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12/19/25

Ark Norn Project (Part 1) Adoptions

 Ark Norn Project (Part 1) Adoptions

 

Download "The Last Norns Standing" here!

As is becoming tradition, even a failed run should have some fun things to share! These are the final survivors from the Ark Norn Project (Part1). Keep in mind that all of these individuals have all their genes set to never mutate, cut, or duplicate because of the nature of the experiment they were created for. Boufe is the only baby born from the run and somehow managed to just about outlive his parents, who only passed at the tail-end of the entire Bad Time. Sadly, he's pretty much unable to do anything, only somewhat reacting to stimulus and mostly just sitting with the occasional fit of posing.

Dev Logs: Ark Norn Project (Part 1)

Dev Logs: Ark Norn Project (Part 1)

GOAL:

Make a base genome specifically sourced from a wolfling run done on the original C3 Ark with as few edits to the Ark as possible. No changes will be made outside of a few community patches. This means no modified elevator setups, no new/broken CA links or doorways (exception - anything that leads to the Capillata), no additional rooms/room extensions, etc. The process will be very specific: ALL genes will be set to never be cut, deleted, OR able to mutate. In theory, this should ensure that all successes are due to containing the "right blend" of these genomes. Each starting genome will be color-coded with in-built pigment mutations to make identification easier. "Improving" the final result can wait. The point is to make a foundation, and appropriate edits can be made later. Unless this totally fails, splicing will also be avoided.

WORLD INFO: 

Name: Ark Norn Project
Type: DS (Docked)
Additional Metarooms:

  • None

Mobility Options:

  • Walking

Other Features:

  • Egg collecting and timed hatching setup
  • Population Control Panel
  • Autovocab

STARTING GENOMES:

  • norn.aquakitty-pixie.LDC.gen
  • norn.bruin.cfe.gizmo.LDC.gen
  • norn.bruin.qolv18-LDC.gen
  • norn.chichi.2017.LDC.gen
  • norn.chichi.cfe.LDC.gen
  • norn.chichi.cff.LDC.gen
  • norn.chichi.enhanced.LDC.gen
  • norn.chichi.gizmo.LDC.gen
  • norn.chichi.intell.LDC.gen
  • norn.chichi.ras.LDC.gen
  • norn.chichi.standard.ra.24.LDC.gen
  • norn.chichi06.ex47.LDC.gen
  • norn.cs.bruin.hardy.LDC.gen
  • norn.neorec.csqol.v15.LDC.gen
  • norn.ras.expandedcombolobe.LDC.gen
  • norn.rashaen.psychofuzz.LDC.gen
  • norn.twb.v4beta.LDC.gen

DEV LOGS:

Session 1:

- It's time to start! I'm going to inject 2 males and 2 females of each genome. It's gonna start a little overpopulated honestly, but it'll probably whittle away pretty fast, knowing the Ark....

- WELL NOW,  THAT WAS A FANTASTICALLY GRIM START? I'll have to, uh, see if that TWB V4 genome is .. .. . . compromised somehow?

CATASTROPHIC TWB STILLBIRTH FAILURE

-  Uh, well, while the baby swarm begins to disperse, it gives me time to write about the reason I don't just stabilize a bunch of these genomes before the run. I legitimately want to allow nature to decide which combinations are most compatible with each other. I do still think at the core of things that more "default" genomes get neglected sometimes, so I'd like to return to trying to make an improvement that isn't in outright opposition to the originals. If I want to make something really built up and different on my own time, that's fine, but that's not what this project is for.

-  The deaths have begun!! THOSE WHO DO NOT LEAVE THE HALLOWED HALLS OF THE ARK SHALL BE DOOMED TO WANDER THEM AS A GHOST.

-  I'm happy to say that more and more pilgrims are arriving in greener pastures! Better than the halls, that's for sure. Now, I consider this hallway from the norn terrarium entrance to the lift that goes into the main "garden" area to be another death trap if a creature can't quite detect the way out over that distance. It takes a combination of a good sense of smell, the ability to concentrate on what matters most (eating when you're starving to death), and the capacity to use the elevator correctly. I have my issues with the way the Ark is designed on the whole because I don't honestly think that it's very well put together for how creatures actually see, smell, etc, but I do want to see if something arises that can handle this place okay without much help. The odds are against them, and I know that.

