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Garden Box Central Information and downloads for the Garden Box mod for Creatures Docking Station 2015-09-23T22:26:11-05:00 http://bargles.skinhorse.net/feed.php?f=6 2015-09-23T22:26:11-05:00 2015-09-23T22:26:11-05:00 http://bargles.skinhorse.net/viewtopic.php?t=108&p=497#p497 <![CDATA[Bug Reports and Feature Requests • Re: Patch Plants Options Don't Appear]]>
I hope this helps!

Statistics: Posted by malkin — Wed Sep 23, 2015 10:26 pm


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2015-09-20T02:39:49-05:00 2015-09-20T02:39:49-05:00 http://bargles.skinhorse.net/viewtopic.php?t=108&p=496#p496 <![CDATA[Bug Reports and Feature Requests • Re: Patch Plants Options Don't Appear]]> Statistics: Posted by Firefly — Sun Sep 20, 2015 2:39 am


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2015-09-20T02:37:41-05:00 2015-09-20T02:37:41-05:00 http://bargles.skinhorse.net/viewtopic.php?t=108&p=495#p495 <![CDATA[Bug Reports and Feature Requests • Patch Plants Options Don't Appear]]> Statistics: Posted by Firefly — Sun Sep 20, 2015 2:37 am


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2014-04-22T19:04:12-05:00 2014-04-22T19:04:12-05:00 http://bargles.skinhorse.net/viewtopic.php?t=103&p=481#p481 <![CDATA[Bug Reports and Feature Requests • Low-density patch plants]]> Statistics: Posted by malkin — Tue Apr 22, 2014 7:04 pm


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2013-04-16T20:13:04-05:00 2013-04-16T20:13:04-05:00 http://bargles.skinhorse.net/viewtopic.php?t=90&p=442#p442 <![CDATA[Bug Reports and Feature Requests • Removing a patch isn't the same as removing an agent]]> Statistics: Posted by malkin — Tue Apr 16, 2013 8:13 pm


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2013-04-03T12:31:55-05:00 2013-04-03T12:31:55-05:00 http://bargles.skinhorse.net/viewtopic.php?t=80&p=438#p438 <![CDATA[Bug Reports and Feature Requests • Re: Patch Plants (Now C3 Won't Work!) [Resolved]]]> Statistics: Posted by Sarien18 — Wed Apr 03, 2013 12:31 pm


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2012-11-14T22:33:54-05:00 2012-11-14T22:33:54-05:00 http://bargles.skinhorse.net/viewtopic.php?t=80&p=396#p396 <![CDATA[Bug Reports and Feature Requests • Re: Patch Plants (Now C3 Won't Work!)]]>
So I have never heard of trying to install Exodus in the "My Documents" folder. I followed the instructions listed on the website provided. First trying the catalogue file test. It said that they weren't unpacking properly. I then uninstalled Exodus, reinstalling it to "My Documents" and got the attached error message when trying to start C3. DS works and the catalogue test said it was unpacking properly. I then re-read the instructions, uninstalled, reinstalled again, and got the same error message.

Now I don't know if I should be posting here at all as now the error isn't with the Garden Box, but the game install. I'm going to end this post here before I say something I'll regret. Good night, I'll deal with this tomorrow.
NEWC3ErrorMessage.png

EDIT: Now that I'm a bit more level headed than last night, I think I found a passable solution. I uninstalled Exodus from "My Documents" and then reinstalled C3 Exodus to the default menu in Program files and reinstalled DS Exodus in "My Documents". C3 now works. DS also works and is unpacking agents properly AND can detect C3 too. I just reinstalled Garden Box and there was no errors. If I can keep straight where everything is installed then I'll be fine.

Statistics: Posted by silvak — Wed Nov 14, 2012 10:33 pm


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2012-11-14T19:19:44-05:00 2012-11-14T19:19:44-05:00 http://bargles.skinhorse.net/viewtopic.php?t=80&p=395#p395 <![CDATA[Bug Reports and Feature Requests • Re: Patch Plants]]> Statistics: Posted by Amaikokonut — Wed Nov 14, 2012 7:19 pm


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2012-11-15T10:22:16-05:00 2012-11-14T12:28:59-05:00 http://bargles.skinhorse.net/viewtopic.php?t=80&p=394#p394 <![CDATA[Bug Reports and Feature Requests • Patch Plants (Now C3 Won't Work!) [Resolved]]]>
Other information: I'm using GoG Exodus on Windows 7.

Statistics: Posted by silvak — Wed Nov 14, 2012 12:28 pm


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2012-11-08T17:34:56-05:00 2012-11-08T17:34:56-05:00 http://bargles.skinhorse.net/viewtopic.php?t=78&p=391#p391 <![CDATA[Bug Reports and Feature Requests • Can't Register? Here's How:]]> When you register, you will be presented with a question, a sort of password if you will. Both the question and answer are displayed in the image below:

This is provided as a sort of less-painful, and hopefully bot-proof captcha. Please don't post the question and answer in a text format anywhere-- this reduces the risk that the bots will find the answer by googling the question and then infest our boards:

jig.png

If you have any problems registering, leave me a message at , and I'll do what I can to help you.

