and the the gateway to the most traitsMakes sense, medical was one of the last traits I looked up
and the the gateway to the most traitsMakes sense, medical was one of the last traits I looked up
The 100% is not "1 employee". It is "100% of all employee output". So if you have 3 employees and one drug at 100%, all their effort goes to that one.I'm sorry, I may ask a stupid question. But why is it that at the production level, whether you have one, two or three employees, you can't maximize the speed on each line? When you have one, it's normal that you can put one at 100%. But why is it that even if we have more employees working on it, we are still limited? This should unlock the possibility of putting 2 or even 3, depending on the number of people we have, at 100%.
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I'm curious to see your end-of-day screen. Will you get a screenshot of it and post that? A screenshot of your production management screen may help tooi cannot make serum ,this game is broken , I went with the lower inhibition trait ,then i made that design research ,finished that and put it into production.
i was not able to make serum so after a bit i figured maybe it had something to do with production points so i bought more supplies and the end of day screen said i had made 5 serum so i was great ,i checked in the inventory screen and still nothing ,so i then hired someone to keep buying supplies ,then end of day screen says i made 5 more but yet again there is no serum in stock.
so yeah this thing is broken ,so let's see if the new fix works if not gonna try the mod version.
yeah i'll do that later on.I'm curious to see your end-of-day screen. Will you get a screenshot of it and post that? A screenshot of your production management screen may help too
That was quick... well lets see when the next batch of error reports comes rolling inVren released the bugfix for the bugfix for the bugfix. So, v0.50.3 is out on his Patreon for free.
text "Pregnant, " + str(day - the_person.event_triggers_dict["preg_start_date"]) + " Days" style "menu_text_style"
I seriously hope you guys change your wording - all those code changes are 'hotfixes' at most. Fixing stuff is more than just changing some code on the fly - fixing code means you actually make sure that nothing else breaks too. Far too many posts and problems are a sentiment that things are mostly just hotfixed. The code owner is basically the only one that can actually fix stuff properly since he also releases.I checked 0.50.3 for all the fixes I've seen posted in this thread since 0.50.1 was released and they all appear to be in except the pregnancy day fix I saw posted by Thaunatas. I haven't tested it, but it looks right so I'll repost it here for convenience
in game\game_screens\character_screens\girl_overview_ui.rpy change line 56 to
Code:text "Pregnant, " + str(day - the_person.event_triggers_dict["preg_start_date"]) + " Days" style "menu_text_style"
Well, better tell the authors of the unofficial bugfix team that they need to rename their project since they are uncapable of bugfixing...I seriously hope you guys change your wording - all those code changes are 'hotfixes' at most. Fixing stuff is more than just changing some code on the fly - fixing code means you actually make sure that nothing else breaks too. Far too many posts and problems are a sentiment that things are mostly just hotfixed. The code owner is basically the only one that can actually fix stuff properly since he also releases.
There is little difference between a "hotfix" and a "fix" except release timeframe - both are bug fixes. "Hotfixes" in the industry parlance are fixes for issues that basically make the game unplayable for a large number of people and cannot be delayed. Normal bug fixes would be something that can be delayed to the next version because it only hits a few people or there is an easy workaround or whatever. For example, lunch dates not working? Worthy of a hotfix. A tier 4 trait causes only part of its effects to happen? Not worthy of a hotfix, and goes in next release if at all.I seriously hope you guys change your wording - all those code changes are 'hotfixes' at most. Fixing stuff is more than just changing some code on the fly - fixing code means you actually make sure that nothing else breaks too. Far too many posts and problems are a sentiment that things are mostly just hotfixed. The code owner is basically the only one that can actually fix stuff properly since he also releases.
I have been in the 'industry' for 3 decades now and that is not how serious development works. Might be done in quick and dirty game development companies but not in areas where there is serious code and you break stuff in complex systems. And the confused users in this thread are a sign that stuff gets hot-fixed without thought of further consequences than actually fixed.There is little difference between a "hotfix" and a "fix" except release timeframe - both are bug fixes. "Hotfixes" in the industry parlance are fixes for issues that basically make the game unplayable for a large number of people and cannot be delayed. Normal bug fixes would be something that can be delayed to the next version because it only hits a few people or there is an easy workaround or whatever. For example, lunch dates not working? Worthy of a hotfix. A tier 4 trait causes only part of its effects to happen? Not worthy of a hotfix, and goes in next release if at all.
The changes I point out are usually obviously side-effect free: Vren misspelling his own function names, misunderstanding .append return value, etc. Most of the fixes here are of that nature, so they should be quite safe - or, at worst, no less broken than before.
Dude, get the stick out of you a**. This is a forum for games made by (mostly) unprofessional coders, no serious business companies.I have been in the 'industry' for 3 decades now and that is not how serious development works. Might be done in quick and dirty game development companies but not in areas where there is serious code and you break stuff in complex systems. And the confused users in this thread are a sign that stuff gets hot-fixed without thought of further consequences than actually fixed.
Not going to compare credentials, but that is how I have done and seen patches done. Simple, obvious fixes get little testing beyond "Was it broke before? Yes. Is it working after? Yes. What was the bug? Typo in method name. Great, ship it." And if they are very important, they go out faster as "hotfixes" out of the normal release cycle.I have been in the 'industry' for 3 decades now and that is not how serious development works. Might be done in quick and dirty game development companies but not in areas where there is serious code and you break stuff in complex systems. And the confused users in this thread are a sign that stuff gets hot-fixed without thought of further consequences than actually fixed.