A first step to survival.

This is Totally Expected

- I've found myself at a funny crossroads here. There are some norns that are still in the hallway, but I know for a fact they can't have eaten once in their lives because I never saw them leave. I'm trying to figure out if I'll HAVE to intervene and export those or not to ensure I don't get anything that just "outlasts" the competition...

HEY. Are you cheating?

-  I'll keep an eye on the above issue, but I may not need to intervene. The deaths have really been rolling in in grim waves. It's sad, but I'm happy to see it because it makes me feel absolutely validated that the Ark is horrible lol.

- We are down to 16 creatures from well over 60! Horrible plague of starvation and woe!! 13 Now!

Pushes buttons all day, leaves to get food and enrichment, goes back to pushing buttons. Day Job Hell World, but apparently it's keeping her alive just fine!

-  Since we're down to such a small number from the start, I'm going to take tabs on what genomes have made it to this point and how many of each.

- I was actually making a spreadsheet of who's left so far, but two more just died right after I finished, so we're now left with 8. Looking pretty grim, honestly. I'll do the new tally.

Well, this says a lot about the Ark.

- So far, Aquakitty is KILLING IT. I have to check for "unfair"/"cheaty" mutations, but this is still excellent performance here. It's really cool to see. I'm also happy anything else has made it this far. I'm just hoping they breed. This means I can FINALLY put the world on speed-up and hang in there until something makes offspring.

Nooooo first Aquakitty death :C

-  That's it I'm teleporting all survivors to the Norn Terrarium this is bullhonkey.

Whatever. GO, MY NORNS.

-  After a LONG wait and fast ticks, and maybe a bit of blind faith, there's ACTUALLY been a pregnancy and a baby born!! I almost can't believe it because the wait took so long. He's mostly been sitting around so he may be a dud, but there's hope! This means there's hope.

IT HAPPENED. ATTA GIRL!

-  There is now next to no hope because two more norns just died in response to a single norn being born. This is terrible. And within minutes of the last sentence, we are down to 5 creatures. 4 are females. 1 is the obviously impaired baby. The run is over. As has become tradition, though, I'm making the survivors of this failed run available to download here.

Session 2: 

- Coming soon.

Session 3: 

 

12/9/25

Dev Logs: Hallway Grendels (Attempt #2)

 

Dev Logs: Hallway Grendels (Attempt #2)

GOAL:

Establish a genetic breed based on the image I use for making sure the sizes of pathways in metarooms are wide enough for the largest possible vanilla sprite combination (Bruin body and Jungle Grendel head, arms, legs, and tail). It has to be able to breathe both on land and in the water, as well as successfully make use of a swimming agent to reach all areas of aquatic rooms. The ability to breed on their own, take care of themselves well enough, maintain good health on normal foods, and generally be adaptable to many room types is important. Some pretty colors and "stabilizing" their genome for additional use is a bonus. Nature should be allowed to select for the best traits, but going in at certain stages to ensure certain features is fine if it's required.

WORLD INFO: 

Name: AutoWolf-Hallway
Type: DS (Undocked)
Additional Metarooms:

  • Artemia Sea
  • Deep Abyss

Mobility Options:

  • Walking
  • Swimming

Other Features:

  • Egg collecting and timed hatching setup
  • Population Control Panel
  • Supersplicer and Eggernator II for splicing
  • Autovocab 

STARTING GENOMES:

  • gren.aqua.swimming.17.gen
  • Taou_001_dark_gju62_ev8zw_bk5da_3ngk7.creature
  • norn.cs.bruin.hardy.gen

DEV LOGS:

Session 1:

- Setting this up a lot like last time, but with Artemia Sea and Deep Abyss instead. Just going to inject a few individuals of each genome around the place while I settle in.

- Using a combination of the Eggernator II and Supersplicer to see what I can get...

- I'm not satisfied with the level of mixing between all the different genomes, but I have consistently got water breathing. For now, I'm going to lightly separate the populations based on how close they look to what I want so I can weigh appearance against behavior/other desired traits. Should make it easier to isolate individuals that would be best for breeding.

