This is based on the Updated Breeding Script available on Creatures Heaven! under the CFE – Downloads section.

1limitsBasically, I edited the script so that, rather than having the numbers on the left affect your total creature limit, they would affect the total limit per species. This is related to my last edit to this file, but this is easier to edit than the previous. The drawback is that you can’t control different population sizes.

1limitsAfter letting the script run its course for a while, I had 12 norns and 12 grendels roaming around, so as far as I can tell, the script works.

It should work on your computer but please report any bugs to me through PM on Creatures Caves or through the comments below. Remember, assuming you’re running a world with all 4 creature species, a breeding limit of 6 would give you a total of 6 per species, which would equal 24 creatures!

Happy species mingling! This edit is for DS, there is no C3 version available.

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Note that this tutorial is for DS and will work for both docked and undocked worlds.

Relax, I’ve made the edited “DS creatureBreeding.cos” available for download. This is a mod of the updated breeding script. You still need to apply the edits to “!DS game_variables.cos” yourself. 🙂

ideaWhat a good idea!

I decided to take this idea and see how I could get it working. A greater variety of creatures would be a good thing for the stream and I’d already edited my Norn, Grendel and Ettin mothers to lay 6 eggs instead of just 2.

I figured out how to get this working but now I want to show you.

You can use notepad for this tutorial (or a similar text editor) but I’ll be using CAOS Tool.

First things first, go into your Docking Station>Bootstrap>010 Docking Station folder and open the files “!DS_game variables.cos” and “DS creatureBreeding.cos”.

The first one we’ll be editing is !DS_game variables.cos.

When you open it up, you’re going to want to find this code.

* Population checking (replaces C3 population check system)
setv game “breeding_limit” 30
setv game “total_population” 32
setv game “extra_eggs_allowed” 4

We’re going to be adding the following to this section.

setv game “total_norns” 6
setv game “total_grendels” 6
setv game “total_ettins” 6
setv game “total_geats” 6

Keep those red numbers in mind. You can edit those to change the maximum population of each species of creature.

Save the file and close. That’s the easy part out of the way.

Now, open up DS creatureBreeding.cos.

Look for the section that opens up with

************norn egg timer

And scroll down from there until you find this.

* Check the Breeding limit!
setv va98 0
enum 4 0 0
doif dead = 0
addv va98 1
endi
next
setv va99 game “breeding_limit”
doif va98 ge va99

Now change it to this.

* Check the Breeding limit!
setv va98 0
enum 4 1 0
doif dead = 0
addv va98 1
endi
next
setv va99 game “total_norns
doif va98 ge va99

Easy, right? Now we just have to do that for every other species.

To start, you want to look for the grendel/ettin egg timer section. Mine was renamed so look for something similar.

**grendel/ettin/geat egg timer

Now, just like with the norn limit, you want to change the check breeding limit section. But you also want to change the first line after the comment shown above.

scrp 3 4 2 9

This makes it apply to grendel eggs only.

* test max creatures limit
setv va98 0
enum 4 2 0
doif dead = 0
addv va98 1
endi
next
setv va99 game “total_grendels
doif va98 ge va99

And you’re done! Sort of. Now you want to copy everything from the section title

**grendel/ettin egg timer

all the way down to the end of this script

   endi
endm

and paste it below. Then you’ll want to make the following edits for ettins.

scrp 3 4 2 9

Should be changed to

scrp 3 4 3 9

Then the population check section can be edited from

* test max creatures limit
setv va98 0
enum 4 2 0
doif dead = 0
addv va98 1
endi
next
setv va99 game “total_grendels”
doif va98 ge va99

to

* test max creatures limit
setv va98 0
enum 4 3 0
doif dead = 0
addv va98 1
endi
next
setv va99 game “total_ettins
doif va98 ge va99

Then paste the section from above again and apply these edits for geats.

scrp 3 4 4 9

and

* test max creatures limit
setv va98 0
enum 4 4 0
doif dead = 0
addv va98 1
endi
next
setv va99 game “total_geats
doif va98 ge va99

Save and you’re done!

If you want to apply these edits to old worlds, you need to open up the console (Shift+Ctrl+C) and enter the following.

ject “!DS game_variables.cos” 7

Push enter. Then enter this.

ject “DS creatureBreeding.cos” 7

Push enter. You do not need to do this for new worlds unless you change the variables after the world is created. For example, I created a world to test these script edits and decided I wanted fewer geats and more of the other species. I had to re-inject the variables script.

I apologize if the script isn’t very efficient or the tutorial isn’t well written but there you go. Sorry about the rambling. 🙂

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First things first, I’d like to thank Malkin for helping me fix the cobs and for telling me how they were broken in the first place. 😀

Also, this isn’t intended to be a COB making tutorial but I wanted to make the instructions as clear as possible. I also wanted to add what I learned about C1 CAOS from fixing this COB.

———————–

You’ve probably heard about the starch glitch on Jessica’s blog Discover Albia or the ‘pet norn’ bug on the download pages of Muppetboy’s carrot cobs. Turns out they’re the same thing!

The glitch happens when a norn that you don’t have selected eats one of these carrots. There’s really no problem if the norn that you have selected is eating this food but if a norn you don’t have selected tries to eat one of these carrots, the benefit is actually transferred to the creature that you currently have selected instead of the one that actually ate it.

There is a simple way to fix it and I’m here to show you.

First things first, you’ll need a cob editor; BoBCoB is what I’ve chosen to use.

Download BoBCoB at this website.

Next, you’ll need one of the carrot cobs that Muppetboy of Geatville made. For this example, we’re going to use the hunny carrot available at Creatures Caves.

Download the Hunny Carrot Patch at this CC page.

Installing BoBCoB

Extract the files to any folder on your pc then push Setup. You could also try running Setup from the .zip file.

When you first open BoBCoB, it’ll prompt you with a Preferences menu. Simply go to the Defaults tap and set the save and load locations to where you keep your cobs. If you’d like to save your cobs to a different location, you have that option as well.

For now, check Defaults for Creatures 1 and push OK.

Editing the Cob

Before we can edit the file, we need to open it. Go to the File menu and push Open. Find the Hunny Carrot Patch cob and push open.

What we’re concerned about is the middle tab titled “Other Scripts” (red arrow). To fix the starch glitch, select the first script (green arrow) and push edit (blue arrow).

Once you open this script, this window will appear.

I’ve selected the part of the script that needs to be changed. Instead of reading stim writ norn, it should read stim writ from.

How does this work? Well, stim writ means that it’s going to apply these changes to the following object. If the object is norn then it’s going to apply the changes to the currently selected norn instead of the creature that activated the script in the first place, known as from.

Click File then Save and Close.

Final Touches

You can push File then Save to save your changes if you like but, at least on my computer, the injector picture changes. If you’d like to change it to the intended graphic, click on the picture tab.

Click on the Picture tab (red arrow). If you look at the picture, you’ll see that it’s the normal carrot graphic. Next, click on Import.

If you followed Muppetboy’s installation guide, you’ll find huni.spr in the Images folder of your Creatures 1 directory. Select the file, push Open and finally you can save by going to File and clicking Save.

Now you can go forth and fix the other carrot-like cobs! Have fun!

For additional information, be sure to check out this page!

CCave’s C1 Development Resources

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