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dalzomo

Active Member
Aug 7, 2016
911
759
Dammit, I was suspecting that. An example would be much appreciated. I try to set myself on a specific story (mostly in my head it seems). But I just recently learned about the modded one so I might just go there in a short time. I still want to know how the damn thing works properly.
I'll post as soon as I'm able. Thanks!




I read the Taboo break because I was having trouble with the pictures for Instapik thing, so thanks a lot for those!
The 1st week guide goes more in-depth on the mechanics of the game, the terms, the serum management, and sex mechanics plus I link to my initial prototype guide in it as well that's a little more detailed but less organized

Here's a quick production guide:
When looking at a serum, "production required" shows how much production needs to accumulate before a batch of that serum is created. Production accumulates each turn anyone works in the production department and supplies are available. Once the total production exceeds the "production required" threshold for a serum one batch will be added to your company stock. Default size for a batch is 5 or 6, I don't recall which exactly, and can be raised with "batch size improvement" company policies.

If you don't have enough supplies to meet the potential production of your production staff (after the supply staff works the same turn) then production will be bottlenecked by the supplies you do have. So always have enough staff in your supply department to exceed the demand in production. Just passing time one turn (not working in supply or production yourself) and watching "current raw supplies" in the bottom left will show if you have a surplus or deficit in your supply department. If it goes down, hire more supply staff
 
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Impregnator

Newbie
Dec 26, 2019
83
40
The 1st week guide goes more in-depth on the mechanics of the game, the terms, the serum management, and sex mechanics plus I link to my initial prototype guide in it as well that's a little more detailed but less organized

Here's a quick production guide:
When looking at a serum, "production required" shows how much production needs to accumulate before a batch of that serum is created. Production accumulates each turn anyone works in the production department and supplies are available. Once the total production exceeds the "production required" threshold for a serum one batch will be added to your company stock. Default size for a batch is 5 or 6, I don't recall which exactly, and can be raised with "batch size improvement" company policies.

If you don't have enough supplies to meet the potential production of your production staff (after the supply staff works the same turn) then production will be bottlenecked by the supplies you do have. So always have enough staff in your supply department to exceed the demand in production. Just passing time one turn (not working in supply or production yourself) and watching "current raw supplies" in the bottom left will show if you have a surplus or deficit in your supply department. If it goes down, hire more supply staff
Thanks a lot for your help man! I will check!
 
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dalzomo

Active Member
Aug 7, 2016
911
759
Modding Question: How does one change the stats of a serum effect? Which files do I need to edit?
If you're asking about the vanilla game, they're in game/major_game_classes/serum_related/_serum_traits.ryp

If you're asking about the Reformulated mod, ask in that thread, not here
 
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Impregnator

Newbie
Dec 26, 2019
83
40
If you're asking about the vanilla game, they're in game/major_game_classes/serum_related/_serum_traits.ryp

If you're asking about the Reformulated mod, ask in that thread, not here
No, I was asking about the vanilla game.
But I was able to sort things out. I didn't know you could set a HIGH amount of serum supplies to have, I put something like 300, bought them and immediately got a batch of like 40-50 serums. I'll keep fiddling with those numbers to understand it better.
Do you happen to know how does mastery affect the serum? Is there a limit?

Thank you all for your answers and help. Much appreciated.
 

a1fox3

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Aug 8, 2017
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No, I was asking about the vanilla game.
But I was able to sort things out. I didn't know you could set a HIGH amount of serum supplies to have, I put something like 300, bought them and immediately got a batch of like 40-50 serums. I'll keep fiddling with those numbers to understand it better.
Do you happen to know how does mastery affect the serum? Is there a limit?

Thank you all for your answers and help. Much appreciated.
The closer you get it to 0% the less side effect problems you will have like changing skin tone and hair color on the girls taken them.
Now if you like all those side effects then just leave it alone.

I never sell or use them until I can get them lower than 3%.
 
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dalzomo

Active Member
Aug 7, 2016
911
759
No, I was asking about the vanilla game.
But I was able to sort things out. I didn't know you could set a HIGH amount of serum supplies to have, I put something like 300, bought them and immediately got a batch of like 40-50 serums. I'll keep fiddling with those numbers to understand it better.
Do you happen to know how does mastery affect the serum? Is there a limit?