- After a long session of tossing grendels between rooms as needed and keeping an eye out for solid founder individuals, I'm starting to get some homogenization in Artemia Sea. If it can't swim, it's been exported safely into storage.

- Left the game running for a few hours while making a sewing pattern. Looks like they're breeding just fine, and not nearly as many signs of aggression. Time to go to bed and continue this project again tomorrow! 

Session 2: 

- ... And so we continue! I've quickly noticed there are over 50 creatures in this metaroom, and that's unacceptable. I should have a working setup to export excess creatures, but maybe I've got a strange proportion of males vs females. Seems the Population Monitor agent really only removes by "pairs" - one male and one female. This is something I've noticed in the past but never got to throw into a dev log. Basically, say the population is set to maintain at 5 pairs and you have 20 creatures. It'll only keep removing down till you have, well, 5 pairs! If you have 5 breeding pairs in the world and then 10 extra males, it won't bother to export them.

- I've performed Le Exportation and am now re-importing the most recent generation - generation 14. If something proves to be wrong with this gen, I'll buff out the population with gen 13 too.

- Actually, I do think I'll import gen 13 again specifically so I can screen for individuals with, uh, more organs. I think I've got enough of these at this point that I can Treat Myself and do that. It's left me with 8 creatures with only 2 of those being females. Well, let's see if they can breed out of this alright.

- Seems to be working okay, though I don't feel safe leaving them alone until after they have another couple of breeding females. I'm going to age all of these up to adults so there's a better base population to keep working from. If they look stable after some carefully monitored wolfling, I'll leave 'em to it again. Let's give it over making and eating dinner lol.

Pictured above: The grendel breeding ball that currently exists as of the last bullet.

- I'm seeing a lot of "eat grendel" all of a sudden.... Also a bit vexed because they're not really swimming anymore. Maybe something was lost along the way? After dinner proper, I'll see if I can fix that.

-  I'm still waiting on dinner to finish cooling, but while I do, I have a specific plan to re-introduce the right traits into this population. I'll likely build a "stabilized base" by pasting down one of their component breeds (in this case, swimming aqua grendels) on top of a default creatures breed (jungle grendels) just to absolutely make sure nothing is lost or misplaced. After this, I'll sample some genomes from the current population and paste those over the stabilized swimming aqua grendel base, once again, to make sure everything that has equivalent genes is put in the right place, while extras are tacked onto the end where they can do the least harm during out-crossing with dissimilar things.

- I'm going to try and go forward with the above plan. I've exported all of the grendels, and it just so happens that there are exactly 2 of generation 18, which is the highest gen here so far. If that doesn't work, I'll sample from 17. 

- And now, I've got two genomes to use as parent genomes for Geneloom! They're labeled as "gren.hallway.v0.1.hail" and "gren.hallway.v0.1.wood". I've spawned in some and spliced them together to make a new starter population. They seem to be happy and swimming around, so that's a great sign!

The new kids in town.

- Did the grendels a favor and added some of those mini nut plants, tucking the mother plants into some of the raised shelves of Artemia Sea so that only swimming creatures can properly access them.

- I leave them be to breed and frolic. I look back. I see a death. My blood runs cold.

Ghosts of Attempt #1 come to haunt me in realtime.

- It's happening again.

- Well, hopefully it's NOT happening again, but I'm keeping my eyes absolutely laser focused on my notifications so if anyone else dies soon, I can check if it's due to fight club antics. Also, despite having seasonal gender bias off, it's really just males right now with very few females. Maybe I'll use this as a chance to gently slip in some genetic edits?...

- Adding 4 new females to the run using slightly tweaked versions of the parent genomes of the most recent set. Added a new battery of gait edits (thanks for all the help, Risen Angel!) that should cause some fun swimming behavior if I got it right. We'll see!

- Happy to say that it seems to work! That's actually my first time making and hooking up an alternate gait, so I'm thrilled to understand the process now. Have some cryptid quality footage of one of the altered babies swimming by.

 
 

- Lol, I may still have to tweak the water-to-land gait transition, but this is at least very amusing in the interim.

