This blog is dedicated to my own experiences and thoughts around artificial life, virtual life, and related topics such as neural networks. A lot of it will probably end up being about the alife game Creatures, but I may also post about other alife/virtual life programs and readings related to alife.
I welcome any comments, questions, or discussion; commenting is open on all posts and does not require a Dreamwidth account. However, if you have an account on another service such as blogspot, you can use OpenID to keep that identity over here.
Terra Reborn Reborn
May. 29th, 2022 12:37 pmA couple of days ago, I updated the wiki page for the metaroom Terra Reborn to add a screenshot and note issues I found with it, as I've done for some other rooms. Unfortunately, it had enough problems that I didn't really want to use it as-is, which is a shame, because it's a lovely room. I could critique the pond (it's a bit too small and barren to do much with), but the background is a nice edit of C1/C2 images, it has a warm, homey feeling to it, and it comes with lots of food sources. The locking door might be useful in some worlds, too.
So I cracked it open with Revelation and did my best to fix it.
I was originally thinking of trying to make a separate patch file, but I found that the problems I had started from the filenames - both the Shee Pears and the Terra Reborn pear plants use the same 'pear' filename, and it looks like someone else had a similar issue with the goldfish. This meant that when the injection script tried to add the pear plants to my game, it didn't find enough images in the file because it was looking at the wrong 'pear' file. I figure people who haven't been active in the CC for 10+ years are probably not going to be too upset about a direct patch to a mod they made 20 years ago, but if I'm wrong, any of the original authors are free to contact me.
Anyway, in short, I also:
Available for download at CCaves
I did find in testing that creatures tend to heavily cluster on the top level. I don't think this is a problem with the lifts; I confirmed that creatures can push the lifts when cajoled and found the same behavior when I replaced them with Elevines. That area has the most food, so perhaps that attracts them?
Feel free to let me know if there's something else I missed (or may have inadvertently added)!
So I cracked it open with Revelation and did my best to fix it.
I was originally thinking of trying to make a separate patch file, but I found that the problems I had started from the filenames - both the Shee Pears and the Terra Reborn pear plants use the same 'pear' filename, and it looks like someone else had a similar issue with the goldfish. This meant that when the injection script tried to add the pear plants to my game, it didn't find enough images in the file because it was looking at the wrong 'pear' file. I figure people who haven't been active in the CC for 10+ years are probably not going to be too upset about a direct patch to a mod they made 20 years ago, but if I'm wrong, any of the original authors are free to contact me.
Anyway, in short, I also:
- Added CA links and a new favorite places icon
- Removed bad stims and chemical additions and added more possible behaviors to some objects in line with CDS suggestions - I think I got all of them, but let me know if I missed something. I found a script through the wiki that checks behaviors and such automatically, but I couldn't get it to work for some reason
- Fixed the second banana plant never fruiting and the spikotous being unable to progress in its lifecycle
- Tweaked the platform on the lower left so creatures can't walk off of it - you will still need to add an Elevine or something to get them up there, though
- Made the potions into infinite-use water potions, as the original gave a strange mixture of life, tiredness/sleepiness reduction, and protein
- Lowered almost all of the tick script numbers down from 1 to at least 10 - probably could've lowered some of them further, but I didn't want to risk messing up their timer scripts or have to poke through them more than I already did, and it's an improvement
Available for download at CCaves
I did find in testing that creatures tend to heavily cluster on the top level. I don't think this is a problem with the lifts; I confirmed that creatures can push the lifts when cajoled and found the same behavior when I replaced them with Elevines. That area has the most food, so perhaps that attracts them?
Feel free to let me know if there's something else I missed (or may have inadvertently added)!
CAOS Change Comparisons
Apr. 24th, 2022 02:53 pmThe Creatures Evolution Engine was used for four games in total – Creatures Village, C3, DS, and the Virtual Sea-Monkeys (yes, there was an official Sea-Monkeys game based on the Creatures engine; no, it was not very good). The engine was tweaked in various ways across those games, and one aspect that changed was what CAOS commands were included.
I recently updated some CAOS command articles on the wiki to section off DS-only commands from those used by both C3 and DS (useful if you want to develop for C3 standalone in conjunction with DS – though I don't know if anyone play C3 standalone nowadays), and it got me curious how CAOS evolved through those games. So I diff'd a bunch of CAOS guides against each other to find out. (That is, I used a tool to find the differences in two documents that have large amounts of similar text.) What commands were spin-off exclusive? What was added to DS besides the networking support?
(Thanks to ghostfishe for the CV CAOS guide and Doringo for the SM one! Post continues below the cut because of length.)
( Cut for CAOS! )
I recently updated some CAOS command articles on the wiki to section off DS-only commands from those used by both C3 and DS (useful if you want to develop for C3 standalone in conjunction with DS – though I don't know if anyone play C3 standalone nowadays), and it got me curious how CAOS evolved through those games. So I diff'd a bunch of CAOS guides against each other to find out. (That is, I used a tool to find the differences in two documents that have large amounts of similar text.) What commands were spin-off exclusive? What was added to DS besides the networking support?
(Thanks to ghostfishe for the CV CAOS guide and Doringo for the SM one! Post continues below the cut because of length.)
( Cut for CAOS! )
Creatures in Japan
Feb. 5th, 2022 10:19 amI don't have a link for this – to the best of my memory, it was on the long-lost Gameware forums – but I seem to remember someone once asking: hey, Japan loves virtual pets like Tamagotchi, why not release it over there? And an employee replied, well, we did release the first one there, but we got in legal trouble with Creatures Inc (one of the companies involved with Pokemon), which was a pain, and anyway it didn't sell well once we did release it.
I remembered this recently when I noticed that ligfx had added some info to the charset.dta page on the wiki about the Japanese version of the Creatures 1 font, which made me curious about this Japanese version that apparently did exist.
But I had a heck of time tracking it down, until I had the idea to search the wiki again and found an old software release database page that had the name. It turned out that the reason I had such difficulty finding it was that I was taking the term 'Creatures' and adding keywords like 'norn' to narrow down results. But for some reason, in the Japanese version, 'norn' was turned into 'norm'! I'm not sure why that is, as the Japanese word for norns – as in the mythological creatures – is a simple transcription that sounds similar. 'Norm' in Japanese is a homophone for 'gnome', so maybe they were trying to evoke that to make them sound cuter or more familiar?
After that, I was able to find some auction and secondhand store pictures, but that was about it. If there were ever any Japanese fans, I couldn't find any trace of them on the modern web. And it doesn't seem terribly likely that there will be many more in the future; both the GOG and Steam releases of the Albian Years are listed as only being in English. (Does that mean the German fans are also out of luck?)
Here is the front of the box that I found:

Translation: Raising simulation - Creatures: The World of Norms
And the back:

Translation: Computer raising simulation software
Creatures: The World of Norms
The world's first virtual pets using artificial life are here!
Character:
The only virtual pet in the world with individual personalities
Because each and every "Norm" has different genetics, their personalities and habits are different. Let's think about an individual norm's character to teach and raise it well.
Learning:
They learn words, too
Norms have the ability to learn language, so if they are told the same word over and over from infancy, they can remember the names of things like objects, their owner, and even other norms.
World of "Norms":
Exchange norms with your friends via e-mail
Using email or floppies, you can exchange norms with other users. Or you can arrange 'international marriages' for your norms or put them up for adoption.
Born:
They have children
When norms grow up, they fall in love, lay eggs, and raise children. The newborn norms carry on the personalities and traits of their parents and form their own original personalities.
One thing I am very curious about is how the language aspect of the game was handled. Translating things from one language to another can be tricky for many reasons – for instance, in English we don't conjugate words based on gender of the speaker or target, but some languages do. (Actually, if anyone knows if issues like this cropped up in the Dutch/German/Italian/etc versions and how they were handled, I'd be interested to know!) An aspect that I could see being a potential problem is that Japanese typically uses verbs at the end of the sentence. Instead of saying 'Norn push food', you would usually say 'Norn food push'. I wonder if they re-arranged grammar in the Japanese version or not?
The one language-related thing I could see – as mentioned on the charset page and barely visible in one of the screenshots on the box – is that the norns apparently speak in katakana in Japanese. Japanese has two syllabic writing systems, hiragana and katakana. Even if you know zero Japanese, if I write the same phrase in both syllabaries, the visual difference is pretty obvious:
のーむたちのせかい
ノームタチノセカイ
Hiragana is on top; it's rounder and, well, cuter. Katakana is on the bottom; it's sharper. In fact, the dialogue for robot characters is sometimes written in katakana to give it a more mechanical feel. So it's a bit curious to me that they used katakana for creature dialogue, instead of the friendlier, childish hiragana. I wonder if either they wanted to emphasize the 'alienness' of the creatures, or if katakana was simply easier to read at the small font size required?
Anyway, this was all I could dig up. If anyone has more information, please let me know!
EDIT: I also found the archived version of the C1 Japan site, although there's nothing particularly interesting on there; some of the links go to the English version, and the archives show 404 errors by 2000. It looks like it may not have even been updated after the release.
I remembered this recently when I noticed that ligfx had added some info to the charset.dta page on the wiki about the Japanese version of the Creatures 1 font, which made me curious about this Japanese version that apparently did exist.
But I had a heck of time tracking it down, until I had the idea to search the wiki again and found an old software release database page that had the name. It turned out that the reason I had such difficulty finding it was that I was taking the term 'Creatures' and adding keywords like 'norn' to narrow down results. But for some reason, in the Japanese version, 'norn' was turned into 'norm'! I'm not sure why that is, as the Japanese word for norns – as in the mythological creatures – is a simple transcription that sounds similar. 'Norm' in Japanese is a homophone for 'gnome', so maybe they were trying to evoke that to make them sound cuter or more familiar?
After that, I was able to find some auction and secondhand store pictures, but that was about it. If there were ever any Japanese fans, I couldn't find any trace of them on the modern web. And it doesn't seem terribly likely that there will be many more in the future; both the GOG and Steam releases of the Albian Years are listed as only being in English. (Does that mean the German fans are also out of luck?)
Here is the front of the box that I found:

Translation: Raising simulation - Creatures: The World of Norms
And the back:

Translation: Computer raising simulation software
Creatures: The World of Norms
The world's first virtual pets using artificial life are here!
Character:
The only virtual pet in the world with individual personalities
Because each and every "Norm" has different genetics, their personalities and habits are different. Let's think about an individual norm's character to teach and raise it well.
Learning:
They learn words, too
Norms have the ability to learn language, so if they are told the same word over and over from infancy, they can remember the names of things like objects, their owner, and even other norms.
World of "Norms":
Exchange norms with your friends via e-mail
Using email or floppies, you can exchange norms with other users. Or you can arrange 'international marriages' for your norms or put them up for adoption.
Born:
They have children
When norms grow up, they fall in love, lay eggs, and raise children. The newborn norms carry on the personalities and traits of their parents and form their own original personalities.
One thing I am very curious about is how the language aspect of the game was handled. Translating things from one language to another can be tricky for many reasons – for instance, in English we don't conjugate words based on gender of the speaker or target, but some languages do. (Actually, if anyone knows if issues like this cropped up in the Dutch/German/Italian/etc versions and how they were handled, I'd be interested to know!) An aspect that I could see being a potential problem is that Japanese typically uses verbs at the end of the sentence. Instead of saying 'Norn push food', you would usually say 'Norn food push'. I wonder if they re-arranged grammar in the Japanese version or not?
The one language-related thing I could see – as mentioned on the charset page and barely visible in one of the screenshots on the box – is that the norns apparently speak in katakana in Japanese. Japanese has two syllabic writing systems, hiragana and katakana. Even if you know zero Japanese, if I write the same phrase in both syllabaries, the visual difference is pretty obvious:
のーむたちのせかい
ノームタチノセカイ
Hiragana is on top; it's rounder and, well, cuter. Katakana is on the bottom; it's sharper. In fact, the dialogue for robot characters is sometimes written in katakana to give it a more mechanical feel. So it's a bit curious to me that they used katakana for creature dialogue, instead of the friendlier, childish hiragana. I wonder if either they wanted to emphasize the 'alienness' of the creatures, or if katakana was simply easier to read at the small font size required?
Anyway, this was all I could dig up. If anyone has more information, please let me know!
EDIT: I also found the archived version of the C1 Japan site, although there's nothing particularly interesting on there; some of the links go to the English version, and the archives show 404 errors by 2000. It looks like it may not have even been updated after the release.
Small release: Seasonal Marker
Jan. 28th, 2022 04:04 pmWhile I was taking screenshots and testing and such to fill out the wiki articles on metarooms, it occurred to me that a small UI element that simply tells you the in-game time would be useful, instead of having to rely on things like the Dustdevil Grendel calendar or the Garden Gnome, or pinging the console. A brief search didn't turn up anything (sorry if I missed yours), so I made one! I'm having a real frustrating time in other languages - I made and tested this while installing and re-installing things to try and get an R package to recognize CUDA's existence, and I am still not there - so it was nice to go back to CAOS and code something simple.
The marker is up on CCaves here and changes color for each time period, number for each day in the season, and shape for each season in the year. It injects by default in the upper-left under the creature UI, but can be moved wherever you like. Not for use on the off chance you've been messing around with your GAME seasonal variables :p
While I was at it, I also added a small section on formatting agent help catalogue files to the wiki page, because although I ended up not using it, I swore there was some way to color text in them, but couldn't find it anywhere. Or how to do newlines, for that matter. Now it's on the wiki fornext time I forget easy reference.
The marker is up on CCaves here and changes color for each time period, number for each day in the season, and shape for each season in the year. It injects by default in the upper-left under the creature UI, but can be moved wherever you like. Not for use on the off chance you've been messing around with your GAME seasonal variables :p
While I was at it, I also added a small section on formatting agent help catalogue files to the wiki page, because although I ended up not using it, I swore there was some way to color text in them, but couldn't find it anywhere. Or how to do newlines, for that matter. Now it's on the wiki for
C2 and the complexity problem
Dec. 19th, 2021 02:37 pmI went poking the C2 scriptorium scripts for plants today, in order to update the wiki pages, and I found out some interesting things that are not quite in line with the official ecology info. For example:
On the one hand, this kind of stuff is cool; the devs clearly put a lot of thought into the ecology, even if it isn't quite as complete as one might like it to be. And having marginal vs dependable ranges for plants is certainly realistic. On the other hand, it's hair-tearingly frustrating, because none of this info is ever presented to the player. Nowhere in the game help documents does it tell you anything beyond 'some plants grow in different conditions'. These more complex ranges are not even in the official out-of-game ecology docs!
This is bad game design. Yes, it's a game marketed to children, and from the age when it was a lot more acceptable to offload information into manuals and web pages than it is now, but this stuff is so buried that even the most hardcore player can't find this out without literally digging through the code. (Well, now you can find it on the wiki, at least.) Even the basics of what the different berries do isn't obvious in the game, despite them having different medicinal effects.
While I was figuring this out, it started me musing about the double-edged sword that complexity is in general in simulation. On the one hand, the world is complex, and simulation necessarily simplifies, and not always in easy and obvious ways (do not get me started on programming diploid genetics). On the other hand, simplification also calls into question the validity and applicability of the simulation, in cases where one is hoping to make real-world inferences and not just play a game.
On the other other hand, complexity can also massively increase programming time and make a simulation harder to understand and analyze - and it's easier to balance an ecosystem with a few independent plants than one with multiple organisms feeding off of each other, as I've seen in other aLife-y games I've played with. And more complexity actually doesn't always equal more fidelity. Sometimes simple rules can produce amazingly complex emergent behavior. Basic cellular automata - similar to Conway's Game of Life, though not necessarily with the same rules - have had biological research applications. You can use a spreadsheet to replicate beautiful seashell patterns.
One of the things I love about C2 is the ecosystem, especially since it just seems less broken than the one that ships with C3. But it's hard not to wonder - does this add anything to the game? Couldn't whoever was coding these plants have spent the time giving the walking vine something to do other than exist instead? At the least, these details should have been in some document somewhere that could be released to the advanced players like the other intended ecosystem details.
To be clear, 'does this add anything to the game?' is not meant as a rhetorical question, even though it probably sounds like one. It's a question I ask myself when I am thinking of adding a new feature to my own work, though I am working with scientific simulation instead of a commercial game (and am a lone dev on it). What does this feature actually meaningfully do? Does this add real depth in a way that brings my simulation closer to its goals instead of being an interesting fiddly knob that doesn't mean anything or a distraction from something else? How do I justify the settings I use for it? What real-world data can I base those settings on? People can and have questioned my simulation's settings and assumptions - at least Creatures, being a game, can get away with everything being aliens and for fun :)
- The potatoes, carrots, and puffballs have unlisted 'ideal' ranges for inorganic nutrients; they will still grow in their 'tolerable' ranges, but have a 50/50 chance of dying.
- Triffids are the only plant whose seeds will get their own individual growable inorganic nutrient ranges within their general range.
- Gelsemium flowers decay to give 10 organic nutrients to the soil... but only if the inorganic nutrients level is not exactly 200. (I wonder if this is leftover from some idea for propagating the plant?)
On the one hand, this kind of stuff is cool; the devs clearly put a lot of thought into the ecology, even if it isn't quite as complete as one might like it to be. And having marginal vs dependable ranges for plants is certainly realistic. On the other hand, it's hair-tearingly frustrating, because none of this info is ever presented to the player. Nowhere in the game help documents does it tell you anything beyond 'some plants grow in different conditions'. These more complex ranges are not even in the official out-of-game ecology docs!
This is bad game design. Yes, it's a game marketed to children, and from the age when it was a lot more acceptable to offload information into manuals and web pages than it is now, but this stuff is so buried that even the most hardcore player can't find this out without literally digging through the code. (Well, now you can find it on the wiki, at least.) Even the basics of what the different berries do isn't obvious in the game, despite them having different medicinal effects.
While I was figuring this out, it started me musing about the double-edged sword that complexity is in general in simulation. On the one hand, the world is complex, and simulation necessarily simplifies, and not always in easy and obvious ways (do not get me started on programming diploid genetics). On the other hand, simplification also calls into question the validity and applicability of the simulation, in cases where one is hoping to make real-world inferences and not just play a game.
On the other other hand, complexity can also massively increase programming time and make a simulation harder to understand and analyze - and it's easier to balance an ecosystem with a few independent plants than one with multiple organisms feeding off of each other, as I've seen in other aLife-y games I've played with. And more complexity actually doesn't always equal more fidelity. Sometimes simple rules can produce amazingly complex emergent behavior. Basic cellular automata - similar to Conway's Game of Life, though not necessarily with the same rules - have had biological research applications. You can use a spreadsheet to replicate beautiful seashell patterns.
One of the things I love about C2 is the ecosystem, especially since it just seems less broken than the one that ships with C3. But it's hard not to wonder - does this add anything to the game? Couldn't whoever was coding these plants have spent the time giving the walking vine something to do other than exist instead? At the least, these details should have been in some document somewhere that could be released to the advanced players like the other intended ecosystem details.
To be clear, 'does this add anything to the game?' is not meant as a rhetorical question, even though it probably sounds like one. It's a question I ask myself when I am thinking of adding a new feature to my own work, though I am working with scientific simulation instead of a commercial game (and am a lone dev on it). What does this feature actually meaningfully do? Does this add real depth in a way that brings my simulation closer to its goals instead of being an interesting fiddly knob that doesn't mean anything or a distraction from something else? How do I justify the settings I use for it? What real-world data can I base those settings on? People can and have questioned my simulation's settings and assumptions - at least Creatures, being a game, can get away with everything being aliens and for fun :)
Hi, CC! Long time, no see, busy with getting the Ph.D and all that. Hope you guys are all doing well and staying healthy and sane. I'm probably not back for good, but I still subscribe to several Creatures blogs in my RSS feed, and seeing the CCSF 2021 posts popping up in my feed made me feel nostalgic for these games. And I'm excited to see them coming to Steam! Crossing my fingers that we finally get an official C2 release that works on modern operating systems... maybe even one that fixes the bug that makes worlds inevitably crash at a certain age?!
I was even inspired to dig up and update this old mini-paper on how the Creatures C3/DS brains are set up; I originally wrote it for an independent study way back in 2014 or so. And while updating it, I promptly started a DS feral run inspired by it - one where all the starting creatures had their brain lobes set to be mutable. Not expecting anything particularly interesting to come of it, but you never know :)
Anyway, if you're curious about how the Creatures brains work, but find them difficult or intimidating to understand, hopefully this will help get you started. It can be hard to figure out a brain in a vat or what all those rules in the genetics kit are doing to them!
( This is long, so I put it under a cut. Just click here to read the full post )
I was even inspired to dig up and update this old mini-paper on how the Creatures C3/DS brains are set up; I originally wrote it for an independent study way back in 2014 or so. And while updating it, I promptly started a DS feral run inspired by it - one where all the starting creatures had their brain lobes set to be mutable. Not expecting anything particularly interesting to come of it, but you never know :)
Anyway, if you're curious about how the Creatures brains work, but find them difficult or intimidating to understand, hopefully this will help get you started. It can be hard to figure out a brain in a vat or what all those rules in the genetics kit are doing to them!
( This is long, so I put it under a cut. Just click here to read the full post )
CCSF Blog Carnival, Day 7
Dec. 3rd, 2016 11:58 pmWhy do you like Creatures? If your interest in it has come and gone and come again, what brings you back? Despite how hard it can be to run on modern machines and the total lack of official support now, why do you play?
(DS and C1 work perfectly for me on Windows 10, and C2, while not completely functional on my main laptop, works almost 100% on my old one, so access is not a huge issue for me at the moment. I think there is one or two official tools that don't work, and Nornpose can't run on W10, but that's about it so far.)
For me, the appeal of Creatures is the appeal of alife: of seeing something new and wondering what it can say about the things we see in the real world, or could in an alternate world.