Thank you all for your answers and help. Much appreciated.
That was directed at someone else, but I'm glad you sorted your issues out

As a1fox3 said, raising your mastery of a trait lowers your chance to get a side-effect when researching a serum with it. That chance is rolled per trait, so having a lot of traits with a high side-effect chance could get many side-effects on one serum. High mastery = low side-effect chance, and while there isn't a hard limit on mastery there is a practical one due to diminishing returns. Once you get it low enough it's essentially zero

I don't advise wasting your R&D staff on mastery unless you have nothing else to research. Field testing is way more efficient. Design a serum with as many traits you want to master at once - nevermind if it rolls side-effects - and produce one batch of them. After a week or so in-game, Lily will come to your room at night and ask if there's anything she can do to earn money. Make the deal with her to test drugs and she'll drink anything you hand her for $50 each. Fill her with multiple doses of serums then chat her up until you're out of energy. You'll research every trait in every serum even if they're duplicates
 
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Impregnator

Newbie
Dec 26, 2019
83
40
That was directed at someone else, but I'm glad you sorted your issues out
(I was kind of referring to you and thanking everyone)

I don't advise wasting your R&D staff on mastery unless you have nothing else to research. Field testing is way more efficient. Design a serum with as many traits you want to master at once - nevermind if it rolls side-effects - and produce one batch of them. After a week or so in-game, Lily will come to your room at night and ask if there's anything she can do to earn money. Make the deal with her to test drugs and she'll drink anything you hand her for $50 each. Fill her with multiple doses of serums then chat her up until you're out of energy. You'll research every trait in every serum even if they're duplicates
My poor mutant sister!!!
"Hey bro, do you know why my hair is bubblegum pink, my skin is green, my coochie itchs, I'm twice as big and I have a third arm!?? "
Makes me feel real bad about her, but I'll see how I can exploit that without turning her into an abomination. Thanks for the advice.
 
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Impregnator

Newbie
Dec 26, 2019
83
40
The closer you get it to 0% the less side effect problems you will have like changing skin tone and hair color on the girls taken them.
Now if you like all those side effects then just leave it alone.

I never sell or use them until I can get them lower than 3%.
I could have sworn it was going up, not down. Thanks!
 

dalzomo

Active Member
Aug 7, 2016
911
759
(I was kind of referring to you and thanking everyone)



My poor mutant sister!!!
"Hey bro, do you know why my hair is bubblegum pink, my skin is green, my coochie itchs, I'm twice as big and I have a third arm!?? "
Makes me feel real bad about her, but I'll see how I can exploit that without turning her into an abomination. Thanks for the advice.
You can do the same thing with your staff once you buy any of the serum testing business policies, if you want to spare Lily
 
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divas72

Newbie
Jul 12, 2017
87
96
No, I was asking about the vanilla game.
But I was able to sort things out. I didn't know you could set a HIGH amount of serum supplies to have, I put something like 300, bought them and immediately got a batch of like 40-50 serums. I'll keep fiddling with those numbers to understand it better.
Do you happen to know how does mastery affect the serum? Is there a limit?

Thank you all for your answers and help. Much appreciated.
Unfortunately, mastery level has no effect on the effects of the serum. It only reduces the likelihood of side effects.
 
