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Dss_Blacky

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A member registered May 28, 2020

Recent community posts

I've finally discovered how the tattoo button disappears! This, however, leads to other bugs related to it. 

But first things first. For me the tattoo button in the inventory disappears whenever I open the inventory via the Inventory button in the Mansion's main menu, and as soon as I used this button even once, the tattoo button never shows up again until I shut the game down and load it up fresh.

The tattoo button only appears for me, when I access the inventory screen through going to a character's info screen and from there go to the inventory. However, accessing the inventory through this method makes the button always appear, regardless of whether or not I have build the beauty parlor. It appears both on the master and any servant, even if she/he has not trained the body modification loyalty upgrade. And using one of my edited saves, I can confirm that even when none of the prerequisites are met, I can apply tattoo's as long as I have the inks.

Anyway, I hope my observations can help other players and perhaps even the developers. Cheers and happy gaming everyone!

Thanks for the detailed reply, vadi92!

Following your advice, I did some more tests with other characters than the main one. The results for me, however, didn't change.

I now have tested both the windows 64 and 32 versions of the game in both native windows and emulation on linux as well as as smoe more tries on the native linux version. In all cases the button to change to the tattoo mode didn't appear for me, leaving me totally baffled.

And before someone asks, I tested against the save of my current linux playthrough as well as completely new saves. Granted for the latter I had to edit the save files, since I don't have the time for another full on playthrough right now. So my negative results could be because something broke when I changed the relevant values.

So it would seem that, for whatever reason, I'm an odd one out with all my computers. The only hope I can have is that some other players will toss their hats into the ring and add their experiences to the discussion, shedding some more light on the whole thing.


For  competitions sake here is my version:

The loyalty status of my servant:

and her inventory screen:

And last but not least, the upgrade panel:


(3 edits)

Thanks for the confirmation that it is where I remembered. And yes, I did build the Parlor.

Since I still don't find the button, my guess is that this may either be a bug with the Linux version as a whole or one with my particular playthrough. Regardless of which, I will try once more with a another new file and see whether or not I can get it to appear.


Edit (for the developers, in case they read through this thread):

I reinstalled the 0.6.2a Linux version of the game and through save editing enabled the beauty parlor in a fresh save. The button appeared for the master character without a hitch. Doing the same for the current 0.6.3a Linux version does not make the apply tattoo button in the inventory screen appear for the master character. Which I guess means that for some odd reason a flag in the Linux release of the game does not trigger.


Edit 2:

Ok, I now tested the windows version of the 0.6.3a release. Once on a native windows machine and once in emulation environment on my Linux PC. In both cases I downloaded the game separately before starting a new save (since in both cases there were no old ones), fresh in the game I then saved. then edited the save file to 'build' the beauty parlor to test whether or not the button to apply tattoos to the MC would appear as it had in the 0.6.2a version of the game. Both tests were negative for me. The button to apply tattoos did not appear. This leads me to believe that this is a general bug of the 0.6.3 branch of the game. To ascertain this conclusion, I would kindly ask vadi92 to please double check the game version you're running where the button does appear. Or anyone else to either contradict my findings or support them so the developers have a clear picture of the problem.

Thanks for the reply.

Yes, I know that you need to create usable Ink in the tier 2 Alchemy lab. And I did see (and train) the 'Body Modifiactions' Loyalty upgrade with several Servants. My problem is that I simply can't find how and where the panel is to apply said Ink to a willing Servant. If my memory serves me right it used to be in a Servant's inventory screen, but I can't find it there anymore.

Hi there!

If you’re playing the current version of the game (version 6.3 as of this writing) then this problem is most likely due to the entirely redone Loyalty-System. Which is to say it is not a bug at all but a completely new feature set.

In order for you to be able to do anything with a new servant (including your starter) you need to do an action to raise loyalty and then go into that servants ‘Character Info’ and there go to the ‘Training and Rules’  tab (the button with the heart and food icon). On the left-hand side of the screen you will see a tree-like menu of icons where you can then begin to unlock your interactions with the servant with the gained loyalty points.

The ‘Basic Servitude’ lets you assign jobs, while ‘Dating’ lets you date them and so on.


But since this threat already exists there is one problem that I have come across: I can’t for the life of me find the tattoo menu.

Wasn’t that activated with a special button in a servants equipment tab once you build the beauty parlor? If anyone could share where to find it in the current version, I would much appreciate it.

I noticed this particular Typo as well, when I recently played with this new version of the mod. It stems from a missing '$' before the 'He' in line 1618 of the file 'jobs&Specs.gd', which can be found under '/mods/AricsExpansion/patch/files/scripts/', for the original file, or '/files/scripts/' in the modded game folder. The same error can also be found in line 1626 in the same script, which I'd guess came from a copy and past action when writing the negative outcome when the placer loses money.


Cheers and happy new year!

First off, a big thank you and congratulations to your 0.9.6 release Aric! Your hard work and effort are greatly appreciated. Of course a big thank you also goes to Deviate for sharing not only his ideas with us but also all his code and work. Thank you both!

But as any developer knows, after a release is before the next release. To keep the current momentum strong I have possibly three bugs to report that I came across during my recent play test (of a save file begun with the previous 0.9.5 version). The good news is, I can provide the solution to one of them and can give directions to hopefully quickly resolve the second. For the third one I’m not sure whether it is a bug at all or if this ‘strange behavior’ was inherited from V0.9.5 where I had the same problem. So here goes:

1.) The kennel sleeping place, which together with the housepet job are some of my personal highlights of Deviate’s additions, bugs out the spreadsheet of the Headgirl, making it break the drop down menus and depending on the location of the servant within the hierarchy prevents the spreadsheet’s completion.