- There are far too many grendels already, both from them breeding and me injecting new versions of the swimming pose edits and similar. I Must Splice All.

- A few splices and additions later, I'm going to throw all of these on land and remove any individuals who get stuck swimming on land.

- Update: After many, many tweaks of the exact times the chemicals spike and activate the gait, I think I've finally got something I'm satisfied with. I'm going to just kinda flood the run with females that have the desired animations and let everything meld together.

- After several hours of meddling with the exact setup of the swimming settings (and thank you again Risen for pointing out how the nominal actually works in emitter genes), I've finally got it in a state I like! I've decided to just back up to the two stabilized genomes I added these edits to and start there with a few creatures of each sex.

- I'm doing laser surgery on the genome to remove the "children make you old" gene because... it's just not fair. Adding some grendels in that have that fix to help them out.

 

They seem to like making little stacks. Are you seaweed? Little bean stalks?? Bamboo???
- Well, another session is done, and it looks like the run is stable again. I can go to bed, my conscience clear and my soul at peace until the next time I open this run up, which... won't be long.

Session 3:  

- A new day, a new session! Going to start it by exporting all the 32 creatures in here and paring it down to the most recent gens. Shooting for like... 10 pairs or under. Nevermind that, we've got a fairly good spread of 6 creatures. Let's do it! Aging them all to adult to give them all an immediate and equal chance to contribute.

I really wish the exporter was more consistent...
- Left everyone alone for awhile, and they're happily continuing to roll. Going to manually export and re-import the latest couple of gens.

- Now, I've found myself at a crossroads. These creatures do seem to be doing alright, but it seems like the game is really selecting against organs - like, in general it hates organs. I have also noticed that the x-ray kit isn't consistent about its readouts. I took the genomes of some creatures from the current gens that had supposedly had less organs, and then compared them to the original stabilized genomes. Organs that were treated as missing were totally normal and placed where they should be. If it was, say, mutations, that made any organ harder for x-ray to ID, I figured it'd just show there was an organ that didn't have a specific name other than its organ number. It seems it will outright omit it. In hindsight, this makes me feel awful because there may legitimately be creatures in past runs that I exported because I thought they were missing entire chunks of their biology. I'm happy to be logging this, because I really feel this information will be important to other people doing these runs. Shame though, because manually screening every creature is an awful pain. My best bet is to enact some manual intervention and set all organs to be unable to be cut or duplicated. I really wanted to let the current pop keep going without intervention for longer, but...

-  To be continued

Hallway Grendels Attempt #1 Adoptions

Hallway Grendels Attempt #1 Adoptions

Lemkeoq
Mixiugbuol
Oedoneco
Poimedoju
Pehu
Qap
Well, sadly, the 1st attempt at breeding the Hallway Grendel really didn't work out well, but it doesn't have to be all bad. I've zipped up all the survivors from the botched run and they're available for download here! Be careful though, because though they're perfectly capable of breeding on their own, they're very prone to slapping one another to death with extreme prejudice. They are quite beautiful and are lovely to watch swim around, so they may still be nice to have as breeding stock or as individual creatures kept in isolation as pets.

Dev Logs: Hallway Grendels (Attempt #1)

Dev Logs: Hallway Grendels (Attempt #1)

GOAL:

Establish a genetic breed based on the image I use for making sure the sizes of pathways in metarooms are wide enough for the largest possible vanilla sprite combination (Bruin body and Jungle Grendel head, arms, legs, and tail). It has to be able to breathe both on land and in the water, as well as successfully make use of a swimming agent to reach all areas of aquatic rooms. The ability to breed on their own, take care of themselves well enough, maintain good health on normal foods, and generally be adaptable to many room types is important. Some pretty colors and "stabilizing" their genome for additional use is a bonus. Nature should be allowed to select for the best traits, but going in at certain stages to ensure certain features is fine if it's required.

