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ximpeloz

7
Posts
A member registered Jun 01, 2020

Recent community posts

(2 edits)

Nope, that's not it??

Anyway, the latest most cleaned version is available here:

https://mega.nz/file/23ZVzCKb#-xx8M94Ku2UDAfxH8CwUkkVF3YOuWnAo2TidZsyfxWU

I tried erasing any references to oviposition in the dailyevents log from any checkfetish call at the end of the snail event with:

while cattle.dailyevents.find('oviposition') > -1: cattle.dailyevents.erase('oviposition') 

but the reduction still happened.  I don't see anywhere else in the code that could drive this.  Even confirmed absence of oviposition in dailyevent right before the game calls dailyfetish().  It looks like the farm events in my game are from the prior day - dailyevent processes before the farm script.

I'm giving up for now.  No idea how that value is going back.  Maybe my save is somehow broken.

Yes, that's it, but it doesn't seem to output anything in 9.4.

  • if person.dailyevents.count([i]) + rand_range(0,2) >= globals.fetishopinion.find(person.fetish[i])*2: 
  • if person.fetish[i] != globals.fetishopinion.back(): 
  • person.fetish[i] = globals.fetishopinion[globals.fetishopinion.find(person.fetish[i])+1]

If a topic is taboo, any fetish check will make it dirty the next day which isn't wanted in this case.  This isn't handled yet as I didn't want to put in too many workarounds for things you may modify in the future anyway.

Code already includes some workarounds for the checkfetish function because we want to use fetish to modify the experience, without necessary modifying their fetish.  It's called a lot during the snail experience, and the built-in increase chance made things weird.  You'd fail the fetish check, have an awful time, then be more ok with the fetish.  Makes sense to have a check function that doesn't add to daily events.

For daily events, some of this is down to personal taste. I would put in chances to increase a fetish for each successful check, and maybe chances to decrease it for each failed check, both weighted by the check difficulty. (e.g. succeeding a very difficult fetish check would have a high chance for increase).  

(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).

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.

Would you be open to contributions? I ended up working the fetish into the hatchery code.  I could flush out some of the birthing weights and maybe add a mechanic where energy is required to birth, and running out leaves them in until the next day.

If the oviposition fetish is set at night to 0, it comes back the next day at 1.  Do you know where or why this happens?

Thanks!  

(3 edits)

Sweet! Thanks for all of your hard work on this.

I put in a bit of logic around the fetish.  All tagged with:  #added oviposition fetish

https://mega.nz/file/z2ISWArK#u34gGSxxMH5keS6thKBsvsTQsfN0zLXfN2PSUVPSZ6o

Math scales (un)enjoyment significantly/non-linearly so that the farther from neutral someone is they react significantly stronger, and will tend to get stuck at either fetish end. 

How do you set up the IDE/debugger?  There's some odd behavior going on.

Recommend adding a getFetish() function that doesn't affect the fetish value you're pulling.   

In checkFetish,  changing "clamper = clamp(opinionrank-2, 0.5, 3)" to "clamper = abs(opinionrank-3)"  would give consistent behavior whether the fetish is loved or hated.  -3 makes uncertain =0.

(1 edit)

Fixed issues in hatchery. 

Getting this error when trying to post screenshots: body: expected text between 1 and 20480 characters

Got around the issue #2 reported by blacky by autoassigning to the incubators.  Seems to work and I get snails.


Fix 1:

snails.goldper => snails.goldperegg in expansionfarm.gd.

Fix 2:

Three instances of  division by "/ cattle.send" during a bad egg birthing event, which crashes if the cattle's endurance is 0. Lazily changed the pain reduction modifier to  (1+cattle.send) since I'm not sure about the game balance.

https://mega.nz/file/uzglFLrT#6y1y5no3LU9edcrIhon_oTTSKMxO5z6ujL9thQFuwDQ