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Full Version: Question on physics: no movements/animations
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Hi. If I were to move my cats to a friends house, their covenant says:

Quote:No physics for animals. All BREEDERS HAVE TO STOP animals movements and animations.

Sky use (between 500 and 4000 meters) allow you to residential, breeding and commercial use.

So my cats would be allowed my question is:

Does this mean they must be kept as 2d or picture frames at all times? Or can the cat be 3d and I just tell it to never move or animate?

Can picture cats hanging on the wall still eat/breed etc... ?

I'd hate to do that to them so I thought I'd check, maybe someone who stores all their cats as 2d can tell me if it's worth it or I should avoid moving to that sim.

Thanks!
I, personally, would avoid moving to that sim. Much of the fun in kittycats is watching the cats run around. I moved back to the mainland at around the same time that I started breeding. (Mainland is getting better these days. It's been cleaned up in a lot of places.)

KittyCatS are much less script-intensive than a number of other breedables, but I wouldn't want to bother getting into arguments with a landlord over this.

Edited to add: Yes 2d cats do eat and breed. I think that in low prim 3d mode (the flower pot or basket), and also in Poses, they do not move except to blink their eyes.
To answer the specific question: yes, your cats eat and sleep just fine when Posed and when in low-prim modes. And, the implied question, yes they would be allowed over 400 meters when in one of those modes.

I agree, though, that I'd look for a more breedable-friendly location. But, since it's your friend's place, if you want to put out a cat or two as decoration, on the ground, I'd stick to posed, or low-prim, cats. If you are over 400 and want to breed a box or two or let the cats wander the house, I'd go up in the air. Personally, I'd actually go over 1000, to avoid interference with/from ground an low-flying avatars. But, at 400, at least, you can actually enjoy the sunset, so maybe not.

While KIttyCatS used to be very lightly scripted, over the years, it seems more and more scripts have been added. They're still fairly low lag, and nowhere near the problem some of the original (and most of the current free-script) products, but they are creeping up there. But, still, even 1,000 moving, live cats on a region don't come close to the lag of a nobody-ever-come-here dance club or casino.

I spent weeks investigating the intermittently severe lag on a sim with several thousand live and boxes cats. The cause of the lag? Avatars coming and going. Which was not surprising, in the least.
just a land owner who's convinced that all lag is caused by animals moving around.
And while that used to be true to a degree, and still is with some animals like Amarettos, it's never been a universal truth.

Far bigger source of lag on sims are poorly scripted club equipment, furniture, and people wearing hair with very old and poorly scripted resizers.

Indeed, find another sim. Even one where they restrict the number of animals but not their movement is better (if a reasonable number, that's a good way to prevent people packing hundreds of breedables into a tiny space, overloading the asset server).
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