Sorry for the trouble!

Statistics: Posted by Amaikokonut — Thu Nov 08, 2012 5:34 pm


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2012-09-17T12:04:43-05:00 2012-09-17T12:04:43-05:00 http://bargles.skinhorse.net/viewtopic.php?t=77&p=388#p388 <![CDATA[Bug Reports and Feature Requests • Re: Patch Critters]]>

Actually though, the patch system won't create more critters when they wander out of the patch area because it doesn't determine the amount present by counting the number of critters in the area-- it counts the number of critters in the world that have spawned from that patch-- they are identified by an ID number stored in the spawned agent.

In most plants, I have them set to clear that ID number when the fruit hits the ground so they are no longer counted by the patch (as noted in the annotated chilis cos guide thing), but if you don't clear it, there's no reason the spawned critter can't go wherever it wants and still be counted as part of the patch.

The "max population" for any patch is calculated by dividing the height/width of the patch box by the size of the fully grown critter (the size of the image you define in NAME "sprite_file"/"sprite_pose"), and then multiplied by density as a percentage. So while a little complicated, it's still perfectly functional to use the patch system for critters too. In beta I was screwing with an aquamites patch and it functions rather nicely.

That said, while 'nests' are still technically functional as is, it would make things clearer to the user and less clunky for critters to have their own system. I can see it being annoying if you want a large population but the room has a lot of walls that won't allow you to draw a large patch-box, and a set max-population variable would be a little more definite. It would also be less resource-intensive since the critter-spawning system wouldn't have to worry about placing objects so they don't overlap each other. It's going to be one of those things I'll probably put in if enough people nag me about it :P

Either way, I would love to see some C2 conversions!

Statistics: Posted by Amaikokonut — Mon Sep 17, 2012 12:04 pm


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2012-09-16T23:38:53-05:00 2012-09-16T23:38:53-05:00 http://bargles.skinhorse.net/viewtopic.php?t=77&p=387#p387 <![CDATA[Bug Reports and Feature Requests • Patch Critters]]>
Instead of growing fruits, a patch critter agent would let you define an area where a certain critter (for example, zander fish). The patch options panel is a little different - instead of having density, growth rate, and growth plane, patch critters would have spawn rate and maximum population. Spawn rate controls how fast the critters spawn, and maximum population is self-explanatory: how many critters would be spawned before the agent stopped making them. When the critters fall below the maximum population, new ones spawn in the area.

You could technically already do something like this by screwing with patch plants, but there's a problem there. For example, let's say there's a patch "plant" agent that spawns fish. You define an area in a body of water to spawn these fish. Since the patch plant module isn't designed to create critters, it'll likely get confused and spawn another fish whenever one wanders out of the area that was defined. This would likely keep going until the agent spawned enough fish that there was always the maximum amount inside the area; most likely resulting in a body of water so full of fish you can't see anything else.

Just something I thought might be interesting/useful.

Statistics: Posted by Grendel Man — Sun Sep 16, 2012 11:38 pm


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2012-09-15T17:52:11-05:00 2012-09-15T17:52:11-05:00 http://bargles.skinhorse.net/viewtopic.php?t=69&p=386#p386 <![CDATA[Bug Reports and Feature Requests • Re: Railing Moves With the Screen]]>
I'm running the standalone DS on a Windows 7 64-bit OS. I initially tested this in the Biodome, but it's not metaroom specific - I tested it in the Meso shortly afterwards, and the same thing happened.

Edit: After some more testing, I can confirm that this is not an issue with the Garden Box - it's an issue with the game itself. Applying both the "tint" command and the "mira" command to an object will make its sprite behave this way as well, regardless of what it is (for example, Trix's Vampyre Castle toy).

Edit2: For further confirmation that this has nothing to do with the Garden Box...

Statistics: Posted by Grendel Man — Sat Sep 15, 2012 5:52 pm


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2012-09-02T15:39:59-05:00 2012-09-02T15:39:59-05:00 http://bargles.skinhorse.net/viewtopic.php?t=69&p=385#p385 <![CDATA[Bug Reports and Feature Requests • Re: Railing Moves With the Screen]]>
Maybe we could narrow it down a little though. Anyone experiencing this issue, would you please leave as many details about your setup as possible, including, what version of DS you're running (Standalone, Exodus, GOG Exodus, etc) as well as the OS you're running it on? Also if you notice this happening again, could you note if the decoration has been tinted and/or mirrored?

Also, just to rule out other causes, note the metaroom this is happening in if possible (specifically, have any of you noticed the bug happening outside of the biodome?)

Thanks for the feedback guys :>

Statistics: Posted by Amaikokonut — Sun Sep 02, 2012 3:39 pm


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2012-09-01T22:00:46-05:00 2012-09-01T22:00:46-05:00 http://bargles.skinhorse.net/viewtopic.php?t=69&p=384#p384 <![CDATA[Bug Reports and Feature Requests • Re: Railing Moves With the Screen]]> Statistics: Posted by Jessica — Sat Sep 01, 2012 10:00 pm


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