Classification system

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Every agent in the Creatures series is classified within a hierarchy of types, which tells the engine what kind of object it is. The hierarchy includes three levels, family genus and species. For example, the spinning top is classified in the simple object family, in the toy genus, and it is the first species in that genus.

Creatures only recognize broad categories, which correspond to the genus level, and cannot distinguish between objects beyond that level. This can be useful in terms of vocabulary and behaviour learning, as Creatures can learn one word and behaviour for a particular 'toy', and it will extend to all others (so that if it's nice to activate the ball, it's also nice to do it to the spinning top). Steve Grand initially saw this as 'cheating' when he made the first Creatures game, preferring a model in which Creatures learnt to generalise more naturally, but limitations of programming power and time have meant that this system has been used throughout the series.

The class number is the family, genus and species written together: for example 2 13 1 is the class number for the spinning top, and 2 6 65 is the class number for the Breaded Hatchling Norn. Agents with exactly the same class number generally behave identically due to sharing scripts.

In all Creatures games, family and genus range from 1 to 255. In C1, species has a maximum of 255, and in C2 and CEE-based games, species has a maximum of 65535. Numbers over the maximum wrap around (so species 268 in C1 is equivalent to 12). 0 in any part of the classifier acts as a wildcard (see ENUM, for instance).

Lists of known C1 class numbers and C3/DS class numbers are maintained in addition to the overview below.

Creatures 1 genus numbers

Creatures 2 genus numbers

Creatures 3/Docking Station genus numbers

Other classes can be used, but by default they have no help name, and creatures cannot see them; you can change this, but it involves editing game files, and is therefore quite tricky to do multiple times without knowledge of how the game works - so is not good for players.

Item ID numbers

Creature genes (e.g. instincts) use a different set of numbers than the list above to identify objects.

0: Self 1: Hand 2: Door 3: Seed 4: Plant 5: Weed 6: Leaf 7: Flower 8: Fruit 9: Manky 10: Detritus 11: Food 12: Button 13: Bug 14: Pest 15: Critter 16: Beast 17: Nest 18: Animal egg 19: Weather 20: Bad 21: Toy 22: Incubator 23: Dispenser 24: Tool 25: Potion 26: Elevator 27: Teleporter 28: Machinery 29: Creature egg 30: Norn home 31: Grendel home 32: Ettin home 33: Gadget 34: Portal 35: Vehicle 36: Norn 37: Grendel 38: Ettin 39: Something (Geat)

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