Creatures is alife that has nice graphics. Creatures is alife with complexity - social interaction and learning and genetics and biochemistry and neural net. Creatures is alife I can take apart. Creatures is alife that I have access to.
(There are more than few fascinating-sounding alife programs out there that aren't freely available, but which you can only read about in the author's papers.)
(The scientific part of me is also fascinated by how people interact with and get attached to and emotionally driven by Creatures and virtual life critters, but that's a topic for another day.)
On an emotional level, I love the community and the creative things it's kept coming up with even more than a decade after the last game had an update - like the Garden Box and Magic Words and the recent work on new C2 genomes and CreatureLink and really, I could go on. There's an active and helpful wiki, forums that are rather slower than the heyday but still full of people, and generally everyone is quite friendly.
And the creatures. Even now, I still get attached to one occasionally, and feel compelled to help them out when they're in trouble (when it's not my fault). They're frustrating, but they're lovable.
My interests wax and wane - don't most people experience this? But some things I leave behind and never come back to. Creatures has yet to be one of those things. It may happen someday; but even now, even when I don't play it much, it keeps popping into my head. It helped inspire me to do a senior project at college, which got me into graduate school - and now an extension of that program is the core of my research project.
So.
Thanks, Creatures. Thanks, CC. Thanks, Steve Grand. I'm glad I threw my sanity into the skull-shaped basket with you all (if anyone still gets that joke).
(DS and C1 work perfectly for me on Windows 10, and C2, while not completely functional on my main laptop, works almost 100% on my old one, so access is not a huge issue for me at the moment. I think there is one or two official tools that don't work, and Nornpose can't run on W10, but that's about it so far.)
For me, the appeal of Creatures is the appeal of alife: of seeing something new and wondering what it can say about the things we see in the real world, or could in an alternate world.
Creatures is alife that has nice graphics. Creatures is alife with complexity - social interaction and learning and genetics and biochemistry and neural net. Creatures is alife I can take apart. Creatures is alife that I have access to.
(There are more than few fascinating-sounding alife programs out there that aren't freely available, but which you can only read about in the author's papers.)
(The scientific part of me is also fascinated by how people interact with and get attached to and emotionally driven by Creatures and virtual life critters, but that's a topic for another day.)
On an emotional level, I love the community and the creative things it's kept coming up with even more than a decade after the last game had an update - like the Garden Box and Magic Words and the recent work on new C2 genomes and CreatureLink and really, I could go on. There's an active and helpful wiki, forums that are rather slower than the heyday but still full of people, and generally everyone is quite friendly.
And the creatures. Even now, I still get attached to one occasionally, and feel compelled to help them out when they're in trouble (when it's not my fault). They're frustrating, but they're lovable.
My interests wax and wane - don't most people experience this? But some things I leave behind and never come back to. Creatures has yet to be one of those things. It may happen someday; but even now, even when I don't play it much, it keeps popping into my head. It helped inspire me to do a senior project at college, which got me into graduate school - and now an extension of that program is the core of my research project.
So.
Thanks, Creatures. Thanks, CC. Thanks, Steve Grand. I'm glad I threw my sanity into the skull-shaped basket with you all (if anyone still gets that joke).
CCSF Blog Carnival, Day 6
Dec. 2nd, 2016 10:37 pmWhat do you think of the mythology and backstory of creatures? Do you have any favorite background details in the world? Any pet theories or thoughts, or questions you would like answered?
I've always liked the quirkiness of the Shee, like how they took so readily to genetic engineering and biology, never had a straightforward thought in their lives, and were incredibly lucky, and then left their world for a round one (such a great setup for a game that never appeared, alas). I also re-read the Lone Shee story more than once as a kid, perhaps to make up for not being able to have any of the Mall breeds at the time.
I also think that it's a good thing that while there is some of this (not too developed) backstory and myth to the games, you could play without ever looking at any of it and still have some vague ideas - the games, especially C1 and C2, are so atmospheric.
As for details and questions (I have lots), let's do this game-by-game.
C1:
~Official lore is that Albia has no moon. You might notice that there is a moon.
~What was the windmill used for? Surely it's not just to move the cable car back and forth.
~Behind the garden, you can see what looks like a temple - is it? What happened there? Did the Shee have deities? Was it just a lab that looks like a temple? The musicola area looks like it could be a small shrine, too, or perhaps just a very well-decorated building.
~Who built the Statue of Nornity, and why? Was it dedicated to a well-known Shee scientist who had done something great, or was it made by an egomaniac who built it too large or too fast and doomed it to crumble away?
~If the ocean is so small, why is the shipwreck so big? (Yeah, yeah, I know, game scale.)
~I appreciate the drippy-drips in the caves - the sound effect, too.
I would also encourage everyone to check out these new photos of the C1 background model, there are some nice details there.
C2:
Putting aside the fact that a lot of the map does not match up with C1 in a way that makes sense....
~Again, the temple in the desert - or was it one?
~If the Shee tech looks so nice and shiny and metal, then what was it that we saw in C1? Did they just keep their living quarters much more simple than their labs? That would fit in with the bamboo village area. Or was it all built over by someone else - perhaps even a few Shee who survived the volcanic eruption but lost all their access to their old technology?
~There's this one little room just above the Shee statue that's clearly someone's leftover office, and I love all the details in it.
~What's with the gold next to the Shee statue? Donations to a god? Taxes? The entire fortunes of all the Shee?
C3/DS:
~Where are the Shee living quarters? On the Ark I guess you could squint and say those rectangles in-between the Aquarium and Desert doors are Shee-style doors, but on the Capillata?
~Why Muco? We know that the Shee can make perfectly technological egg-makers. Why use a creepy eyeless uneating living thing that can't move except to flail its limbs? D:
~You know that easter egg with the star in the Norn Terrarium? That's my favorite easter egg in the series.
~Was it really, truly necessary to bring along piranhas, an artificial volcano, and two airlocks? Sheesh, the Shee truly didn't have any sense.
~If you've never read the Help for the ship's lungs, do yourself a favor and check it out. Technobabble at its finest.
~There's a nice little drawing in the kitchen in the Norn Terrarium.
Etc:
~What was Shee daily life like? What did their society look like? Surely they couldn't have all been scientists working away every day... could they?
~For all the talk about tea and biscuits, there isn't a single teacup in the whole series! We didn't even get biscuits until quirky cookies!
~We had a discussion about this on CCaves a while back, but what even is the Hand? My vote is an AI with a pocket dimension upgrade in C3, meant to help take care of norns and ettins.
I've always liked the quirkiness of the Shee, like how they took so readily to genetic engineering and biology, never had a straightforward thought in their lives, and were incredibly lucky, and then left their world for a round one (such a great setup for a game that never appeared, alas). I also re-read the Lone Shee story more than once as a kid, perhaps to make up for not being able to have any of the Mall breeds at the time.
I also think that it's a good thing that while there is some of this (not too developed) backstory and myth to the games, you could play without ever looking at any of it and still have some vague ideas - the games, especially C1 and C2, are so atmospheric.
As for details and questions (I have lots), let's do this game-by-game.
C1:
~Official lore is that Albia has no moon. You might notice that there is a moon.
~What was the windmill used for? Surely it's not just to move the cable car back and forth.
~Behind the garden, you can see what looks like a temple - is it? What happened there? Did the Shee have deities? Was it just a lab that looks like a temple? The musicola area looks like it could be a small shrine, too, or perhaps just a very well-decorated building.
~Who built the Statue of Nornity, and why? Was it dedicated to a well-known Shee scientist who had done something great, or was it made by an egomaniac who built it too large or too fast and doomed it to crumble away?
~If the ocean is so small, why is the shipwreck so big? (Yeah, yeah, I know, game scale.)
~I appreciate the drippy-drips in the caves - the sound effect, too.
I would also encourage everyone to check out these new photos of the C1 background model, there are some nice details there.
C2:
Putting aside the fact that a lot of the map does not match up with C1 in a way that makes sense....
~Again, the temple in the desert - or was it one?
~If the Shee tech looks so nice and shiny and metal, then what was it that we saw in C1? Did they just keep their living quarters much more simple than their labs? That would fit in with the bamboo village area. Or was it all built over by someone else - perhaps even a few Shee who survived the volcanic eruption but lost all their access to their old technology?
~There's this one little room just above the Shee statue that's clearly someone's leftover office, and I love all the details in it.
~What's with the gold next to the Shee statue? Donations to a god? Taxes? The entire fortunes of all the Shee?
C3/DS:
~Where are the Shee living quarters? On the Ark I guess you could squint and say those rectangles in-between the Aquarium and Desert doors are Shee-style doors, but on the Capillata?
~Why Muco? We know that the Shee can make perfectly technological egg-makers. Why use a creepy eyeless uneating living thing that can't move except to flail its limbs? D:
~You know that easter egg with the star in the Norn Terrarium? That's my favorite easter egg in the series.
~Was it really, truly necessary to bring along piranhas, an artificial volcano, and two airlocks? Sheesh, the Shee truly didn't have any sense.
~If you've never read the Help for the ship's lungs, do yourself a favor and check it out. Technobabble at its finest.
~There's a nice little drawing in the kitchen in the Norn Terrarium.
Etc:
~What was Shee daily life like? What did their society look like? Surely they couldn't have all been scientists working away every day... could they?
~For all the talk about tea and biscuits, there isn't a single teacup in the whole series! We didn't even get biscuits until quirky cookies!
~We had a discussion about this on CCaves a while back, but what even is the Hand? My vote is an AI with a pocket dimension upgrade in C3, meant to help take care of norns and ettins.
CCSF Blog Carnival, Day 5
Dec. 1st, 2016 10:51 pmDo you create content for Creatures? If so, what sorts? What do you use to make things, and what would you like to make in the future? If not, what would you like to make if you could?
I primarily make agents for C3DS, though I've tried out gengineering before and have branched out to the other games for my CCSF submissions. Also, I made a metaroom once! I also edit the wiki sometimes, if that counts.
Art is done in Photoshop, though I tend to use freely-available sprites when I can. Everything else is the usual set of official tools and Bobcob and so on. One thing I use sometimes that I'm not sure is popular is the CAOS debugging tool - who else uses it? It's not mentioned in tutorials and so on that I remember, but it's quite useful for more complex agents, especially if (like me) you're used to using print statements for debugging.
I have a whole list of things I'd like to make in the future, including a second list just for C2 annoyances that I would like to fix. Other than that...
C1: [stuff related to my main CCSF submission] and making the hummingbirds do more.
C2: More plants, and maybe more critters for creatures to eat. A teardown of the evolving pidgeons. Colortrue C2 creatures, if that would work.
C3DS: The second version of Desert Ruins, with ecology fixes/new plants/a new feature for the beetle/sound effects/music/etc. A metaroom with a Japanese theme. A snowflake patch 'plant'. An annoyance fix for the DS injection screen. My own version of the corpse cleaner. Doing something with some of the incomplete sprites you can find in the image folder. I also have this written in my list but I'm not sure what it is anymore! "magic words drop food? drop things in general?" What?
Misc: I have a folder in my bookmarks for wiki pages I want to add or expand (usually creators whose works aren't fully up).
I'm not going to run out of projects for a while.
I primarily make agents for C3DS, though I've tried out gengineering before and have branched out to the other games for my CCSF submissions. Also, I made a metaroom once! I also edit the wiki sometimes, if that counts.
Art is done in Photoshop, though I tend to use freely-available sprites when I can. Everything else is the usual set of official tools and Bobcob and so on. One thing I use sometimes that I'm not sure is popular is the CAOS debugging tool - who else uses it? It's not mentioned in tutorials and so on that I remember, but it's quite useful for more complex agents, especially if (like me) you're used to using print statements for debugging.
I have a whole list of things I'd like to make in the future, including a second list just for C2 annoyances that I would like to fix. Other than that...
C1: [stuff related to my main CCSF submission] and making the hummingbirds do more.
C2: More plants, and maybe more critters for creatures to eat. A teardown of the evolving pidgeons. Colortrue C2 creatures, if that would work.
C3DS: The second version of Desert Ruins, with ecology fixes/new plants/a new feature for the beetle/sound effects/music/etc. A metaroom with a Japanese theme. A snowflake patch 'plant'. An annoyance fix for the DS injection screen. My own version of the corpse cleaner. Doing something with some of the incomplete sprites you can find in the image folder. I also have this written in my list but I'm not sure what it is anymore! "magic words drop food? drop things in general?" What?
Misc: I have a folder in my bookmarks for wiki pages I want to add or expand (usually creators whose works aren't fully up).
I'm not going to run out of projects for a while.
