SpikyCookie

Newbie
Apr 2, 2023
73
154
176
It's probably a lot of work but I wish the devs consider adding more NPC-NPC animations. Right now just about every NPC type only has animations for the player, which makes for less random NPC-NPC sex or pregnancy.

...Also we need more preg sex scenes, I think there is only one for native female w/ Man.
 

ciphertul

Engaged Member
Jun 20, 2018
2,282
1,582
358
It's probably a lot of work but I wish the devs consider adding more NPC-NPC animations. Right now just about every NPC type only has animations for the player, which makes for less random NPC-NPC sex or pregnancy.

...Also we need more preg sex scenes, I think there is only one for native female w/ Man.
There is 2 actually, Female DLC has one with man too.
 

AppalingBlue

Member
Feb 21, 2024
189
371
158
Hey i got an issue, some story npcs like Reika for example used to react to the mc q dance move by dancing and getting a +2 relation boost, after a few minutes of playing most of them except the Yona and Merry no longer react and just get a +1 boost instead, can anyone explain why please and if it's possible to get them all dancing, thanks.
Are you using the same dance?

Depending on their preferred personality (not their actual personality, mind) some prefer Lewd Dance over Dance or vice versa.
 

aesir150

Active Member
Jul 5, 2017
687
1,232
358
How do I make a slave work on farm?
I have a planter and harvest box.
There are seeds in harvest box, and few seeds planted in the planter.
The gal does abso-fuck-alutely nothing
In my save, I discovered that it's not necessary that the working station is inside the territory of npc as long as it is near near them.
View attachment 5631718
AppalingBlue wrote a pretty good in depth explanation of how farming and work sites work a few months ago. At this point we should start compiling AppalingBlue's answers a guide also lol.

General rule is 3 workers per job site. (3 workers working simultaneously at the same time.) There are exceptions though. And depending on playstyle/base layout you might want a slight overcapacity anyway to cover for downtime and travel time.



Farm (planters) is one of the exceptions. Planters can only have 1 worker working on them for every 4 plots they have, so 1 worker for the small wooden planter and 2 workers for the large stone one.

If you're talking about livestock farms instead then I think it's also another exception -- 1 worker per "breeding" pen. (more like a livestock pen, but eh.)

--

Some caveats:

1. NPCs don't respect their territory circles when picking job sites. So long as their territory circle is set to anything higher than the minimum, they will search for valid job sites in a huge 10m radius (10m = horizontal width of 4 stone platforms) whenever a "work check" occurs. This makes it hard to limit NPCs to specific job sites.

2. "Work checks" only happen in active cells. The whole map is divided into 400 square cuboidal cells (think they stretch the whole height ), each with their own map ID (visible using /mapID). Most of the time only the current cell the player is in plus the eight surrounding cells are active. (Additional cells will be loaded when a raid is ongoing.) In other words, NPCs will stop working when you're far away enough from them.

There is some sort of code running to compensate for lost work time in inactive cells when you return, but I think it only works properly for mining/logging/excavation.
Farming is inherently inefficient because of how ass-backwards the farming AI is.

Short version: Just assign 1 worker for every 4 farm plots (small wooden planter = 4 plots, large stone planter = 8), 1 harvest box for every 3 workers (can make do with less boxes but can get a bit iffy), make sure each worker is nearby and their territory is set bigger than the minimum, done. Oh and also make sure you're spending time nearby because they'll stop working the plots if the cells are unloaded.

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I have a basic understanding of how harvest boxes work, but is the worker limit for the harvest box just for harvesters, or do plant and livestock farmers also count toward the limit? For example, can a harvest box theoretically be used for a farm, for livestock and for harvesting at once with like 9-10 npcs connected to it or would I need multiple harvest boxes? I know(or assume) that connecting more than 3-4 harvesters to it would be inefficient.
A single harvest box can service many stations as long as it is in the territory circle of the worker. Though if you have to many different stations connected too it, it will overfill very quickly and you might lose out on some stuff.

