Rockbottom25

New Member
Nov 15, 2025
4
1
13
No. For custom packs the main goal was that on each new update you don't need to touch your packs at all.
Custom packs have their own actions.js with files.
Only time when node might be needed if you don't use custom packs but put your images in images/actions folder. Only then you would need to re-run node script after update
Again thanks for the reply!
So, I added a bunch of packs today while still using the "0.68a" version.
I skipped "step 5" from the guide fandom made
(here: https://f95zone.to/threads/apocalyptic-world-v0-69-ttyrke.137594/post-18525185
& here: https://f95zone.to/threads/apocalyptic-world-v0-69-ttyrke.137594/post-18561588),
which is the step were one uses "node.js" on the "searchActionsPack.js" file in the games' main folder in order to:
"Creating the subfolders basically allows the game to read where the pack is to bring up the specific vid for that pack, so that will always be a yes.".
What I did instead of this, was to edit the "packs.js" in the "packs folder" using "Notepad++" and added these lines for the packs I wanted from the "add-on pack"'s "packs.js" file:
"xxx xxx": {
name: 'xxx xxx',
description: 'White, Natural breasts, Brown hair',
download: ''
},"

It worked! Also, the packs I added prior were all still marked as checked in the save game file I launched. Awesome! :)
It's the result that matters, but I'd really like to understand what "step 5" from Fandom's guide is supposed to do and when and why it is necessary and when not. I mean the "node.js" step.

The game you created is fun in its vanilla state. Adding the packs is just a cherry on top and I understand you must be busy enough as is, updating the game, fixing bugs etc, so I understand you probably don't want to add to your workload by looking too much into all the modding procedures. Thanks in advance, if you can find a moment to "troubleshoot" this.

Thanks again for all your work and effort to game dev, modders and advisors! (y):D
 
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ttyrke

Well-Known Member
Game Developer
Jun 10, 2017
1,565
1,929
356
Again thanks for the reply!
So, I added a bunch of packs today while still using the "0.68a" version.
I skipped "step 5" from the guide fandom made
(here: https://f95zone.to/threads/apocalyptic-world-v0-69-ttyrke.137594/post-18525185
& here: https://f95zone.to/threads/apocalyptic-world-v0-69-ttyrke.137594/post-18561588),
which is the step were one uses "node.js" on the "searchActionsPack.js" file in the games' main folder in order to:
"Creating the subfolders basically allows the game to read where the pack is to bring up the specific vid for that pack, so that will always be a yes.".
What I did instead of this, was to edit the "packs.js" in the "packs folder" using "Notepad++" and added these lines for the packs I wanted from the "add-on pack"'s "packs.js" file:
"xxx xxx": {
name: 'xxx xxx',
description: 'White, Natural breasts, Brown hair',
download: ''
},"

It worked! Also, the packs I added prior were all still marked as checked in the save game file I launched. Awesome! :)
It's the result that matters, but I'd really like to understand what "step 5" from Fandom's guide is supposed to do and when and why it is necessary and when not. I mean the "node.js" step.

The game you created is fun in its vanilla state. Adding the packs is just a cherry on top and I understand you must be busy enough as is, updating the game, fixing bugs etc, so I understand you probably don't want to add to your workload by looking too much into all the modding procedures. Thanks in advance, if you can find a moment to "troubleshoot" this.

Thanks again for all your work and effort to game dev, modders and advisors! (y):D
As for packs.js - if you run node searchActionsPack, it should automatically add them under custom_packs.js.
custom_packs.js is created as separate files so with each update it won't overwrite default packs.js (In custom_packs you can keep your own packs)
 
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meloncat01

New Member
Sep 19, 2018
4
4
188
Dear Dev.
I would really love to see a hardcore loopable "Revolt system" and "NPC Stats & Sexual History System"
added to the game

