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The most boring colortrue creature ever

It's kind of nice knowing that the Toxic Norns are safe wherever they go. There's plenty of food even in the halls, disease is not an issue, and there are no Grendels to worry about. Of course, that doesn't mean that nobody's going to slap the Norns. Gaius continued harassing poor Foulvenom, despite my efforts to teach him not to. Even after I hauled him off to the training dummy, he would hit it, I'd slap him several times, and he'd just look at me and hit the dummy again.

Turned out, Gaius responds well to reward from the hand but not to punishment. That green spike is when I tickled him for behaving peacefully, and those small red bumps after were me slapping him multiple times for hitting the Norn. And I don't mean each little bump is a slap, I mean each little bump was three or four slaps, and he still barely felt it! No wonder he wasn't learning! Thankfully, the Biochemistry Kit has an Injection tool, so when he hit the Norn dummy again, I just gave Gaius a full dose of punishment! That seemed to do the trick!

With the unruly Geat under control, I turned my attention back to the Toxic Norns. The females gathered in the lower section of the Woodland, while the males wandered off. I eventually found them camped outside the locked Meso door. I'd declared the Meso off-limits because most of the food contains cures that can be dangerous for Toxic Norns, but it occurred to me that there was no reason I couldn't just kill hots the vendors and fill the area with toxic food, so I did that. Even so, I brought the males back to the Woodland, because you're not going to get any breeding if the sexes segregate themselves!

And eventually, they did breed! I hatched three new Norns this session, one from each female. Ruinbile fathered the first, but Witchphlegm apparently decided not to let Rotgut have a turn, so he's yet to produce any children. A shame, because Witchphlegm's coloration is by far the most obnoxious.

The firstborn child was little Vileblight, with a rich autumn orange coloration (although the pure RGB value is more of a dull brick red: 160, 128, 128). She has five mutations: two stimuli, one emitter, and two receptors. The emitter and one receptor are very small and inconsequential value changes. Since my modified Toxic Norns have slightly different gene numbering than a standard CFF Toxic, I'll put their gene numbers in parentheses after the "normal" gene number.

Receptor
Gene 0239 (0246): 118 Prostaglandin healing

Organ: "Current Organ(Gonad)", Tissue: "<no tissue>", Locus: "Repair Rate". Chemical: "Prostaglandin".
Analogue: Output = 0.0 + ((Signal - 0.0) * 0.588).

Organ: "Current Organ(Gonad)", Tissue: "<no tissue>", Locus: "Reaction Rate". Chemical: "Prostaglandin".
Analogue: Output = 0.0 + ((Signal - 0.0) * 0.588).

Prostaglandin normally aids in healing an injured organ, and this particular receptor is for the reproductive organ. In this case, it'll instead affect the speed of chemical reactions that are classified under this organ. I don't expect that to be a problem for a Toxic Norn.

Receptor
Gene 0886 (0885): 205 Antigen 4

Organ: "Current Organ(Hungerly Drive Overwhelmsion)", Tissue: "<no tissue>", Locus: "Injury". Chemical: "Antibody 4".
Analogue: Output = 0.0 + ((Signal - 0.0) * 0.231).

Organ: "Current Organ(Hungerly Drive Overwhelmsion)", Tissue: "<no tissue>", Locus: "Injury". Chemical: "Antibody 4".
Analogue: Output = 0.004 + ((Signal - 0.0) * 0.231).

This means there will always be a small amount of injury to this organ. However, it's a trace amount, and not a particularly vital organ, so I'm not concerned.

Stimulus
Gene 0519: 038 Eaten animal

Stimulus: "Eaten animal", Significance: "0". Reaction: "Default (quiescent)", Intensity: "0".
-0.105 Hunger for protein, [S] -0.056 Hunger for fat, [S] +0.129 Protein, [S] +0.073 Fat.

Stimulus: "Eaten detritus", Significance: "0". Reaction: "Default (quiescent)", Intensity: "0".
-0.105 Hunger for protein, [S] -0.056 Hunger for fat, [S] +0.129 Protein, [S] +0.073 Fat.

Now this is interesting, especially given that Vileblight still has the actual "eaten detritus" stimulus intact as well. That one is set up to give protein and starch, but with this one, she'll also be able to get fats from detritus - assuming both stimuli work.

The next hatchling was Shadowvile. Despite the name, he's bright, having inherited his father's obnoxious green coloration. He did get some contribution from his mother's reduced blue channel, but it did nothing to temper the radioactive green (128, 192, 96)! He's what the Flight Rising community calls an Eyeburner. He's got three mutations, one of which I could see no difference in. One was a half-life change where anger-based stress has a half-life of 17.1 seconds instead of 15.5 seconds. The last was a receptor mutation.

Receptor
Gene 0153 (0157): 175 Antigen 4

Organ: "Current Organ(Lung)", Tissue: "<no tissue>", Locus: "Injury". Chemical: "Antibody 4".
Analogue: Output = 0.0 + ((Signal - 0.0) * 0.227).

Organ: "Current Organ(Lung)", Tissue: "<no tissue>", Locus: "Injury". Chemical: "Antibody 4".
Analogue: Output = 0.0 - ((Signal - 0.0) * 0.227).

Once again, I'm not sure if I'm correctly interpreting the formula for an inverted receptor, or how values are clamped for these functions. This could mean nothing or it could mean one of his lungs is injured by the lack of Antibody 4; but whatever the meaning, he's got two lungs so he should be fine.

I spent some time trying to coax Foulvenom to breed with Rotgut or Witchphlegm (as Ruinbile had wandered off to do his own thing), and was rewarded with a third egg. Wondering what color Norn lay inside, I rushed off to hatch it... only to be met with Darkgrease, whose pigment values are perfectly balanced at 128. Yep. Well, okay, maybe he'll have some interesting mutations. Nope, one mutation, which gets autocorrected by the Genetics Kit. Ah well.

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