That's awesome. Of course more is always better, but if it's harder to have control over all perks/profs/personalities then that's very understandable. I don't know how to compile .dlls on my own so I'll wait until you've done a release, but I appreciate the option.
Curious - is there any factor to add value to a slave/monster the more traits/essence/general levelup they have? Would be interesting if you could get more $$$ out of selling better slaves or monster offspring.
Check the update, and you shall see some functionalities you wanted now have been realized, including modifying slave sell price by their traits and some species-based editing functions; the rest might wait a bit longer than a few weeks; I will probably undergo a minor surgery.
Check the update, and you shall see some functionalities you wanted now have been realized, including modifying slave sell price by their traits and some species-based editing functions; the rest might wait a bit longer than a few weeks; I will probably undergo a minor surgery.
Check the update, and you shall see some functionalities you wanted now have been realized, including modifying slave sell price by their traits and some species-based editing functions; the rest might wait a bit longer than a few weeks; I will probably undergo a minor surgery.
Awesome! Thank you very much for the great work. I'm trying to trial and error figure out what the trait numbers correlate to in names right now, is there an index in the game files?
it seems that slave escapes are disabled after day 50
is there a way to re-enable it with cheat engine or save edits? i would be fine with editing the day count directly but i havent had much luck with that
it seems that slave escapes are disabled after day 50
is there a way to re-enable it with cheat engine or save edits? i would be fine with editing the day count directly but i havent had much luck with that
There's a code in Assembly-Csharp.dll file which disable all events after day 50.
The way to increase "actual gameplay limit" is multi-step:
- Need a proper editing of code in Assembly file
- Need to adjust Payment scripting file in data assets
- After everything is done correctly there's a need to play game from the start. Previous save data won't work correctly with these edits.
There's a code in Assembly-Csharp.dll file which disable all events after day 50.
The way to increase "actual gameplay limit" is multi-step:
- Need a proper editing of code in Assembly file
- Need to adjust Payment scripting file in data assets
- After everything is done correctly there's a need to play game from the start. Previous save data won't work correctly with these edits.
Pixies will always break down with installed BepInEx no matter what you do with such errors, sooner or later. Errors logging into the console when you hover mouse pointer over cages.
You can also see how their lines are all over the place once it breaks.
Damn, it's really annoying... usually in these cases I delete the "bugged" rooms and rebuild them and normally that fixes the problem temporarily. Because what you're implying is that the modded game will inevitably crash after a while, right? Isn't that horrible?
Damn, it's really annoying... usually in these cases I delete the "bugged" rooms and rebuild them and normally that fixes the problem temporarily. Because what you're implying is that the modded game will inevitably crash after a while, right? Isn't that horrible?
To tell you the truth, BepInEx log error window contains some errors which are present in the base game (no mods). It doesn't crash the game but it still cause warning messages. It also helped to fix most of such errors for a new build.
We don't know what cause pixies to stop working for sure.
To tell you the truth, BepInEx log error window contains some errors which are present in the base game (no mods). It doesn't crash the game but it still cause warning messages. It also helped to fix most of such errors for a new build.
We don't know what cause pixies to stop working for sure.
I suspect part of it is the mod that allows pixies to move slaves after birthing and milking.
I've observed that a bit, and it seems that for vanilla pixie actions a slave will be moved to the cage they came from. But the mod that moves slaves back to cages after birth and milking seems to move them to the closest (empty?) cage instead. This also seems to cause some reshuffling occasionally, where slaves now remember those cages as their home cage, which means that pixies will move them there from other cages.
That means that the cages next to milking and birthing rooms have *a lot* of slaves assigned to them, and all the vanilla functions will also try to move them to these cages.
You can see this when you move the slaves from those cages to different ones, and all of a sudden slaves from various locations are moved. Sadly this isn't a long-term fix, as the pixies will also move slaves from different cages there.
Only proper fix would probably be to rewrite the pixie-move function entirely and include birthing and milking there in the same way the pixies move them for the rest of the vanilla actions.
I suspect part of it is the mod that allows pixies to move slaves after birthing and milking.
I've observed that a bit, and it seems that for vanilla pixie actions a slave will be moved to the cage they came from. But the mod that moves slaves back to cages after birth and milking seems to move them to the closest (empty?) cage instead. This also seems to cause some reshuffling occasionally, where slaves now remember those cages as their home cage, which means that pixies will move them there from other cages.
That means that the cages next to milking and birthing rooms have *a lot* of slaves assigned to them, and all the vanilla functions will also try to move them to these cages.
