With the cave free, I could get to work teaching the next generation, so they'd all be ready for the world when their time came. I decided to start with the Mernorns, but there was one catch: they're all male.
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The Tide is Turning
Creatures 3 and Docking Station are now on Steam
A Minor Update
Nothing particularly wild happened, which is good, because I needed the break. That said, once I get my energy back, I'll be vanishing back into WOTR for a while.
Bjorn wandered in the swamp, Sigurd hung out in the desert, and Magni lazed about in the incubator room. Inga's age was showing, but didn't darken her spirit, and aside from occasionally getting stuck on the airlock door, mostly took care of herself.I focused on getting Sigurd into a better location, as the desert is not friendly to Norns, and he was quite hungry. I lured him over to the calendar tree, where he made friends with the Grendel.
I had a brief scare when the Observation Kit reported Magni and Bjorn as sick, but it turned out they'd just eaten some badplants. At some point, Bjorn went up the lift and across the glass walkway, so I activated the teleporter and sent him elsewhere. Ultimately, he ended up joining Sigurd by the calendar tree.At this point, everyone is well over six hours old, and I suppose Mernorns must age faster than their land dwelling counterparts, because nobody else is going gray yet. They've got quite a bit of time left in them, yet!
Grand Botanical Overhaul I: Cacti
I've recently begun my most ambitious project yet: the Grand Botanical Overhaul for Creatures 2. The plan here is to do something similar to my Creatures 1 Herb Update, to improve consistency in plant behaviors and streamline their use for creatures, while also including some quality of life improvements for the player. This includes:
- Including launchers for the plants that don't have them
- Making sure the main plants (pear, triffid, trumpet, aubergine, tomato, and acorn) have proper life cycles including plants, fruits, seeds, and detritus. This includes fixing any bugs in their life cycle.
- Ensuring that anything inedible is invisible - both plants that are naturally inedible and plants that simply aren't ready to eat yet.
- Implementing behavior similar to my updated C1 Herbs: creatures eat directly off the plant, hand pushes plant to pluck the fruit.
- Reclassifying harmful members of edible classes into badplants.
As I go through this process, I'm thoroughly analyzing the code for each plant, so this will be a series of in-depth looks at the CAOS involved. I will be going into the changes I've made, but won't put anything up for download until the project is finished. I'm beginning with the cacti - technically badplants, but still in need of some fixes.


