7 Different in file 1 5
0 Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Hotness, chem=Hotness, thresh=0, nom=0,
gain=204, features=Analogue (0)
7 Different in file 2 5
0 Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Hotness, chem=Hotness, thresh=0, nom=0,
gain=201, features=Analogue (0)
*The need for sleep and rest for simple existence seemed
to high, so I tweaked and tested until physical actions became more relevant
8 Different in file 1 6
0 Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Tiredness, chem=Tiredness, thresh=0, nom=0,
gain=223, features=Analogue (0)
8 Different in file 2 6
0 Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Tiredness, chem=Tiredness, thresh=0, nom=0,
gain=217, features=Analogue (0)
9 Different in file 1 7
0 Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Sleepiness, chem=Sleepiness, thresh=0,
nom=0, gain=211, features=Analogue (0)
9 Different in file 2 7
0 Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Sleepiness, chem=Sleepiness, thresh=0,
nom=0, gain=205, features=Analogue (0)
*Creatures would get lonely as soon as they were away
from others and crowded as soon as they came near. Again I tweaked
and tested until best results were found
10 Different in file 1 8
0 Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Loneliness, chem=Loneliness, thresh=0,
nom=0, gain=207, features=Analogue (0)
10 Different in file 2 8
0 Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Loneliness, chem=Loneliness, thresh=0,
nom=0, gain=169, features=Analogue (0)
11 Different in file 1 9
0 Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Crowded, chem=Crowded, thresh=0, nom=0,
gain=209, features=Analogue (0)
11 Different in file 2 9
0 Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Crowded, chem=Crowded, thresh=0, nom=0,
gain=70, features=Analogue (0)
*Fear way to powerful for the norn to handle, so I tweaked
it a bit to calm them down.
12 Different in file 1 10 0
Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Fear, chem=Fear, thresh=0, nom=0, gain=209,
features=Analogue (0)
12 Different in file 2 10 0
Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Fear, chem=Fear, thresh=0, nom=0, gain=205,
features=Analogue (0)
*Creatures were sitting around to much, now their curiosity
has been upped
13 Different in file 1 11 0
Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Boredom, chem=Boredom, thresh=0, nom=0,
gain=211, features=Analogue (0)
13 Different in file 2 11 0
Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Boredom, chem=Boredom, thresh=0, nom=0,
gain=221, features=Analogue (0)
*The temper on a Chichi was to powerful, just like the
fear reaction so I messed with it to calm them down a bit more
14 Different in file 1 12 0
Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Anger, chem=Anger, thresh=0, nom=0, gain=202,
features=Analogue (0)
14 Different in file 2 12 0
Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Anger, chem=Anger, thresh=0, nom=0, gain=165,
features=Analogue (0)
*A slight increase in sexdrive helps balance out the other
reproductive changes
15 Different in file 1 13 0
Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Sex drive, chem=Sex drive, thresh=0, nom=0,
gain=223, features=Analogue (0)
15 Different in file 2 13 0
Emb B MutDupCut 128
0 Organ# = 0, Creature, Drives, Sex drive, chem=Sex drive, thresh=0, nom=0,
gain=228, features=Analogue (0)
*The ability to heal has been improved in this organ
22 Different in file 1 81 0
Emb B MutDupCut 128
0 Organ# = 0, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0,
nom=0, gain=191, features=Analogue (0)
22 Different in file 2 81 0
Emb B MutDupCut 128
0 Organ# = 0, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0,
nom=0, gain=201, features=Analogue (0)
*This is an activity chemical, I thought I'd tweak
and test it a bit.
21 Different in file 1 157 0 Emb B
MutDupCut 128 0 Organ#
= 0, Creature, Drives, Wait, chem=Wait, thresh=0, nom=0, gain=255, features=Analogue
(0)
21 Different in file 2 157 0 Emb B
MutDupCut 128 0 Organ#
= 0, Creature, Drives, Wait, chem=Wait, thresh=0, nom=0, gain=234, features=Analogue
(0)
*Resistances of this organ were changed to be variable
giving more resistance to some and less to others. Hopefully this
will encourage more evolution of the immune system
24 Different in file 1 144 0 Emb B
MutDupCut 128 0 Organ#
= 0, Organ, Organ, Injury, chem=Antigen 3, thresh=0, nom=0, gain=51, features=Analogue
(0)
24 Different in file 2 144 0 Emb B
MutDupCut 128 0 Organ#
= 0, Organ, Organ, Injury, chem=Antigen 3, thresh=0, nom=0, gain=56, features=Analogue
(0)
23 Different in file 1 166 0 Emb B
MutDupCut 128 0 Organ#
= 0, Organ, Organ, Injury, chem=Antigen 4, thresh=0, nom=0, gain=51, features=Analogue
(0)
23 Different in file 2 166 0 Emb B
MutDupCut 128 0 Organ#
= 0, Organ, Organ, Injury, chem=Antigen 4, thresh=0, nom=0, gain=45, features=Analogue
(0)
*Someone really had this biochemistry messed up, after
much fussing I got a good balance
40 Different in file 1 49 0
Emb B MutDupCut 128
0 Organ# = 2, Current Reaction, No Tissue, Reaction Rate, chem=Cholesterol,
thresh=16, nom=230, gain=229, features=Inverted Digital (0)
40 Different in file 2 49 0
Emb B MutDupCut 128
0 Organ# = 2, Current Reaction, No Tissue, Reaction Rate, chem=Cholesterol,
thresh=16, nom=210, gain=205, features=Inverted Digital (0)
*And here are some more edited organ health specs
35 Different in file 1 153 0 Emb B
MutDupCut 128 0 Organ#
= 1, Organ, Organ, Injury, chem=Antigen 4, thresh=0, nom=0, gain=59, features=Analogue
(0)
35 Different in file 2 153 0 Emb B
MutDupCut 128 0 Organ#
= 1, Organ, Organ, Injury, chem=Antigen 4, thresh=0, nom=0, gain=51, features=Analogue
(0)
34 Different in file 1 167 0 Emb B
MutDupCut 128 0 Organ#
= 1, Organ, Organ, Injury, chem=Antigen 5, thresh=0, nom=0, gain=58, features=Analogue
(0)
34 Different in file 2 167 0 Emb B
MutDupCut 128 0 Organ#
= 1, Organ, Organ, Injury, chem=Antigen 5, thresh=0, nom=0, gain=67, features=Analogue
(0)
39 Different in file 1 146 0 Emb B
MutDupCut 128 0 Organ#
= 2, Organ, Organ, Injury, chem=Glycotoxin, thresh=0, nom=0, gain=25, features=Analogue
(0)
39 Different in file 2 146 0 Emb B
MutDupCut 128 0 Organ#
= 2, Organ, Organ, Injury, chem=Glycotoxin, thresh=0, nom=0, gain=19, features=Analogue
(0)
55 Different in file 1 169 0 Emb B
MutDupCut 128 0 Organ#
= 2, Organ, Organ, Injury, chem=Antigen 7, thresh=0, nom=0, gain=60, features=Analogue
(0)
55 Different in file 2 169 0 Emb B
MutDupCut 128 0 Organ#
= 2, Organ, Organ, Injury, chem=Antigen 7, thresh=0, nom=0, gain=54, features=Analogue
(0)
56 Different in file 1 168 0
Emb
B
128
0 Organ# = 2, Organ, Organ, Injury, chem=Antigen 6, thresh=0,
nom=0, gain=60, features=Analogue (0)
56 Different in file 2 168 0 Emb
B
128
0 Organ# = 2, Organ, Organ, Injury, chem=Antigen 6, thresh=0,
nom=0, gain=68, features=Analogue (0)
72 Different in file 1 171 0 Emb B
MutDupCut 128 0 Organ#
= 3, Organ, Organ, Injury, chem=Antigen 2, thresh=0, nom=0, gain=60, features=Analogue
(0)
72 Different in file 2 171 0 Emb B
MutDupCut 128 0 Organ#
= 3, Organ, Organ, Injury, chem=Antigen 2, thresh=0, nom=0, gain=68, features=Analogue
(0)
73 Different in file 1 170 0 Emb B
MutDupCut 128 0 Organ#
= 3, Organ, Organ, Injury, chem=Antigen 1, thresh=0, nom=0, gain=57, features=Analogue
(0)
73 Different in file 2 170 0 Emb B
MutDupCut 128 0 Organ#
= 3, Organ, Organ, Injury, chem=Antigen 1, thresh=0, nom=0, gain=47, features=Analogue
(0)
96 Different in file 1 82 0 Emb
B MutDupCut 128 0
Organ# = 5, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0,
gain=175, features=Analogue (0)
96 Different in file 2 82 0
Emb B MutDupCut 128
0 Organ# = 5, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0,
nom=0, gain=179, features=Analogue (0)
91 Different in file 1 143 0 Emb B
MutDupCut 128 0 Organ#
= 4, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=170,
features=Analogue (0)
91 Different in file 2 143 0 Emb B
MutDupCut 128 0 Organ#
= 4, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=175,
features=Analogue (0)
93 Different in file 1 139 0 Emb B
MutDupCut 128 0 Organ#
= 4, Organ, Organ, Injury, chem=Antigen 5, thresh=0, nom=0, gain=60, features=Analogue
(0)
93 Different in file 2 139 0 Emb B
MutDupCut 128 0 Organ#
= 4, Organ, Organ, Injury, chem=Antigen 5, thresh=0, nom=0, gain=65, features=Analogue
(0)
92 Different in file 1 172 0 Emb B
MutDupCut 128 0 Organ#
= 4, Organ, Organ, Injury, chem=Antigen 6, thresh=0, nom=0, gain=59, features=Analogue
(0)
92 Different in file 2 172 0 Emb B
MutDupCut 128 0 Organ#
= 4, Organ, Organ, Injury, chem=Antigen 6, thresh=0, nom=0, gain=53, features=Analogue
(0)
97 Different in file 1 174 0 Emb B
MutDupCut 128 0 Organ#
= 5, Organ, Organ, Injury, chem=Antigen 4, thresh=0, nom=0, gain=61, features=Analogue
(0)
97 Different in file 2 174 0 Emb B
MutDupCut 128 0 Organ#
= 5, Organ, Organ, Injury, chem=Antigen 4, thresh=0, nom=0, gain=77, features=Analogue
(0)
98 Different in file 1 173 0 Emb B
MutDupCut 128 0 Organ#
= 5, Organ, Organ, Injury, chem=Antigen 3, thresh=0, nom=0, gain=61, features=Analogue
(0)
98 Different in file 2 173 0 Emb B
MutDupCut 128 0 Organ#
= 5, Organ, Organ, Injury, chem=Antigen 3, thresh=0, nom=0, gain=45, features=Analogue
(0)
*And here I make illness symptoms less crippling, I found
creatures got hit with involuntary actions so much they couldn't react
to their yucky feelings
106 Different in file 1 93 0
Emb B MutDupCut 128
0 Organ# = 5, Creature, Sensorimotor, Involuntary action 2, chem=Histamine
A, thresh=16, nom=0, gain=255, features=Analogue (0)
106 Different in file 2 93 0
Emb B MutDupCut 128
0 Organ# = 5, Creature, Sensorimotor, Involuntary action 2, chem=Histamine
A, thresh=16, nom=0, gain=228, features=Analogue (0)
107 Different in file 1 94 0 Emb
B MutDupCut 128 0
Organ# = 5, Creature, Sensorimotor, Involuntary action 3, chem=Histamine
B, thresh=16, nom=0, gain=255, features=Analogue (0)
107 Different in file 2 94 0
Emb B MutDupCut 128
0 Organ# = 5, Creature, Sensorimotor, Involuntary action 3, chem=Histamine
B, thresh=16, nom=0, gain=226, features=Analogue (0)
108 Different in file 1 95 0 Emb
B MutDupCut 128 0
Organ# = 5, Creature, Sensorimotor, Involuntary action 4, chem=Coldness,
thresh=128, nom=0, gain=255, features=Digital (0)
108 Different in file 2 95 0
Emb B MutDupCut 128
0 Organ# = 5, Creature, Sensorimotor, Involuntary action 4, chem=Coldness,
thresh=128, nom=0, gain=245, features=Digital (0)
109 Different in file 1 96 0 Emb
B MutDupCut 128 0
Organ# = 5, Creature, Sensorimotor, Involuntary action 5, chem=Tiredness,
thresh=208, nom=0, gain=255, features=Digital (0)
109 Different in file 2 96 0
Emb B MutDupCut 128
0 Organ# = 5, Creature, Sensorimotor, Involuntary action 5, chem=Tiredness,
thresh=208, nom=0, gain=244, features=Digital (0)
*this one was hardly noticeable so I upped it
142 Different in file 1 42 0
Emb B MutDupCut 128
0 Organ# = 6, Organ, Organ, Clock Rate, chem=Hotness, thresh=80, nom=128,
gain=127, features=Analogue (0)
142 Different in file 2 42 0
Emb B MutDupCut 128
0 Organ# = 6, Organ, Organ, Clock Rate, chem=Hotness, thresh=89, nom=145,
gain=151, features=Analogue (0)
*Repairs related to the processing of fat, again to deal
with the major imbalance found in the originals
153 Different in file 1 44 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Circulatory, Floating receptor/emitter 1, chem=Urea,
thresh=192, nom=0, gain=255, features=Digital (0)
153 Different in file 2 44 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Circulatory, Floating receptor/emitter 1, chem=Urea,
thresh=193, nom=0, gain=255, features=Digital (0)
154 Different in file 1 41 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Circulatory, Floating receptor/emitter 0, chem=Adipose
Tissue, thresh=8, nom=255, gain=255, features=Inverted Digital (0)
154 Different in file 2 41 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Circulatory, Floating receptor/emitter 0, chem=Adipose
Tissue, thresh=8, nom=255, gain=79, features=Inverted Digital (0)
*More health related tweaking, again some stronger parts
some weaker parts
147 Different in file 1 151 0 Emb B
MutDupCut 128 0 Organ#
= 6, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=155,
features=Analogue (0)
147 Different in file 2 151 0 Emb B
MutDupCut 128 0 Organ#
= 6, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=124,
features=Analogue (0)
148 Different in file 1 176 0 Emb B
MutDupCut 128 0 Organ#
= 6, Organ, Organ, Injury, chem=Antigen 5, thresh=0, nom=0, gain=61, features=Analogue
(0)
148 Different in file 2 176 0 Emb B
MutDupCut 128 0 Organ#
= 6, Organ, Organ, Injury, chem=Antigen 5, thresh=0, nom=0, gain=68, features=Analogue
(0)
149 Different in file 1 175 0 Emb B
MutDupCut 128 0 Organ#
= 6, Organ, Organ, Injury, chem=Antigen 4, thresh=0, nom=0, gain=61, features=Analogue
(0)
149 Different in file 2 175 0 Emb B
MutDupCut 128 0 Organ#
= 6, Organ, Organ, Injury, chem=Antigen 4, thresh=0, nom=0, gain=55, features=Analogue
(0)
168 Different in file 1 83 0 Emb
B MutDupCut 128 0
Organ# = 7, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0,
gain=159, features=Analogue (0)
168 Different in file 2 83 0
Emb B MutDupCut 128
0 Organ# = 7, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0,
nom=0, gain=202, features=Analogue (0)
*Ok, now the Stimuli were very poorly thought out, or
if they were thought out well, testing wasn't done enough. I've changed
the stimuli to match what I think is found in real animals and also to
reduce the over active carbohydrate hunger issue
*This particular stim change makes creatures need
rest a little longer when they do run out of that extra energy I gave them
167 Different in file 1 198 0 Emb B
MutDupCut 128 0 Organ#
= 7, Brain, 03: stim, Cell 0 (Myself - norn) - state 1, chem=Tiredness,
thresh=128, nom=0, gain=85, features=Analogue (0)
167 Different in file 2 198 0 Emb B
MutDupCut 128 0 Organ#
= 7, Brain, 03: stim, Cell 0 (Myself - norn) - state 1, chem=Tiredness,
thresh=137, nom=0, gain=49, features=Analogue (0)
*Hey hey, more health tweaks, are we done yet?!
