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{{stub}}
 
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== Emitters ==
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An '''emitter''' (or '''chemoemitter''') releases [[chemical]]s into the "bloodstream" of a [[creature]], affecting its [[biochemistry]].  An emitter gene controls what chemical, how much, and under what circumstances. 
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One common [[mutation]] in this gene in C1 was instead of an emitter emitting [[DecASH]] all the time, it emitted [[alcohol]] instead, leading to a creature that was permanently drunk.  [[Slave]] suffered from this mutation.
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== Receptors ==
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'''Receptors''' monitor [[chemical]] levels and change the [[brain]]'s behaviour - for example, shivering to relieve [[coldness]]. They are fed by [[emitter]]s.  One of the things that receptors do is monitor the [[ageing]] or [[life]] chemical and tell the norn when to change [[life stage]]s.  In some instances, receptors may control the reaction rate of a chemical reaction.
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In C3, receptors were updated to bind to the reaction rate locus as well as the organ clockrate locus.
  
 
==See also==
 
==See also==
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*[https://web.archive.org/web/20170627125417/http://www.gamewareeurope.com:80/GWDev/creatures_more.php?id=460_0_6_0_M27 Norn Biochemistry 101: A peek inside a Norn] - the nitty gritty
 
*[https://web.archive.org/web/20170627125417/http://www.gamewareeurope.com:80/GWDev/creatures_more.php?id=460_0_6_0_M27 Norn Biochemistry 101: A peek inside a Norn] - the nitty gritty
 
*[https://web.archive.org/web/20170814231455/http://www.gamewareeurope.com/GWDev/cdn/CDN_more.php?CDN_article_id=9 GEN File Format - Biochemistry] at the CDN
 
*[https://web.archive.org/web/20170814231455/http://www.gamewareeurope.com/GWDev/cdn/CDN_more.php?CDN_article_id=9 GEN File Format - Biochemistry] at the CDN
[[Category:Internals]]
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*[http://double.co.nz/creatures/genetics/emitter.htm Chemical emitter] at the [[Creatures Developer Resource]]
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* [http://www.double.co.nz/creatures/genetics/receptor.htm Receptor] at the [[Creatures Developer Resource]]
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[[Category:Internals]][[Category:Gene types]]

Revision as of 00:09, 20 September 2021

Pippinchemist.png

A creature's biochemistry is the collection (sum total) of its chemical reactions. A realistic biochemistry with analagous chemicals, emitters and receptors to the real world is a big part of making creatures act realistically, because when their brains are linked up to monitor chemicals they can decide things like "maybe it would be a good idea to eat some food when my glycogen level is low".

This is also a good place to look when creatures are behaving oddly, as a mutation may have caused a positive reinforcement loop in their brain regarding ideas like walking into walls.

In Creatures 2 and Creatures 3, some of the genes involved in biochemistry depend on the organ that contains those genes being alive: so heavy metal poisoning or other diseases can cause a creature to lose some important biochemical reactions.

Editnorn.png This stub could use more information.

Emitters

An emitter (or chemoemitter) releases chemicals into the "bloodstream" of a creature, affecting its biochemistry. An emitter gene controls what chemical, how much, and under what circumstances.

One common mutation in this gene in C1 was instead of an emitter emitting DecASH all the time, it emitted alcohol instead, leading to a creature that was permanently drunk. Slave suffered from this mutation.

Receptors

Receptors monitor chemical levels and change the brain's behaviour - for example, shivering to relieve coldness. They are fed by emitters. One of the things that receptors do is monitor the ageing or life chemical and tell the norn when to change life stages. In some instances, receptors may control the reaction rate of a chemical reaction.

In C3, receptors were updated to bind to the reaction rate locus as well as the organ clockrate locus.

See also

External links