 2 3 0 Emb B MutDupCut 128 0 [03: stim] [Cell 3 (Seed)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for carbohydrate] => Cell 12 (Eat); unknown = 31.
463 Different in file 1 4 0 Emb B MutDupCut 128 0 [03: stim] [Cell 11 (Food)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for fat] => Cell 12 (Eat); unknown = 0.
464 Different in file 2 4 0 Emb B MutDupCut 128 0 [03: stim] [Cell 11 (Food)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for fat] => Cell 12 (Eat); unknown = 31.
464 Different in file 1 6 0 Emb B MutDupCut 128 0 [03: stim] [Cell 8 (Fruit)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for protein] => Cell 12 (Eat); unknown = 0.
466 Different in file 2 6 0 Emb B MutDupCut 128 0 [03: stim] [Cell 8 (Fruit)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for protein] => Cell 12 (Eat); unknown = 31.
463 New in file 2 32 0 Emb B MutDupCut 128 0 [03: stim] [Cell 3 (Seed)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for fat] => Cell 12 (Eat); unknown = 62.
465 New in file 2 34 0 Emb B MutDupCut 128 0 [03: stim] [Cell 11 (Food)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for protein] => Cell 12 (Eat); unknown = 62.
467 New in file 2 48 0 Emb B MutDupCut 128 0 [03: stim] [Cell 8 (Fruit)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for carbohydrate] => Cell 12 (Eat); unknown = 62.
Partially because of that and partially because I just wanted more variance in behavior, I readded the extra eat genes that are present in vanilla creatures (the CFF and prior) and weakened the genes already present. However, in the spirit of the original 2017 creatures, I also made it so the secondary eat genes are weaker than their respective primary gene.
471 Different in file 2 13 0 Emb B MutDupCut 128 0 [03: stim] [Cell 36 (Norn)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Fear] => Cell 4 (come); unknown = 62.
474 Different in file 2 15 0 Emb B MutDupCut 128 0 [03: stim] [Cell 28 (Machinery)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 62.
505 Different in file 1 5 0 Emb B MutDupCut 128 0 [03: stim] [Cell 21 (Toy)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 0.
508 Different in file 2 5 0 Emb B MutDupCut 128 0 [03: stim] [Cell 21 (Toy)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 62.
As you might've noticed, ChiChi Norns and norns in general love their machinery. Since that's kind of annoying, I weakened the strength of the instinct so they're more likely to try other things. In a similar vein, I weakened the instinct for pushing toys as well. Hopefully this results in more varied behaviors without the problems that come with getting rid of boredom-related instincts outright.
Pigments and Pigment Bleeds
373 Different in file 2 1 0 Emb B Mut 255 0 Intensity of Red is = 128.
374 Different in file 1 2 0 Emb B Mut 129 0 Intensity of Green is = 128.
374 Different in file 2 2 0 Emb B Mut 255 0 Intensity of Green is = 128.
375 Different in file 1 3 0 Emb B Mut 129 0 Intensity of Blue is = 128.
375 Different in file 2 3 0 Emb B Mut 255 0 Intensity of Blue is = 128.
376 Different in file 1 5 0 Emb B Mut 129 0 Intensity of Red is = 128.
376 Different in file 2 5 0 Chi B Mut 255 0 Intensity of Red is = 128.
377 Different in file 1 7 0 Ado M Mut 129 0 Intensity of Red is = 128.
377 Different in file 2 7 0 Ado B Mut 255 0 Intensity of Red is = 128.
378 Different in file 1 6 0 Emb B Mut 129 0 Intensity of Red is = 128.
378 Different in file 2 6 0 You B Mut 255 0 Intensity of Red is = 128.
379 Different in file 1 4 0 Ado F Mut 129 0 Intensity of Red is = 128.
379 Different in file 2 4 0 Adu B Mut 255 0 Intensity of Red is = 128.
380 Different in file 1 8 0 Emb B Mut 129 0 Intensity of Green is = 128.
380 Different in file 2 8 0 Old B Mut 255 0 Intensity of Red is = 128.
381 Different in file 1 9 0 Emb B Mut 129 0 Intensity of Green is = 128.
381 Different in file 2 9 0 Sen B Mut 255 0 Intensity of Red is = 128.
382 Different in file 1 10 0 Emb B Mut 129 0 Intensity of Green is = 128.
382 Different in file 2 10 0 Chi B Mut 255 0 Intensity of Green is = 128.
383 Different in file 1 11 0 Emb B Mut 129 0 Intensity of Blue is = 128.
383 Different in file 2 11 0 Ado B Mut 255 0 Intensity of Green is = 128.
384 Different in file 1 12 0 Emb B Mut 129 0 Intensity of Blue is = 128.
384 Different in file 2 12 0 You B Mut 255 0 Intensity of Green is = 128.
385 Different in file 1 13 0 Emb B Mut 129 0 Intensity of Blue is = 128.
385 Different in file 2 13 0 Adu B Mut 255 0 Intensity of Green is = 128.
891 New in file 2 14 0 Old B Mut 255 0 Intensity of Green is = 128.
892 New in file 2 15 0 Sen B Mut 255 0 Intensity of Green is = 128.
893 New in file 2 16 0 Chi B Mut 255 0 Intensity of Blue is = 128.
894 New in file 2 17 0 Ado B Mut 255 0 Intensity of Blue is = 128.
895 New in file 2 18 0 You B Mut 255 0 Intensity of Blue is = 128.
896 New in file 2 19 0 Adu B Mut 255 0 Intensity of Blue is = 128.
897 New in file 2 20 0 Old B Mut 255 0 Intensity of Blue is = 128.
898 New in file 2 21 0 Sen B Mut 255 0 Intensity of Blue is = 128.
DS reverted this change to how it worked in C1 and C2, and I imagine most people aren't playing C3 standalone these days. However, there's another reason to have pigment and pigment bleed genes for all lifestages in DS. In the vanilla genomes and other genomes that don't have extra pigment genes for lifestages past baby, a single pigment or pigment bleed gene mutating to affect a later life stage will result in that gene dictating the entire color scheme at that lifestage. So even if it was strongly colored as a baby, it'll go back to looking almost normal when it ages and stay that way for the rest of its life. Having extra pigment and pigment bleed genes for the later lifestages keeps that from happening for colored creatures.
387 Different in file 2 2 0 Chi B Mut 255 0 Rotation = 128, Swap = 128.
388 Different in file 1 3 0 Emb B Mut 255 0 Rotation = 128, Swap = 128.
388 Different in file 2 3 0 Ado B Mut 255 0 Rotation = 128, Swap = 128.
389 Different in file 1 4 0 Ado F Mut 255 0 Rotation = 128, Swap = 128.
389 Different in file 2 4 0 You B Mut 255 0 Rotation = 128, Swap = 128.
390 Different in file 1 5 0 Ado F Mut 255 0 Rotation = 128, Swap = 128.
390 Different in file 2 5 0 Adu B Mut 255 0 Rotation = 128, Swap = 128.
391 Different in file 1 6 0 Ado F Mut 255 0 Rotation = 128, Swap = 128.
391 Different in file 2 6 0 Old B Mut 255 0 Rotation = 128, Swap = 128.
392 Different in file 1 7 0 Ado M Mut 255 0 Rotation = 128, Swap = 128.
392 Different in file 2 7 0 Sen B Mut 255 0 Rotation = 128, Swap = 128.
393 Different in file 1 8 0 Ado M Mut 255 0 Rotation = 128, Swap = 128.
393 Different in file 2 8 0 Emb B Mut 255 0 Rotation = 128, Swap = 128.
394 Different in file 1 9 0 Ado M Mut 255 0 Rotation = 128, Swap = 128.
394 Different in file 2 9 0 Chi B Mut 255 0 Rotation = 128, Swap = 128.
899 New in file 2 10 0 Ado B Mut 255 0 Rotation = 128, Swap = 128.
900 New in file 2 11 0 You B Mut 255 0 Rotation = 128, Swap = 128.
901 New in file 2 12 0 Adu B Mut 255 0 Rotation = 128, Swap = 128.
902 New in file 2 13 0 Old B Mut 255 0 Rotation = 128, Swap = 128.
903 New in file 2 14 0 Sen B Mut 255 0 Rotation = 128, Swap = 128.
904 New in file 2 15 0 Emb B Mut 255 0 Rotation = 128, Swap = 128.
905 New in file 2 16 0 Chi B Mut 255 0 Rotation = 128, Swap = 128.
906 New in file 2 17 0 Ado B Mut 255 0 Rotation = 128, Swap = 128.
907 New in file 2 18 0 You B Mut 255 0 Rotation = 128, Swap = 128.
908 New in file 2 19 0 Adu B Mut 255 0 Rotation = 128, Swap = 128.
909 New in file 2 20 0 Old B Mut 255 0 Rotation = 128, Swap = 128.
910 New in file 2 21 0 Sen B Mut 255 0 Rotation = 128, Swap = 128.
Facial Expressions
460 Different in file 2 6 0 Emb B 0 0 Sad, Weight 255 => 124*Pain + 75*Hunger for protein + 75*Hunger for carbohydrate + 75*Hunger for fat
454 New in file 1 1 0 Emb B 0 0 Sad, Weight 51 => 49*Unknown drive number: 255 + 31*Unknown drive number: 255 + 31*Unknown drive number: 255 + 0*Unknown drive number: 255
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