169 Different in file 1 178 0 Emb B
MutDupCut 128 0 Organ#
= 7, Organ, Organ, Injury, chem=Antigen 6, thresh=0, nom=0, gain=62, features=Analogue
(0)
169 Different in file 2 178 0 Emb B
MutDupCut 128 0 Organ#
= 7, Organ, Organ, Injury, chem=Antigen 6, thresh=0, nom=0, gain=75, features=Analogue
(0)
183 Different in file 1 40 0 Emb
B MutDupCut 128 0
Organ# = 9, Organ, Organ, Clock Rate, chem=Hotness, thresh=16, nom=16,
gain=192, features=Analogue (0)
183 Different in file 2 40 0
Emb B MutDupCut 128
0 Organ# = 9, Organ, Organ, Clock Rate, chem=Hotness, thresh=18, nom=18,
gain=180, features=Analogue (0)
170 Different in file 1 177 0 Emb B
MutDupCut 128 0 Organ#
= 7, Organ, Organ, Injury, chem=Antigen 5, thresh=0, nom=0, gain=61, features=Analogue
(0)
170 Different in file 2 177 0 Emb B
MutDupCut 128 0 Organ#
= 7, Organ, Organ, Injury, chem=Antigen 5, thresh=0, nom=0, gain=50, features=Analogue
(0)
177 Different in file 1 137 0 Emb B
MutDupCut 128 0 Organ#
= 8, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=139,
features=Analogue (0)
177 Different in file 2 137 0 Emb B
MutDupCut 128 0 Organ#
= 8, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=90,
features=Analogue (0)
179 Different in file 1 142 0 Emb B
MutDupCut 128 0 Organ#
= 8, Organ, Organ, Injury, chem=Antigen 7, thresh=0, nom=0, gain=56, features=Analogue
(0)
179 Different in file 2 142 0 Emb B
MutDupCut 128 0 Organ#
= 8, Organ, Organ, Injury, chem=Antigen 7, thresh=0, nom=0, gain=40, features=Analogue
(0)
*Ok this is a little odd. In order to undue some
fast aging mechanics I messed with life stages, initial concentration and
such to get norns that have an "average life span" but very different building
blocks after I did this I got rid of it thinking of potential problems
like norns that only live 2-3 hours (hybrids), but then I found out no
real problems came from this, and it turned out to be better at keeping
fast aging from taking over then I thought, so I put it back. This
area involved tons of tweaking and testing. You'll also notice the
chance of a mutation has been lowered to slow down fast aging evolution
188 Different in file 1 60 0
Emb B MutDupCut 128
0 Organ# = 10, Creature, Somatic, Become a child, chem=Life, thresh=229,
nom=119, gain=255, features=Inverted Digital (0)
188 Different in file 2 60 0
Emb B MutDupCut 64
0 Organ# = 10, Creature, Somatic, Become a child, chem=Life, thresh=173,
nom=119, gain=255, features=Inverted Digital (0)
189 Different in file 1 62 0 Chi
B MutDupCut 128 0
Organ# = 10, Creature, Somatic, Become an adolescent, chem=Life, thresh=194,
nom=116, gain=255, features=Inverted Digital (0)
189 Different in file 2 62 0
Chi B MutDupCut 64
0 Organ# = 10, Creature, Somatic, Become an adolescent, chem=Life, thresh=141,
nom=116, gain=255, features=Inverted Digital (0)
178 Different in file 1 179 0 Emb B
MutDupCut 128 0 Organ#
= 8, Organ, Organ, Injury, chem=Antigen 0, thresh=0, nom=0, gain=61, features=Analogue
(0)
178 Different in file 2 179 0 Emb B
MutDupCut 128 0 Organ#
= 8, Organ, Organ, Injury, chem=Antigen 0, thresh=0, nom=0, gain=77, features=Analogue
(0)
190 Different in file 1 63 0 Ado
B MutDupCut 128 0
Organ# = 10, Creature, Somatic, Become a youth, chem=Life, thresh=165,
nom=128, gain=255, features=Inverted Digital (0)
190 Different in file 2 63 0
Ado B MutDupCut 64
0 Organ# = 10, Creature, Somatic, Become a youth, chem=Life, thresh=102,
nom=128, gain=255, features=Inverted Digital (0)
182 Different in file 1 145 0 Emb B
MutDupCut 128 0 Organ#
= 9, Organ, Organ, Clock Rate, chem=Fever toxin, thresh=0, nom=128, gain=255,
features=Inverted Analogue (0)
182 Different in file 2 145 0 Emb B
MutDupCut 128 0 Organ#
= 9, Organ, Organ, Clock Rate, chem=Fever toxin, thresh=0, nom=122, gain=223,
features=Inverted Analogue (0)
191 Different in file 1 64 0 You
B MutDupCut 128 0
Organ# = 10, Creature, Somatic, Become an adult, chem=Life, thresh=136,
nom=128, gain=255, features=Inverted Digital (0)
191 Different in file 2 64 0
You B MutDupCut 64
0 Organ# = 10, Creature, Somatic, Become an adult, chem=Life, thresh=138,
nom=130, gain=255, features=Inverted Digital (0)
192 Different in file 1 65 0 Adu
B MutDupCut 128 0
Organ# = 10, Creature, Somatic, Become old, chem=Life, thresh=19, nom=128,
gain=255, features=Inverted Digital (0)
192 Different in file 2 65 0
Adu B MutDupCut 64
0 Organ# = 10, Creature, Somatic, Become old, chem=Life, thresh=42, nom=128,
gain=255, features=Inverted Digital (0)
184 Different in file 1 152 0 Emb B
MutDupCut 128 0 Organ#
= 9, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=124,
features=Analogue (0)
184 Different in file 2 152 0 Emb B
MutDupCut 128 0 Organ#
= 9, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=98,
features=Analogue (0)
193 Different in file 1 66 0 Old
B MutDupCut 128 0
Organ# = 10, Creature, Somatic, Become senile, chem=Life, thresh=10, nom=128,
gain=255, features=Inverted Digital (0)
193 Different in file 2 66 0
Old B MutDupCut 64
0 Organ# = 10, Creature, Somatic, Become senile, chem=Life, thresh=5, nom=128,
gain=255, features=Inverted Digital (0)
*real animals must die of old age, this is actually
an evolved trait in the real world, but for creatures I'm giving it a helping
hand (yes, we all have dormant highlander genes,
their just so old we don't know how to turn them
back on... except in things like eyeballs...)
194 Different in file 1 67 0
Sen B MutDupCut 128
0 Organ# = 10, Creature, Somatic, Die of old age, chem=Life, thresh=5,
nom=112, gain=255, features=Inverted Digital (0)
194 Different in file 2 67 0
Sen B
0 0 Organ# = 10, Creature, Somatic, Die of old age, chem=Life,
thresh=5, nom=112, gain=255, features=Inverted Digital (0)
*and yet more health related tweaks
185 Different in file 1 181 0 Emb B
MutDupCut 128 0 Organ#
= 9, Organ, Organ, Injury, chem=Antigen 2, thresh=0, nom=0, gain=60, features=Analogue
(0)
185 Different in file 2 181 0 Emb B
MutDupCut 128 0 Organ#
= 9, Organ, Organ, Injury, chem=Antigen 2, thresh=0, nom=0, gain=76, features=Analogue
(0)
186 Different in file 1 180 0 Emb B
MutDupCut 128 0 Organ#
= 9, Organ, Organ, Injury, chem=Antigen 1, thresh=0, nom=0, gain=58, features=Analogue
(0)
186 Different in file 2 180 0 Emb B
MutDupCut 128 0 Organ#
= 9, Organ, Organ, Injury, chem=Antigen 1, thresh=0, nom=0, gain=42, features=Analogue
(0)
*This shouldn't be real easy to evolve away, I mean duh
it tells the norn to die if it starves to long (This gene is responsible
for many norns that seem to never need food)
197 Different in file 1 70 0
Emb B MutDupCut 128
0 Organ# = 10, Creature, Immune, Die if non zero, chem=Energy, thresh=13,
nom=255, gain=255, features=Inverted Digital (0)
197 Different in file 2 70 0
Emb B
64 0 Organ# = 10, Creature, Immune, Die if non zero, chem=Energy,
thresh=13, nom=255, gain=255, features=Inverted Digital (0)
*Now this is another big anti-fastager... or rather anti
super breeder, it basically keeps the mother from going into labor until
adult hood, at least the unending births will be delayed until adulthood
if this is the only gene inherited by a superbreeder/fastager cross (many
man made ones push them only to youth quickly)
202 Different in file 1 68 0
You F MutDupCut 128
0 Organ# = 11, Creature, Sensorimotor, Involuntary action 1, chem=Progesterone,
thresh=223, nom=0, gain=255, features=Digital (0)
202 Different in file 2 68 0
Adu F MutDupCut 128
0 Organ# = 11, Creature, Sensorimotor, Involuntary action 1, chem=Progesterone,
thresh=223, nom=0, gain=255, features=Digital (0)
*health again!
