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Messages - Sorent

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I've enabled a couple of settings  and it started to crash every time on: preparing text objects.
If I diable random creatures settings, everything works again
error.log
Spoiler (click to show/hide)

I am having the same issue. Just which creature settings need to be disabled?

Edit : It was the Plump Helmets under the Mythical Monsters Mod that was causing me issues.

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Other Games / Re: Minecraft Roleplay... dwarf Fortress Style!
« on: September 27, 2011, 07:47:18 am »
I would love to join. I am GMT -7.

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Other Games / Re: Die2nite Mega-Town - Part Deux!
« on: December 26, 2010, 12:26:25 pm »
Im interested in joining, just not sure how.

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Creative Projects / Re: An Otherworldly Ark
« on: December 01, 2010, 03:19:20 am »
Ah I found the ultimate explanation to all of this discussion.

http://www.youtube.com/watch?v=JIfb-8ljXr4&feature=player_embedded

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Creative Projects / Re: An Otherworldly Ark
« on: November 30, 2010, 02:20:26 pm »
Sorry I think I misunderstood what you were trying to say myself.

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Creative Projects / Re: An Otherworldly Ark
« on: November 30, 2010, 02:13:52 pm »
The poison use among single cells makes sense to me. With only a single membrane separating the poison making organelle from the exterior of the cell where the prey or predators are located. I think what Supermikhail means by easy is that the organism is not going to need a very complicated delivery system for its toxins while still a single cell.

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Creative Projects / Re: An Otherworldly Ark
« on: November 30, 2010, 12:53:41 am »
Ok Ill focus on non plants for now. I just figured we would need some plant like things eventually right?

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Creative Projects / Re: An Otherworldly Ark
« on: November 29, 2010, 10:09:10 pm »
Alright sounds good. So it is a workable creature then? I just want to make sure im doing it right, if so I will go ahead and try to develop other creatures.

The one thing about the design that I think I should point out though, is that tissue with a lot of chloroplasts is the most expensive stuff for plants to grow (aside from some fruits but they are pretty big and secure by the time they try that,) so if there were some other creature that came along and just gave these a haircut to feed itself they would be in very bad shape. Now obviously herbivores somehow manage to not eat all of the plants everywhere and for a lot of reasons but on an individual scale these things are going to be under a lot of pressure to develop some defense mechanisms for that.

It was my impression that this was exactly what we want. Meaning I have a stable creature that will now be subjected to the stress of some green hair eating monster of the deep and be forced into some form of adaptation to cope with it. Am I right?

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Creative Projects / Re: An Otherworldly Ark
« on: November 29, 2010, 03:25:31 pm »
Oh sorry im pretty novice. I guess what I meant was chloroplasts. Similar to a plant. They are used in the same way a plant uses them. The currents dont do anything useful I more just added that part to help with a mental image of what this thing would look like. Also I think it would most likely be black or dark brown/green in color in order to absorb the most light while deep in the water.


After thinking about it a bit I dont think "mouth" is really the appropriate word to use here. It is more of a tube running up the stem section that attaches the Bottom structure to the water bladder. I dont have too much knowlage on the way plants function but I was kind of thinking that it would serve the same purpose as root structures do for terrestrial plants. So basicly the tube just gathers nutrients from the water or more directly while sitting on the ocean floor and then ingests them in whatever way plants ingest things. Pockmarlotis actually derives its name from the distinct markings it leaves on the ocean floor after a collection of these rest upon it.

I would appreciate any suggestions you have for making this creature work in a primative setting. Also if it does not seem feasable just let me know. I still have many more ideas.

I forgot to mention that the tube does run through the center of the bottom knob.

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Creative Projects / Re: An Otherworldly Ark
« on: November 29, 2010, 08:34:54 am »
Ok great. I went ahead and developed a creature last night.




