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I reworked the egg laying substantially.  Hope you like it.

https://mega.nz/file/avgBzSpJ#xMTPFGpAYmEK7N8f3F0bZXHZjW9eQerYLxuxzFvvLGk

Adds cattle.farmexpanded.breeding['eggsleft'], otherwise no impact to other files.

It would still need a bit more logic to handle unbirthed eggs - right now you can take someone out of a farm with them and there's no easy way to get them all out.

Sorry for not seeing the other posts, I’m always welcome to more contributions! I’ll check it out. Are you alright with any modifications being merged into the main code (with credit)?

(1 edit)

That would be awesome, credit not required.  

From working on this a bit I now have an even greater appreciation of how difficult and time consuming it is!  The more you build the more can be tweaked and customized, and then it takes a ton of play testing to catch all the bugs because some are hit very rarely.

You must be learning a lot about coding as you go through this!  Do you have it under source control?

Updated the script so that if someone is still in the farm but deselected for egg laying, they will try to lay eggs they didn't manage to push out the prior day.  Old eggs increase potential discomfort (or enjoyment with fetish check pass), as well as chance for permanent stretching if overstuffed.  A new egg layer sleeping on dirt with poor endurance will quickly find themselves gaping, and (usually) stressed and hating it, while better sleeping conditions and endurance will increase the chance of expelling all eggs.

Looks like globals.expansion.settings.futasexualityshift is undefined, and futas cause shift towards preferring males by default (which is a bit weird for a default response to futas tbh).