CCSF Blog Carnival, Day 4
Nov. 30th, 2016 11:05 pmThis seems like a good time to remind everyone that we still need submissions if you can put one together!
What COBs/agents/breeds/metarooms/etc do you use the most? What would you like to see more of? Less of? What pet peeves do you have with add-ons? What do you love to see?
What I use the most:
I use a lot of sprite breeds because I like having a variety of appearances for my creatures. In C1, I prefer the complete '97 santa over the 'classic' one to the point where I'm thinking of making an overwrite to free up a breed slot, and the Wood norns get a lot of use, too. In C2, I love love love the Uriel norns and the Pegasus ettins! In C3DS, um, please don't make me choose. I use different breeds in different worlds.
For genetics, I primarily use CFE and Canny creatures, like probably everyone else. I've been experimenting with C1 genetics but haven't settled on anything quite yet and want to try out the TWB creatures more, though.
In C1, I use some COBs that expand the treehouse area and open up some new travel routes around the world, and I always use the garden cob that adds food to the bubble dome area of the island, and usually other new food sources as well.
In C2, I use the Plato's renovations to open up the world, again, and almost always use the Volcano Garden COB to make the volcano into a blooming paradise. I used to use the hollow coconuts to provide more water sources; now I use the fountains. I also like to expand food options with the popping mushrooms and the meat vines in places where plants won't grow.
As for DS, I'll just link to the Anodyne. I use MW room edits a lot, too. I used to inject the Norngarden and Bug's Temple into everything but aquatic-themed worlds; recently I've stopped using them quite as much and using more of a variety of metarooms.
What would I like to see more of/less of:
The main thing I want to see that could realistically happen is related to my main CCSF release, so I'll keep quiet on that for now....
I would like to see less brain-unfriendly COBs or agents (this is why we have the development standards). Also, for C1 and C2 in particular, I don't find single-use injectable food items to be useful. I much prefer plants or vendors of some kind.
I would like to see more Garden Box releases, and more critters for carnivorous creatures to crunch. In terms of genetic breeds, I like seeing quirky or strange genetic breeds, such as ones that photosynthesize or whatever, especially if based on real organisms.
I would dearly love to see more grendel and ettin sprite breeds, and new kinds of geats.
If we're asking for the moon, for that warp restoration project to work out!
Pet peeves/love to see:
I like anything that has interesting or cute graphics, or unique behavior, or which fixes bugs or annoying aspects of the games, or which adds nice little features.
One of my pet peeves is recolored versions of official sprites taking up a breed slot - with the one exception of the C1 Albian Greys because that's more of a way to get around the C1 color limitations. Even then, I personally prefer the snow norns. There are some C2 breeds, too, that are just recolored Hebes or Golden Deserts with some bad editing, and I don't use those. I do appreciate well-done edits. On the topic of breeds, ones that don't have different ages - at least child and adult - with the exception of those with a 'lore' reason (such as being mechanical, for example). I'll still use them, however.
I'm also not too picky when I comes to agent art, but (and this is mostly a problem with C1 addons) things that look like they were thrown together in thirty seconds in old MS Paint do not get downloaded by me.
Lastly: metarooms without CA links. I shouldn't have to add those by hand! I do recognize that this is something people are more aware of now than they used to be, though. Similarly, anything that throws errors or glitches out in strange ways that the creator should have caught. Aquatilis Caverna, or maybe the second one, throws errors sometimes, and there's a plant that I do use sometimes that has a bad habit of somehow putting seeds behind that little panel in the upper-left corner for some reason @.@ It's okay if things don't always 100% work - it may not even be the creator's fault, I know there's at least a couple of glitchy engine scripts - but most things can be caught by just injecting the COB/agent and letting it run for a while.
What COBs/agents/breeds/metarooms/etc do you use the most? What would you like to see more of? Less of? What pet peeves do you have with add-ons? What do you love to see?
What I use the most:
I use a lot of sprite breeds because I like having a variety of appearances for my creatures. In C1, I prefer the complete '97 santa over the 'classic' one to the point where I'm thinking of making an overwrite to free up a breed slot, and the Wood norns get a lot of use, too. In C2, I love love love the Uriel norns and the Pegasus ettins! In C3DS, um, please don't make me choose. I use different breeds in different worlds.
For genetics, I primarily use CFE and Canny creatures, like probably everyone else. I've been experimenting with C1 genetics but haven't settled on anything quite yet and want to try out the TWB creatures more, though.
In C1, I use some COBs that expand the treehouse area and open up some new travel routes around the world, and I always use the garden cob that adds food to the bubble dome area of the island, and usually other new food sources as well.
In C2, I use the Plato's renovations to open up the world, again, and almost always use the Volcano Garden COB to make the volcano into a blooming paradise. I used to use the hollow coconuts to provide more water sources; now I use the fountains. I also like to expand food options with the popping mushrooms and the meat vines in places where plants won't grow.
As for DS, I'll just link to the Anodyne. I use MW room edits a lot, too. I used to inject the Norngarden and Bug's Temple into everything but aquatic-themed worlds; recently I've stopped using them quite as much and using more of a variety of metarooms.
What would I like to see more of/less of:
The main thing I want to see that could realistically happen is related to my main CCSF release, so I'll keep quiet on that for now....
I would like to see less brain-unfriendly COBs or agents (this is why we have the development standards). Also, for C1 and C2 in particular, I don't find single-use injectable food items to be useful. I much prefer plants or vendors of some kind.
I would like to see more Garden Box releases, and more critters for carnivorous creatures to crunch. In terms of genetic breeds, I like seeing quirky or strange genetic breeds, such as ones that photosynthesize or whatever, especially if based on real organisms.
I would dearly love to see more grendel and ettin sprite breeds, and new kinds of geats.
If we're asking for the moon, for that warp restoration project to work out!
Pet peeves/love to see:
I like anything that has interesting or cute graphics, or unique behavior, or which fixes bugs or annoying aspects of the games, or which adds nice little features.
One of my pet peeves is recolored versions of official sprites taking up a breed slot - with the one exception of the C1 Albian Greys because that's more of a way to get around the C1 color limitations. Even then, I personally prefer the snow norns. There are some C2 breeds, too, that are just recolored Hebes or Golden Deserts with some bad editing, and I don't use those. I do appreciate well-done edits. On the topic of breeds, ones that don't have different ages - at least child and adult - with the exception of those with a 'lore' reason (such as being mechanical, for example). I'll still use them, however.
I'm also not too picky when I comes to agent art, but (and this is mostly a problem with C1 addons) things that look like they were thrown together in thirty seconds in old MS Paint do not get downloaded by me.
Lastly: metarooms without CA links. I shouldn't have to add those by hand! I do recognize that this is something people are more aware of now than they used to be, though. Similarly, anything that throws errors or glitches out in strange ways that the creator should have caught. Aquatilis Caverna, or maybe the second one, throws errors sometimes, and there's a plant that I do use sometimes that has a bad habit of somehow putting seeds behind that little panel in the upper-left corner for some reason @.@ It's okay if things don't always 100% work - it may not even be the creator's fault, I know there's at least a couple of glitchy engine scripts - but most things can be caught by just injecting the COB/agent and letting it run for a while.
CCSF Blog Carnival, Day 3
Nov. 29th, 2016 10:39 amHow has the way you play Creatures changed since you started? What has stayed the same? Do you play a different game more, have you picked up a different play style, have you thrown out one species and embraced another?
For a long time, I played C3DS almost exclusively. It's still the one I play the most, but now I spend more time with C2; the ecology and graphics of that game are my favorite. C1 I play on and off, but I think at about the same level as I have since I've owned it.
When I was a kid, I used to be a lot more into nurturing-style play, and one way I would do so is that I would use the selective force field to keep babies, and usually children, in the incubator pan area, so I could teach them and keep an eye on them. I would usually put an older norn in with them, too. I've been thinking of trying something like this again, actually, although with something a bit more norn-friendly than the force field. Nowadays I also do more wolfling and feral runs than I used to. Also, I always used to install the Norngarden; I've had problems with plants from there dying out, and the pond kills creatures, and there's a larger variety of rooms available now, so I only use it sometimes.
I only cared about norns as a kid, and even now, I don't care that much about grendels. I do make my worlds grendel-friendly in C1 and make sure they have food and toys, but for C2 I still remove the grendel mother most of the time (the default sprites for them are bad and they die so young) and disable it in C3DS. Like I mentioned yesterday, I did try to do a grendel wolfling run, but it didn't work out that well.
I do have a newfound love of ettins, however. Their big eyes and round bodies are just so cute! Plus, they have some nice breeds - it's a real pity that the snail ettins don't work better, because they're great, but the striped ettins in C2 and C3DS, the pegasus ettins of C2, the rain and cheese and poodle ettins for C3DS... there are options, which I like.
Geats weren't really a thing beyond Gaia and the C1 Shee when I was a kid. I've now tried out a couple of Geat breeds and I think they have their own charm, though they're quite different from each other.
Also, now that I can code, using CAOS - even just to make quick little scripts - is like part of the gameplay for me. CAOS is actually my second favorite of the programming languages I've learned (the first being Python) - yes, it has some annoying features, like not being able to name your variables, but the logic of how it works just clicks with my brain, and it doesn't, for example, have the curly braces of Java, the confusing points (and curly braces) of C++, or the strange decisions of R (error message weirdness; and why do the arrays start at one?!).
One thing that has stayed the same is that in C3DS, when I get bored I often get out the inseminator to make a new batch of eggs from the most adventures or interesting or pretty norns. In C1 and C2, I always tend to leave the toys, for example, where they are placed by default, and the last time I opened it up to play rather than to test I had to almost force myself to try moving them around to different places. The reason for this is that when I was younger I hated 'messing up' the world... but if the norns did it, that was okay somehow. In all of the games, I tend to keep different genomes separated instead of mixing them up, but different species in one world are okay.
For a long time, I played C3DS almost exclusively. It's still the one I play the most, but now I spend more time with C2; the ecology and graphics of that game are my favorite. C1 I play on and off, but I think at about the same level as I have since I've owned it.
When I was a kid, I used to be a lot more into nurturing-style play, and one way I would do so is that I would use the selective force field to keep babies, and usually children, in the incubator pan area, so I could teach them and keep an eye on them. I would usually put an older norn in with them, too. I've been thinking of trying something like this again, actually, although with something a bit more norn-friendly than the force field. Nowadays I also do more wolfling and feral runs than I used to. Also, I always used to install the Norngarden; I've had problems with plants from there dying out, and the pond kills creatures, and there's a larger variety of rooms available now, so I only use it sometimes.
I only cared about norns as a kid, and even now, I don't care that much about grendels. I do make my worlds grendel-friendly in C1 and make sure they have food and toys, but for C2 I still remove the grendel mother most of the time (the default sprites for them are bad and they die so young) and disable it in C3DS. Like I mentioned yesterday, I did try to do a grendel wolfling run, but it didn't work out that well.
I do have a newfound love of ettins, however. Their big eyes and round bodies are just so cute! Plus, they have some nice breeds - it's a real pity that the snail ettins don't work better, because they're great, but the striped ettins in C2 and C3DS, the pegasus ettins of C2, the rain and cheese and poodle ettins for C3DS... there are options, which I like.
Geats weren't really a thing beyond Gaia and the C1 Shee when I was a kid. I've now tried out a couple of Geat breeds and I think they have their own charm, though they're quite different from each other.
Also, now that I can code, using CAOS - even just to make quick little scripts - is like part of the gameplay for me. CAOS is actually my second favorite of the programming languages I've learned (the first being Python) - yes, it has some annoying features, like not being able to name your variables, but the logic of how it works just clicks with my brain, and it doesn't, for example, have the curly braces of Java, the confusing points (and curly braces) of C++, or the strange decisions of R (error message weirdness; and why do the arrays start at one?!).
One thing that has stayed the same is that in C3DS, when I get bored I often get out the inseminator to make a new batch of eggs from the most adventures or interesting or pretty norns. In C1 and C2, I always tend to leave the toys, for example, where they are placed by default, and the last time I opened it up to play rather than to test I had to almost force myself to try moving them around to different places. The reason for this is that when I was younger I hated 'messing up' the world... but if the norns did it, that was okay somehow. In all of the games, I tend to keep different genomes separated instead of mixing them up, but different species in one world are okay.
CCSF Blog Carnival, day 2
Nov. 28th, 2016 08:12 pmHow would you describe your playing style? Do you have lots of worlds, or a few? Do you have strict wolfling runs or do you individually nurture your creatures, or both? Any particular habits or quirks?
Well, it depends.
In C1, I usually coddle my creatures a bit, spending lots of time with them individually, encouraging them to mate if they're being slow about it, and so on. They might get left alone for a while, but the last time I tried to do a C1 wolfling run, even with lots of extra food injected, it was a disaster, and I haven't tried again.
In C2, I have one world series for a canny ettin wolfling run, though I can't help myself from intervening sometimes, and will often hatch spare eggs, teach them their most basic vocabulary, and then after twenty minutes or so shove them out of the incubator chamber. Based on certain criteria, ettins may be exported. I also have a nurturing norn world where I've been trying to get my norns to be a little less stupid, which, yes, I know. Otherwise, I mostly breed them for looks - Frog norns crossed with Golden Desert norns are adorable.
In C3/DS, I never play C3 standalone, mostly because I don't currently have a working install. I can do docked worlds just fine, though. I have one concept world poking along for Pearl Mermaids, where each pod gets a 'queen' female who is the only one allowed to breed - I originally had this for aquanorns, but they have a few issues and aren't CFE. The only problem I've had so far is: when a queen dies, surely I should hatch eggs until I have x females and make them compete with each other to be 'queen', but how? Maybe a more elaborate IQ test? First one to the Meso wins?
I also have a 'hospital' world for caring for sliders, rightwalkers, severe limps, etc, until they die. It also serves as the home for my strangest genetic experiments and crossbreeds. It's very much for-fun.
I have a KT Saber norn world, but I haven't played it in a while. I remember I was getting frustrated with the norns refusing to eat or something like that. I also can't figure out any of the KT recipes, to the point that I'm wondering if I'm clicking the right place on the cauldron.
I had a long-running (200+ generations, 300+ hours) wolfling run world for norns, but it's on pause for the moment. I wanted to try making some of the norns CFE and breeding that into the population, but I discovered that their color genes had gotten very glitchy to the point that the normal genetics kit won't open their genomes. Might be a consequence of breeding Amanora genomes for too long. I'll fix them some day.
I also had a grendel wolfling run, but for some reason it wasn't very successful after a while, and the grendels gradually died off. I have thought about running it again now that I have more breeds downloaded and no longer use a couple of the rooms that were present in this run that might have worked against them. I've also discovered a better way of moving creatures around the world, or at least, it works for the norns I tried it on.
Other ideas I've played around with: an arena world (creatures fight to the death; winners get to make babies), multiple kinds of migration worlds (including inducing migratory behavior via genetics and some code), and I've thought about a Geat world but haven't committed to one yet. I've also been thinking of making a Creature Link world that's a bit more nurturing, since I haven't played that way in DS for a while.
As for particular habits, besides injecting everything included with the Anodyne, I like experimenting with different arrangements of metarooms and connecting them in different ways. In C1, there a cobs that add extra spaces and make the world more connected, and I use several of these in addition with more permanent food sources. In C2, I love love love adding new plants, especially when I make the volcano into a garden, and also new critters, and making my own ecosystems. I do this to some extent in DS, but not quite as much. Also, I am strict about naming my creatures alphabetically by generation.
Well, it depends.
In C1, I usually coddle my creatures a bit, spending lots of time with them individually, encouraging them to mate if they're being slow about it, and so on. They might get left alone for a while, but the last time I tried to do a C1 wolfling run, even with lots of extra food injected, it was a disaster, and I haven't tried again.
In C2, I have one world series for a canny ettin wolfling run, though I can't help myself from intervening sometimes, and will often hatch spare eggs, teach them their most basic vocabulary, and then after twenty minutes or so shove them out of the incubator chamber. Based on certain criteria, ettins may be exported. I also have a nurturing norn world where I've been trying to get my norns to be a little less stupid, which, yes, I know. Otherwise, I mostly breed them for looks - Frog norns crossed with Golden Desert norns are adorable.
In C3/DS, I never play C3 standalone, mostly because I don't currently have a working install. I can do docked worlds just fine, though. I have one concept world poking along for Pearl Mermaids, where each pod gets a 'queen' female who is the only one allowed to breed - I originally had this for aquanorns, but they have a few issues and aren't CFE. The only problem I've had so far is: when a queen dies, surely I should hatch eggs until I have x females and make them compete with each other to be 'queen', but how? Maybe a more elaborate IQ test? First one to the Meso wins?
I also have a 'hospital' world for caring for sliders, rightwalkers, severe limps, etc, until they die. It also serves as the home for my strangest genetic experiments and crossbreeds. It's very much for-fun.
I have a KT Saber norn world, but I haven't played it in a while. I remember I was getting frustrated with the norns refusing to eat or something like that. I also can't figure out any of the KT recipes, to the point that I'm wondering if I'm clicking the right place on the cauldron.
I had a long-running (200+ generations, 300+ hours) wolfling run world for norns, but it's on pause for the moment. I wanted to try making some of the norns CFE and breeding that into the population, but I discovered that their color genes had gotten very glitchy to the point that the normal genetics kit won't open their genomes. Might be a consequence of breeding Amanora genomes for too long. I'll fix them some day.
I also had a grendel wolfling run, but for some reason it wasn't very successful after a while, and the grendels gradually died off. I have thought about running it again now that I have more breeds downloaded and no longer use a couple of the rooms that were present in this run that might have worked against them. I've also discovered a better way of moving creatures around the world, or at least, it works for the norns I tried it on.
Other ideas I've played around with: an arena world (creatures fight to the death; winners get to make babies), multiple kinds of migration worlds (including inducing migratory behavior via genetics and some code), and I've thought about a Geat world but haven't committed to one yet. I've also been thinking of making a Creature Link world that's a bit more nurturing, since I haven't played that way in DS for a while.
As for particular habits, besides injecting everything included with the Anodyne, I like experimenting with different arrangements of metarooms and connecting them in different ways. In C1, there a cobs that add extra spaces and make the world more connected, and I use several of these in addition with more permanent food sources. In C2, I love love love adding new plants, especially when I make the volcano into a garden, and also new critters, and making my own ecosystems. I do this to some extent in DS, but not quite as much. Also, I am strict about naming my creatures alphabetically by generation.
CCSF Blog Carnival, Day 1
Nov. 27th, 2016 03:29 pmHow did you get into Creatures in the first place? What game did you start with? What intrigued you about it or was the most fun? Do you have any special or fond memories?
I got into Creatures (many, many years ago now - back when Albia 2k was still up, back when the Gameware forums hadn't been shut down, back when the VLforums still existed, back when you could still trade creatures and chat with random people on DS) because I absolutely loved virtual pets and related games as a kid. There were points were I was obsessive about them.
I played Petz. I played Babyz. Eventually I would pick up Pinna (a virtual bird game). I tried out that one Aquazone game where you could breed colorful guppies. I had multiple games where the point was to be a vet and treat pets, zoo animals, or wild animals. I even had a real cat and yes, I did play with her too.
At some point I found a website about virtual and artificial life - I think it was called the Virtual Life homepage - and right next to a page full of links to virtual pet websites, FinFin, and gobs of Tamagotchi, was Creatures. I remember spending a while reading the official page, then downloading DS as soon as my mom would let me use her computer (which must have fit the requirements better; I did play on my hand-me-down Windows 98 at some point, but she had XP and an LCD screen!).
Norns were never as cute as the roly-poly adorable kitties of Catz. But I still played for hours with my copy of DS (soon with a whole bunch of add-ons, of course).
Eventually my parents bought me the Creatures Trilogy for my birthday, but DS - now with C3 docked - was still my favorite. We also borrowed a copy of Creation: Life and How to Make It from the library and I read it together with my dad. I was already learning how to program - mostly how to do things with numbers - and this was an introduction to a new and different way of thinking and coding to me. We skipped the neural network chapter at the time because it was too advanced for me, but the parts about feedback loops and coding an environment and getting emergent behavior rather than hardcoding everything, those stuck with me.
I liked playing with the creatures and taking care of them and breeding them - genetic systems have always been a huge, huge source of fascination for me, and continue to be so - but as time went on, I was inspired by other community members to start investigating some of the science background behind the games. At this point I wasn't quite getting into CAOS - though I do remember trying - and I only poked at genetics, but I did set up some experiments within the game to see what would happen.
Besides watching my little colony in the Meso, I have fond memories of one particular little norn who I hand-raised. I taught her words by hand, though I was frustrated by not being able to teach her verbs. At some point I think she must have refused to eat or otherwise do what I wanted her to do and out of frustration I started slapping her a whole bunch. Much to my surprise, it turned out that a creature could die from slapping. Oops.
I got into Creatures (many, many years ago now - back when Albia 2k was still up, back when the Gameware forums hadn't been shut down, back when the VLforums still existed, back when you could still trade creatures and chat with random people on DS) because I absolutely loved virtual pets and related games as a kid. There were points were I was obsessive about them.
I played Petz. I played Babyz. Eventually I would pick up Pinna (a virtual bird game). I tried out that one Aquazone game where you could breed colorful guppies. I had multiple games where the point was to be a vet and treat pets, zoo animals, or wild animals. I even had a real cat and yes, I did play with her too.
At some point I found a website about virtual and artificial life - I think it was called the Virtual Life homepage - and right next to a page full of links to virtual pet websites, FinFin, and gobs of Tamagotchi, was Creatures. I remember spending a while reading the official page, then downloading DS as soon as my mom would let me use her computer (which must have fit the requirements better; I did play on my hand-me-down Windows 98 at some point, but she had XP and an LCD screen!).
Norns were never as cute as the roly-poly adorable kitties of Catz. But I still played for hours with my copy of DS (soon with a whole bunch of add-ons, of course).
Eventually my parents bought me the Creatures Trilogy for my birthday, but DS - now with C3 docked - was still my favorite. We also borrowed a copy of Creation: Life and How to Make It from the library and I read it together with my dad. I was already learning how to program - mostly how to do things with numbers - and this was an introduction to a new and different way of thinking and coding to me. We skipped the neural network chapter at the time because it was too advanced for me, but the parts about feedback loops and coding an environment and getting emergent behavior rather than hardcoding everything, those stuck with me.
I liked playing with the creatures and taking care of them and breeding them - genetic systems have always been a huge, huge source of fascination for me, and continue to be so - but as time went on, I was inspired by other community members to start investigating some of the science background behind the games. At this point I wasn't quite getting into CAOS - though I do remember trying - and I only poked at genetics, but I did set up some experiments within the game to see what would happen.
Besides watching my little colony in the Meso, I have fond memories of one particular little norn who I hand-raised. I taught her words by hand, though I was frustrated by not being able to teach her verbs. At some point I think she must have refused to eat or otherwise do what I wanted her to do and out of frustration I started slapping her a whole bunch. Much to my surprise, it turned out that a creature could die from slapping. Oops.
Please make sure you have read the entire readme before you install or edit either of the two Anodyne files. This tutorial only covers how to edit the files, because I thought some people might like to have pictures showing exactly what to change.
I would be very surprised if you have the exact same preferences for everything that I do, and there is probably at least one thing included in this by default that you don't like. Maybe you want your engineering icon after all the terrarium icons. Maybe you use a different autonamer. Maybe you have another twenty agents that you want to inject into almost every world that you make. Here's how to make that happen. Open up the .cos file you want to edit - I recommend CAOS Tool, or at least Notepad++, but a normal simple text editor (Notepad, gedit, etc) will work as well.
Making changes is not hard, even if you don't know any CAOS! However, because these files have permanent effects on new worlds, please test your changes on a temporary new world. I highly recommend making both an undocked and a docked test just to make sure that no errors pop up and nothing happens that you don't want to happen.
For the Anodyne part one file
If you don't want something to be removed, look for the line that says 'kill off ____' where ____ is the thing you want to keep. Either comment out the three lines following it (the ones that say enum ___, kill targ, next) by putting a * in front of them, or delete them.
(These demonstration images show commenting out because it is less destructive, but the effect is the same either way.)

This example shows how to keep the file from deleting the knowledge stones from your worlds.
If you want to have something else automatically removed, then add three lines in the section full of 'kill off ___' lines. If the agent is present in DS, do this before the line that says 'doif gmap 1538 3272 ne -1'. If the agent is present only in C3, it is best to put it AFTER the line that says 'doif gmap 1538 3272 ne -1'. The three lines you want to add are:
enum x y z
kill targ
next
Here x y z is the classifier number of the object you want to kill. If you don't know it, open up a world, hit ctrl-shift-t, and hover the hand over the object. Three numbers will come up on your screen. Record those three numbers and plug them into the 'x y z' exactly as they appeared in the game.

In this example, I added the classifier of the DS elevator buttons (maybe if you wanted to raze everything and use Elevines instead?).
If you don't want to turn off the Empathetic Vendor's hearing ability, either delete or comment out these lines by putting a * in front of them:
enum 2 23 3
setv ov00 0
part 1
pose 0
next

If you want to have the hand be called something other than "hand", change the line that says 'hand "hand"', to replace the "hand" with whatever you want the hand to be called. (Don't forget the quotes.)

You probably didn't need this image, but it's here for the sake of completeness.
If you want your room icons to be in a different order, go down to the part that says 'move camera to hallway' and then has a bunch of lines like this: cmra 6143 8998 0. The 'cmra 6143 8998 0' part is telling the game where to point the camera, so to change the order of your icons, you just have to change the order of those lines. I recommend changing the comments as well (the lines starting with **) to describe the new order, to keep from getting yourself confused. For example, if you wanted to have the Workshop icon be second, not the hallway icon, you would find the cmra line for the Workshop (cmra 4611 9039 0) and put it where the cmra line for the hallway is (cmra 2469 9046 0). Then you would take the cmra line for the hallway, and put it where the cmra line for the Workshop used to be. It is possible to change things around so that C3 icons can come before DS icons, as well.

This shows the above example.
For the Anodyne part two file
This file is actually easier to change than part one, woo! It also has the potential to cause errors. Be careful when modifying it!
Keep in mind that agents do not need to be in alphabetical order; I just did that to make things easier for me.
If you don't want to automatically add one of the agents in the file to your worlds (or you don't have it, etc), all you have to do is either comment out (add * before it) or take out the line that says 'sets va01 ___' (where ___ is the name of the agent), and the same to the 'elif ov00 eq ___' line just before it. You can also remove the comment (the line starting with **) if you want. Then, you must change all the following 'elif ov00 eq ___' lines following it to subtract one from whatever the 'eq ___' number is for every agent before that line that you removed. For example, if you wanted to take out Autovocab, you would comment out or remove the lines 'elif ov00 eq 3, sets va01 "Autovocab"', and then change the next line 'elif ov00 eq 4' to 'elif ov00 eq 3', the next 'elif ov00 eq 5' to 'elif ov00 eq 4', and so on. This is annoying, so if you want to add other agents to automatically inject, I recommend doing that first to minimize the amount of renumbering you have to do.

This shows the above example. Note the changed numbers; you have to do this for all of the following 'elif ov00 eq ___' lines.
Two more notes on removing agents from the file: first, New Gadget Dropper has three lines you need to comment out or remove, because it actually has to be removed before it is injected. Make sure you get all three lines if you don't want it. Second, if you want to remove Wetness, please make sure that the lines 'doif gmap 1538 3272 eq -1, tick 0, endi' are not removed. If you remove New Gadget Dropper, make sure that the line 'tick 0' is not removed.

This shows what it would look like if you removed only Wetness and New Gadget Dropper.
There are two ways to add more agents to the list. First, you can replace one of the ones that's already there, if you don't want to inject that agent automatically. To do this, just find the name of that agent, then replace it with the name of the one you want to inject. The name must be exactly the same as it appears in the agent injector! For example, if you wanted to inject an agent called 'Foo' (its exact name in the agent injector), and didn't want the HLM Patch, you would change the line 'sets va01 "HLM Patch"' to 'sets va01 "Foo"'.

Again, very simple, but this shows the above example.
The second way is to add more lines, if you need to add more agents than you can by the first method. If it shows up in your DS agent injector, put them before the line that says 'do we have c3 in this world as well?'. If it is C3 only, add it after the line that says 'if you might ever make an undocked world'. The lines you will want to add are:
elif ov00 eq x
sets va01 "___"
Where x one more than the number in the previous 'elif ov00 eq _' line, and the text between the quotes in 'sets va01 "___" is the name of the agent exactly as it appears in the agent injector. You will also have to adjust all of the 'elif ov00 eq _' lines after your new addition to add one to the number for each new agent you add to the file.

This shows adding a new DS agent and a C3 only agent.
You can add as many extra agents as you like.
Before you try out your new file, please check that in all the lines of 'elif ov00 eq x', there are no numbers skipped (going from 'elif ov00 eq 4' to 'elif ov00 eq 6', for example) and there are no numbers that are listed twice.
If you get errors, first check the numbers to make sure that they are in order and that no number is skipped or appears twice. Second, if you changed out any of the agents or added new ones, make sure that the names are exactly as shown in the agent injector (the DS one for DS or C3/DS agents; the C3 one for C3 only agents). Third, make sure that you didn't accidentally add a C3 only agent before the 'EVERYTHING AFTER THIS POINT is a C3 agent;' line.
Good luck! I hope you find these files useful and are able to modify them to suit your purposes.
I would be very surprised if you have the exact same preferences for everything that I do, and there is probably at least one thing included in this by default that you don't like. Maybe you want your engineering icon after all the terrarium icons. Maybe you use a different autonamer. Maybe you have another twenty agents that you want to inject into almost every world that you make. Here's how to make that happen. Open up the .cos file you want to edit - I recommend CAOS Tool, or at least Notepad++, but a normal simple text editor (Notepad, gedit, etc) will work as well.
Making changes is not hard, even if you don't know any CAOS! However, because these files have permanent effects on new worlds, please test your changes on a temporary new world. I highly recommend making both an undocked and a docked test just to make sure that no errors pop up and nothing happens that you don't want to happen.
For the Anodyne part one file
If you don't want something to be removed, look for the line that says 'kill off ____' where ____ is the thing you want to keep. Either comment out the three lines following it (the ones that say enum ___, kill targ, next) by putting a * in front of them, or delete them.
(These demonstration images show commenting out because it is less destructive, but the effect is the same either way.)

This example shows how to keep the file from deleting the knowledge stones from your worlds.
If you want to have something else automatically removed, then add three lines in the section full of 'kill off ___' lines. If the agent is present in DS, do this before the line that says 'doif gmap 1538 3272 ne -1'. If the agent is present only in C3, it is best to put it AFTER the line that says 'doif gmap 1538 3272 ne -1'. The three lines you want to add are:
enum x y z
kill targ
next
Here x y z is the classifier number of the object you want to kill. If you don't know it, open up a world, hit ctrl-shift-t, and hover the hand over the object. Three numbers will come up on your screen. Record those three numbers and plug them into the 'x y z' exactly as they appeared in the game.

In this example, I added the classifier of the DS elevator buttons (maybe if you wanted to raze everything and use Elevines instead?).
If you don't want to turn off the Empathetic Vendor's hearing ability, either delete or comment out these lines by putting a * in front of them:
enum 2 23 3
setv ov00 0
part 1
pose 0
next

If you want to have the hand be called something other than "hand", change the line that says 'hand "hand"', to replace the "hand" with whatever you want the hand to be called. (Don't forget the quotes.)

You probably didn't need this image, but it's here for the sake of completeness.
If you want your room icons to be in a different order, go down to the part that says 'move camera to hallway' and then has a bunch of lines like this: cmra 6143 8998 0. The 'cmra 6143 8998 0' part is telling the game where to point the camera, so to change the order of your icons, you just have to change the order of those lines. I recommend changing the comments as well (the lines starting with **) to describe the new order, to keep from getting yourself confused. For example, if you wanted to have the Workshop icon be second, not the hallway icon, you would find the cmra line for the Workshop (cmra 4611 9039 0) and put it where the cmra line for the hallway is (cmra 2469 9046 0). Then you would take the cmra line for the hallway, and put it where the cmra line for the Workshop used to be. It is possible to change things around so that C3 icons can come before DS icons, as well.

This shows the above example.
For the Anodyne part two file
This file is actually easier to change than part one, woo! It also has the potential to cause errors. Be careful when modifying it!
Keep in mind that agents do not need to be in alphabetical order; I just did that to make things easier for me.
If you don't want to automatically add one of the agents in the file to your worlds (or you don't have it, etc), all you have to do is either comment out (add * before it) or take out the line that says 'sets va01 ___' (where ___ is the name of the agent), and the same to the 'elif ov00 eq ___' line just before it. You can also remove the comment (the line starting with **) if you want. Then, you must change all the following 'elif ov00 eq ___' lines following it to subtract one from whatever the 'eq ___' number is for every agent before that line that you removed. For example, if you wanted to take out Autovocab, you would comment out or remove the lines 'elif ov00 eq 3, sets va01 "Autovocab"', and then change the next line 'elif ov00 eq 4' to 'elif ov00 eq 3', the next 'elif ov00 eq 5' to 'elif ov00 eq 4', and so on. This is annoying, so if you want to add other agents to automatically inject, I recommend doing that first to minimize the amount of renumbering you have to do.

This shows the above example. Note the changed numbers; you have to do this for all of the following 'elif ov00 eq ___' lines.
Two more notes on removing agents from the file: first, New Gadget Dropper has three lines you need to comment out or remove, because it actually has to be removed before it is injected. Make sure you get all three lines if you don't want it. Second, if you want to remove Wetness, please make sure that the lines 'doif gmap 1538 3272 eq -1, tick 0, endi' are not removed. If you remove New Gadget Dropper, make sure that the line 'tick 0' is not removed.

This shows what it would look like if you removed only Wetness and New Gadget Dropper.
There are two ways to add more agents to the list. First, you can replace one of the ones that's already there, if you don't want to inject that agent automatically. To do this, just find the name of that agent, then replace it with the name of the one you want to inject. The name must be exactly the same as it appears in the agent injector! For example, if you wanted to inject an agent called 'Foo' (its exact name in the agent injector), and didn't want the HLM Patch, you would change the line 'sets va01 "HLM Patch"' to 'sets va01 "Foo"'.

Again, very simple, but this shows the above example.
The second way is to add more lines, if you need to add more agents than you can by the first method. If it shows up in your DS agent injector, put them before the line that says 'do we have c3 in this world as well?'. If it is C3 only, add it after the line that says 'if you might ever make an undocked world'. The lines you will want to add are:
elif ov00 eq x
sets va01 "___"
Where x one more than the number in the previous 'elif ov00 eq _' line, and the text between the quotes in 'sets va01 "___" is the name of the agent exactly as it appears in the agent injector. You will also have to adjust all of the 'elif ov00 eq _' lines after your new addition to add one to the number for each new agent you add to the file.

