Porrvald

Active Member
Sep 12, 2020
595
631
Dungeon is easy for me if you go the basic route. Obviously, it requires 3 extra buttons but I am good with it as there is lots of extra space on menu.

Now, drag and drop feature will be good and will require prequiste to check if character is in dungeon if yes then go to whip/fuck if not then take to dungeon and perform the action. Either way it eliminates couple clicks.
I was thinking more like this:

At home:
|Take to Foreplay| |Take to Dungeon| |Something else|

In Foreplay, dungeon or battle, buttons replaced:
|Do Something| |Do Something| |Do Something|

In total 3 buttons, with different functionality depending on the situation.

Edit: It may seem strange that I want to minimize the number of buttons, when there is still room for more, but the reason is that I want to have additional space for possible future things like a quick world navigator or a mod console, where you could get some feedback or enter cheat codes.
 
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GD-studios

The Budman
Game Developer
Nov 20, 2021
880
3,072
whats the deal with sickness?
ive been notified a couple of times that one of my slaves has one but when i check i cant find any info.
is this something to keep an eye on or can i just ignore it?

edit:
maybe someone has advice on how to level manipulate without books or courses?
i know persuasion and chore crits are supposed to increase it but iam not having much luck.
what chores/interactions are best suited for this?
Sickness debuffs are instant. They wake up with less stamina etc but the sickness itself is "gone" after Conclude Day.
 
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GD-studios

The Budman
Game Developer
Nov 20, 2021
880
3,072
Hi!
Don't know whether it was reported already or not.
I have a problem with the decereasing of the amount of money (~$2k-$3k) that occurs after visiting "Divine juices" and starting session there. I usually choose "drink", "socialize", "eat food" options.
Also had the same problem with the decrease of money after playing some poker games in the "Dockgrave tavern".
Maybe you're there during the Midnight shift? All household income/expenditures are added or deducted at 00:00.
 

brorpag

Member
Nov 22, 2020
162
110
What am i supposed to do with scrap iron/scrap cloth? got tons of it from the workshop but i cant find anywhere to sell it
 

khumak

Engaged Member
Oct 2, 2017
3,716
3,749
I have now experimented a little on this topic.
For most npcs you can simply hover mouse on the avatar immediately after adding them to find out what random traits they have and just press F5 until happy.
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For mercenaries the randomness typically happens a few clicks before adding them.

In that situation you can use this method:
1. Make a quick save at some point where you are absolutely sure the npc has not been randomized.
2. Add them to find out the avid.
3. Quick load.
4. Console: SugarCube.State.active.variables.npc.avid
5. Click one step closer to adding the npc.
6. Repeat 4-5 until console suddenly shows a different result
7. Quicksave at this point.
8. Now you have the optimal scum point where you can add, hover and reload until happy.

The more direct approach would of course be to edit start_game.html and remove any unwanted randomness for the specific npc... But that would be out of scope for the automation mod.

Edit: For mercenaries who are found via red button directly on map, it unfortunately seems to be that they get created when player first enters that specifc map. So Aiko, Dexter and a few others would be quite complicated to save scum regardless of method... I guess I could add a reset feture for them... But that would then belong in a future cheat section which is unlikely to happen.
Yeah for mercs their traits are set the first time you're in the same room with them. If they're outside then it's the first time you enter the same zone even if you don't talk to them. So to save scum traits on Aiko for instance you have to never enter Kasey Park until you're ready to hire her. Then save just before entering the zone, hire her, go home and check her stats, reload if you don't like her traits.

For mercs who are inside their traits are set the first time you enter the building they're in. So for instance if you go buy some ammo from the weapon store, Bud's traits have just been locked in.

For mercs there are usually a pretty small subset of random traits they can get, and for some of them that subset of traits is nothing (like Dexter). The most common trait I like to save scum on mercs is workaholic since several of them can get it randomly. The other one I insist on for mercs is scavenger on Bud since that's really the only reason to get him if you're not going to fight with him.