Like here my almost every single spot is filled almost instantly whenever 1 job cycle is done, so I have to constantly empty.

1768662991946.png
 
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Lansser

Member
Apr 6, 2018
253
1,071
277





Bug Fixes
  • Several bug fixes have been implemented.
Additions
  • Added a feature to call followers and waiting protagonists
    (Accessible via the Q key)
Fixes & Adjustments
  • Fixed an issue where Simple Houses could be moved even when NPCs were inside
  • Adjusted so that H scenes can now be performed indoors with a waiting protagonist
  • Fixed an issue where, if Yona or Male Player clones remained in save data due to an error, they are now converted into a Young Lady and a Young Man upon loading
  • Added error-handling measures when loading Visiting data from the Workshop
  • Adjusted so that the name of the selected Visiting data is now displayed when chosen
  • Fixed an issue where the Young Lady was not targeted during raids even when equipped with a Monster-Attracting Ornament
  • Fixed an issue where the Young Lady’s bow did not fire from the correct position
  • Fixed an issue where H scene counts were not being recorded in Reika’s and Keigo’s event H scenes
Data Fix Command
If you have multiple Nami characters, running the following command will convert all but one Nami into “Slender Young Lady”:
/fixallnami
  • When executed with a Nami selected, the selected Nami will remain unchanged, and all other Nami will be converted into “Slender Maiden”.
  • After executing the command, please save and reload the game to restore the friend list correctly.
 

ciphertul

Engaged Member
Jun 20, 2018
2,282
1,582
358
Mad Island v0.5.5 [beta]




Bug Fixes
  • Several bug fixes have been implemented.
Additions
  • Added a feature to call followers and waiting protagonists
    (Accessible via the Q key)
Fixes & Adjustments
  • Fixed an issue where Simple Houses could be moved even when NPCs were inside
  • Adjusted so that H scenes can now be performed indoors with a waiting protagonist
  • Fixed an issue where, if Yona or Male Player clones remained in save data due to an error, they are now converted into a Young Lady and a Young Man upon loading
  • Added error-handling measures when loading Visiting data from the Workshop
  • Adjusted so that the name of the selected Visiting data is now displayed when chosen
  • Fixed an issue where the Young Lady was not targeted during raids even when equipped with a Monster-Attracting Ornament
  • Fixed an issue where the Young Lady’s bow did not fire from the correct position
  • Fixed an issue where H scene counts were not being recorded in Reika’s and Keigo’s event H scenes
Data Fix Command
If you have multiple Nami characters, running the following command will convert all but one Nami into “Slender Young Lady”:
/fixallnami
  • When executed with a Nami selected, the selected Nami will remain unchanged, and all other Nami will be converted into “Slender Maiden”.
  • After executing the command, please save and reload the game to restore the friend list correctly.
Wait, Nami got pregnancy?
 

aesir150

Active Member
Jul 5, 2017
687
1,232
358
My favorite place to build a base is on the cliff side next to the south east entrance of the Water Cave with the turtles at grid 315.

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With these mechanics in mind.

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Reasons
1. It is on a small hilly cliff side so whenever scouts or raiders spawn, they always spawn on some flat ground far off where they get stuck on invisible walls. So you don't have to deal with constant attacks and not always stuck in a dreary cave. Occasionally once in a blue moon they manage to get you your base.

2. It located next to a ton of good flat building area. Within the 8 grid radius of grid 314 and grid 315 you have the entire Water Caves, you have the huge flat lands at the eastern Water Cave entrance which is located mostly in grid 335 and 355.

So you have a ton of building space and all your workers will still work since you're considered near them.

3. You can get most basic stuff you need.

If you place bear traps in the Water Cave it gives you deers and pigs. If you put the bear traps outside it gives sheep. So you can easily have an endless supply of meat, leather, poop, and wool without needing to creating breeding farms / pig farms if you're okay with gathering stuff manually.