  • When the MC becomes too weak, neglects the girls, or lets his dominance drop too low, a group of NPCs (or a single strong rival) can initiate a revolt against the MC.
  • During the revolt, the rival takes control of the harem/group and starts NTR/corrupting the girls
  • The MC is temporarily dethroned and humiliated.
    The MC must fight his way back through various means to reclaim his position and become the true Alpha

  • Every character (MC + all NPCs + girls) gets a permanent, detailed profile showing: Dick size / Pussy tightness & depth ,
    Full sexual history log
  • When a girl gets NTR:
    • She inherits some of the rival’s stats + memories → addicted to his size/cum/style.
    • Her history log permanently shows “Creampied X times by [Rival]” → can trigger jealousy, higher preg risk with that rival, or even make her betray MC in future revolts.
    • MC must overwrite it by retraining her with better stats and new memories.
  • This makes every rival a real, unique sexual threat with permanent proof of what happened. No more forgetting NTR
 

khumak

Forum Fanatic
Oct 2, 2017
4,029
4,186
488
Is there a trick to getting the extended decker pack to work if you add additional girl packs that are not linked in the vanilla game? If I download all the linked girlpacks plus the extended decker pack they all work. If I add any additional girls then I have to delete the extended decker pack from the packs javascript or I get a script error and none of the girl packs work.

If I understand correctly the extended decker thing adds extra content for any girls that you don't specifically replace with a custom girl pack so that would include pretty much any random encounter or any girl you have not had the chance to capture or recruit somehow. So ideally I would want that active in addition to any girl packs I might have unless I misunderstand how it works. That one is the only pack that I have with the extended tag so I assume there's something specific that is wonky about that.
 

tgp31

Member
Aug 17, 2018
317
113
109
ttyrke I have built the milk barn. I also assigned a guest as a milk warden but I don't know how to assign girls to the milk barn? the option does not appear in the "assign to" menu of both slave and guest (pregnant and non-pregnant). How do I get the milk barn working?
 

GamerDaddy

Engaged Member
Feb 6, 2023
2,766
1,700
296
ttyrke I have built the milk barn. I also assigned a guest as a milk warden but I don't know how to assign girls to the milk barn? the option does not appear in the "assign to" menu of both slave and guest (pregnant and non-pregnant). How do I get the milk barn working?
slave girl being preggers can be assigned there
 

Siggy313

New Member
Feb 3, 2020
6
33
80
ttyrke I have built the milk barn. I also assigned a guest as a milk warden but I don't know how to assign girls to the milk barn? the option does not appear in the "assign to" menu of both slave and guest (pregnant and non-pregnant). How do I get the milk barn working?
As far as I can tell, this functionality is missing from 0.69. If you still have 0.68 (or an earlier build with the barn implemented), you can probably import the save to that and specifically pregnant slaves or slaves with the "Milker" tag should be able to be assigned. Otherwise, I think you're stuck until the next update.

EDIT: One option to enable it would be to add this code at line 44452 in the HTML. Its just copied from version0.68, line 43916 through 43928.

HTML:
<<if [0].includes($tmpGirl.gender) && $slaveId !== undefined && !$tmpGirl.assignedTo && $game?.location?.milk_barn && ($tmpGirl.pregnancy >= 7 || ($tmpGirl.traits ?? []).includes('milker'))>>
    <<link 'Assign to milk barn'>>
        <<assignedTo $tmpGirl 'milk_barn'>>
        <<if $tmpGirlBack>>
            <<set $slaves[$slaveId] = $tmpGirl>>
            <<set $slaveId to null>>
            <<goto $tmpGirlBack>>
        <<else>>
            <<goto 'NPC view'>>
        <</if>>
    <</link>>
<</if>>
I find that the dialogue box for assigning to a job doesn't close properly if they are assigned this way, but I have been able to assign them nonetheless.
 
Last edited:

Rapzoor

New Member
May 19, 2023
1
0
11
Just created a custom pack but can't find a "pussy" folder. Should i put the videos in other folder or is something wrong with my game?
 