Pockmarlotis-
1.    Hard heavy knobby structure on the bottom capable of cracking off into clones of the original. This is the primary method of reproduction.
2.   Photoreceptors on the top in thin hair like strands that drift in the currents. These are the primary source of energy for the creature.
3.   Expanding balloon like membrane that controls buoyancy of the creature In order to enable changes in water depth.  This is the primary means of mobility.
4.   Main mouth in the bottom of the creature is used to draw in minerals for consumption.
5.   Vents on the sides are used to draw in water for filling the bladder.

This creature will rise and fall within the water column dependent on sea conditions and its need for energy from sunlight. Also could possibly be able to control internal salinity levels as another method of buoyancy. In order to reproduce the creature smashes its bottom end against a hard surface to break off shards that contain genetic material capable of cloning the parent.
Alternative form of reproduction would involve the creature not breaking the hard seed pod until after it dies at which point it bloats and goes to the surface where it can be smashed against rocks in the surf. At which point the bottom seed pod breaks into small pieces that are clones of the parent.

Please pardon my art skills. They could use some work. This is your standard Microsoft Paint special.


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Creative Projects / Re: An Otherworldly Ark
« on: November 29, 2010, 12:01:14 am »
Alright I went ahead and skimmed the rest of the thread. Wow you two have been going back and forth for some time. I'm impressed. Some great ideas as well.

I had an idea for more rapid organism development. Basically what I am having a hard time finding is reasons for each of your creature developments. I may be completely off topic but isn't the reason for a change to a creature just as important then the change itself. Basically without some kind of external stress on the creature wouldn't any mutation just either completely not work or just blend into the rest of the genetic mutations due to being no better or worse then its sibling species?

Now I do not claim to be an expert or even as educated as the two of you on this subject at all but it seems to me that you could come up with genetic mutations based on one or more of the following external pressures to any organism.

1. Competition by another creature: Living organisms are constantly evolving to out compete their neighbors for resources and space. This does not apply to competition within a single species because for the sake of a species survival there is no distinction between a given individual and its nearly identical genetic cousin two inches away that happens to be stealing all of his food.

2. Drastic changes in environment: An example of this could be a slowly rerouteing river that is gradually decreasing the salinity of a tidal region. This could mean that the vast majority of the salt adapted creatures would die out but those that happened onto the secret of freshwater survival would be the kings of that environment and receive all of the resources from it for many generations.

3. Increased reproductivity efficiency: From my own private musings I would assume that this has a much grater evolutionary weight to it then more normal functions of life. As far as I can tell adaptations are really split into two groups those that allow procreation and those that allow survival until procreation. So I would think that this would be a very good incentive for adaptation.

Now in order to combat these pressures the creature can adapt in a number of ways. From what I can tell at first there are very few ways a bacteria (or whatever the starting form is called) can change in order to overcome the challenge. This leads me to believe that the more complex the creature the more possible mutations that can overcome any given external pressure. So I think it would be a good idea to list the early stage developments that could overcome the changing environments the creatures live in.

1. Change in Mobility
2. Change in reproductive system
3. Change in energy acquisition system
4. Change in defensive mechanism or behavior(Are behaviors covered in genetics?)

My proposal is that you take your creature and then apply one of the external pressures to it, then figure out an interesting way to use one or more of the possible genetic developments to overcome it.

Now obviously this is not nearly a full list or quite possibly even close to accurate. In fact I am half suspecting that I am way off topic. However, I am just writing this in hopes of maybe joining the conversation and giving y'all something to think about at least. Please feel free to amend and change the short lists I came up with just now.

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Creative Projects / Re: An Otherworldly Ark
« on: November 28, 2010, 07:35:04 pm »
Hello first time posting on these forums myself. I have read this thread up to about page 8 and had to stop there due to time constraints. I am wondering if it is too late to participate? I have recently had a real facination with just this subject. I even went so far as to self educate myself on early cell structures and how plant and animal cells first started to differ. My spouse holds a degree in biology. We have had discussions on this subject. If this thread is still open for comment please just tell me what type of organism you would like me to start with. I do plan on reading the rest of the thread when i get more time.

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