You can see this when you move the slaves from those cages to different ones, and all of a sudden slaves from various locations are moved. Sadly this isn't a long-term fix, as the pixies will also move slaves from different cages there.
Only proper fix would probably be to rewrite the pixie-move function entirely and include birthing and milking there in the same way the pixies move them for the rest of the vanilla actions.
Awesome! Thank you very much for the great work. I'm trying to trial and error figure out what the trait numbers correlate to in names right now, is there an index in the game files?
There is, those related to the essence from ETrait.93 to ETrait.98 has been noted in the plugin's menu, the rest are scattered in the DLL file so I'll list some of them here
You can examine the DLL file of complex breeding and assembly to check what the rest of the traits refer to, but the function is not thoroughly tested yet. Send me a message if anything doesn't work.
I suspect part of it is the mod that allows pixies to move slaves after birthing and milking.
I've observed that a bit, and it seems that for vanilla pixie actions a slave will be moved to the cage they came from. But the mod that moves slaves back to cages after birth and milking seems to move them to the closest (empty?) cage instead. This also seems to cause some reshuffling occasionally, where slaves now remember those cages as their home cage, which means that pixies will move them there from other cages.
That means that the cages next to milking and birthing rooms have *a lot* of slaves assigned to them, and all the vanilla functions will also try to move them to these cages.
You can see this when you move the slaves from those cages to different ones, and all of a sudden slaves from various locations are moved. Sadly this isn't a long-term fix, as the pixies will also move slaves from different cages there.
Only proper fix would probably be to rewrite the pixie-move function entirely and include birthing and milking there in the same way the pixies move them for the rest of the vanilla actions.
That's because the HealthyPixyPlus plugin did not 'overwrite' the original Pixy operating logic, so the Pixies will operate following both logics, and the code did make the unit move to the closest room.
Basically what it says is, 'Find me a closest room seat to the slave, then put the slave there.'
So probably, when this conflicts with the original Pixy (like when both approaches want to move multiple units into the same seat), then the pixies will stop doing anything.
Also, it does not make any position checks for slaves, so it will probably move slaves in private estates to the public. A way to fix this is to contact the original author, I think.
Cool, they finally fixed BepInEx so it can properly run BepInExConfigManager again (called by F5 key).
IDK what happened to the original modpack topic that it drifted into read-only Rejected Game Requests forum.
So I'll post the mods here for now even if it'll be more difficult to find them this way.
The latest version of MapKeyboardExtended in the modpack allows (un)age/undress/recolor/partially modify (tails/ears/tits/tattoo) everyone under multi-selection at once. The additions are unconfigurable and mapped to keys 1-9 on numeric pad in NumLock mode temporarily. So, hevensdragon, mass undressing can be done with Numeric Pad 2 key :mát mẻ:.
I also removed uncensor as it's not needed for now.
Sửa : Đã cập nhật cho v2.0 của trò chơi. So với phiên bản trước, BepInEx hiện không cần tải xuống bất cứ thứ gì.
Trò chơi phải được cài đặt trong một thư mục có đường dẫn ngắn không chứa các ký tự không phải tiếng Anh để BepInEx hoạt động chính xác.
Đã di chuyển công cụ mở khóa ngực sang một bản mod riêng biệt bị vô hiệu hóa theo mặc định.
Đã thêm các cổng BiE6 của ComplexBreeding, CBwithTits, CBforDummies và CheatMenu (ban đầu gọi là MBMModMenu).
Cool, they finally fixed BepInEx so it can properly run BepInExConfigManager again (called by F5 key).
IDK what happened to the original modpack topic that it drifted into read-only Rejected Game Requests forum.
So I'll post the mods here for now even if it'll be more difficult to find them this way.
The latest version of MapKeyboardExtended in the modpack allows (un)age/undress/recolor/partially modify (tails/ears/tits/tattoo) everyone under multi-selection at once. The additions are unconfigurable and mapped to keys 1-9 on numeric pad in NumLock mode temporarily. So, hevensdragon, mass undressing can be done with Numeric Pad 2 key .
I also removed uncensor as it's not needed for now.
Edit: Updated for v2.0 of the game. Compared to the previous version, BepInEx doesn't need to download anything now.
The game should be installed in a folder with a short path that does not contain non-English characters for BepInEx to work correctly.
Moved tits unlocker to a separate mod disabled by default.
Added BiE6 ports of ComplexBreeding, CBwithTits, CBforDummies and CheatMenu (originally called MBMModMenu).