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divas72

Newbie
Jul 12, 2017
87
96
Modding Question: How does one change the stats of a serum effect? Which files do I need to edit?
Three groups of serum trait parameters can be distinguished:
1) parameters related to researching the serum trait: These are 'research_needed' and 'clarity_cost' - how many points of research are needed to researched this trait, and how much clarity must be spent to make this research available. And also 'start_researched' and 'start_unlocked' - this is the state in which the serum trait is in according to the scenario at the start of the game.
2) parameters related to serum design properties and serum production: These are 'research_added' and 'clarity_added' - the same as 'research_needed' and 'clarity_cost' for the serum trait, but related to the serum design. They are summed for all serum traits included in the design and determine the number of points of research needed to research the serum and the amount of clarity needed to unlock it. 'production_added' determines the final cost of the serum design. 'slots_added' and 'duration_added' determine the number of additional slots for serum traits in the serum design and its duration.
'base_side_effect_chance' is the chance of adding side effects to the serum design when mastery_level == 1.0.
'mental_aspect', 'physical_aspect', 'sexual_aspect', 'medical_aspect', 'flaws_aspect' are parameters related to contract requirements and market demand for the serum design. I will not review them in detail. 'attention' is a parameter that affects the suspicion of local authorities when selling large quantities of serum with its high value. When the suspicion becomes high enough, some script event is triggered.
3) This is actually the eeffect of the serum on women. There are four functions in all: 'on_apply', 'on_remove', 'on_turn', 'on_day'. Each of them takes three parameters - Person (the girl who took the serum), Design (a copy of the serum's design) and add_to_log (a service parameter that determines whether the comments of events caused by the serum will be displayed in the window in the lower right corner of the screen).
These functions are described separately, and their name is passed as this parameter to the serum trait initializer.
Since the reference to the serum trait is not passed to these functions, and it is quite difficult to get it from the serum design, the game does not implement the influence of mastery_level on the effect of the serum trait.
Yes, I forgot about the display properties of the serum trait: 'name', 'desc', 'positive_slug', 'negative_slug' - this is the text that is displayed when viewing the serum trait.
However, two parameters should be considered separately: 'requires' and 'exclude_tags'. 'requires' is a list of serum traits that must be researched before research for that trait can begin. These are the names of the variables under which these traits were created, without the quotes. 'exclude_tags' is a list of character strings - tags. If a trait in a serum design has such a tag, then adding another trait with the same tag to the serum design becomes impossible.
The last one is 'tier' - the level of "advancement" of your laboratory at which this research is possible.
In the original Vren game, serum traits are described in the file "\game\major_game_classes\serum_related\_serum_traits.rpy". At the beginning of the file there is a block describing the "on_..." functions for each trait. You can add your own functions there. In the second part of the file, in the block defined by "label instantiate_serum_traits()", the serum trait is actually added to the game:
name_of_trait = SerumTrait(name = "Any trait", desc ...)
Since this block is executed only once - when starting a new game, if you create a new trait, when loading an old saved game you will not see this new trait in the game. It will only be available when you start a new game. By the way, simply describing functions and creating a new feature is not enough. You should add it to 'list_of_traits'. If this is meant to be a common trait, as most are in this game, then it should be added to the list at the end of the file 'list_of_trait.append(name_of_trait)'. Or do the same thing, but in the code of the corresponding event, if this trait becomes available in the script.
However, you can add a trait to an already started game, but only by using the console. In principle, the “on_...” functions, if you have already defined them in the file and reloaded the game, do not need to be added. You just need to copy the expression 'name_of_trait = SerumTrait(name = "Any trait", desc ...)' that you have already written and run it in the console by pasting it there and pressing Enter. After this, also issue the command 'list_of_trait.append(name_of_trait)' in the console. Naturally, the approximate name of the serum trait is given here. You must write everything yourself, similar to what you see in the file.
 

divas72

Newbie
Jul 12, 2017
87
96
Modding Question: How does one change the stats of a serum effect? Which files do I need to edit?
However, I gave a very extended answer on modding - creating new serum traits, but the question was how to change existing ones? Also in this file, but keep in mind that this will not affect an already saved game. For an already saved game, you need to use the console again. For example, if you want to increase the number of slots in the "Primitive Serum Production" serum to five, issue the command: primitive_serum_prod.slots = 5 (it should be noted that some attributes in the serum traits in the game do not correspond to the parameter names 'slots' - 'slots_added', ' duration' - 'duration_added', 'production_cost' - 'production_added', '_negative_slug' - 'negative_slug', '_positive_slug' - 'positive_slug'. The rest correspond). And if it comes to the effect on a woman, then you just need to change the corresponding function (if it exists). You can find it by the name of the serum trait. It is specified in the parameter "on_apply", ...turn, ...day.
 

Oobaha

New Member
Apr 6, 2018
10
7
Checking back every year tryin to see if dev has resumed work. Crazy to see his patreon still have 300 a month eventho he hasnt posted anything close to 2 years now! Wonder if he is still alive even...?
 

divas72

Newbie
Jul 12, 2017
87
96
Checking back every year tryin to see if dev has resumed work. Crazy to see his patreon still have 300 a month eventho he hasnt posted anything close to 2 years now! Wonder if he is still alive even...?
I think he just found his game being modified. And he liked the mod. And decided to quietly leave to get out of the way.
Indeed, the graphics in the modified game became much more attractive.
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In his time, Vren spent a lot of effort to create graphical character models. But nowadays, adding new clothing items or new poses involves even more work.
Nevertheless, the game already has enough tools to allow a non-highly skilled programmer, or even an average player familiar with Ren'Py, to continue some of the storylines or write their own. But for someone of Vren's caliber, who was able to create such a game shell and lay down its principles, writing event scripts is already boring.
 
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dalzomo

Active Member
Aug 7, 2016
911
759
No, he didn't "get out of the way" when he learned about the mod. He knew about the mod long before he joined the Discord channel. He had such a strong work ethic and drive to innovate with his game the only thing I can imagine stopping him are death or imprisonment - so I hope I'm wrong and he did just move on
 
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