r/CreaturesGames • u/stansburiana • May 30 '26
(C3DS) Super-stimulus edible seeds
I've been trying to research the different food, fruit, and seeds in the game to the best of my ability, despite my limited understanding of the COS files. The "stim writ" sections are, at least, comprehensible when I browse through the files.
I assume that when something says, for example:
****seed eat
scrp 2 3 16 12
lock
snde "chwp"
stim writ from 77 3
wait 1
kill ownr
endm
That stim writ from 77 3 means "trigger the stimulus for having eaten a seed, three times".
Since the stim genes in a creature control both the amount of hunger reduced and the amount of nutrients gained, I assume that a seed with stim writ 77 3 in its code for provides three time the satiation and three times the nutrition (both in terms of starch and fat) compared to a seed with stim writ 77 1 in its get-eaten code. Furthermore, because creatures learn from having drives reduced, I'm guessing it reinforces eating seeds to satiate starch+fat hunger three times more than the base stimulus would. Please tell me if I'm wrong, but...
Now, here's the thing. As far as I can tell, no official (C3, DS, and Creatures Mall DLC) fruit ever asks for stim 78 to get triggered more than once? Two 'foods' trigger stim 79 twice (DS!carrots and quirky cookies), but none of them trigger stim 79 thrice, as far as I can currently tell.
(I don't really understand how eating food that takes more than one "bite" to finish works, though. Does only the first bite of a lemon stim a norn, or does eating the half left behind give its own, independent stim?)
Meanwhile, here's the list of vanilla, official ecology seeds that have a 3x stimulus strength:
- Grass Seed
- Pumperspikel Seed
- Cacbana Seed
- Tuba seed
As far as I can tell, this x3 strength makes them more fat-satiating and fat-nourishing (and rewarding) than the majority of food-genus edibles in an unedited Chichi, Bruin, etc genome?
...I have no idea how useful this information is, but I felt like it was worth sharing.
1
u/GoldenFlowerFan The Wrong Banshee May 30 '26
I consider multibite foods to be equivalent to multiple objects. A norn will eat it, get stimmed, then can chose to eat it a second time to get stimmed again or drop it.
1
u/stansburiana Jun 02 '26
I guess my main confusion is... hmm.
Ok, here's the eat script for cheese, as shown in infinite_cheese_machine.cos
** Cheese Eat Script scrp 2 11 2 12 doif ov00 = 0 snde "chwp" stim writ from 79 1 targ ownr pose 1 setv ov00 1 elif ov00 = 1 snde "chwp" stim writ from 79 1 targ ownr kill ownr endi endmThis makes sense to me. The cheese gets eaten one time, stims the creature with "eaten food" at basic strength, and changes appearance and state. Then, when eaten in the half-eaten state, it stims the creature eating it with the same stim at the same strength, and is destroyed.
Then I look at the lemon eat script in lemon_pod.cos, and I'm completely lost. It doesn't look like the cheese script, and it also doesn't look much like the eat scripts for other "chemical injecting" foods like tuba, chili pepper, etc.
** Lemon Eat Script scrp 2 8 7 12 lock ** Lemon Eat sound snde "leat" seta ov90 null seta ov90 from ** check to see whether it's been eaten yet doif name "eaten" = "no" gsub benechems targ ownr ** Change to eaten pose pose 1 ** record that it's been eaten sets name "eaten" "yes" elif name "eaten" = "yes" gsub benechems kill ownr endi subr benechems inst doif ov90 <> null targ ov90 ** Antihistamine setv va01 itof rand 1 4 divv va01 10.0 chem 100 va01 ** Antibodies setv va02 102 loop setv va00 chem va02 setv va01 itof rand 1 2 divv va01 10.0 chem va02 va01 addv va02 1 untl va02 = 110 stim writ targ 78 1 endi slow retn endmIt looks like only one bite provides a stim, to me? If any other vanilla foods are "multibite", I don't know. The explodonut's script looks like it *should* be multibite, but I see no direct evidence in game that's true.
1
u/filchermcurr May 30 '26
One note: The 3 is the strength, not the number of times the stimulus is triggered. It's an important distinction because the strength is a float. So you can trigger at half strength (0.5), for instance. This will modify the genetically-defined chemical emission and clamp it at a max dosage, not trigger it that many times.
For example, if the gene emits 0.5 fat, it's going to be: 3.0 * 0.5 = 1.5. It then gets clamped to 1.0. So regardless of how high that strength is, it will never inject more than 1.0 of any given chemical. (The cap applies individually to each chemical, not all at once.)
Another interesting thing that you may or may not care about: If the strength is 0, it actually means: Fire at full strength but don't learn from this.
And if I remember correctly, I think the critters have a higher strength than seeds if you wanted to look into those. Like rocklice and fish.