The worst case scenario is Aiko and Felix since they're both in the same zone. So if you want Felix to be both a workaholic and a techie and you also want Aiko to be a warrior you're going to be there awhile. Fortunately Aiko is guaranteed workaholic so I don't bother save scumming her traits. I just insist that Felix be a workaholic and take whatever Aiko gets randomly.
 
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khumak

Engaged Member
Oct 2, 2017
3,716
3,749
I always fill the entire yard with gardens only. Then after I have sold enough food to have ~$80k in cash, I build a workshop in the external plot next to the house and once that workshop is max upgraded I replace two of the gardens with stables and dojo and also a gazebo with pool in the small slot.

But I will probably keep the grove next game. It will take a little longer to afford the external plot with workshop that way, but I don't see how it matters if I become millionaire at age 18.4 instead of age 18.3.
For me the dojo is a temporary building. I'm always going to build one but once I get MC and my A team to 130 strength, dex, and stamina I don't need it anymore. I can still pump everyone else to 100 or so without it.

I consider the stables to be mandatory, although not in the early game since it's expensive. The gardens I consider to be high priority in the early game since they're cheap and they save you a ton of money on food.

I'm kind of a tree hugger by nature so I would normally want to keep the grove but if you look at it from a utility standpoint it's just inferior to literally anything else you might want to put there with maybe the possible exception of building a second stables or more than 1 dojo (you can do that but I'm not sure why you would).

For me it kind of comes down to what I plan on doing with the 2 outside lots. If I plan on putting workshops in both of them then I can keep the grove and some gardens in my yard. If I'm going to make both of them taverns then at least 1 if not 2 or 3 of my yard slots are going to be workshops. The small statue thing is always going to be a gazebo.

I haven't had much luck making very much money with taverns but I recently stumbled onto the idea of using them for training and they're actually kind of nice for that. They can train charisma, domestic, strength, melee, administration, and performance up to 80 each if you manage to get people in there with stats arranged so they qualify for the right job. Unfortunately if you train up combat stats pretty much everyone is going to be a bouncer. So that means if you want to use a tavern for passive training purposes you pretty much have to intentionally NOT train combat stats on anyone you're going to put there.

3 of the jobs train charisma. 2 of them train strength. 2 of them train domestic. 1 of them trains performance. 1 of them trains administration. 1 of them trains melee. All of them train 2 different stats at once.

If you have a lot of people in your house though it's certainly better than having like 20 maids or janitors because you have nothing else useful for them to do.

I haven't tested yet to see how viable it is to try and train up 2 stats to 80 with 1 job and then train them enough to have them switch to a different job. I suspect that would be tough to do. So you probably have to just pick 1 job that you want them to do and then swap them out for someone else once their 2 relevant stats for that job hit 80. I think the 3 jobs that train charisma are generally the most useful, although training up an accountant to 80 administration that way would be nice. Unfortunately Adrianne has much higher performance than she does administration initially if you put her in there without training she'll be a performer which does not train administration. But Lucky gets the right job right from the get go if you want to train her up for it.
 
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Porrvald

Active Member
Sep 12, 2020
595
631
Yeah for mercs their traits are set the first time you're in the same room with them. If they're outside then it's the first time you enter the same zone even if you don't talk to them. So to save scum traits on Aiko for instance you have to never enter Kasey Park until you're ready to hire her. Then save just before entering the zone, hire her, go home and check her stats, reload if you don't like her traits.

For mercs who are inside their traits are set the first time you enter the building they're in. So for instance if you go buy some ammo from the weapon store, Bud's traits have just been locked in.

For mercs there are usually a pretty small subset of random traits they can get, and for some of them that subset of traits is nothing (like Dexter). The most common trait I like to save scum on mercs is workaholic since several of them can get it randomly. The other one I insist on for mercs is scavenger on Bud since that's really the only reason to get him if you're not going to fight with him.

