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SandDust

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A member registered Aug 07, 2020

Recent community posts

Problem with preserving changes to variables.

If there is mod that change variables directly. (SfCRevamp - revamp_jobs) and you have another mod that is run after and it extend variables.gd changes from previous mod are reverted (in my case second mod extended globals.gd and variables.gd).  After moving variables change code to second mod everything work nice. 

Two problems:

  Is it feature or bug that vats have infinity capacity whatever level vats capacity upgrade is?

If you put futa in farm with selected both as breeding option it can breed with itself.  Always if it is alone in farm.

For SD it only arbitrary put to 3 without testing, if 2 or something between is better i can easily change. This applies to all constants. Especially for endMutiplayerPerGenealogy , mutationPerGenealogy , atavismChance , minGenMutation , sexParentBias

For maturing:

Moved _person.agging  update to beginning and added setting it again after maturing.

Moved ball growing section  before penis.

changed not edited check's.

(1 edit)

I redesigned both mods based on your tips and implemented a trial solution for using youth potion. Now the mod does not look at the total possession time of slave but additional timer for current age.

Ok found a problem I am using  a slightly modified version (added save before the new day) which moved all the lines to _on_end_pressed (): for one place. Uploaded new version.

(1 edit)

First mod:

Genealogy of new baby  start with grandparents genealogy changed with respective parent toxicity and than combined and again changed by mother toxicity and biased toward one parent based on gender chance from settings. Change is random deviation from 50 - 50 split limited by toxicity and constant in mod.

For second:

Are you using Ralph's Moded version because temptext is defined inside it?  And it is simple chance to do same as maturing pot each day based on slave genealogy  and current age.

(7 edits)

Made two mod on top of Ralph's game version.

First mod change to build_genealogy  to  use in calculation grandparent genealogy and mutate gens based on parents toxicity and male change from settings.

SandDust [build_genealogy]

Second mod add chance for slave to mature (like maturing potion). Chance based on racial coefficient multiply slave endurance, slave toxicity, number of pregnancy and number of day you owned slave.

If random portrait is selected in settings on maturing new portrait will be generated for no unique slaves.

SandDust [Maturing]

There are some variables that need to be changed in both mods to be consistent with the rest of the game.

last edit: 09.06.2021.