Day Fourteen Release: C3/DS Agents + Updates
on Saturday
RProgrammer has contributed a very impressive amount of agents/updates for this year’s CCSF, and all in the one zip file!
To save myself the danger of making this post far longer than it needs to be, I’m simply going to copy small parts of the help files as I’ve done for previous releases so that you all can get a decent idea of what it is you’re downloading.
“The Address Book Line consists of a few quirky little agents which are all related to DS Communication. Due to the finicky nature of the warp, they don’t always work as intended (and they also have bugs xP)”
“Creatures 3 / Docking Station always keep track of the time and date for every world, though the game may not always display it to you. If you inject the Calendar agent, it will show you the time, date, and season of your world.”
“The Camera2 (Camera Squared) is a quirky little agent which provides a camera that you can control remotely. (at the time I wasn’t using Docking Station) Besides being remote-controlled, the viewer is portable and the camera has the ability to “influence” objects which are touching it.
Along with the Camera2 are some addons I made:
CamInv Allow the RC Camera to pick up things and carry them
CamSpeed Control the speed of the RC Camera
CamTran Set up teleporters so that the RC Camera can move between metarooms (it can’t use doors).”
“The floating alarm is just a simple little agent (one of my first) which has a connectable activator that will set off an alarm. The alarm floats with the screen like the GUI, hence the name “Floating Alarm”.”
“Forces of CAOS is a new subsystem for Docking Station (and theoretically any game using C2E with DS compatible CAOS).
Some would call it magic. And not in the sense that no one understands it.
You see, it works like this:
The pointer says something (like it would to a creature) in no particular place, and something happens.
Here’s an example:
“erthei jimmy” would bring a creature (or anything else named jimmy) to the hand (unless it would teleport into a wall, which would be bad).
In this example ‘erthei’ is the Force. Hence the name Forces of CAOS. (And no, it is not a mispelling).
In case you’re wondering what in creation an erthei is, erthei is Greek for “come”.
By convention, Forces are named in Greeklish (since you don’t have αβγδε… on your keyboard)”
“The Inventory2 (Inventory Squared) is like the game inventory, but stores agents textually. When an agent is loaded into the Inventory2, the agent is frozen in time and hidden from view; its name is then posted on the display so that you can view the contents of the inventory quickly and select what to unload at your convenience.”
“… A blueprint created by Ports and Prints (PnP), called an Active Blueprint, has the ability to automatically reconnect all the agents in the machine as well as transport them to the blueprint’s current location (if they can be moved). The active print also internally records the connections of the machine in detail, allowing other agents to extend it with more behaviors, such as Cloning and Replication…”
“Normally, when the pointer speaks, an ORDR SHOU is issued so that creatures will “hear” it. When a creature speaks, agents have their 126 script called so that they will hear it.
Verbose replaces a game script with a modified version so that, when the pointer speaks, agents will be able to hear it just like they do when creatures speak.
Some agents rely on this ability and won’t function properly without it.”
To download everything that you see mentioned in this post, just click here.

You can find more CCSF shenanigans at