201 Different in file 1 87 0
Emb B MutDupCut 128
0 Organ# = 11, Organ, Organ, Injury, chem=Heavy Metals, thresh=0, nom=0,
gain=25, features=Analogue (0)
201 Different in file 2 87 0
Emb B MutDupCut 128
0 Organ# = 11, Organ, Organ, Injury, chem=Heavy Metals, thresh=0, nom=0,
gain=57, features=Analogue (0)
*I reduced the chance of evolving more weird biochemistry
that make norns live as long as the clock ticks no matter what happens
to them
*Less likely to become anaerobic, (BTW reducing
these types of mutations should also cut down on babies who die shortly
after birth, works both ways see)
196 Different in file 1 163 0 Emb B
MutDup 128
0 Organ# = 10, Creature, Immune, Die if non zero, chem=ATP, thresh=19,
nom=255, gain=255, features=Inverted Digital (0)
196 Different in file 2 163 0 Emb
B
64
0 Organ# = 10, Creature, Immune, Die if non zero, chem=ATP,
thresh=19, nom=255, gain=255, features=Inverted Digital (0)
*erm, I guess gene compare doesn't like chem #90,
so I'll write it in for you... Anyways this means you can't wail
on the creature non-stop without it dying, this
was stabilized, but I also made these norns a bit
buffer, now they can stand up to a few beatings before being trashed by
a unfriendly creature
(this works with another set of modifications we
reach later)
198 Different in file 1 158 0 Emb B
MutDupCut 128 0 Organ#
= 10, Creature, Immune, Die if non zero, chem=wounded, thresh=236, nom=0,
gain=255, features=Digital (0)
198 Different in file 2 158 0 Emb
B
64
0 Organ# = 10, Creature, Immune, Die if non zero, chem=wounde,
thresh=245, nom=0, gain=229, features=Digital (0)
*And now it's time for everybody's favorite, health tweaks!
(got to do em for every organ)
204 Different in file 1 117 0 Emb B
MutDupCut 128 0 Organ#
= 11, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=147,
features=Analogue (0)
204 Different in file 2 117 0 Emb B
MutDupCut 128 0 Organ#
= 11, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=115,
features=Analogue (0)
205 Different in file 1 111 0 Emb B
MutDupCut 128 0 Organ#
= 11, Organ, Organ, Injury, chem=Antigen 1, thresh=0, nom=0, gain=51, features=Analogue
(0)
205 Different in file 2 111 0 Emb B
MutDupCut 128 0 Organ#
= 11, Organ, Organ, Injury, chem=Antigen 1, thresh=0, nom=0, gain=67, features=Analogue
(0)
206 Different in file 1 110 0 Emb B
MutDupCut 128 0 Organ#
= 11, Organ, Organ, Injury, chem=Antigen 0, thresh=0, nom=0, gain=51, features=Analogue
(0)
206 Different in file 2 110 0 Emb B
MutDupCut 128 0 Organ#
= 11, Organ, Organ, Injury, chem=Antigen 0, thresh=0, nom=0, gain=67, features=Analogue
(0)
209 Different in file 1 88 0 Emb
B MutDupCut 128 0
Organ# = 12, Organ, Organ, Injury, chem=Heavy Metals, thresh=0, nom=0,
gain=25, features=Analogue (0)
209 Different in file 2 88 0
Emb B MutDupCut 128
0 Organ# = 12, Organ, Organ, Injury, chem=Heavy Metals, thresh=0, nom=0,
gain=41, features=Analogue (0)
*oop! We don't want to have babies before adulthood,
after all, we live plenty long enough to kick out at least 6 eggs after
adulthood. (remember that increase in sexdrive rates? This is why)
211 Different in file 1 71 0
You F MutDupCut 128
0 Organ# = 12, Creature, Reproductive, Become fertile if high, chem=Oestrogen,
thresh=50, nom=0, gain=255, features=Analogue (0)
211 Different in file 2 71 0
Adu F MutDupCut 128
0 Organ# = 12, Creature, Reproductive, Become fertile if high, chem=Oestrogen,
thresh=50, nom=0, gain=255, features=Analogue (0)
*Eh! The males are what is most likely to spread
super breeder genes so lets slow their fertility down a bit too, again
remember we compensate with sexdrive... hey this is more morally correct
too!
212 Different in file 1 72 0
You M MutDupCut 128
0 Organ# = 12, Creature, Reproductive, Become fertile if high, chem=Testosterone,
thresh=48, nom=0, gain=255, features=Analogue (0)
212 Different in file 2 72 0
Adu M MutDupCut 128
0 Organ# = 12, Creature, Reproductive, Become fertile if high, chem=Testosterone,
thresh=48, nom=0, gain=255, features=Analogue (0)
*No easy CAOS tricks, female can't combine DNA until adulthood
now
213 Different in file 1 73 0
You F MutDupCut 128
0 Organ# = 12, Creature, Reproductive, receptive to sperm if > 0, chem=Sex
drive, thresh=48, nom=16, gain=255, features=Digital (0)
213 Different in file 2 73 0
Adu F MutDupCut 128
0 Organ# = 12, Creature, Reproductive, receptive to sperm if > 0, chem=Sex
drive, thresh=48, nom=16, gain=255, features=Digital (0)
*What? Again with the health! (note that the reproductive
organs are more likely to be hurt by abuse, just like in real animals)
229 Different in file 1 118 0 Emb B
MutDupCut 128 0 Organ#
= 12, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=150,
features=Analogue (0)
229 Different in file 2 118 0 Emb B
MutDupCut 128 0 Organ#
= 12, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=118,
features=Analogue (0)
*Now here I had some fun. I say to myself, why not
have mutation rates increased by something new, less killer, but still
dangerous... ha! Grendel scent! Also rewards people who raise
the cuties and I want things to stay that way so I got rid of mutations...
I don't think I needed that... I'll change it next time I do a revamp...
if I do a revamp
225 Different in file 1 161 0 Emb
B
128
0 Organ# = 12, Creature, Reproductive, Chance of mutation,
chem=Stress, thresh=63, nom=0, gain=38, features=Analogue (0)
225 Different in file 2 161 0 Emb
B
128
0 Organ# = 12, Creature, Reproductive, Chance of mutation,
chem=CA smell 13 (Grendel), thresh=70, nom=0, gain=51,
features=Analogue
(0)
226 Different in file 1 162 0
Emb
B
128
0 Organ# = 12, Creature, Reproductive, Degree of mutation,
chem=Stress, thresh=64, nom=0, gain=54, features=Analogue (0)
226 Different in file 2 162 0 Emb
B
128
0 Organ# = 12, Creature, Reproductive, Degree of mutation,
chem=CA smell 13 (Grendel), thresh=72, nom=0, gain=74,
features=Analogue
(0)
*oh look at all the health info
231 Different in file 1 112 0 Emb B
MutDupCut 128 0 Organ#
= 12, Organ, Organ, Injury, chem=Antigen 2, thresh=0, nom=0, gain=55, features=Analogue
(0)
231 Different in file 2 112 0 Emb B
MutDupCut 128 0 Organ#
= 12, Organ, Organ, Injury, chem=Antigen 2, thresh=0, nom=0, gain=39, features=Analogue
(0)
230 Different in file 1 124 0 Emb B
MutDupCut 128 0 Organ#
= 12, Organ, Organ, Injury, chem=Antigen 3, thresh=0, nom=0, gain=59, features=Analogue
(0)
230 Different in file 2 124 0 Emb B
MutDupCut 128 0 Organ#
= 12, Organ, Organ, Injury, chem=Antigen 3, thresh=0, nom=0, gain=75, features=Analogue
(0)
240 Different in file 1 183 0 Emb B
MutDupCut 128 0 Organ#
= 13, Organ, Organ, Injury, chem=Antigen 4, thresh=0, nom=0, gain=58, features=Analogue
(0)
240 Different in file 2 183 0 Emb B
MutDupCut 128 0 Organ#
= 13, Organ, Organ, Injury, chem=Antigen 4, thresh=0, nom=0, gain=74, features=Analogue
(0)
241 Different in file 1 182 0 Emb B
MutDupCut 128 0 Organ#
= 13, Organ, Organ, Injury, chem=Antigen 3, thresh=0, nom=0, gain=58, features=Analogue
(0)
241 Different in file 2 182 0 Emb B
MutDupCut 128 0 Organ#
= 13, Organ, Organ, Injury, chem=Antigen 3, thresh=0, nom=0, gain=42, features=Analogue
(0)
258 Different in file 1 85 0 Emb
B MutDupCut 128 0
Organ# = 14, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0,
gain=143, features=Analogue (0)
258 Different in file 2 85 0
Emb B MutDupCut 128
0 Organ# = 14, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0,
nom=0, gain=159, features=Analogue (0)
*a little tweak here
272 Different in file 1 16 0
Emb B MutDupCut 128
0 Organ# = 15, Organ, Organ, Clock Rate, chem=Pain, thresh=30, nom=0, gain=255,
features=Analogue (0)
272 Different in file 2 16 0
Emb B MutDupCut 128
0 Organ# = 15, Organ, Organ, Clock Rate, chem=Pain, thresh=46, nom=0, gain=255,
features=Analogue (0)
*more health
259 Different in file 1 185 0 Emb B
MutDupCut 128 0 Organ#
= 14, Organ, Organ, Injury, chem=Antigen 2, thresh=0, nom=0, gain=58, features=Analogue
(0)
259 Different in file 2 185 0 Emb B
MutDupCut 128 0 Organ#
= 14, Organ, Organ, Injury, chem=Antigen 2, thresh=0, nom=0, gain=74, features=Analogue
(0)
260 Different in file 1 184 0 Emb B
MutDupCut 128 0 Organ#
= 14, Organ, Organ, Injury, chem=Antigen 1, thresh=0, nom=0, gain=47, features=Analogue
(0)
260 Different in file 2 184 0 Emb B
MutDupCut 128 0 Organ#
= 14, Organ, Organ, Injury, chem=Antigen 1, thresh=0, nom=0, gain=31, features=Analogue
(0)
*a little tweak there
285 Different in file 1 17 0
Emb B MutDupCut 128
0 Organ# = 16, Organ, Organ, Clock Rate, chem=Fear, thresh=45, nom=0, gain=255,
features=Analogue (0)
285 Different in file 2 17 0
Emb B MutDupCut 128
0 Organ# = 16, Organ, Organ, Clock Rate, chem=Fear, thresh=61, nom=0, gain=255,
features=Analogue (0)
*balance out modified reactiveness
317 Different in file 1 57 0
You B MutDupCut 128
0 Organ# = 17, Creature, Circulatory, Floating receptor/emitter 13, chem=Anger,
thresh=214, nom=0, gain=255, features=Digital (0)
317 Different in file 2 57 0
You B MutDupCut 128
0 Organ# = 17, Creature, Circulatory, Floating receptor/emitter 13, chem=Anger,
thresh=182, nom=0, gain=255, features=Digital (0)
320 Different in file 1 54 0 You
B MutDupCut 128 0
Organ# = 17, Creature, Circulatory, Floating receptor/emitter 10, chem=Crowded,
thresh=230, nom=0, gain=255, features=Digital (0)
320 Different in file 2 54 0
You B MutDupCut 128
0 Organ# = 17, Creature, Circulatory, Floating receptor/emitter 10, chem=Crowded,
thresh=237, nom=0, gain=255, features=Digital (0)
*health
361 Different in file 1 86 0
Emb B MutDupCut 128
0 Organ# = 18, Organ, Organ, Injury, chem=Heavy Metals, thresh=0, nom=0,
gain=25, features=Analogue (0)
361 Different in file 2 86 0
Emb B MutDupCut 128
0 Organ# = 18, Organ, Organ, Injury, chem=Heavy Metals, thresh=0, nom=0,
gain=41, features=Analogue (0)
*so this was all pretty basic. Make genes mutate
on more stable ground, fix some bugs, even out drives. This stuff
doesn't do much for the creature out side of it's internal functions.
***** EMITTERS ****
*Okay so now we find out what chemicals the body makes
and such, the other half of the receptor team.
*made them get bored a little faster
100 Different in file 1 3
0 Emb B
128 0 Organ# = 5, Creature, Sensorimotor, Permanently active,
chem=Boredom, thresh=128, samp=8, gain=1, features=Digital (0)
100 Different in file 2 3
0 Emb B
128 0 Organ# = 5, Creature, Sensorimotor, Permanently active,
chem=Boredom, thresh=130, samp=10, gain=3, features=Digital (0)
*sleepy slower
103 Different in file 1 39 0
Emb B MutDupCut 128
0 Organ# = 5, Creature, Sensorimotor, Permanently active, chem=Sleepiness,
thresh=0, samp=35, gain=4, features=Digital (0)
103 Different in file 2 39 0
Emb B MutDupCut 128
0 Organ# = 5, Creature, Sensorimotor, Permanently active, chem=Sleepiness,
thresh=0, samp=34, gain=3, features=Digital (0)
*better lung capacity
143 Different in file 1 5
0 Emb B MutDupCut 128
0 Organ# = 6, Creature, Sensorimotor, Air quality, chem=Air, thresh=0,
samp=20, gain=56, features=Analogue (0)
143 Different in file 2 5
0 Emb B MutDupCut 128
0 Organ# = 6, Creature, Sensorimotor, Air quality, chem=Air, thresh=0,
samp=21, gain=64, features=Analogue (0)
*gets lonely faster (balances less need for creatures,
crosses should hold more personality variables)
156 Different in file 1 41 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Sensorimotor, Crowdedness, chem=Loneliness, thresh=227,
samp=10, gain=1, features=Inverted Digital (0)
156 Different in file 2 41 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Sensorimotor, Crowdedness, chem=Loneliness, thresh=227,
samp=10, gain=4, features=Inverted Digital (0)
*Doesn't get crowded to fast, again balances the adult
only breeding
157 Different in file 1 32 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Sensorimotor, Crowdedness, chem=Crowded, thresh=26,
samp=6, gain=1, features=Analogue (0)
157 Different in file 2 32 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Sensorimotor, Crowdedness, chem=Crowded, thresh=39,
samp=9, gain=1, features=Analogue (0)
*go to sleep better
158 Different in file 1 42 0
Emb B MutDupCut 128
0 Organ# = 7, Brain, 10: decn, Cell 10 (left) - state 0, chem=Sleepase,
thresh=0, samp=3, gain=68, features=Digital (0)
158 Different in file 2 42 0
Emb B MutDupCut 128
0 Organ# = 7, Brain, 10: decn, Cell 10 (left) - state 0, chem=Sleepase,
thresh=0, samp=5, gain=76, features=Digital (0)
159 Different in file 1 43 0 Emb
B MutDupCut 128 0
Organ# = 7, Creature, Sensorimotor, I'm asleep, chem=Sleepase, thresh=0,
samp=3, gain=77, features=Digital (0)
159 Different in file 2 43 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Sensorimotor, I'm asleep, chem=Sleepase, thresh=0,
samp=4, gain=83, features=Digital (0)
*react to slopes more
165 Different in file 1 38 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Sensorimotor, Upwards slope, chem=Upatrophin, thresh=48,
samp=2, gain=255, features=Digital (0)
165 Different in file 2 38 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Sensorimotor, Upwards slope, chem=Upatrophin, thresh=42,
samp=4, gain=255, features=Digital (0)
166 Different in file 1 40 0 Emb
B MutDupCut 128 0
Organ# = 7, Creature, Sensorimotor, Downwards slope, chem=Downatrophin,
thresh=48, samp=2, gain=255, features=Digital (0)
166 Different in file 2 40 0
Emb B MutDupCut 128
0 Organ# = 7, Creature, Sensorimotor, Downwards slope, chem=Downatrophin,
thresh=42, samp=2, gain=255, features=Digital (0)
*Makes sure a pregnant youth doesn't waist time going
home when she can't lay an egg anyway
200 Different in file 1 37 0
You B MutDupCut 128
0 Organ# = 11, Creature, Reproductive, I am pregnant, chem=Comfort, thresh=0,
samp=10, gain=255, features=Digital (0)
200 Different in file 2 37 0
Adu B MutDupCut 128
0 Organ# = 11, Creature, Reproductive, I am pregnant, chem=Comfort, thresh=0,
samp=10, gain=255, features=Digital (0)
*Changed age to fit new birthing age
203 Different in file 1 13 0
You F MutDupCut 128
0 Organ# = 11, Creature, Reproductive, I am pregnant, chem=Progesterone,
thresh=128, samp=1, gain=3, features=Digital (0)
203 Different in file 2 13 0
Adu F MutDupCut 128
0 Organ# = 11, Creature, Reproductive, I am pregnant, chem=Progesterone,
thresh=128, samp=1, gain=3, features=Digital (0)
*Increase chances of arousal to balance out adult only
egg laying, note that youth can become aroused, just not pregnant from
the mating. (this is sort of realistic, except humans become fertile way
young now)
217 Different in file 1 1
0 You B MutDupCut 128
0 Organ# = 12, Brain, 06: situ, Cell 5 - state 0, chem=Opposite Sex Pheromone,
thresh=0, samp=3, gain=14, features=Digital (0)
217 Different in file 2 1
0 You B MutDupCut 128
0 Organ# = 12, Brain, 06: situ, Cell 5 - state 0, chem=Opposite Sex Pheromone,
thresh=0, samp=3, gain=18, features=Digital (0)
*So basically same as above just things to balance it
out
***** NEURO EMITTERS ****
*I didn't focus on physical brain changes
***** REACTIONS ****
*Ok these things are all the body functions, what makes
what etc
*since I'm reducing hunger for starch, I'd better up
the nutrition from it
30 Different in file 1 26 0
Emb B MutDupCut 128
0 Organ# = 1, 1*Starch + 1*<NONE> => 4*Glucose + 1*<NONE>; half-life
= 56
30 Different in file 2 26 0
Emb B MutDupCut 128
0 Organ# = 1, 1*Starch + 1*<NONE> => 6*Glucose + 1*<NONE>; half-life
= 67
*Again, some things to reduce fat buildup
32 Different in file 1 25 0
Emb B MutDupCut 128
0 Organ# = 1, 1*Fat + 1*<NONE> => 3*Triglyceride + 1*Cholesterol; half-life
= 48
32 Different in file 2 25 0
Emb B MutDupCut 128
0 Organ# = 1, 2*Fat + 1*<NONE> => 3*Triglyceride + 1*Cholesterol; half-life
= 48
38 Different in file 1 59 0 Emb
B MutDupCut 128 0
Organ# = 2, 1*Amino Acid + 4*Pyruvate => 1*Cholesterol + 1*<NONE>; half-life
= 48
38 Different in file 2 59 0
Emb B MutDupCut 128
0 Organ# = 2, 2*Amino Acid + 5*Pyruvate => 1*Cholesterol + 1*<NONE>;
half-life = 57
50 Different in file 1 30 0 Emb
B MutDupCut 128 0
Organ# = 2, 3*Fatty Acid + 1*<NONE> => 1*Triglyceride + 1*<NONE>;
half-life = 65
50 Different in file 2 30 0
Emb B MutDupCut 128
0 Organ# = 2, 3*Fatty Acid + 1*<NONE> => 1*Triglyceride + 1*<NONE>;
half-life = 71
52 Different in file 1 27 0 Emb
B MutDupCut 128 0
Organ# = 2, 8*Triglyceride + 1*<NONE> => 1*Adipose Tissue + 1*<NONE>;
half-life = 65
52 Different in file 2 27 0
Emb B MutDupCut 128
0 Organ# = 2, 8*Triglyceride + 1*<NONE> => 1*Adipose Tissue + 1*<NONE>;
half-life = 72
58 Different in file 1 60 0 Emb
B MutDupCut 128 0
Organ# = 3, 1*Cholesterol + 1*<NONE> => 1*Amino Acid + 4*Pyruvate; half-life
= 48
58 Different in file 2 60 0
Emb B MutDupCut 128
0 Organ# = 3, 2*Cholesterol + 1*<NONE> => 1*Amino Acid + 4*Pyruvate;
half-life = 48
62 Different in file 1 44 0 Emb
B MutDupCut 128 0
Organ# = 3, 1*Muscle Tissue + 1*<NONE> => 4*Amino Acid + 1*<NONE>;
half-life = 39
62 Different in file 2 44 0
Emb B MutDupCut 128
0 Organ# = 3, 1*Muscle Tissue + 1*<NONE> => 3*Amino Acid + 1*<NONE>;
half-life = 42
69 Different in file 1 28 0 Emb
B MutDupCut 128 0
Organ# = 3, 1*Adipose Tissue + 1*<NONE> => 8*Triglyceride + 1*<NONE>;
half-life = 39
69 Different in file 2 28 0
Emb B MutDupCut 128
0 Organ# = 3, 2*Adipose Tissue + 1*<NONE> => 6*Triglyceride + 1*<NONE>;
half-life = 39
*Here I improve the mammal like cooling system to balance
the new more notable temputure feelings
181 Different in file 1 53 0
Emb B MutDupCut 128
0 Organ# = 9, 2*Water + 4*Hotness => 1*<NONE> + 1*<NONE>; half-life
= 48
181 Different in file 2 53 0
Emb B MutDupCut 128
0 Organ# = 9, 2*Water + 5*Hotness => 1*<NONE> + 1*<NONE>; half-life
= 48
*They may cool down from anger faster then other norns,
but I gave them a trigger-happy anger button to balance things out
234 Different in file 1 6
0 Ado B MutDupCut 128
0 Organ# = 13, 1*Anger + 1*Adrenalin => 2*Anger + 1*Adrenalin; half-life
= 41
234 Different in file 2 6
0 Ado B MutDupCut 128
0 Organ# = 13, 1*Anger + 1*Adrenalin => 3*Anger + 1*Adrenalin; half-life
= 41
*Ok, someone just made a booboo and used pain insted of
hunger for protein, I fixed it (no, it really was a mistake, I checked)
262 Different in file 1 20 0
Emb B MutDupCut 128
0 Organ# = 15, 1*Pain + 1*<NONE> => 1*Hunger for protein backup + 1*<NONE>;
half-life = 18
262 Different in file 2 20 0
Emb B MutDupCut 128
0 Organ# = 15, 1*Hunger for protein + 1*<NONE> => 1*Hunger for protein
backup + 1*<NONE>; half-life = 18
*And some feelings related to health
351 Different in file 1 89 0
Emb B MutDupCut 128
0 Organ# = 18, 2*Antigen 4 + 1*<NONE> => 3*Antibody 4 + 1*Hotness; half-life
= 42
351 Different in file 2 89 0
Emb B MutDupCut 128
0 Organ# = 18, 2*Antigen 4 + 1*<NONE> => 3*Antibody 4 + 4*Hotness; half-life
= 42
355 Different in file 1 90 0
Emb B MutDupCut 128
0 Organ# = 18, 1*Antigen 5 + 1*<NONE> => 3*Antibody 5 + 1*wounded; half-life
= 48
355 Different in file 2 90 0
Emb B MutDupCut 128
0 Organ# = 18, 1*Antigen 5 + 1*<NONE> => 1*Antibody 5 + 3*wounded; half-life
= 48
357 Different in file 1 91 0
Emb B MutDupCut 128
0 Organ# = 18, 1*Antigen 6 + 1*<NONE> => 3*Antibody 6 + 1*Hotness; half-life
= 48
357 Different in file 2 91 0
Emb B MutDupCut 128
0 Organ# = 18, 1*Antigen 6 + 1*<NONE> => 1*Antibody 6 + 3*Hotness; half-life
= 48
359 Different in file 1 92 0
Emb B MutDupCut 128
0 Organ# = 18, 1*Antigen 7 + 1*<NONE> => 3*Antibody 7 + 1*Pain; half-life
= 47
359 Different in file 2 92 0
Emb B MutDupCut 128
0 Organ# = 18, 1*Antigen 7 + 1*<NONE> => 1*Antibody 7 + 3*Pain; half-life
= 47
***** HALF LIVES ****
*Oh goody, big big gene, actually all that is changed
is the halflife of the life chemical to balance out the new life stage
locations. I also made it so this gene can't change because it was
the source of most illogical mutations.
26 Different in file 1 1
0 Emb B MutDupCut 128
0 [<NONE>] = 0 [Lactate] = 255 [Pyruvate] = 255 [Glucose] = 255 [Glycogen]
= 255 [Starch] = 255 [Fatty Acid] = 255 [Cholesterol] = 255 [Triglyceride]
= 255
[Adipose
Tissue] = 88 [Fat] = 255 [Muscle Tissue] = 255 [Protein] = 255
[Amino Acid] = 255 [14] = 255 [15] = 0 [16] = 0
[Downatrophin]
= 17 [Upatrophin] = 17 [19] = 0 [20] = 0 [21] = 0 [22] =
0 [23] = 0 [Dissolved carbon dioxide] = 255
[Urea]
= 255 [Ammonia] = 255 [27] = 0 [28] = 0 [Air] = 59 [Oxygen] = 255
[31] = 0 [32] = 0
[Water]
= 255 [Energy] = 255 [ATP] = 255 [ADP] = 255 [37] = 0 [38] = 0
[Arousal Potential] = 47 [Libido lowerer] = 18
[Opposite
Sex Pheromone] = 20 [42] = 0 [43] = 0 [44] = 30 [45] = 0 [Oestrogen]
= 65 [47] = 0 [Progesterone] = 50
[49]
= 255 [50] = 255 [51] = 0 [52] = 0 [Testosterone] = 86 [Inhibin] =
255 [55] = 0 [56] = 0
[57]
= 0 [58] = 0 [59] = 0 [60] = 0 [61] = 255 [62] = 255 [63] = 255 [64]
= 0
[65]
= 0 [Heavy Metals] = 255 [Cyanide] = 78 [Belladonna] = 79 [Geddonase]
= 78 [Glycotoxin] = 78 [Sleep toxin] = 73 [Fever toxin] = 79
[Histamine
A] = 70 [Histamine B] = 70 [Alcohol] = 73 [76] = 0 [77] = 0
[78] = 71 [Carbon Monoxide] = 72 [Fear toxin] = 71
[Muscle
toxin] = 78 [Antigen 0] = 73 [Antigen 1] = 73 [Antigen 2] = 73
[Antigen 3] = 72 [Antigen 4] = 72 [Antigen 5] = 72 [Antigen 6] = 69
[Antigen
7] = 71 [90] = 60 [91] = 0 [Medicine one] = 65 [Anti-oxidant]
= 73 [Prostaglandin] = 61 [EDTA] = 102 [Sodium thiosulphite] = 65
[Arnica]
= 88 [Vitamin E] = 255 [Vitmain C] = 255 [Antihistamine] = 88
[101] = 0 [Antibody 0] = 79 [Antibody 1] = 79 [Antibody 2] = 79
[Antibody
3] = 79 [Antibody 4] = 79 [Antibody 5] = 79 [Antibody 6] = 79
[Antibody 7] = 79 [110] = 0 [111] = 0 [Anabolic steriod] = 96
[Pistle]
= 26 [Insulin] = 255 [Glucolase] = 255 [Dehydrogenase] = 88 [Adrenalin]
= 54 [Grendel nitrate] = 0 [Ettin nitrate] = 255 [120] = 0
[121]
= 255 [122] = 0 [123] = 0 [Activase] = 255 [Life] = 99 [126] = 0
[Injury] = 54 [Stress] = 79
[Sleepase]
= 14 [130] = 0 [Pain backup] = 255 [Hunger for protein backup]
= 255 [Hunger for carb backup] = 255 [Hunger for fat backup] = 255
[Coldness
backup] = 255 [Hotness backup] = 255
[Tiredness
backup] = 255 [Sleepiness backup] = 255 [Loneliness backup]
= 255 [Crowded backup] = 255 [Fear backup] = 255 [Boredom backup] = 255
[Anger backup] = 255 [Sex drive backup] = 54
[Comfort
backup] = 255 [146] = 0 [147] = 0 [Pain] = 52 [Hunger for protein]
= 255 [Hunger for carbohydrate] = 255 [Hunger for fat] = 255 [Coldness]
= 65
[Hotness]
= 64 [Tiredness] = 255 [Sleepiness] = 255 [Loneliness] = 64 [Crowded]
= 64 [Fear] = 66 [Boredom] = 255 [Anger] = 65
[Sex
drive] = 46 [Comfort] = 255 [163] = 0 [164] = 0 [CA smell 0 (sound)]
= 72 [CA smell 1 (light)] = 72 [CA smell 2 (heat)] = 72 [CA smell 3
(water)]
= 72
[CA
smell 4 (nutrient)] = 72 [CA smell 5 (water)] = 72 [CA smell 6
(protein)]
= 72 [CA smell 7 (carbohydrate)] = 72 [CA smell 8 (fat)] = 72 [CA smell
9 (flowers)] = 72 [CA smell 10 (machinery)] = 72 [CA smell 11 (?)] = 72
[CA
smell 12 (Norn)] = 72 [CA smell 13 (Grendel)] = 72 [CA smell 14
(Ettin)]
= 72 [CA smell 15 (Norn home)] = 72 [CA smell 16 (Grendel home)] = 72
[CA
smell 17 (Ettin home)] = 72 [CA smell 18 (?)] = 72 [CA smell 19 (?)] =
72
[185]
= 99 [186] = 99 [Stress (H4C)] = 65 [Stress (H4P)] = 58 [Stress (H4F)]
= 58 [Stress (Anger)] = 58 [Stress (Fear)] = 58 [Stress (Pain)] = 58
[Stress
(Sleep)] = 58 [Stress (Tired)] = 58 [Stress (Crowded)] = 58 [196]
= 0 [197] = 0 [Brain chemical 1] = 0 [Up] = 38 [Down] = 38
[Exit]
= 38 [Enter] = 38 [Wait] = 38 [Reward] = 4 [Punishment] = 4 [Brain
chemical 9] = 255 [Brain chemical 10] = 255 [Brain chemical 11] = 255
[Brain
chemical 12] = 255 [Brain chemical 13] = 255 [Brain chemical 14]
= 255 [Pre-REM sleep] = 255 [REM sleep] = 255 [214] = 0 [215] = 0 [216]
= 0
[217]
= 0 [218] = 0 [219] = 0 [220] = 0 [221] = 0 [222] = 0 [223] = 0 [224]
= 0
[225]
= 0 [226] = 0 [227] = 0 [228] = 0 [229] = 0 [230] = 0 [231] = 0 [232]
= 0
[233]
= 0 [234] = 0 [235] = 0 [236] = 0 [237] = 0 [238] = 0 [239] = 0 [240]
= 0
[241]
= 0 [242] = 0 [243] = 0 [244] = 0 [245] = 0 [246] = 0 [247] = 0 [248]
= 0
[249]
= 0 [250] = 0 [251] = 0 [252] = 0 [253] = 0 [254] = 0 [255] = 0
26 Different in file 2 1
0 Emb B
0 0 [<NONE>] = 0 [Lactate] = 255 [Pyruvate] = 255 [Glucose]
= 255 [Glycogen] = 255 [Starch] = 255 [Fatty Acid] = 255 [Cholesterol]
= 255 [Triglyceride] = 255
[Adipose
Tissue] = 88 [Fat] = 255 [Muscle Tissue] = 255 [Protein] = 255
[Amino Acid] = 255 [14] = 255 [15] = 0 [16] = 0
[Downatrophin]
= 17 [Upatrophin] = 17 [19] = 0 [20] = 0 [21] = 0 [22] =
0 [23] = 0 [Dissolved carbon dioxide] = 255
[Urea]
= 255 [Ammonia] = 255 [27] = 0 [28] = 0 [Air] = 59 [Oxygen] = 255
[31] = 0 [32] = 0
[Water]
= 255 [Energy] = 255 [ATP] = 255 [ADP] = 255 [37] = 0 [38] = 0
[Arousal Potential] = 47 [Libido lowerer] = 18
[Opposite
Sex Pheromone] = 20 [42] = 0 [43] = 0 [44] = 30 [45] = 0 [Oestrogen]
= 65 [47] = 0 [Progesterone] = 50
[49]
= 255 [50] = 255 [51] = 0 [52] = 0 [Testosterone] = 86 [Inhibin] =
255 [55] = 0 [56] = 0
[57]
= 0 [58] = 0 [59] = 0 [60] = 0 [61] = 255 [62] = 255 [63] = 255 [64]
= 0
[65]
= 0 [Heavy Metals] = 255 [Cyanide] = 78 [Belladonna] = 79 [Geddonase]
= 78 [Glycotoxin] = 78 [Sleep toxin] = 73 [Fever toxin] = 79
[Histamine
A] = 70 [Histamine B] = 70 [Alcohol] = 73 [76] = 0 [77] = 0
[78] = 71 [Carbon Monoxide] = 72 [Fear toxin] = 71
[Muscle
toxin] = 78 [Antigen 0] = 73 [Antigen 1] = 73 [Antigen 2] = 73
[Antigen 3] = 72 [Antigen 4] = 72 [Antigen 5] = 72 [Antigen 6] = 69
[Antigen
7] = 71 [90] = 60 [91] = 0 [Medicine one] = 65 [Anti-oxidant]
= 73 [Prostaglandin] = 61 [EDTA] = 102 [Sodium thiosulphite] = 65
[Arnica]
= 88 [Vitamin E] = 255 [Vitmain C] = 255 [Antihistamine] = 88
[101] = 0 [Antibody 0] = 79 [Antibody 1] = 79 [Antibody 2] = 79
[Antibody
3] = 79 [Antibody 4] = 79 [Antibody 5] = 79 [Antibody 6] = 79
[Antibody 7] = 79 [110] = 0 [111] = 0 [Anabolic steriod] = 96
[Pistle]
= 26 [Insulin] = 255 [Glucolase] = 255 [Dehydrogenase] = 88 [Adrenalin]
= 54 [Grendel nitrate] = 0 [Ettin nitrate] = 255 [120] = 0
[121]
= 255 [122] = 0 [123] = 0 [Activase] = 255 [Life] = 99 [126] = 0
[Injury] = 54 [Stress] = 79
[Sleepase]
= 14 [130] = 0 [Pain backup] = 255 [Hunger for protein backup]
= 255 [Hunger for carb backup] = 255 [Hunger for fat backup] = 255
[Coldness
backup] = 255 [Hotness backup] = 255
[Tiredness
backup] = 255 [Sleepiness backup] = 255 [Loneliness backup]
= 255 [Crowded backup] = 255 [Fear backup] = 255 [Boredom backup] = 255
[Anger backup] = 255 [Sex drive backup] = 54
[Comfort
backup] = 255 [146] = 0 [147] = 0 [Pain] = 52 [Hunger for protein]
= 255 [Hunger for carbohydrate] = 255 [Hunger for fat] = 255 [Coldness]
= 65
[Hotness]
= 64 [Tiredness] = 255 [Sleepiness] = 255 [Loneliness] = 64 [Crowded]
= 64 [Fear] = 66 [Boredom] = 255 [Anger] = 65
[Sex
drive] = 46 [Comfort] = 255 [163] = 0 [164] = 0 [CA smell 0 (sound)]
= 72 [CA smell 1 (light)] = 72 [CA smell 2 (heat)] = 72 [CA smell 3
(water)]
= 72
[CA
smell 4 (nutrient)] = 72 [CA smell 5 (water)] = 72 [CA smell 6
(protein)]
= 72 [CA smell 7 (carbohydrate)] = 72 [CA smell 8 (fat)] = 72 [CA smell
9 (flowers)] = 72 [CA smell 10 (machinery)] = 72 [CA smell 11 (?)] = 72
[CA
smell 12 (Norn)] = 72 [CA smell 13 (Grendel)] = 72 [CA smell 14
(Ettin)]
= 72 [CA smell 15 (Norn home)] = 72 [CA smell 16 (Grendel home)] = 72
[CA
smell 17 (Ettin home)] = 72 [CA smell 18 (?)] = 72 [CA smell 19 (?)] =
72
[185]
= 99 [186] = 99 [Stress (H4C)] = 65 [Stress (H4P)] = 58 [Stress (H4F)]
= 58 [Stress (Anger)] = 58 [Stress (Fear)] = 58 [Stress (Pain)] = 58
[Stress
(Sleep)] = 58 [Stress (Tired)] = 58 [Stress (Crowded)] = 58 [196]
= 0 [197] = 0 [Brain chemical 1] = 0 [Up] = 38 [Down] = 38
[Exit]
= 38 [Enter] = 38 [Wait] = 38 [Reward] = 4 [Punishment] = 4 [Brain
chemical 9] = 255 [Brain chemical 10] = 255 [Brain chemical 11] = 255
[Brain
chemical 12] = 255 [Brain chemical 13] = 255 [Brain chemical 14]
= 255 [Pre-REM sleep] = 255 [REM sleep] = 255 [214] = 0 [215] = 0 [216]
= 0
[217]
= 0 [218] = 0 [219] = 0 [220] = 0 [221] = 0 [222] = 0 [223] = 0 [224]
= 0
[225]
= 0 [226] = 0 [227] = 0 [228] = 0 [229] = 0 [230] = 0 [231] = 0 [232]
= 0
[233]
= 0 [234] = 0 [235] = 0 [236] = 0 [237] = 0 [238] = 0 [239] = 0 [240]
= 0
[241]
= 0 [242] = 0 [243] = 0 [244] = 0 [245] = 0 [246] = 0 [247] = 0 [248]
= 0
[249]
= 0 [250] = 0 [251] = 0 [252] = 0 [253] = 0 [254] = 0 [255] = 0
***** INITIAL CONCENTRATIONS ****
*This is what kickoff the hatchling norn, I gave it a
bit more yoke, and tweaked things around to get an active yet stable baby.
This area also contains a new dormant hardman anger gene, not shown.
114 Different in file 1 1
0 Emb B MutDupCut 128
0 Initial concentration of Muscle Tissue is 32.
114 Different in file 2 1
0 Emb B MutDupCut 128
0 Initial concentration of Muscle Tissue is 64.
116 Different in file 1 3
0 Emb B MutDupCut 128
0 Initial concentration of Glucose is 48.
116 Different in file 2 3
0 Emb B MutDupCut 128
0 Initial concentration of Glucose is 64.
119 Different in file 1 10 0 Emb
B MutDupCut 128 0
Initial concentration of Triglyceride is 16.
119 Different in file 2 10 0
Emb B MutDupCut 128
0 Initial concentration of Triglyceride is 32.
122 Different in file 1 17 0 Emb
B MutDupCut 128 0
Initial concentration of Antibody 1 is 56.
122 Different in file 2 17 0
Emb B MutDupCut 128
0 Initial concentration of Antibody 1 is 72.
123 Different in file 1 18 0 Emb
B MutDupCut 128 0
Initial concentration of Antibody 2 is 49.
123 Different in file 2 18 0
Emb B MutDupCut 128
0 Initial concentration of Antibody 2 is 65.
124 Different in file 1 19 0 Emb
B MutDupCut 128 0
Initial concentration of Antibody 3 is 52.
124 Different in file 2 19 0
Emb B MutDupCut 128
0 Initial concentration of Antibody 3 is 68.
125 Different in file 1 20 0 Emb
B MutDupCut 128 0
Initial concentration of Antibody 4 is 50.
125 Different in file 2 20 0
Emb B MutDupCut 128
0 Initial concentration of Antibody 4 is 66.
126 Different in file 1 21 0 Emb
B MutDupCut 128 0
Initial concentration of Antibody 5 is 57.
126 Different in file 2 21 0
Emb B MutDupCut 128
0 Initial concentration of Antibody 5 is 73.
127 Different in file 1 22 0 Emb
B MutDupCut 128 0
Initial concentration of Antibody 6 is 29.
127 Different in file 2 22 0
Emb B MutDupCut 128
0 Initial concentration of Antibody 6 is 45.
129 Different in file 1 11 0 Emb
B MutDupCut 128 0
Initial concentration of Fatty Acid is 16.
129 Different in file 2 11 0
Emb B MutDupCut 128
0 Initial concentration of Fatty Acid is 32.
128 Different in file 1 23 0 Emb
B MutDupCut 128 0
Initial concentration of Antibody 7 is 49.
128 Different in file 2 23 0
Emb B MutDupCut 128
0 Initial concentration of Antibody 7 is 65.
130 Different in file 1 9
0 Emb B MutDupCut 128
0 Initial concentration of Pyruvate is 64.
130 Different in file 2 9
0 Emb B MutDupCut 128
0 Initial concentration of Pyruvate is 80.
131 Different in file 1 7
0 Emb B MutDupCut 128
0 Initial concentration of Oxygen is 191.
131 Different in file 2 7
0 Emb B MutDupCut 128
0 Initial concentration of Oxygen is 239.
133 Different in file 1 8
0 Emb B MutDupCut 128
0 Initial concentration of Glycogen is 34.
133 Different in file 2 8
0 Emb B MutDupCut 128
0 Initial concentration of Glycogen is 66.
132 Different in file 1 24 0 Emb
B MutDupCut 128 0
Initial concentration of Air is 64.
132 Different in file 2 24 0
Emb B MutDupCut 128
0 Initial concentration of Air is 96.
136 Different in file 1 14 0 Emb
B MutDupCut 128 0
Initial concentration of Hunger for carbohydrate is 13.
136 Different in file 2 14 0
Emb B MutDupCut 128
0 Initial concentration of Hunger for carbohydrate is 29.
135 Different in file 1 25 0 Emb
B MutDupCut 128 0
Initial concentration of Antibody 0 is 96.
135 Different in file 2 25 0
Emb B MutDupCut 128
0 Initial concentration of Antibody 0 is 112.
137 Different in file 1 13 0 Emb
B MutDupCut 128 0
Initial concentration of Boredom is 90.
137 Different in file 2 13 0
Emb B MutDupCut 128
0 Initial concentration of Boredom is 138.
195 Different in file 1 12 0 Emb
B MutDupCut 128 0
Initial concentration of Life is 255.
195 Different in file 2 12 0
Emb B MutDup
64 0 Initial concentration of Life is 204.
***** STIMULI ****
*now this is a biggy, this determines how the creature
interacts with the world and honestly, it needed a lot of work
*hey, I added a bolt reflex, just like real animals often
have
389 Different in file 1 2
0 Emb B MutDupCut 128
0 Creature slaps me (4) causes sig=116 GS neu=0 int=0, ,,,240 => 2*Anger
+ 6*Fear + 3*Pain + 3*90
389 Different in file 2 2
0 Emb B MutDupCut 128
0 Creature slaps me (4) causes sig=116 GS neu=5 int=32, ,,,240 => 2*Anger
+ 6*Fear + 3*Pain + 1*90
*This I changed so if they hit something they are likely
to only hit once and then run away
391 Different in file 1 5
0 Emb B MutDupCut 128
0 I have hit (44) causes sig=64 GS neu=13 int=0, ,,,0 => -10*Anger + -2*Crowded
+ 2*Tiredness + -5*Boredom
391 Different in file 2 5
0 Emb B MutDupCut 128
0 I have hit (44) causes sig=64 GS neu=5 int=16, ,,,0 => -10*Anger + -2*Crowded
+ 2*Tiredness + -5*Boredom
*Now this is to make friendly interactions more so.
393 Different in file 1 6
0 Emb B MutDupCut 128
0 Creature pats me (2) causes sig=20 GS neu=14 int=0, ,,,240 => -6*Anger
+ 4*Crowded + -7*Loneliness + -6*Fear
393 Different in file 2 6
0 Emb B MutDupCut 128
0 Creature pats me (2) causes sig=20 GS neu=14 int=0, ,,,240 => -7*Anger
+ 2*Crowded + -7*Loneliness + -6*Fear
*More bordom to increase activity after sleep
396 Different in file 1 10 0
Emb B MutDupCut 128
0 I have rested (21) causes sig=116 GS neu=9 int=78, ,,,112 => 1*Boredom
+ 1*Hunger for carbohydrate + 3*Sleepiness + -6*Tiredness
396 Different in file 2 10 0
Emb B MutDupCut 128
0 I have rested (21) causes sig=116 GS neu=9 int=78, ,,,112 => 2*Boredom
+ 1*Hunger for carbohydrate + 3*Sleepiness + -6*Tiredness
*This is yet another change to make these norns more social
400 Different in file 1 14 0
Emb B MutDupCut 128
0 Object is approaching (deprecated) (5) causes sig=5 GS neu=4 int=0, ,,,112
=> -7*Boredom + -7*Loneliness + 2*Crowded + 0*<NONE>
400 Different in file 2 14 0
Emb B MutDupCut 128
0 Object is approaching (deprecated) (5) causes sig=5 GS neu=4 int=0, ,,,112
=> -7*Boredom + -7*Loneliness + 1*Crowded + 0*<NONE>
*This makes the norn more likely to enjoy exploring
401 Different in file 1 15 0
Emb B MutDupCut 128
0 I am traveling (periodic) (23) causes sig=26 GS neu=0 int=0, ,,,160 =>
-2*Boredom + 2*Tiredness + -1*Coldness ++ 1*Hunger for carbohydrate
401 Different in file 2 15 0
Emb B MutDupCut 128
0 I am traveling (periodic) (23) causes sig=26 GS neu=0 int=0, ,,,160 =>
-3*Boredom + 2*Tiredness + -1*Coldness ++ 1*Hunger for carbohydrate
*Yet another anger management section, I didn't think
norn voice should crowd since they all go off so much
404 Different in file 1 18 0
Emb B MutDupCut 128
0 Heard creature speak (11) causes sig=0 GS neu=4 int=0, ,,,240 => 1*Crowded
+ -10*Loneliness + -11*Fear + -5*Anger
404 Different in file 2 18 0
Emb B MutDupCut 128
0 Heard creature speak (11) causes sig=0 GS neu=4 int=0, ,,,240 => 0*Crowded
+ -10*Loneliness + -11*Fear + -6*Anger
*Now after they run away, anger goes down. hey new
solution to aggression, just walk away
405 Different in file 1 19 0
Emb B MutDupCut 128
0 I have retreated (17) causes sig=13 GS neu=14 int=0, ,,,32 => -11*Crowded
+ 2*Loneliness + -7*Fear + 0*<NONE>
405 Different in file 2 19 0
Emb B MutDupCut 128
0 I have retreated (17) causes sig=13 GS neu=5 int=0, ,,,32 => -11*Crowded
+ 2*Loneliness + -9*Fear + -9*Anger
406 Different in file 1 20 0 Emb
B MutDupCut 128 0
Object is retreating (deprecated) (6) causes sig=3 GS neu=14 int=0, ,,,112
=> -8*Crowded + 2*Loneliness + -9*Fear + 0*<NONE>
406 Different in file 2 20 0
Emb B MutDupCut 128
0 Object is retreating (deprecated) (6) causes sig=3 GS neu=14 int=0, ,,,240
=> -8*Crowded + 2*Loneliness + -9*Fear + -4*Anger
*Incurages sleep after laying egg a bit more
409 Different in file 1 23 0
You F MutDupCut 128
0 Involuntary 1 (29) causes sig=0 GS neu=9 int=34, ,,,240 => 9*Pain + 23*Sleepiness
+ -13*Progesterone + -124*Comfort
409 Different in file 2 23 0
Adu F MutDupCut 128
0 Involuntary 1 (29) causes sig=0 GS neu=9 int=39, ,,,240 => 9*Pain + 23*Sleepiness
+ -13*Progesterone + -124*Comfort
*Incurages sleep after mating a bit more, and reduces
matings affect on loneliness
412 Different in file 1 24 0
You B MutDupCut 128
0 I have mated (45) causes sig=0 GS neu=9 int=30, ,,,192 => -50*Sex drive
+ 62*Libido lowerer + -7*Loneliness + 7*Tiredness
412 Different in file 2 24 0
Ado B MutDupCut 128
0 I have mated (45) causes sig=0 GS neu=9 int=34, ,,,128 => -50*Sex drive
+ 62*Libido lowerer + -5*Loneliness + 7*Tiredness
*more durable after falling
414 Different in file 1 29 0
Emb B MutDupCut 128
0 Hitting the ground post fall (deprecated) (39) causes sig=0 GS neu=0
int=0, ,,,112 => 17*Pain + 10*Fear + 5*wounded + 0*<NONE>
414 Different in file 2 29 0
Emb B MutDupCut 128
0 Hitting the ground post fall (deprecated) (39) causes sig=0 GS neu=0
int=0, ,,,112 => 17*Pain + 10*Fear + 3*wounded + 0*<NONE>
*changing what the world feels like isn't exactly brain
friendly, so I set a lot of stimuli to affect creatures right from birth
485 Different in file 1 30 0
Chi B MutDupCut 128
0 Go up (51) causes sig=0 GS neu=0 int=0, ,,,16 => 124*Up + 0*<NONE>
+ 0*<NONE> + 0*<NONE>
485 Different in file 2 30 0
Emb B MutDupCut 128
0 Go up (51) causes sig=0 GS neu=0 int=0, ,,,16 => 124*Up + 0*<NONE>
+ 0*<NONE> + 0*<NONE>
486 Different in file 1 31 0 Chi
B MutDupCut 128 0
Go down (52) causes sig=0 GS neu=0 int=0, ,,,16 => 124*Down + 0*<NONE>
+ 0*<NONE> + 0*<NONE>
486 Different in file 2 31 0
Emb B MutDupCut 128
0 Go down (52) causes sig=0 GS neu=0 int=0, ,,,16 => 124*Down + 0*<NONE>
+ 0*<NONE> + 0*<NONE>
487 Different in file 1 32 0 Chi
B MutDupCut 128 0
Go out (50) causes sig=0 GS neu=0 int=0, ,,,16 => 124*Exit + 0*<NONE>
+ 0*<NONE> + 0*<NONE>
487 Different in file 2 32 0
Emb B MutDupCut 128
0 Go out (50) causes sig=0 GS neu=0 int=0, ,,,16 => 124*Exit + 0*<NONE>
+ 0*<NONE> + 0*<NONE>
488 Different in file 1 33 0 Chi
B MutDupCut 128 0
Go in (49) causes sig=0 GS neu=0 int=0, ,,,16 => 124*Enter + 0*<NONE>
+ 0*<NONE> + 0*<NONE>
488 Different in file 2 33 0
Emb B MutDupCut 128
0 Go in (49) causes sig=0 GS neu=0 int=0, ,,,16 => 124*Enter + 0*<NONE>
+ 0*<NONE> + 0*<NONE>
489 Different in file 1 34 0 Chi
B MutDupCut 128 0
Wait (75) causes sig=0 GS neu=0 int=0, ,,,16 => 124*Wait + 0*<NONE>
+ 0*<NONE> + 0*<NONE>
489 Different in file 2 34 0
Emb B MutDupCut 128
0 Wait (75) causes sig=0 GS neu=0 int=0, ,,,16 => 124*Wait + 0*<NONE>
+ 0*<NONE> + 0*<NONE>
*now I did a mess of stuff to get dietary items evened
out
