Species: Artificial Life, Real Evolution

Species: Artificial Life, Real Evolution

27 ratings
Custom-creating your creatures
By The Moth
Tired of your worlds being ruled by stale potatoes and beaky, twig-like abominations? Have you ever wanted to just make your own creature, but you can't seem to get the creatures in your nursery to evolve? Well, I may have found you a solution.
   
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Literally the entire guide
So, the nursery is good and all, but I, personally, am never able to get any progress down when using it. So, how do you artificially create your creatures, then?

Well, step one is to make your world. I'd suggest a simple map, and only about 20 starting potatoes. Collect all of the potatoes into the nursery, but seperate one from the others. You will want to select the creature and click the button that says 'Genetic Engineering'.

Once you're in the genetic engineering menu, create the creature you want to have. Go nuts! Once you are done creating your beautiful little abomination click 'Generate', and save the geneticly engineered schematic. Give it a goofy name. Do whatever! [I'd also reccomend setting the creature's empathy to 1, so that the creatures don't constantly kill eachother (even with herbivores)].

Now, you'll probably have noticed that the creature you selected didn't change at all. This is normal! What you want to do now is click on the nursery button and click 'Select Target', at which point you will select the genetically engineered abomination you just made.

Now comes the somewhat-tedious part. Highlight all of your potatoes, and click the 'Splice Genes' button (The DNA symbol) from the creature toolbar. Then, choose to splice the potato's genes with your creation. This will cause the potato to generate offspring with your creation.

Every generation, spam the revive tool in case any creatures have lost health, then feed all living creatures. Then, splice the genes of the potatoes with your very own frankentater. Note that your creatures will look exactly like your creation a LOT sooner then they'll act like it, so be sure to check the overview every-so-often, so that you don't accidently turn your gazelles into rutheless killers, or your bears into absolute cowards. The mental changes happen excruciatingly slowly.

(Protip: All of the cool head shapes appear at number 50+)
Not the guide
Feel free to comment any questions or concerns you have. I'll always be here to help, even if your question doesn't concern the guide itself! :D

35 Comments
CTH2004 8 Nov, 2022 @ 3:18pm 
Okay, you have to have them selected. That would be usefull... and, it's not a DNA symbol, it's a radiation warning symbol.
CTH2004 8 Nov, 2022 @ 10:50am 
I checked there... will again
The Moth  [author] 7 Nov, 2022 @ 5:16pm 
It should be in the tool selection tab on the right of the screen! A little DNA symbol.
CTH2004 7 Nov, 2022 @ 5:22am 
yes, to select them. But, then to mutate them all? I remember seeing a review that mentioned like a "radiation" feature, but I can't find it.
The Moth  [author] 6 Nov, 2022 @ 9:27pm 
I believe you can drag your mouse to select multiple creatures at once!
CTH2004 2 Nov, 2022 @ 3:01pm 
is there a way to randomly induce large quantities of mutations in a small area?
Ɛ=3 ♡MeloDoggy♡ Ɛ=3 26 Oct, 2022 @ 1:21am 
extra tip for when you're custom creating creatures: make them better than your target creature - almost all cosmetic changes to a creature affect it's stats, so if you put fur on a creature, it's not gonna fare well in the desert, if you make it huge, it's gonna need heaps of energy
Bigpapazagon 7 Jul, 2022 @ 8:43am 
nvm i found it out
Bigpapazagon 7 Jul, 2022 @ 8:37am 
i dont see it
The Moth  [author] 7 Jul, 2022 @ 7:49am 
There should be a button near the bottom center/left, unless that was updated. I'll have to come back and check again, sorry for the unhelpfulness here.