The worst case scenario is Aiko and Felix since they're both in the same zone. So if you want Felix to be both a workaholic and a techie and you also want Aiko to be a warrior you're going to be there awhile. Fortunately Aiko is guaranteed workaholic so I don't bother save scumming her traits. I just insist that Felix be a workaholic and take whatever Aiko gets randomly.
If you want to make Bud always scavenger you can edit start_game.html like this:
Find: traitscav: either(0, 100),
Replace: traitscav: 100,

For Kelly and Kyle:
Find: traitscav: either(0, 0, 0, 0, 100),
Replace: traitscav: 100,

To remove randomness of workaholic from Enya, Loren, Felix, Samuel, Doyle and Kelly:
Find: traitwork: either(0, 0, 0, 100),
Replace: traitwork: 100,

To be more specific and adjust any of the scripted random traits you can search for the name of the mercenary, like this using Aiko as example:
Find: girlname: "Aiko
Scroll down ~100 lines to the section where you find traitxxx: either(values), and replace with traitxxx: 100,
 
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Deren

Newbie
Feb 18, 2018
55
5
hello, question. is it normal for the log to be empty? some days ill get a large amount of stat increases and decreases, other times the log is just completely empty which is strange, considering I have like 64 peeps it probably shouldnt ever be empty, right?

actually, now that I type this, I realize that it may be empty because I sleep past 12am often. Is this the case?
 

JaxMan

Active Member
Apr 9, 2020
726
652
hello, question. is it normal for the log to be empty? some days ill get a large amount of stat increases and decreases, other times the log is just completely empty which is strange, considering I have like 64 peeps it probably shouldnt ever be empty, right?

actually, now that I type this, I realize that it may be empty because I sleep past 12am often. Is this the case?
That is the case.
 

Kahnmir

New Member
Jan 13, 2018
12
4
Hello, I'm trying to figure out how to remove the addiction trait from Aiko. Seeing how she's a mercenary I can't really deprive her of funds... the wiki states I should be able to throw in her in prison, but that doesn't work either. (I guess she still gets payed... then magically teleports drugs in to her cell... Via bugs.)

I think I COULD marry her but.. I don't wanna... so I cracked open the dev tools and tried to find the variable responsible for addiction and... cannot find it. Nor can I find the variable for mercenary salary. Can someone help me out here?
 

Clemency

Active Member
Jan 21, 2024
616
661
Hello, I'm trying to figure out how to remove the addiction trait from Aiko. Seeing how she's a mercenary I can't really deprive her of funds... the wiki states I should be able to throw in her in prison, but that doesn't work either. (I guess she still gets payed... then magically teleports drugs in to her cell... Via bugs.)

I think I COULD marry her but.. I don't wanna... so I cracked open the dev tools and tried to find the variable responsible for addiction and... cannot find it. Nor can I find the variable for mercenary salary. Can someone help me out here?
SugarCube.State.active.variables.npc.av32.reserved2 = 0

SugarCube.State.active.variables.npc.av32.reserved5 = 0

how to play the mor enhanced class if ur creating a new character?
You need a separate HTML download from discord, accessible by Tier4+ subscribers.
 
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Kahnmir

New Member
Jan 13, 2018
12
4
SugarCube.State.active.variables.npc.av32.reserved2 = 0

SugarCube.State.active.variables.npc.av32.reserved5 = 0
That worked! Thanks!

it should be fine even if shes a merc? i know my Loren had an addiction that is now gone.
Loren's pay is 20$ a day, the addict needs 25$ a day to maintain their habit. Aiko's pay is 40$
 

Deren

Newbie
Feb 18, 2018
55
5
Loren's pay is 20$ a day, the addict needs 25$ a day to maintain their habit. Aiko's pay is 40$
i realized it after I posted it, heh. My bad.


Anyway, I just found out about horse riding to train discipline. Are there any negatives aside from the one-time payments for equipment? Like not being able to work or anything like that?

Okay so it's a 6-8pm class. I assume they just wont be able to join any shrine/party/gazebo activities if I start them at that time.

Also, does anybody know an easier way to check if it's someone's bday? Having to check logs to check is just annoying.

Lastly, I keep seeing that I can find the red river circlet in the scrap heap. I already exhausted it but didnt notice getting a circlet of any kind. Did I fail because Kelly wasnt here when I demolished it?
 
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