Archives

Griffin Statue

This one’s been hanging around for a while, just waiting to be finished. He’s pretty much the same as the other statues I’ve made — since he’s white, he adds some light, along with a little humidity. He comes in 3 sizes, which can be selected by clicking on him, and shift-click reverses his pose. He’s also got underwater effects to make him look at home in aquatic areas.

Download Griffin Statue

Faerye Statue

An update to the faerye statue–the spelling is in honor of my DIL Felicity, whose online name is Faerye, to celebrate her cover story in the June 2012 issue of Asimov’s Sci-Fi Magazine. 🙂

The faerye statue has been updated to add a bit of shade and humidity to whatever room she’s placed in; she also now has underwater effects to help her fit nicely into your aquatic environments.

Clicking on her will cycle through small, medium, and large sizes; shift-click flips her horizontally.

Download Faerye_v2.0

Gargoyle

Like the StoneFish, the gargoyle is a “useful” decoration for C3/DS. He reduces the amount of light just a bit, and increases the moisture. Clicking on him cycles through the three available sizes, and shift-click mirrors his pose. He also looks quite lovely (by gargoyle standards) underwater, so be sure to try him out in your aquatic environments!

Download GargoyleDSv2.0.zip

StoneFish

This is the first of my “next generation” of landscape elements / decorative items for C3/DS, which instead of just sitting around looking nice, actually make themselves useful to the environment in some way or another.

I decided that statues would affect the lighting and moisture of the room they are in — increasing moisture, since they prevent evaporation from the part they’re sitting on, and changing lighting by casting shadows or reflecting light. Since the stone fish is white, it adds a bit of light.

I’m also using a different approach to affecting CA levels than those I’ve seen. EMIT was too limited, since you can only affect one type of CA with it. ALTR wasn’t satisfactory, because either the levels kept going back to where they’d started, or they kept building and building beyond anything that would actually be “realistic.” So I’m using PROP, calculating the new level based on applying a multiplier against the value of the CA in the room when the agent arrived (if it’s 0, I change it to .01, since 0 isn’t realistic), and reapplying it periodically via the timer script. This approach is making me happy. It makes a slight change in the CA level that remains relatively steady over time. The changes are small. The multipliers are 1.1, 1.2, and 1.3 for the small, medium, and large sizes respectively. I have no idea whether those are “realistic” values, but they felt about right to start with.

Incidentally, the StoneFish comes in 3 sizes, which can be selected by clicking on the statue. Shift-click reverses the pose.

Download StoneFishDSv2.0.zip