Itshero

Newbie
Aug 31, 2022
24
17
22
ican create my own packs but the hardest part is clips ihave alot of models and ts models but the clips is hard to find if you search you can only find 10 min vids or full vids anyone knows how to get clips a
 

Rockbottom25

New Member
Nov 15, 2025
4
1
13
As for packs.js - if you run node searchActionsPack, it should automatically add them under custom_packs.js.
custom_packs.js is created as separate files so with each update it won't overwrite default packs.js (In custom_packs you can keep your own packs)
Thanks again for the reply. I ran node on the additional packs I added, just to be sure and made a copy of the "packs.js",
in case anything breaks.
I'm getting "Skyrim vibes" here. I've spent a week modding now, haven't continued to play. When I'm done I'm gonna be like "Nah! No time..."... :D

Hey, I have an idea for a "base facility", which I suppose are some of the more challenging things to code.
What do you think of "rec room"? It could serve to stabilize/improve happiness. It would be a great opportunity to utilize some "pool table porn" gifs for example (;)) and it would be great to use it to have a version of the "Underground City" Black Jack mini game near by.

Another idea I have is more of a joke...lol...make the fights between encounters/camp raids etc a card battle mini game :LOL::ROFLMAO:

On a more serious note, I wish there were more jobs for guests. I tend to free the slaves from the basement at some point and most end up in the forest or quarry, because there's no cap. I don't like to assign "important" characters to scavenger duty, 'cause it breaks my heart when they die...I even give them knives and wests, hoping it buffs their stats while looking for stuff...

Also, what are the conditions for being able to turn a guest into a guard? Sometimes the option doesn't show up when trying to assign them to it. Minimum strength?
Is there a trick to getting the extended decker pack to work
I can't figure out how to get this to work at all...:rolleyes:
 

tgp31

Member
Aug 17, 2018
317
113
109
slave girl being preggers can be assigned there
I had 4 pregnant slaves with Milker trait, none could be selected for milk barn. Below comment from Siggy313 looks possible. Because in 0.68 I could do it but I'm playing 0.69 online version on . I started the game from scratch there and also started again because I thought it is a glitch, because in the same game I had a guest with Sadistic trait assigned as mistress, but couldn't throw a party for slaves. After some time, I found another guest with same traits and I assigned her as mistress instead of the first and I could throw the party for slaves instantly. I reassigned the first one as mistress and the option was missing or grayed out. Reassigned the second one again and the option was there. I couldn't find any possible reason for that. But now I don't have the save anymore otherwise I would have shared it here for you and ttyrke to investigate

As far as I can tell, this functionality is missing from 0.69. If you still have 0.68 (or an earlier build with the barn implemented), you can probably import the save to that and specifically pregnant slaves or slaves with the "Milker" tag should be able to be assigned. Otherwise, I think you're stuck until the next update.

EDIT: One option to enable it would be to add this code at line 44452 in the HTML. Its just copied from version0.68, line 43916 through 43928.

HTML:
<<if [0].includes($tmpGirl.gender) && $slaveId !== undefined && !$tmpGirl.assignedTo && $game?.location?.milk_barn && ($tmpGirl.pregnancy >= 7 || ($tmpGirl.traits ?? []).includes('milker'))>>
    <<link 'Assign to milk barn'>>
        <<assignedTo $tmpGirl 'milk_barn'>>
        <<if $tmpGirlBack>>
            <<set $slaves[$slaveId] = $tmpGirl>>
            <<set $slaveId to null>>
            <<goto $tmpGirlBack>>
        <<else>>
            <<goto 'NPC view'>>
        <</if>>
    <</link>>
<</if>>
I find that the dialogue box for assigning to a job doesn't close properly if they are assigned this way, but I have been able to assign them nonetheless.
Thanks. I'll try your solution once I got the time.
 

sazzyd

New Member
Jun 18, 2019
6
0
177
Can someone kindly share all the folders and index that is already modded. Im unable to work this out. kindly requesting someone to help
 
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