Showing posts with label chemicals. Show all posts
Showing posts with label chemicals. Show all posts

Wednesday, 8 June 2016

Stuck pregnancy

In my hippy world, I have come across a strange stuck pregnancy.  The female norn you can see in the picture is 1 hour and 23 minutes old, is experiencing her first pregnancy, and still has a menstrual cycle, and does not have the month counter showing in her fertility kit.

If you look at her Female Hormones chart, it doesn't exactly represent the typical result:



Child Moniker:1ZFK

Biochemistry: Reactions - Mismatch, Child Has 96, Mother has 92, Father has 92
The half-life gene has mutated....  Still not sure how to read that one easily.  Does anyone have any suggestions?


Gene 01 01 11 has mutated:
       Mask:          **           
      Child: 01 02 01 4A 00 0D 04 02
    Parents: 01 02 01 42 00 0D 04 02

      Child: 11 Y F Mut/Dup/Del Creature : Reproductive : I am pregnant (egg & Sperm ready). NONE released from emitter. Threshold level=00 Sample Rate=0D Gain=04 Emitter type= Digital (o/p = Gain (If signal > threshold))
    Parents: 11 Y F Mut/Dup/Del Creature : Reproductive : I am pregnant (egg & Sperm ready). Progesterone released from emitter. Threshold level=00 Sample Rate=0D Gain=04 Emitter type= Digital (o/p = Gain (If signal > threshold))

Gene 01 02 1F has mutated:
       Mask:    **             **     
      Child: 01 43 02 3F 01 41 00 00 28
    Parents: 01 41 02 3F 01 41 01 00 28

      Child: 1F Y F Mut/Dup/Del 1 Glycotoxin + 2 Oestrogen -> 1 Gonadotrophin, Rate=40
    Parents: 1F Y F Mut/Dup/Del 1 Gonadotrophin + 2 Oestrogen -> 1 Gonadotrophin, Rate=40

Not sure why she's got Gonadotrophin, as she hasn't experienced glycotoxin poisoning.

I suspect that she could live out her entire life without laying her egg, as she does not secrete progesterone, and that triggers egg laying.

If anyone would like to investigate her genome further, it's available for download below:

Download her genome here!

Tuesday, 24 May 2016

How to Add Chemicals to the Science Kit in C1

If you've read the promotional material for the purple mountain norns or the life kit norns, you know that they use new chemicals to produce new effects and behaviours in the norns.  The trouble for mad scientists is how do you track and measure these new chemicals?

This is how you can manually add new chemicals to your in-game Science Kit. 

Firstly, if you're using The Albian Years, use the remastered patch to make sure your Genetics Kit can talk to the game.  Before you get started, the relevant files to make backups of are 'allchemicals.str', 'chemicals.str' and 'themes.str'.

Open the official Genetics Kit and go to the Biochemistry tab.  Scroll down to chemical 80 (purple mountain alcohol or dancing) and click on the leftmost number.  Then click "Add Here".  It will pop up a window giving you the option to name chemical 80 (if you've chosen "Add" by mistake, it will give you the option to name chemical 73), and then provide a caption.  Captions can be added later, and they won't show up in-game.  Scroll down to 91 (Activase), 92 (Turnase) and 93 (Collapsase) and use the "Add Here" button to add names to those chemicals.

When you're happy with it, go to the advanced menu at the top and choose Save Chemical List, then Install Chemical List.  It will give you an option asking you if you're sure, and let you know if it can make a backup or not.  (Yes, you are sure, because you made a backup at the beginning.)

The next time you open your game and scroll through the Science Kit's list of chemicals, you should find the new chemicals in between Vitamin C and Energy.  This graph shows the results - a hippy purple mountain norn enjoying the altered pianola with chemical 80 named 'Jive'.