breeding for dummies main thing is that it adds back additive traits and upgrades at max depravity right? Those were what I noticed (I prefer that anyway, completely random is sorta lame)
MBM 2.0.15.1 + DLC Unpacked Sprite Data (Mega link)
I unpacked each .bundle file and sorted sprite data to individual folders. I also downgraded Spine file version back to 3.8.75, which you can find cracked online. My reasoning is simple - I want people to be able to edit it themselves with a proper tools and learn how to work with Spine itself.
However, there's one big downside with no real solution before we'll have access to a cracked Spine editor version no lower than 4.0.61: 3.8.75 output .skel/json are not compatible with the game as is. Also, some data may be lost between downgrading/upgrading v3 and v4.
One solution I can think of: make your edits, save a project and send it to me with data folder in PM, so I can upgrade it to a game-compatible version.
I'm still figuring some stuff myself, such as correct texture packer settings and generating outline .png(s) correctly.
It's not a mod. Only check it if you want to see how game works "under the hood"/learn how to use Spine Editor: setting up animation, editing graphics data.
Anyway, send me a PM if you have any questions about it.
Example for how to load a .json animation and sprite data in Spine Editor 3.8.75 View attachment 2453825
I see. that is quite rough... I assume there is no reason I would want that other than difficulty? I am unsure if I am supposed to be looking for a certain type of "essense" when trying to get a new girl.
I see. that is quite rough... I assume there is no reason I would want that other than difficulty? I am unsure if I am supposed to be looking for a certain type of "essense" when trying to get a new girl.
Spine is for 2D animation, like Live2D, but they both use proprietary formats and don't support each other. Blender is for 3D.
As for now, the only way anyone can try to work with MBM's graphics is to get that Unpacked sprite data and skel files I downgraded from v4 to v3.8.75 and use a cracked Spine version. To put it back in the game you'll need to contact me and then I'll make a game-compatible skel files. I understand that's a huge downside for a modding scene and I don't see other option until there's a cracked Spine 4.0.64 version available on a net.
MBM 2.0.15.1 + DLC Unpacked Sprite Data (Mega link)
I unpacked each .bundle file and sorted sprite data to individual folders. I also downgraded Spine file version back to 3.8.75, which you can find cracked online. My reasoning is simple - I want people to be able to edit it themselves with a proper tools and learn how to work with Spine itself.
However, there's one big downside with no real solution before we'll have access to a cracked Spine editor version no lower than 4.0.61: 3.8.75 output .skel/json are not compatible with the game as is. Also, some data may be lost between downgrading/upgrading v3 and v4.
One solution I can think of: make your edits, save a project and send it to me with data folder in PM, so I can upgrade it to a game-compatible version.
I'm still figuring some stuff myself, such as correct texture packer settings and generating outline .png(s) correctly.
It's not a mod. Only check it if you want to see how game works "under the hood"/learn how to use Spine Editor: setting up animation, editing graphics data.
Anyway, send me a PM if you have any questions about it.
Example for how to load a .json animation and sprite data in Spine Editor 3.8.75 View attachment 2453825
Which Spine version do you have?
If it's a cracked 3.8.75 it won't work with the game.
If it's 3.8.75, I'll need your .spine project file, .json file if you only edited skeleton rigging. If you added new textures/edited old ones - I'll need these as well.
If you somehow got a licensed 4.0.61, then it needs to be packed in a correct way. That download ( Unpacked Sprite Data ) should have a bit of instructions about how to repack data back in the game.
Which Spine version do you have?
If it's a cracked 3.8.75 it won't work with the game.
If it's 3.8.75, I'll need your .spine project file, .json file if you only edited skeleton rigging. If you added new textures/edited old ones - I'll need these as well.
If you somehow got a licensed 4.0.61, then it needs to be packed in a correct way. That download ( Unpacked Sprite Data ) should have a bit of instructions about how to repack data back in the game.
I honestly don't know how far Dragon Bones developed and if it can handles v4 or at least 3.8.75 compatible spine output. Main issue is output compatibility. Edited files must be in .skel format and be compatible with the game which use spine 4.0.61.