507 Different in file 1 36 0
Emb B MutDupCut 128
0 Eaten plant (77) causes sig=0 GS neu=0 int=0, ,,,192 => -31*Hunger for
carbohydrate + -19*Hunger for fat + 13*Starch + 7*Fat
507 Different in file 2 36 0
Emb B MutDupCut 128
0 Eaten plant (77) causes sig=0 GS neu=0 int=0, ,,,192 => -41*Hunger for
carbohydrate + -22*Hunger for fat + 14*Starch + 8*Fat
506 Different in file 1 47 0 Emb
B MutDupCut 128 0
Activate button (89) causes sig=0 GS neu=0 int=109, ,,,16 => -4*Boredom
+ 0*<NONE> + 0*<NONE> + 0*<NONE>
506 Different in file 2 47 0
Emb B MutDupCut 128
0 Activate button (89) causes sig=0 GS neu=0 int=109, ,,,16 => -1*Boredom
+ -1*Up + -1*Down + 0*<NONE>
508 Different in file 1 37 0 Emb
B MutDupCut 128 0
Eaten fruit (78) causes sig=0 GS neu=0 int=0, ,,,0 => -25*Hunger for protein
+ -25*Hunger for carbohydrate + 13*Protein + 12*Starch
508 Different in file 2 37 0
Emb B MutDupCut 128
0 Eaten fruit (78) causes sig=0 GS neu=0 int=0, ,,,0 => -25*Hunger for
protein + -28*Hunger for carbohydrate + 13*Protein + 10*Starch
509 Different in file 1 35 0 Emb
B MutDupCut 128 0
Eaten food (79) causes sig=0 GS neu=0 int=0, ,,,0 => -37*Hunger for fat
+ -21*Hunger for protein + 12*Fat + 12*Protein
509 Different in file 2 35 0
Emb B MutDupCut 128
0 Eaten food (79) causes sig=0 GS neu=0 int=0, ,,,0 => -37*Hunger for fat
+ -21*Hunger for protein + 8*Fat + 12*Protein
510 Different in file 1 38 0 Emb
B MutDupCut 128 0
Eaten animal (80) causes sig=0 GS neu=0 int=0, ,,,0 => -13*Hunger for protein
+ -7*Hunger for fat + 12*Protein + 7*Fat
510 Different in file 2 38 0
Emb B MutDupCut 128
0 Eaten animal (80) causes sig=0 GS neu=0 int=0, ,,,0 => -16*Hunger for
protein + -10*Hunger for fat + 14*Protein + 6*Fat
511 Different in file 1 39 0 Emb
B MutDupCut 128 0
Eaten detritus (81) causes sig=0 GS neu=0 int=0, ,,,32 => 13*Pain + 25*Glycotoxin
+ 0*<NONE> + 0*<NONE>
511 Different in file 2 39 0
Emb B MutDupCut 128
0 Eaten detritus (81) causes sig=0 GS neu=0 int=0, ,,,96 => 12*Pain + 22*Glycotoxin
+ 5*Histamine A + 0*<NONE>
*I made interactions with various objects stimulating
in new and more realistic ways, I also poped in some brain friendly chemicals
to sagest moving around a bit more
513 Different in file 1 41 0
Emb B MutDupCut 128
0 Danger plant (83) causes sig=0 GS neu=0 int=0, ,,,32 => 38*Pain + 7*Injury
+ 0*<NONE> + 0*<NONE>
513 Different in file 2 41 0
Emb B MutDupCut 128
0 Danger plant (83) causes sig=0 GS neu=0 int=0, ,,,32 => 38*Pain + 3*Injury
+ 1*Fear + 0*<NONE>
514 Different in file 1 42 0 Emb
B MutDupCut 128 0
Friendly plant (84) causes sig=0 GS neu=0 int=0, ,,,0 => -13*Loneliness
+ 0*<NONE> + 0*<NONE> + 0*<NONE>
514 Different in file 2 42 0
Emb B MutDupCut 128
0 Friendly plant (84) causes sig=0 GS neu=0 int=0, ,,,64 => -10*Loneliness
+ -2*Anger + 2*Up + 0*<NONE>
515 Different in file 1 43 0 Emb
B MutDupCut 128 0
Play bug (85) causes sig=0 GS neu=0 int=0, ,,,0 => -25*Boredom + -13*Loneliness
+ 0*<NONE> + 0*<NONE>
515 Different in file 2 43 0
Emb B MutDupCut 128
0 Play bug (85) causes sig=0 GS neu=0 int=0, ,,,128 => -26*Boredom + -13*Loneliness
+ -1*Anger + 2*Down
516 Different in file 1 44 0 Emb
B MutDupCut 128 0
Play critter (86) causes sig=0 GS neu=0 int=0, ,,,0 => -25*Anger + -25*Loneliness
+ 0*<NONE> + 0*<NONE>
516 Different in file 2 44 0
Emb B MutDupCut 128
0 Play critter (86) causes sig=0 GS neu=0 int=0, ,,,64 => -25*Anger + -25*Loneliness
+ 2*Exit + -3*Boredom
517 Different in file 1 46 0 Emb
B MutDupCut 128 0
Play danger animal (88) causes sig=0 GS neu=0 int=0, ,,,0 => 25*Pain +
12*Fear + 0*<NONE> + 0*<NONE>
517 Different in file 2 46 0
Emb B MutDupCut 128
0 Play danger animal (88) causes sig=0 GS neu=0 int=0, ,,,64 => 25*Pain
+ 12*Fear + 2*Enter + -3*Boredom
518 Different in file 1 48 0 Emb
B MutDupCut 128 0
Activate machine (90) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom
+ 2*Hunger for fat + 0*<NONE> + 0*<NONE>
518 Different in file 2 48 0
Emb B MutDupCut 128
0 Activate machine (90) causes sig=0 GS neu=0 int=0, ,,,32 => -19*Boredom
+ 2*Hunger for fat + -1*Anger + 0*<NONE>
519 Different in file 1 49 0 Chi
B MutDupCut 128 0
Got machine (91) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom + 2*Hunger
for fat + 0*<NONE> + 0*<NONE>
519 Different in file 2 49 0
Emb B MutDupCut 128
0 Got machine (91) causes sig=0 GS neu=0 int=0, ,,,32 => -13*Boredom +
2*Hunger for fat + 0*<NONE> + 0*<NONE>
*here you can see the comfort chemical happen when an
egg is lifted, this makes creatures want to go to the nest
520 Different in file 1 50 0
Chi B MutDupCut 128
0 Got creature egg (93) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom
+ 0*<NONE> + 0*<NONE> + 0*<NONE>
520 Different in file 2 50 0
Chi B MutDupCut 128
0 Got creature egg (93) causes sig=0 GS neu=0 int=0, ,,,32 => -14*Boredom
+ 124*Comfort + 0*<NONE> + 0*<NONE>
*This causes a bit of a bolt when a creature has been
hit
521 Different in file 1 45 0
Emb B MutDupCut 128
0 I've been hit (25) causes sig=0 GS neu=0 int=0, ,,,112 => 3*Pain + 2*Fear
+ 4*90 + 0*<NONE>
521 Different in file 2 45 0
Emb B MutDupCut 128
0 I've been hit (25) causes sig=0 GS neu=5 int=16, ,,,112 => 3*Pain + 2*Fear
+ 4*90 + 0*<NONE>
*more interaction balanceing
522 Different in file 1 51 0
Chi B MutDupCut 128
0 Travelled in lift (94) causes sig=0 GS neu=0 int=0, ,,,112 => -124*Up
+ -124*Down + -124*Wait + 0*<NONE>
522 Different in file 2 51 0
Emb B MutDupCut 128
0 Travelled in lift (94) causes sig=0 GS neu=0 int=0, ,,,64 => -124*Up
+ -124*Down + -124*Wait + 0*<NONE>
*now that the creature is at home, it is encuraged to
drop everything, has it's comfort removed (the norn likes this) and then
send them on their way with some brain friendly bordom
523 Different in file 1 54 0
Emb B MutDupCut 128
0 Reached peak of smell 15 (70) causes sig=0 GS neu=0 int=0, ,,,48 => -124*Comfort
+ 5*Boredom + 0*<NONE> + 0*<NONE>
523 Different in file 2 54 0
Emb B MutDupCut 128
0 Reached peak of smell 15 (70) causes sig=0 GS neu=7 int=48, ,,,48 =>
-124*Comfort + 5*Boredom + 0*<NONE> ++ 0*<NONE>
*some age correction
524 Different in file 1 52 0
Chi B MutDupCut 128
0 Travelled through meta door (95) causes sig=0 GS neu=0 int=0, ,,,48 =>
-124*Exit + -124*Wait + 0*<NONE> + 0**<NONE>
524 Different in file 2 52 0
Emb B MutDupCut 128
0 Travelled through meta door (95) causes sig=0 GS neu=0 int=0, ,,,48 =>
-124*Exit + -124*Wait + 0*<NONE> + 0**<NONE>
525 Different in file 1 53 0 Chi
B MutDupCut 128 0
Travelled through internal door (96) causes sig=0 GS neu=0 int=0, ,,,16
=> -124*Enter + 0*<NONE> + 0*<NONE> + 0*<NONE>
525 Different in file 2 53 0
Emb B MutDupCut 128
0 Travelled through internal door (96) causes sig=0 GS neu=0 int=0, ,,,16
=> -124*Enter + 0*<NONE> + 0*<NONE> + 0*<NONE>
*yet another way to resolve problems differently, talk
it out ;) yah I know, I didn't need to do this, but it will hopefully
reduce crazy killer norns
527 Different in file 1 56 0
Emb B MutDupCut 128
0 I have said need (20) causes sig=0 GS neu=0 int=0, ,,,0 => -6*Anger +
-2*Crowded + 0*<NONE> + 0*<NONE>
527 Different in file 2 56 0
Emb B MutDupCut 128
0 I have said need (20) causes sig=0 GS neu=0 int=0, ,,,0 => -22*Anger
+ -18*Crowded + 0*<NONE> + 0*<NONE>
*tweek tweak
528 Different in file 1 57 0
Emb B MutDupCut 128
0 Played with toy (97) causes sig=0 GS neu=0 int=0, ,,,0 => -25*Boredom
+ 0*<NONE> + 0*<NONE> + 0*<NONE>
528 Different in file 2 57 0
Emb B MutDupCut 128
0 Played with toy (97) causes sig=0 GS neu=0 int=0, ,,,0 => -27*Boredom
+ 0*<NONE> + 0*<NONE> + 0*<NONE>
***** GENUS RECORDS ****
*I left them norns, in this file
***** APPEARANCES ****
*this happens to be a bruin gizmo, but the more important
change is that visual mutation has been increased
25 Different in file 1 1
0 Emb B MutDupCut 128
0 Head is of type D, species Norn.
25 Different in file 2 1
0 Emb B MutDupCut 192
0 Head is of type A, species Norn.
74 Different in file 1 2
0 Emb B MutDupCut 128
0 Body is of type D, species Norn.
74 Different in file 2 2
0 Emb B MutDupCut 192
0 Body is of type A, species Norn.
113 Different in file 1 4
0 Emb B MutDupCut 128
0 Arm is of type D, species Norn.
113 Different in file 2 4
0 Emb B MutDupCut 192
0 Arm is of type A, species Norn.
365 Different in file 1 3
0 Emb B MutDupCut 128
0 Leg is of type D, species Norn.
365 Different in file 2 3
0 Emb B MutDupCut 192
0 Leg is of type A, species Norn.
444 Different in file 1 5
0 Emb B MutDupCut 128
0 Tail is of type D, species Norn.
444 Different in file 2 5
0 Emb B MutDupCut 192
0 Tail is of type A, species Norn.
***** POSES ****
*ick
***** GAITS ****
*I don't want to even think about rebuilding things like
this
***** INSTINCTS ****
*This is the section that preprograms baby norns before
hatching, it also programs adults when they sleep. I don't like preprogramming,
so I balanced things out best I could, and lowered the intensity so it
wouldn't interfere
to much with life experiences with the intention to make
a creature that learns, but can survive.
I think it went quite well, giving instincts to explore
but not favor any one thing, just like real animals!
*At a rather young age, norns now dream about mating,
something that is true in most humans anyway. And yes, your right
this dreaming teaches them what to do once they do hit the breeding age,
giving them an edge over other genetic types.
452 Different in file 1 1
0 You B MutDupCut 128
0 [03: stim] [Cell 36 (Norn)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Sex drive] => Cell 1 (push); unknown = 0.
452 Different in file 2 1
0 Ado B MutDupCut 128
0 [03: stim] [Cell 36 (Norn)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Sex drive] => Cell 1 (push); unknown = 0.