To solve this, the following three changes are necessary: 1. In globals.gd the “var sleepdict” needs to be expanded by the entry “kennel = {name = "Dog Kennel"}” 2. In Mansion.gd “func sleeppressd” needs to be expanded by the following four lines:

button.add_item(globals.sleepdict['kennel'].name)

if person.sleep == 'kennel':

button.set_item_disabled(button.get_item_count()-1, true)

button.select(button.get_item_count()-1)

and 3. also in Mansion.gd right under the “func sleeppressed” the “var sleepdict” needs to be expanded by “4 : 'kennel'”

I have verified that this should fix the issue and allow the user to set a sleeping place of his or her choosing for a servant from the Headgirl’s spreadsheet.

2.) The second bug is one I have mentioned during the 0.9.3 Version and pertains to the hatching of snail eggs or rather the plus button on the snail management tab. When I dug through the code I found in the Mansion.tscn that comes with your mod that the assignhatch/add signal ‘pressed’ was connected to “_on_snailpanelfoodadd_pressed” instead of “_on_snailpanelhatchadd_pressed”. Which, from my experience with Godot, should be an easy bug to squash permanently.

3.) Lastly the iffy one. I have problems with the milkproduction of my cows. When they start to lactate normally (whether they start trough the leak spell or by giving them a potion doesn't matter, I haven't tested pregnancy) they give a huge amount (sometimes going up to around 300) of milk on their first day of milking. Thereafter they are dry for days, sometimes even more than a week only to produce another huge load the next time I can milk them. The only feedback I get then from their daytime activity during the dry period is that “ServantName did not successfully produce any milk today”. Administering a hyperlactation potion yields more or less the same result: Cows only give milk in huge bursts and not continually in smaller amounts. On that note a question, is it intended behavior that if the milking fails all other activity, like breeding or harvesting other fluids, fails as well? While I took a quick peek at your code I hadn’t had yet the time to properly find the answer to this one.


Aside from these bugs, I also have two questions. Seeing how with Deviate’s code and the integration of Ankmairdor’s and Dabros’ Tewaks and Bugfixes, I wanted to ask whether you would be interested in integrating more fixes pertaining to the base game, even if these are only minor ones. The second is more like a feature suggestion/request to your mod. Have you ever considered integrating the Entrancement Spell into your mod? I think it would fit in very well with your conversation/fetish/permission system. Depending on how powerful one wants the spell to be it could either add a bonus to the various checks or, as I currently use it since it’s less work, I simply use it as an ‘or’ before the checks thus providing me with a good mana sink and instant positive results to my requests.

Anyway, thanks for for all your hard and continuous work, I very much look forward to how you will develop this expansion further.

Thanks for the reply. I will look into this and see if I can change it to the farm unlocking.

First and foremost, my sincerest thanks for taking the time and effort to create this incredible expansion for the game AricTriton!

While dabbling around with the version 0.9.4 I came across a problem with the snail pit Management panel, which boils down to two bugs.

The first one is that when assigning available eggs to sell, the number in between the buttons doesn't in- or decrease, while the text in the box above changes as is intended. Instead the number of 'Unassigned' (Far left of the panel) in- or decreased from or to zero in accordance to how often the sell-buttons are clicked. Actually trying to sell the eggs resulted in the following error message once the day end button is clicked:

SCRIPT ERROR: dailyFarm: Invalid get index 'goldper' (on base: 'Dictionary').
   At: user://mods/AricsExpansion/scripts/aricsexpansion/expansionfarm.gd:1291.
SCRIPT ERROR: _on_end_pressed: Invalid operands 'String' and 'Nil' in operator '+'.
   At: res://files/scripts/Mansion.gd:1318.

Removing any remaining eggs from the sell option that remained after an attempted sale resolves the error and the game continues normally.

The second error pertains to the 'assign to Hatch' option which, whether an incubator is a available or not, assigns all eggs to cooking for all intents and purposes. No errors occur, since the cooking option works as intended.

While I'm at the topic of snails, is it intended that you have to build the Hatchery for the encounter with the snails to be available? Because no matter what I did at the farm, without the vanilla Hatchery I could not find any.


I also encountered a third problem. After building the Beauty Parlor, I was unable to decorate the nether regions of my female servants, as all options for that area didn't show up. Looking though the slave_tab.gd, I found a simple solution to that particular problem can be implemented in the line 784 (line number according to an Unmoded vanilla script):

if ii.requirement == null || ( person.consent == true && ii.requirement == 'lewdness') || (person.penis != 'none' && person.consent == true && ii.id == 10) || (person.vagina == 'normal' && person.consent == true && (ii.id == 8 || ii.id == 9)):

by simply replacing person.vagina == 'normal' with person.vagina != 'none'

I guess this is due to how the mod classifies vaginas?

Anyway, that's all I could find. Thanks again to everyone that has help bring the mod as far as it is

Hi jj177, 

I had the same problem under Linux. When installing the mod you have to move two directories from the mod folder to the main game folder (as per the installation instructions), one of which is called '.import' which under Linux is a hidden folder and has to be explicitly shown so it can be moved. I have no experience with Mac, but since it is based on Unix too, perhaps the folder is hidden for you as well. Without the links stored in this folder Godot can not properly read and link all the stuff from the mod thus making loading into the game impossible.

I hope this helps. Good luck and have fun!