Wolfling Run Tips
Written onWith the multiple wolfling runs in C3/DS that have been hosted recently, I was inspired to try out one of my own! Although it’s been running in the background for a decent amount of time, I’ll be returning to my usual world soon enough. However, I wanted to share a few tips that have really helped me out. Wolfling runs can get a little overwhelming… As in eggs everywhere and a general feeling of chaos! I’m sure there are many other tips out there, so feel free to comment with any of your personal suggestions! It’s rather fun to see what happens with wolfling runs!
(Don’t) Bring Out Your Dead
In the normal game, the bodies of deceased Creatures must be viewed by the camera before they can disappear. In worlds where the player is very involved, this makes sense. Yet returning to a wolfling run to see a massive amount of dead bodies can be rather frustrating! And a little morbid… AvatarOfShibby asked about this problem at Creatures Caves. Sgeo and Papriko helped out in explaining just what to do:
Go into the Docking Station bootstrap folder and find the file called “DS creaturesInvoluntary.cos.” Open it in Notepad or a similar program, and look for the part that reads:
* only wait if it is a selectable creature
doif game “Grettin” = 1 or gnus = 1
* wait until we’re on the screen
setv ov81 0
targ ownr
loop
wait 1
untl visi 0 = 1 or ov81 = 1
endi
wait 1200* make the creature death overlay animation agent
inst
* get the plane of the creature
setv va99 plne
* increase it by a bit
addv va99 2000Change the bold section highlighted above to the following. Note that there is only a one character difference, changing 0 to 1:
* wait until we’re on the screen
setv ov81 1
Remember to Spay, Neuter, or Export Your Pets
An excellent agent that I haven’t spoken about in some time is Amaikokonut’s Population Control Options. It features several options for exportation and infertility. This can be used to export Creatures after they have had a number of children, or simply make them infertile once they reach a certain egg threshold. It’s very nifty for increasing diversity and making sure that newer generations can quickly populate the world! I may even consider using this in my main world concept, to avoid having to export so many Norns. Letting them live out their lives with their descendants might not be a bad idea, especially when the alternative is a stop in the exported folder!
Make sure to post any suggestions or ideas for wolfling runs, too! Hopefully these tips will help to ensure successful wolfling runs. Get cracking on hatching those first eggs!
On the first subject: If you want dead bodies to decay faster (or slower, if you so desire) by changing the number behind “wait.” I set it to 400 (which is what C3 standalone has that number set to), but it really doesn’t matter. I also have that entire section commented out (that is, putting an * in front of each of those lines), but what’s presented in the post works too.
Another thing worth mentioning is the Ovicidal Agent. I briefly touch upon it here, where I explain the basic gist of it. However, I’ll probably make a blog post featuring it at a later date. For now, the creation of one and its purpose is described in the readme of the Arimeides Grendels of Minimordor.
I prefer it over the population options (which are pretty similar in purpose, now that I think about it) in that it favors the best breeders (survival of the fittest and all that…) and lets creatures breed without being constrained by the egg limit.
Thanks for that information, Grendel Man! The Ovicidal Agent sounds brilliant: It doesn’t seem too difficult to set up, but I’m sure a blog post from you would be very helpful. That page is also very interesting: I love how detailed the PDF file is and all of the different agents. Definitely makes more sense than using the population options on their own, although I can see their purpose. I’ll have to try this out soon!