*To balance out eating instincts, I played around with
levels and locations. Because crosses will build up certain instincts,
natural selection gets a chance to fine tune the best choices! these
genes replace secondary food/fruit/seed but leave
a set of food/fruit/seed intact
454 Different in file 1 32 0
Emb B MutDupCut 128
0 [03: stim] [Cell 3 (Seed)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Hunger for fat] => Cell 12 (Eat); unknown = 31.
454 Different in file 2 32 0
Ado B MutDupCut 128
0 [03: stim] [Cell 15 (Critter)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Hunger for fat] => Cell 12 (Eat); unknown = 71.
456 Different in file 1 33 0
Emb B MutDupCut 128
0 [03: stim] [Cell 11 (Food)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Hunger for protein] => Cell 12 (Eat); unknown = 31.
456 Different in file 2 33 0
Ado B MutDupCut 128
0 [03: stim] [Cell 13 (Bug)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Hunger for protein] => Cell 12 (Eat); unknown = 79.
458 Different in file 1 34 0
Emb B MutDupCut 128
0 [03: stim] [Cell 8 (Fruit)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Hunger for carbohydrate] => Cell 12 (Eat); unknown =
31.
458 Different in file 2 34 0
Ado B MutDupCut 128
0 [03: stim] [Cell 4 (Plant)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Hunger for carbohydrate] => Cell 12 (Eat); unknown =
54.
*reduced norn aggression instinct
462 Different in file 1 13 0
Emb B MutDupCut 128
0 [03: stim] [Cell 36 (Norn)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Anger] => Cell 8 (Say what you need); unknown = 99.
462 Different in file 2 13 0
Emb B MutDupCut 128
0 [03: stim] [Cell 36 (Norn)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Anger] => Cell 8 (Say what you need); unknown = 83.
*Changed grendel aggression instinct to only be present
in males, this also mimics real animal patterns, but then all changes do
on some level
463 Different in file 1 14 0
Chi B MutDupCut 128
0 [03: stim] [Cell 37 (Grendel)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Anger] => Cell 13 (Hit); unknown = 0.
463 Different in file 2 14 0
Emb M MutDupCut 128
0 [03: stim] [Cell 37 (Grendel)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Anger] => Cell 13 (Hit); unknown = 0.
*Got rid of lift push for boredom because it needn't be
an instinct, I mean come on, what human has an inborn instinct to push
an elevator?! This like other removed genes was un necessary.
You'll also note that
rather then deleting the gene I simply set it to dormant.
This ensures genetic cross over remains 100% compatible, something everyone
should keep in mind when tinkering ;)
464 Different in file 1 16 0
Emb B MutDupCut 128
0 [03: stim] [Cell 26 (Elevator)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 31.
464 Different in file 2 16 0
Emb B MutDupCutDor 128 0 [03: stim]
[Cell 26 (Elevator)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell
0] and [Boredom] => Cell 1 (push); unknown = 31.
*Again, a instinct with no purpose beyond forcing personality
465 Different in file 1 15 0
Emb B MutDupCut 128
0 [03: stim] [Cell 28 (Machinery)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 0.
465 Different in file 2 15 0
Emb B MutDupCutDor 128 0 [03: stim]
[Cell 28 (Machinery)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell
0] and [Boredom] => Cell 1 (push); unknown = 0.
*This is the most annoying stupid useless instinct ever
given to a creature! BAM! GONE!
483 Different in file 1 8
0 Emb B MutDupCut 128
0 [03: stim] [Cell 12 (Button)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 62.
483 Different in file 2 8
0 Emb B MutDupCutDor 128 0 [03: stim]
[Cell 12 (Button)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell
0] and [Boredom] => Cell 1 (push); unknown = 62.
*I decided a few mild instincts for traveling would be
okay to include, but as you can see, the norn is given no dreams of travel
until childhood, so this does little more then start a lazy norn up and
going. Also, young animals begin to venture out on their own at this
time, again the timing was based dreams of humans
490 Different in file 1 20 0
Emb B MutDupCut 128
0 [03: stim] [Cell 26 (Elevator)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Up] => Cell 1 (push); unknown = 0.
490 Different in file 2 20 0
Chi B MutDupCut 128
0 [03: stim] [Cell 26 (Elevator)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Up] => Cell 1 (push); unknown = 0.
491 Different in file 1 21 0 Emb
B MutDupCut 128 0
[03: stim] [Cell 12 (Button)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Up] => Cell 1 (push); unknown = 62.
491 Different in file 2 21 0
Chi B MutDupCut 128
0 [03: stim] [Cell 12 (Button)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Up] => Cell 1 (push); unknown = 78.
492 Different in file 1 22 0 Emb
B MutDupCut 128 0
[03: stim] [Cell 12 (Button)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Down] => Cell 1 (push); unknown = 62.
492 Different in file 2 22 0
Chi B MutDupCut 128
0 [03: stim] [Cell 12 (Button)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Down] => Cell 1 (push); unknown = 78.
493 Different in file 1 23 0 Emb
B MutDupCut 128 0
[03: stim] [Cell 26 (Elevator)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Down] => Cell 2 (pull); unknown = 0.
493 Different in file 2 23 0
Chi B MutDupCut 128
0 [03: stim] [Cell 26 (Elevator)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Down] => Cell 2 (pull); unknown = 0.
494 Different in file 1 24 0
Emb B MutDupCut 128
0 [03: stim] [Cell 2 (Door)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Exit] => Cell 1 (push); unknown = 0.
494 Different in file 2 24 0
Chi B MutDupCut 128
0 [03: stim] [Cell 2 (Door)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Exit] => Cell 1 (push); unknown = 0.
495 Different in file 1 25 0 Emb
B MutDupCut 128 0
[03: stim] [Cell 2 (Door)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255]
[Cell 0] and [Enter] => Cell 1 (push); unknown = 0.
495 Different in file 2 25 0
Chi B MutDupCut 128
0 [03: stim] [Cell 2 (Door)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Enter] => Cell 1 (push); unknown = 0.
*Now, I changed the age that migration instincts click
on because now homesick relates to bring eggs back home not just going
home to lay them. This of course is a very powerful instinct in most
animals.
498 Different in file 1 2
0 Ado B MutDupCut 128
0 [03: stim] [Cell 30 (Norn home)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Comfort] => Cell 4 (come); unknown = 0.
498 Different in file 2 2
0 Emb B MutDupCut 128
0 [03: stim] [Cell 30 (Norn home)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Comfort] => Cell 4 (come); unknown = 0.
*Boom! No instincts should relate to likes and dislikes!
499 Different in file 1 5
0 Emb B MutDupCut 128
0 [03: stim] [Cell 21 (Toy)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 0.
499 Different in file 2 5
0 Emb B MutDupCutDor 128 0 [03: stim]
[Cell 21 (Toy)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0]
and [Boredom] => Cell 1 (push); unknown = 0.
*I decided this instinct may be useful, but it seems odd,
so I gave it to adults only
500 Different in file 1 7
0 You B MutDupCut 128
0 [03: stim] [Cell 23 (Dispenser)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Hunger for fat] => Cell 1 (push); unknown = 99.
500 Different in file 2 7
0 Ado B MutDupCut 128
0 [03: stim] [Cell 23 (Dispenser)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Hunger for fat] => Cell 1 (push); unknown = 99.
*NO! Bordom not for instincts, bye bye!
501 Different in file 1 10 0
Ado B MutDupCut 128
0 [03: stim] [Cell 24 (Tool)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe
255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 105.
501 Different in file 2 10 0
Ado B MutDupCutDor 128 0 [03: stim]
[Cell 27 (Teleporter)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell
0] and [Boredom] => Cell 1 (push); unknown = 105.
503 Different in file 1 27 0 Emb
B MutDupCut 128 0
[03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 86.
503 Different in file 2 27 0
Chi B MutDupCutDor 128 0 [03: stim]
[Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255]
[Cell 0] and [Boredom] => Cell 1 (push); unknown = 58.
*I changed portal jumping to adult only since it is sort
of annoying to have babies beam out, and not exactly a natural sort of
instinct
504 Different in file 1 28 0
Emb B MutDupCut 128
0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Crowded] => Cell 1 (push); unknown = 86.
504 Different in file 2 28 0
Ado B MutDupCut 128
0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain
Lobe 255] [Cell 0] and [Crowded] => Cell 1 (push); unknown = 54.
***** PIGMENTS ****
*generally, I split genes into different life stages
and genders. I saw no need to add pigment genes because so many people
have tagged them on to warp creatures. You'll also note color mutation
is more common.
369 Different in file 1 5
0 Emb B MutDupCut 255
0 Intensity of Red is = 128.
369 Different in file 2 5
0 Emb M MutDupCut 255
0 Intensity of Red is = 128.
370 Different in file 1 7
0 Ado M MutDupCut 255
0 Intensity of Red is = 128.
370 Different in file 2 7
0 Emb M MutDupCut 255
0 Intensity of Green is = 128.
371 Different in file 1 6
0 Emb B MutDupCut 255
0 Intensity of Red is = 128.
371 Different in file 2 6
0 Emb M MutDupCut 255
0 Intensity of Blue is = 128.
372 Different in file 1 4
0 Ado F MutDupCut 255
0 Intensity of Red is = 132.
372 Different in file 2 4
0 Emb F MutDupCut 255
0 Intensity of Red is = 132.
373 Different in file 1 8
0 Emb B MutDupCut 255
0 Intensity of Green is = 128.
373 Different in file 2 8
0 Emb F MutDupCut 255
0 Intensity of Green is = 128.
374 Different in file 1 9
0 Emb B MutDupCut 255
0 Intensity of Green is = 128.
374 Different in file 2 9
0 Emb F MutDupCut 255
0 Intensity of Blue is = 128.
375 Different in file 1 10 0
Emb B MutDupCut 255
0 Intensity of Green is = 128.
375 Different in file 2 10 0
Adu B MutDupCut 255
0 Intensity of Red is = 128.
376 Different in file 1 11 0
Emb B MutDupCut 255
0 Intensity of Blue is = 128.
376 Different in file 2 11 0
Adu B MutDupCut 255
0 Intensity of Blue is = 128.
377 Different in file 1 12 0
Emb B MutDupCut 255
0 Intensity of Blue is = 128.
377 Different in file 2 12 0
Adu B MutDupCut 255
0 Intensity of Green is = 128.
378 Different in file 1 13 0
Emb B MutDupCut 255
0 Intensity of Blue is = 128.
378 Different in file 2 13 0
You M MutDupCut 255
0 Intensity of Blue is = 128.
***** PIGMENT BLEEDS ****
*same thing I did to pigment
380 Different in file 1 2
0 Emb B MutDupCut 255
0 Rotation = 128, Swap = 128.
380 Different in file 2 2
0 Chi B MutDupCut 255
0 Rotation = 128, Swap = 128.
381 Different in file 1 3
0 Emb B MutDupCut 255
0 Rotation = 128, Swap = 128.
381 Different in file 2 3
0 Ado B MutDupCut 255
0 Rotation = 128, Swap = 128.
383 Different in file 1 5
0 Ado F MutDupCut 255
0 Rotation = 128, Swap = 128.
383 Different in file 2 5
0 Adu F MutDupCut 255
0 Rotation = 128, Swap = 128.
384 Different in file 1 6
0 Ado F MutDupCut 255
0 Rotation = 128, Swap = 128.
384 Different in file 2 6
0 Emb F MutDupCut 255
0 Rotation = 128, Swap = 128.
386 Different in file 1 8
0 Ado M MutDupCut 255
0 Rotation = 128, Swap = 128.
386 Different in file 2 8
0 Adu M MutDupCut 255
0 Rotation = 128, Swap = 128.
387 Different in file 1 9
0 Ado M MutDupCut 255
0 Rotation = 128, Swap = 128.
387 Different in file 2 9
0 Emb M MutDupCut 255
0 Rotation = 128, Swap = 128.
***** FACIAL EXPRESSIONS ****
*I had this modified at one point, but I decided to put
it back to normal because people are used to those cues.
***** ORGANS ****
*I did enough internally with this organ to let is have
a little chance of mutation
187 Different in file 1 33 0
Emb B
0 0 Organ# = 10, Clockrate = 128, Life force repair rate =
0, Life force start value = 128, Biotick start = 99, ATP damage coefficient
= 0
187 Different in file 2 33 0
Emb B MutDupCut 64
0 Organ# = 10, Clockrate = 128, Life force repair rate = 0, Life force
start value = 128, Biotick start = 99, ATP damage coefficient = 0
************************************************************************
So their you have it, a step by step breakdown of the
changes in the Gizmo gnome! The comparison file was generated by
the program Gene Compare from http://www.double.co.nz/creatures/ It is a very usefull free program and I recomend it.