It's been a while and a few headaches in the making, but the CCSF 2015 has finally started and is underway!
Day 1's submissions are already up on the website, so go check them out. And stay tuned for the submissions of later days too; this festival might not be the largest of the CCSFs, but I've still a few nifty releases I'm itching to share with you all.
Sunday, December 6, 2015
Friday, December 4, 2015
CCSF 2015 Community Wolfling Run Details
News about the Community Wolfling Run is in!
It will be hosted by KittyTikara, and will be a mixed species run for C3/DS.
Please send all creatures to kittytikara(at)yahoo(dot)com.
As for eligible creatures, here's what KittyTikara's own words are on the subject:
I'd prefer no one send in any super breeders, violent creatures, immortals, or Geats. Besides that people can send whatever creature they want. If they don't have any creatures to send in, I'd be happy to create one for them.
It will be hosted by KittyTikara, and will be a mixed species run for C3/DS.
Please send all creatures to kittytikara(at)yahoo(dot)com.
As for eligible creatures, here's what KittyTikara's own words are on the subject:
I'd prefer no one send in any super breeders, violent creatures, immortals, or Geats. Besides that people can send whatever creature they want. If they don't have any creatures to send in, I'd be happy to create one for them.
Saturday, November 28, 2015
CCSF 2015 Delayed...Again
Due to technical difficulties (read: Grendel Man is a horrible slacker and also needs a crash course in how to set up a website), CCSF 2015 sadly needs to be delayed one more week.
The new start date is Sunday, December 6th. There will be no more delays after this.
Do note that this doesn't mean the Flashmob is delayed - that will still take place on November 29th at 5:00 PM Eastern - that is, tomorrow.
The new start date is Sunday, December 6th. There will be no more delays after this.
Do note that this doesn't mean the Flashmob is delayed - that will still take place on November 29th at 5:00 PM Eastern - that is, tomorrow.
Sunday, November 22, 2015
CCSF Crunch Time and Event Announcements
There's only one week before the CCSF 2015 officially begins, and this time around I'm not delaying the event any further if I can help it. Basically, if you're planning on submitting something yet haven't already, now would be a very good time to get on that.
On that note, I've finally decided on a time for the CC Chat Flashmob. It will take place on
On that note, I've finally decided on a time for the CC Chat Flashmob. It will take place on
November 29, 5:00 PM Eastern
Let's keep at it, guys.
Monday, November 2, 2015
To Elevator or Door: A Matter of Distance
Lately, I finally settled on a setup for Chione that meshed with me. In doing so, I figured out something about CA links that might be something enterprising metaroom developers may want to keep in mind when making a room, as well as anyone who sets up a lot of CA links while setting up a room.
In the Chione Readme, I mentioned a bug with the area pictured to the right. Namely, that despite the presence of an elevator this CA link made creatures want to push a door instead. At first glance, there doesn't seem to be a reasonable explanation. My first guess had something to do with how close this particular link was to the edge of the metaroom.
As it turns out, Chione isn't the only room with a "buggy" link like this. The Biodome has a similar issue with the area pictured to the left.
If you compare the two images, you'll notice something similar about both. Namely:
A. There's an area not enclosed in a room between both areas, and
B. There's a lot of space between the linked areas.
My new theory, therefore, is this: If the area between two rooms is very large and there's an area of non-room space between the two rooms, a CA link between them will make Creatures want to seek out a door instead of an elevator.
So far, it seems to hold water. Let's look at a different area of Chione:
Creatures see these links as "elevator" links; this elevator arrangement therefore works more or less as expected. If you compare this to the other area of Chione pictured above, you'll notice the distance between the links is fairly short. So despite the presence of non-room areas between the linked rooms, Creatures still want to use an elevator here.
This area is from Veridia. While there is a large distance between these two links, creatures will still want to use an elevator here. The most likely reason is that there are no non-room areas between the two connected rooms.
And one last example: here is the elevator area from Past Seas. It looks pretty similar to the earlier Chione area, but creatures see this as an elevator link. Again, it's a matter of distance; the space between the Chione links up above was very large, while the distance here is very small.
I am not entirely certain that CA links actually work this way, but everything I've seen so far seems to support it and I've yet to see a major exception.
To sum all this up:
A. Use doors for linked rooms separated by a long distance and one or more non-room areas.
B. Use elevators for other sorts of linked rooms.
If you're not sure, a good test is to connect the linked rooms with both elevators and doors and watch which means of transportation creatures prefer to use.
To wrap all this up, there's one more thing I should point out: when a CA link linking two areas of the same metaroom makes creatures want to use a door, they'll be looking to reduce their "enter" drive as opposed to their "exit" drive. I actually thought this drive was completely unused up until this point, but apparently not.
Most third-party doors available don't reduce this drive upon use, so you'll often have creatures bouncing back and forth between two rooms connected by doors. Now that I know that the enter drive is, in fact, used, chances are I'll be making an agent that rectifies this sometime in the future.


If you compare the two images, you'll notice something similar about both. Namely:
A. There's an area not enclosed in a room between both areas, and
B. There's a lot of space between the linked areas.
My new theory, therefore, is this: If the area between two rooms is very large and there's an area of non-room space between the two rooms, a CA link between them will make Creatures want to seek out a door instead of an elevator.
So far, it seems to hold water. Let's look at a different area of Chione:
Creatures see these links as "elevator" links; this elevator arrangement therefore works more or less as expected. If you compare this to the other area of Chione pictured above, you'll notice the distance between the links is fairly short. So despite the presence of non-room areas between the linked rooms, Creatures still want to use an elevator here.
This area is from Veridia. While there is a large distance between these two links, creatures will still want to use an elevator here. The most likely reason is that there are no non-room areas between the two connected rooms.

I am not entirely certain that CA links actually work this way, but everything I've seen so far seems to support it and I've yet to see a major exception.
To sum all this up:
A. Use doors for linked rooms separated by a long distance and one or more non-room areas.
B. Use elevators for other sorts of linked rooms.
If you're not sure, a good test is to connect the linked rooms with both elevators and doors and watch which means of transportation creatures prefer to use.
To wrap all this up, there's one more thing I should point out: when a CA link linking two areas of the same metaroom makes creatures want to use a door, they'll be looking to reduce their "enter" drive as opposed to their "exit" drive. I actually thought this drive was completely unused up until this point, but apparently not.
Most third-party doors available don't reduce this drive upon use, so you'll often have creatures bouncing back and forth between two rooms connected by doors. Now that I know that the enter drive is, in fact, used, chances are I'll be making an agent that rectifies this sometime in the future.
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