WORLD INFO: 

Name: AutoWolf-Hallway
Type: DS (Undocked)
Additional Metarooms:

  • Aquatalis Caverna V4
  • Aquatalis Caverna 2
  • Aquatalis Pod

Mobility Options:

  • Walking
  • Swimming

Other Features:

  • Egg collecting and timed hatching setup
  • Population Control Panel
  • Supersplicer and Eggernator II for splicing
  • Autovocab 

STARTING GENOMES:

  • gren.aqua.swimming.17.gen
  • gren.colorful.standard.ivory.17.gen
  • norn.cs.bruin.hardy.gen

DEV LOGS:

Session 1:

- Establishing an automatic wolfling run from a world template I made recently. Setting up a template world with certain settings and then keeping it to the side for copy-pasting really helps sometimes.

- Selecting starting genomes that encourage the sprites I want as well as amphibiousness and swimming. Will probably start the run in water specifically to ensure these traits stay consistent.

- Get some basically perfect aqua/colorful grendel mixes on the first few tries that are already capable of breeding on their own in the Aquatalis Pod metaroom. I'll use those as the "grendel half" of the breed and as a stable metric for a breeding population. Many other awful rounds of splicing between the starter genomes occur in The Big Struggle to add the bruins in.

- Aquatalis Caverna 2 has been chosen as the main room. All amphibious creatures that aren't Literally Trash are moved there to chill out during setup.

- Skimming a particular creature's genome (004-tail-gvj53-frmrf-pxk5p-ve76.gen) to clone and re-contribute to splicing since they rolled the exact sprite combination I wanted. 

- Taking a pair at a time and putting them in the Eggernator II while frozen in order to pre-screen and create offspring using its preview panel. Finally have the population paired down to the right basic traits (amphibious, swimming, correct sprites) after Much Struggle and some splicing of rejects into otherwise appropriate specimens for that genetic diversity.

- Encouraged breeding once to make sure they, uh, worked. No problems after that! Some have proven that they can happily breed on their own without any aid. Time to let them wolf unattended for at least a few dozen generations and see how they fare.

- Update: I Lied and noticed some grendels were taking passive organ damage. EXPORT! EXPORT!! Gotta make sure the founding population isn't liquefying from the inside. Also exporting creatures that are basically boneless and meatless...

Pictured above: GABS (Grendels After Barely Surviving)

- I'm down from a population of ~24 to 6- (watches a female die literally while writing this) -5. Wait, it's 4. I need to do some emergency inseminating. Oh god, 3. One male, two females. Crossing my fingers I can pull this one back up, but at worst, I DO have all the Organ Funky exports that can be used to revive the population with some out-crossing.

- The new babies have been born and the original 3 are still with us. I'm going to manually feed them all extra because it's about to get Sloppy in here with the inseminator.

- I have since discovered that the lone male is a Terrible Husband and likes to beat his wives and new children. He'd better watch out because I'm going to replace him. Since writing the first 2 sentences of this bullet, he now lives in a corner of the room, alone, where he belongs.

- After screening the current creatures, I'm pulling a Magic Words "age all adult" to get them all to breeding age. Once they pad out again, I can ACTUALLY leave them alone. 

- Another Update: I left them alone to use the bathroom, use the microwave, and start dinner. There are 6 left again, and my wife witnessed a family slaughter in that time. I really may have to add something else to the gene pool to reduce aggression. Friendels maybe? I'll think on it - ONE BIT THE HAND. Yeah it's gotten bad. Also been witnessing new hatchlings beating each other fresh out of the egg. I really, REALLY need to intervene genetically. Depending on what happens in the next hour or so, I may simply start over with a better genetic spread, or at the very least, outcross AGGRESSIVELY.

- Unfortunately, it would seem this run needs a restart, though I'll make sure to export all the remaining grendels, who honestly seem to still be alive because they maintained "territories" off to the side and didn't end up coming to blows as often. I'll link them here for anyone who's interesting in adopting them. <3 

Session 2: 

- I've decided there won't be a section session of this particular run. I'm going to make another attempt with a different setup very soon, and I'll be sure to link to it from here once it's started. I've also learned that there are plenty of things in the aquatalis rooms that don't stim correctly, so it may be better to grab a more stable room to test in for attempt #2.

11/24/25

The Literal First Post

Hello, world! Here's a test post for this blog. I'll also put a link to the creatures wiki here so I can test that as well. Have some emojis... Very cool. 👌😎

Be subjected to this terrible image of a crawling adult ettin in a severely dramatic black and white rendering.