If you place fish traps inside the cave you get Rock Fish which has 15 food value and doesn't need to be cooked, and if you have a NPC harvesting nearby the fish traps occassionally the game glitches out and gives you regular fish and shrimp. In the tiny pond at the south eastern entrance fish traps give you goldfish. If you put a harvesting NPC next to the pond with a Harvest Box you will have endless supply of goldfish.

You have plenty of room to plant trees all over the place so that you can chop them down whenever you need wood or sap.

Place gives you dirt when digging.

On reload or fast travel, there usually 1-2 Milky(s) / cows, and a bunch of Necks (ostriches) at grid 314 and 315. Which can be a positive or downside since they're hostile and will attack you.

4. Eventually when you start building inwards in the Water Cave you're mostly at grid 334 / 335 which means you're close enough to the flat area where the back entrance of the lab is at 353, 333, 334.

So eventually you can have like almost 5 seperate settlements always operating since they are all in the 8 square radius of you. One at the south western cave entrance, at 314, one at the south eastern cave entrance at 315, one at the eastern cave entrance at 355 and 335, one in the actual cave itself that is 334 and 335, and the back entrance of the lab at 353, 333, 334.

Or basically 1 mega city if you consider your settlements at the cave entrances and the cave itself as 1 settlement, and secondary base at the back entrance of the lab. Though both could also be considered 1 settlement also if you turn off invisible walls in the debug menu.

5. The walkway up to grids 314 and 294 makes a good roleplaying "checkpoint" place to build a little fort to deal with raids if you place a NPC with a decoy charm there.

6. The turtles in the Water Cave are on "Defender" status, so they only attack you and your stuff if you attack them first. Unlike the annoying bats and anglers in other caves.

Which makes it ideal place to build without having to worry about having to rebuild stuff or having your NPCs get attacked and depleting foodboxes by respawn enemies whenever you reload your save or fast travel. So you can just put all your tamed NPCs in there on Defend or Survivor mode and get free pet turtles.

Also since its inside most scouts and raids will just fizzle if you spend a lot of time in there if you don't have a decoy charm on some NPC elsewhere.
 
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Evangelion-01

Devoted Member
Apr 12, 2018
11,717
8,022
931
Wait, Nami got pregnancy?
Doubt it, I tried giving her the pregnancy promotion potion and it's not possible, which is already a strong indicator, but even after finishing in her 10 times there was no pregnancy sound, this comment might be reffering to save game shareing/visiting
 

azuro85

Newbie
May 30, 2017
16
4
76
Did you just start a new game before?
Try saving to a slot, then exit to title, then load that save and try again!
(IIRC it requires you to have loaded a save prior to raiding or visiting other saves, as it jumps you back to that save (not actually where you start it) when exiting the raid/visit, though I didn't try it much so I mightbe wrong about some parts)
Tried to start a new game and do what did you say but its not working. now will try to remove some mods and see it this is the problem.

Edit: Thats strange...moved bepinex folder out of game and trying again without mods, same problem, moved only pluging folder from bepinex and trying again, not working.
 
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ciphertul

Engaged Member
Jun 20, 2018
2,282
1,582
358
Doubt it, I tried giving her the pregnancy promotion potion and it's not possible, which is already a strong indicator, but even after finishing in her 10 times there was no pregnancy sound, this comment might be reffering to save game shareing/visiting
Wonder how she got a daughter NPC then... a glitch or something?
 

Shurutsue

Member
Apr 6, 2019
358
439
277
Wonder how she got a daughter NPC then... a glitch or something?
Could be a response "fix" to some general mod that's being used - or it was possible to /preg her via command.
Or, it was just duplicates due to save-version upgrades and quest progression in some way, in other words glitches.
Or due to intended command usage to "fix and adjust" quest progress to be viable for older saves... :unsure:
Question is, are those really intended as daughter npcs and not just alternative clones that won't affect story parts (as I believe the quest takes a specific one, but if one has multiple, they can now set one as "the only one" and others get considered a different npc?... dunno)
 
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