This shows adding a new DS agent and a C3 only agent.
You can add as many extra agents as you like.
Before you try out your new file, please check that in all the lines of 'elif ov00 eq x', there are no numbers skipped (going from 'elif ov00 eq 4' to 'elif ov00 eq 6', for example) and there are no numbers that are listed twice.
If you get errors, first check the numbers to make sure that they are in order and that no number is skipped or appears twice. Second, if you changed out any of the agents or added new ones, make sure that the names are exactly as shown in the agent injector (the DS one for DS or C3/DS agents; the C3 one for C3 only agents). Third, make sure that you didn't accidentally add a C3 only agent before the 'EVERYTHING AFTER THIS POINT is a C3 agent;' line.
Good luck! I hope you find these files useful and are able to modify them to suit your purposes.
An introduction to C3/DS genomes
Jul. 15th, 2016 03:54 pmThere's a lot of genomes out there for C3/DS besides the ones that come with the game. I've noticed that new people especially sometimes get confused by what the differences between them all are and which ones they should use in their worlds, so I wrote this guide to the more popular genomes to help clear things up.
Standard: These are your bog-standard creatures that come with the game. Usually, people take the default Chichi genome as being the default. This is because it has additional genes to deal with the networking features introduced to DS as well as some biochemistry tweaks compared to the original C3 breeds, and as it came with the free game DS, it was also the most widely-available genome back in the day. Note that the default C3 norn breeds (Civet, Bruin, and Bengal) have an additional 'expressive' variant available to them in the egg creator – if you use the standard genome, you will probably want to use this one to play, as it's actually a fix. Originally, the norns did not make the appropriate facial expressions to express their mood properly, and the expressive variants are a fix for this.
The standard genome has quite a few bugs in it, and some of the other genomes are attempts at fixing these bugs, while others simply aim to introduce new features.
Gizmo: Gizmo norns were an early fix for many problems in the standard genome. They have many modifications, but to summarize: they have a rebalanced biochemistry, a modified reproductive system to make them less likely to become super-breeders, and changed instincts to make them survive better but also to try and make them less 'pre-programmed'.
Because of these many changes, they probably won't interbreed well with other genomes, though it won't necessarily be fatal to try.
Amanora: Amanora made some beautiful new breeds for C3/DS, the Dream Norns, Butterfly Norns, and Flora Norns. These also used a modified base genome that included changes to the pigment and pigment bleed genes so that creatures would keep their color throughout their whole life (normally creatures can mutate so that they change colors in different life stages), and changes to the pose genes to reduce the chance of getting creatures with limps and other bad movements.
Unfortunately, because of these changes, her breeds can't interbreed well with standard creatures – they're likely to produce sliders. Because of this, Amanora used to have a pack with this modified base genome for all the official breeds, but this no longer appears to be on her site.
CFE: The name stands for 'Creatures Full of Edits'. These are a major fix that was widely adopted in the community and by breed makers. There's a lot of changes, and these include: working friend-or-foe lobe that allows creatures to make friends and enemies, better memory and learning, a new brain lobe that allows creatures to perceive the elevation of an interesting object (so they don't go after things they can't reach), as well as several fixes to prevent behavior loops. They also cannot get stuck on a life stage or live without eating, and will not mutate to severe limps.
CFEm: These are the same as CFE creatures, except they lack a few of the changes: they can still get stuck on life stages, mutate to live without food, and their gait genes will mutate like a standard creature's genes will.
CFE and CFEm creatures are compatible with each other, but breeding them with standard creatures might result in weirdness and is not recommended by the creator. Some older breeds may not have CFE conversions available, but some do.
CFG: The name here standards for 'Creatures Full of Gizmo'. As one might expect, they combine both the changes from the gizmos and the CFEs into one genome.
As with the gizmos above, interbreeding these with normal CFEs probably won't work out that well. You might have better luck interbreeding them with this following genome:
CFF: This name stands for 'Creatures Full of Fixes' and builds upon the CFE genome. It includes both additional fixes as well as new features. CFF creatures will be aware of being full (so they don't just eat everything in the ship in one go), will react when drowning, and shouldn't breed as quickly as CFE and standard creatures do. They will also hallucinate when ingesting chemical 130, and are meant to act more curious and try more random things.
Evo: The Evo norns are an offshoot of the CFF project. They are meant to mess around with objects more and have a shorter attention span than normal creatures.
CFF creatures are relatively compatible with both CFE and CFG creatures. Evo norns can be interbred with CFF norns. A couple of older breeds have CFF conversions available.
TWB: This name stands for 'True Warmblood'. These creatures, based on the CFFs, have a real internal body temperature, unlike normal creatures. This body temperature is affected not just by their surrounding temperatures, but also things like the creature's diet and activity levels. They also have a few other changes related to instincts, fixing and finishing the hunger system, and fixing some other issues.
Because of their extensive changes, they do not interbreed well with other genomes.
Spice: In this genome, based on the standard one, pigment genes are spread out through the genome, rather than being all bunched up together. This means that offspring inherit a mix of the colors of their parents, instead of only inheriting all of their color genes from one parent. This means that, for example, a blue creature and a red creature can have a purple child, instead of only a blue or a red child.
Spice norns should not be interbred with other genomes because of how their genes have been re-arranged.
Colortrue: This genome is based on the CFE creatures and was inspired by the Spice norns. Similar to the Spice genome, Colortrue genomes have been changed so that the children inherit a mix of the colors of their parents.
Colortrue creatures should also not be interbred with other genomes.
Farbe: This genome is also based on the CFE genome. Farbe creatures have been changed so that their pigment genes cannot mutate, but their pigment bleed genes can, which allows for more realistic and better-looking color mutations.
Farbe creatures can be bred with standard CFE creatures.
These are only some of the more common genomes; there are many others out there to try, such as the Curiosity Norns, not to mention a whole host of new breeds that come with their own unique genomes.
...so what should you choose? That can be a difficult question, and it depends on a lot of things. What features do you prefer? What are existing breeds available in? How compatible will different breeds you like be?
Remember, though, that you don't have to choose just one genome and stick with it. If you don't want sliders and severely messed-up babies in your worlds, you can either keep creatures with incompatible genomes in separate areas, or use different genomes in different worlds. For example, I usually use CFE creatures, but I have one world full of Colortrue norns, and I'm trying out the TWB creatures in another. I even have some Amanora genome creatures in a very old wolfling run world of mine.
I would seriously recommend getting at least the CFEs or CFEms; they are a great improvement over the standard genome in terms of learning and behavior, and the vast majority of newer releases are based on them or a genome based on them. If you really like the idea of the Gizmo biochemistry changes, you can get the CFGs. Whether you want to get CFFs or Evos is dependent on how much you care about the additional changes to their behavior. Maybe you are interested in the realistic internal temperature of the TWBs. And, if you really care about realistic color mutations or inheritance, Farbe or Colortrue creatures might be best for you. On the other hand, if you really like the look of an older breed, you might be stuck with the standard genome or a modification based on it... unless you or someone else converts it, of course.
The best thing to do is to try several of these genomes out, and then observe your creatures to see how they behave and what you like!
Standard: These are your bog-standard creatures that come with the game. Usually, people take the default Chichi genome as being the default. This is because it has additional genes to deal with the networking features introduced to DS as well as some biochemistry tweaks compared to the original C3 breeds, and as it came with the free game DS, it was also the most widely-available genome back in the day. Note that the default C3 norn breeds (Civet, Bruin, and Bengal) have an additional 'expressive' variant available to them in the egg creator – if you use the standard genome, you will probably want to use this one to play, as it's actually a fix. Originally, the norns did not make the appropriate facial expressions to express their mood properly, and the expressive variants are a fix for this.
The standard genome has quite a few bugs in it, and some of the other genomes are attempts at fixing these bugs, while others simply aim to introduce new features.
Gizmo: Gizmo norns were an early fix for many problems in the standard genome. They have many modifications, but to summarize: they have a rebalanced biochemistry, a modified reproductive system to make them less likely to become super-breeders, and changed instincts to make them survive better but also to try and make them less 'pre-programmed'.
Because of these many changes, they probably won't interbreed well with other genomes, though it won't necessarily be fatal to try.
Amanora: Amanora made some beautiful new breeds for C3/DS, the Dream Norns, Butterfly Norns, and Flora Norns. These also used a modified base genome that included changes to the pigment and pigment bleed genes so that creatures would keep their color throughout their whole life (normally creatures can mutate so that they change colors in different life stages), and changes to the pose genes to reduce the chance of getting creatures with limps and other bad movements.
Unfortunately, because of these changes, her breeds can't interbreed well with standard creatures – they're likely to produce sliders. Because of this, Amanora used to have a pack with this modified base genome for all the official breeds, but this no longer appears to be on her site.
CFE: The name stands for 'Creatures Full of Edits'. These are a major fix that was widely adopted in the community and by breed makers. There's a lot of changes, and these include: working friend-or-foe lobe that allows creatures to make friends and enemies, better memory and learning, a new brain lobe that allows creatures to perceive the elevation of an interesting object (so they don't go after things they can't reach), as well as several fixes to prevent behavior loops. They also cannot get stuck on a life stage or live without eating, and will not mutate to severe limps.
CFEm: These are the same as CFE creatures, except they lack a few of the changes: they can still get stuck on life stages, mutate to live without food, and their gait genes will mutate like a standard creature's genes will.
CFE and CFEm creatures are compatible with each other, but breeding them with standard creatures might result in weirdness and is not recommended by the creator. Some older breeds may not have CFE conversions available, but some do.
CFG: The name here standards for 'Creatures Full of Gizmo'. As one might expect, they combine both the changes from the gizmos and the CFEs into one genome.
As with the gizmos above, interbreeding these with normal CFEs probably won't work out that well. You might have better luck interbreeding them with this following genome:
CFF: This name stands for 'Creatures Full of Fixes' and builds upon the CFE genome. It includes both additional fixes as well as new features. CFF creatures will be aware of being full (so they don't just eat everything in the ship in one go), will react when drowning, and shouldn't breed as quickly as CFE and standard creatures do. They will also hallucinate when ingesting chemical 130, and are meant to act more curious and try more random things.
Evo: The Evo norns are an offshoot of the CFF project. They are meant to mess around with objects more and have a shorter attention span than normal creatures.
CFF creatures are relatively compatible with both CFE and CFG creatures. Evo norns can be interbred with CFF norns. A couple of older breeds have CFF conversions available.
TWB: This name stands for 'True Warmblood'. These creatures, based on the CFFs, have a real internal body temperature, unlike normal creatures. This body temperature is affected not just by their surrounding temperatures, but also things like the creature's diet and activity levels. They also have a few other changes related to instincts, fixing and finishing the hunger system, and fixing some other issues.
Because of their extensive changes, they do not interbreed well with other genomes.
Spice: In this genome, based on the standard one, pigment genes are spread out through the genome, rather than being all bunched up together. This means that offspring inherit a mix of the colors of their parents, instead of only inheriting all of their color genes from one parent. This means that, for example, a blue creature and a red creature can have a purple child, instead of only a blue or a red child.
Spice norns should not be interbred with other genomes because of how their genes have been re-arranged.
Colortrue: This genome is based on the CFE creatures and was inspired by the Spice norns. Similar to the Spice genome, Colortrue genomes have been changed so that the children inherit a mix of the colors of their parents.
Colortrue creatures should also not be interbred with other genomes.
Farbe: This genome is also based on the CFE genome. Farbe creatures have been changed so that their pigment genes cannot mutate, but their pigment bleed genes can, which allows for more realistic and better-looking color mutations.
Farbe creatures can be bred with standard CFE creatures.
These are only some of the more common genomes; there are many others out there to try, such as the Curiosity Norns, not to mention a whole host of new breeds that come with their own unique genomes.
...so what should you choose? That can be a difficult question, and it depends on a lot of things. What features do you prefer? What are existing breeds available in? How compatible will different breeds you like be?
Remember, though, that you don't have to choose just one genome and stick with it. If you don't want sliders and severely messed-up babies in your worlds, you can either keep creatures with incompatible genomes in separate areas, or use different genomes in different worlds. For example, I usually use CFE creatures, but I have one world full of Colortrue norns, and I'm trying out the TWB creatures in another. I even have some Amanora genome creatures in a very old wolfling run world of mine.
I would seriously recommend getting at least the CFEs or CFEms; they are a great improvement over the standard genome in terms of learning and behavior, and the vast majority of newer releases are based on them or a genome based on them. If you really like the idea of the Gizmo biochemistry changes, you can get the CFGs. Whether you want to get CFFs or Evos is dependent on how much you care about the additional changes to their behavior. Maybe you are interested in the realistic internal temperature of the TWBs. And, if you really care about realistic color mutations or inheritance, Farbe or Colortrue creatures might be best for you. On the other hand, if you really like the look of an older breed, you might be stuck with the standard genome or a modification based on it... unless you or someone else converts it, of course.
The best thing to do is to try several of these genomes out, and then observe your creatures to see how they behave and what you like!