Data packing IS an issue when we are talking about 2x or 4x increased sprite sheet resolution with a current UABEA repacking solution.
It has been a while!
Thank you for playing this version 0.1.
Also, thank you for all your opinions!
We hope that your valuable feedback will help us improve the overall aspects of the game.
Today we would like to announce some of the improvements.
[Appearance of Monmus]
Monmus was something we had been considering from the beginning of the project.
This is "Short Stack", a goblin hybrid Monmus that will be added in the next version. We are currently creating a design proposal.
[Subdivision of fetal growth]
Since pregnancy and childbirth are important in the game, I thought it would be a good idea to include an element where the fetus grows as the turns pass, and I'm currently working on that part.
Besides chances of losing essence in the next generation, you can also use tentacles' essence-draining upgrades. They work a lot more reliably without For Dummies complicating things.
Somebody has a template plugin code for this game ? (non-CB)
I basically like a vanilla gameplay, still want change some tiny things.
I read the tutorials, so the basic conception is okay, but I don't rly find where can I get MBMScripts references...
Somebody has a template plugin code for this game ? (non-CB)
I basically like a vanilla gameplay, still want change some tiny things.
I read the tutorials, so the basic conception is okay, but I don't rly find where can I get MBMScripts references...
Part of scripting data is in data.unity3d file, which can be unpacked and repacked with UABEA tool. Other part of the game's code is in Assembly-Csharp.dll which can be edited to some extent with dnspy(EX) - although Method/Class editing often fails because damn thing fails to recompile it properly for now, so you might want to poke at it with IL editing.
I don't know how to use advanced code editing like guyverek did, but parts what I've described allows you to edit vanilla game quite a bit.
Part of scripting data is in data.unity3d file, which can be unpacked and repacked with UABEA tool. Other part of the game's code is in Assembly-Csharp.dll which can be edited to some extent with dnspy(EX) - although Method/Class editing often fails because damn thing fails to recompile it properly for now, so you might want to poke at it with IL editing.
I don't know how to use advanced code editing like guyverek did, but parts what I've described allows you to edit vanilla game quite a bit.
Somebody has a template plugin code for this game ? (non-CB)
I basically like a vanilla gameplay, still want change some tiny things.
I read the tutorials, so the basic conception is okay, but I don't rly find where can I get MBMScripts references...
You can check out my mods Random Names and Chaotic Markets and Complex Breeding for Dummies. They come with Source Code. You still need some setup. Setup like installing dotnet and Visual Studio and adding BepInEx to your nuget sources, but once that is done you should be able to modify stuff inside my mods and compile them again to a new mod. How to do the dotnet, VisualStudio and BepInEx setup is explained in the
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For mods that don't have source code. You can still use dnSpy or ILSpy to look inside and see how they do things. It's not as convenient as having the source code, but with a bit of practice, it is enough to copy/modify any feature from another mod.
Most MBM mods use BepInEx + Harmony patches to hook into the game without changing the game files.
The inline editing (IL) that Krongorka suggested, is a different way that also works. But has two downsides:
First: For some reason it doesn't work sometimes. I want to edit a method but cant.
Second: IL changes the existing game files directly. So if your mod changes the game files and another mod also changes the game files, then you have to choose. Cant use the same game file twice. So if you just want to do some quick edits for personal use, then IL is the easier way (well, if it works -> see the first downside). If you want to maybe upload the mod (yes please ) then I recommend trying out the BepInEx + Harmony approach (which is the approach guyverekCB and also most mods from Surgy s modpack use).
For extra Context: If you want to edit spine data like Krongorka does, then you need to touch game files anyway, so the second downside of IL is something you have to deal with anyway. But for mods that only change code: if you want to be compatible with other mods then BepInEx + Harmony is a great.
Also a while ago someone asked me how to make a RandomNames mod for Complex Breeding. I know that is not what you are looking for exactly, but the pointers might still help, so I copy paste them here: