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Aug 8, 2020
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Nothing is confirmed for any monster type other than the Goblins and Orcs. Werewolves are likely to be next because of the developers history, but beyond that, no one knows what the developers are cooking.
If anything else, should they not.
Others will eventually just mod it in. If people are not satisfied with what they have. It will simply be motivation to add things they want themselves.
A matter of having too much free time really.
 

uglywolf

Member
Nov 3, 2018
206
132
A matter of having too much free time really.
I personally think this isn't what it looks like...
I mean if "Anyone" did; we don't even have to wait, we already played the full game and might just need to look for updates or mods for additional mobs for this game.

Having to use that time on making content(game update/mods) also reduces the time for discussions/social conversations, such as one of these threads, I believe you should understand that; seeing your post count and registering date.

...That said, not even one of us managed to get the way how "Custom Scripts" work?
 

Krongorka

Active Member
Sep 22, 2017
847
2,726
Making custom graphics to add to .skel character skeleton files is literally paywalled by Spine animation software professional license. Just saying.
 
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Krongorka

Active Member
Sep 22, 2017
847
2,726
can we get hacked version or something?
I'm not really following cracking soft scene, but there's a cracked Spine 3.8.75 which is a thing that helped Night of Revenge modding scene greatly. But as for Spine 4.1+ which ProjectR currently using... no idea.
On the other hand, I can try to help with downgrading game's provided files to 3.8 compatible files, but that's what I did for MBM and I didn't saw much user-modding scene progression since then, unfortunately.
 

flannan

Engaged Member
Dec 15, 2022
2,249
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I'm not really following cracking soft scene, but there's a cracked Spine 3.8.75 which is a thing that helped Night of Revenge modding scene greatly. But as for Spine 4.1+ which ProjectR currently using... no idea.
On the other hand, I can try to help with downgrading game's provided files to 3.8 compatible files, but that's what I did for MBM and I didn't saw much user-modding scene progression since then, unfortunately.
I am not sure where one can find the newest cracked programs, but on Rutracker I only found Spine 3.8.75 and a video guide. So if there is a newer version, it isn't easy to find.
 

AutoBio

Newbie
Jan 16, 2018
17
59
I'm not really following cracking soft scene, but there's a cracked Spine 3.8.75...
I am not sure where one can find the newest cracked programs, but on Rutracker I only found Spine 3.8.75 and a video guide. So if there is a newer version, it isn't easy to find.
(I may be wrong, but if I'm right - ) Funny thing is, it was probably the ONLY version that got cracked, as it is the only version that has problems with Unity according to
It looks like the developers said that “I just noticed that version 3.8.75 is a specially treated version that must have caused problems, and therefore issues the error message.” but i find it strange that the only cracked version i could find online is the one that has problems and is specially treated.
 
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Krongorka

Active Member
Sep 22, 2017
847
2,726
Funny thing is, it was probably the ONLY version that got cracked, as it is the only version that has problems with Unity according to
I think (although I can't prove it) that this was shared as a test version with full functionality. Just so users can try it/Compare with Live2D (Spine also offers one-time purchase license, btw). It allows you to work with meshes and allows to save in .json and .skel formats. But most games will require 3.8.99 output or 4.0/4.1+.
As far as I know, ProjectR devs didn't implement 4.1+ "Physics" functionality. So it probably allows for a custom 4.1 to 3.8 downgrade, user edit and reupgrade to 4.1.

If there's users who wants to try it out eventually for ProjectR - PM me, can be useful now or at the time of game's release. Anyone should keep in mind that there's a lot of individual skeletons/artwork and code side involved. Easier than MBM in terms of data packing (everything is unpacked here), but still.
 

uglywolf

Member
Nov 3, 2018
206
132
Spine animation software professional license. Just saying.
Whatever that's an issue or not, it depends on each person. Well, I personally did find that as an issue, though... That won't make me get a "3rd Party" version however...

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Aug 8, 2020
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I mean if "Anyone" did; we don't even have to wait, we already played the full game and might just need to look for updates or mods for additional mobs for this game.
Fair.

To be honest I forgot to mention in my post that those mods/extra additions would happen after the game is finished first. Sorry if it came out like I don't appreciate the devs or modders.

TeamApplePie is at a year of developing (Assuming the public posts, could be more behind the scene) and I'm just impressed at how much they do. MBM wasn't coded in day and this certainly won't be finished in a year or two. They're making better progress than a couple of projects I follow only to see them abandoned.
Not to mention the healthy fanbase they've built up so far.
 

uglywolf

Member
Nov 3, 2018
206
132
To be honest I forgot to mention in my post that those mods/extra additions would happen after the game is finished first. Sorry if it came out like I don't appreciate the devs or modders.
We could relax, then. Sorry I might also sounded offensive there.

Not many of us had the capability to wait, some might already complained around this time. Trying to reason with those also took time, and the pressure spreads like a bacteria.

They're making better progress than a couple of projects I follow only to see them abandoned.
Not to mention the healthy fanbase they've built up so far.
Those are few things we all actually appreciates the circle for.
Sometimes though, I overestimates what I want from them; personally can't help but feels guilty when I hoped too much.
Thus why when the dev mention they will "make it mod-able", I really felt assured, since if we didn't get the mobs "officially", we at least could add them "legally".

In a way, they've done enough for the players, might've been "working too hard" for some few...
 

uglywolf

Member
Nov 3, 2018
206
132
gobbos breastfeeding my babies raised a lot more than my interest in this game
I really wished this game would be aligned to my interests more than GobBurrow series.

Personally, that is a nice breeding-sim game.
The gobs (aside looking cool and cute) had nice looking also.
But man... I just can't get along with its (basically limited) breeding system... Ain't going to say more than that.
 

FluffyRaKu

Newbie
Jan 2, 2023
54
77
Does anyone know how to change the scripting in the game? There used to be a few scripts that were user accessible in the scripts folder, but now that's just a placeholder for potential mods and the scripts have move elsewhere. I'd quite like to have a poke through and see what the sort of limits there are for tweaks.
 

uglywolf

Member
Nov 3, 2018
206
132
I'd quite like to have a poke through and see what the sort of limits there are for tweaks.
Pretty much what I've been asking quite few times including this post. Seems like nobody has an idea how to work on it yet, even though its folder currently accessible.

Btw, I do seen people asking about RED goblin(Do they move x3 times faster tho?).
So here I am wondering if anyone has an idea how to "Color" our Gobs, considering their assets doesn't actually colored green, so I assume there might be some codes during spawning which may color them, ofc the hair of those females as well.
...Or could it be those stuff is actually within Spine's scripting?
 
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FluffyRaKu

Newbie
Jan 2, 2023
54
77
Pretty much what I've been asking quite few times including this post. Seems like nobody has an idea how to work on it yet, even though its folder currently accessible.

Btw, I do seen people asking about RED goblin(Do they move x3 times faster tho?).
So here I am wondering if anyone has an idea how to "Color" our Gobs, considering their assets doesn't actually colored green, so I assume there might be some codes during spawning which may color them, ofc the hair of those females as well.
...Or could it be those stuff is actually within Spine's scripting?
Well, AutoBio managed to figure out enough to make the sacrifice mod to increase door health, but I don't know how much of that was modding in the Dev's intended sense vs outright reverse engineering of game code. They did it by altering some of the core .dlls of the game files (which aren't readable via normal text editor), rather than adding to the assets part.
 

flannan

Engaged Member
Dec 15, 2022
2,249
2,222
Btw, I do seen people asking about RED goblin(Do they move x3 times faster tho?).
So here I am wondering if anyone has an idea how to "Color" our Gobs, considering their assets doesn't actually colored green, so I assume there might be some codes during spawning which may color them, ofc the hair of those females as well.
...Or could it be those stuff is actually within Spine's scripting?
Having played this game since version 0.1, goblins can indeed take on any color. In one of the early versions, goblin color was the average of colors of his parents.
But in later version they restricted goblins to being green or red. I guess for aesthetics reasons.
 

hevensdragon

Member
Jul 8, 2018
339
234
Anyone else hate hoe zoomed in you are? I can barely get four rooms side by side on screen at a time no matter the resolution. I the max zoom out is just so restrictive.
 
Aug 8, 2020
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But in later version they restricted goblins to being green or red. I guess for aesthetics reasons.
Could be thought of as a bug. Probably not a high priority to fix.
If they already had the feature for making the child have the average of their parents color, it seems like a downgrade imho.

Since I assume that feature is to also eventually (or not?) add the cosmetic potion like in MBM.

Unless... they're using colors to help the players differentiate between units quicker :unsure:
 
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FluffyRaKu

Newbie
Jan 2, 2023
54
77
Unless... they're using colors to help the players differentiate between units quicker :unsure:
But it's arguably more useful if we could breed creatures to have particular colours so that we can see the difference between creatures bred for different stats.

They could even make the colours depend on the stat boosts or penalties they the creature has. Default goblins could be just green, while increasing damage could increase the red colour channel which would push them towards orange and eventually red. If these colours were kept consistent across different species, we could even tell roughly what purpose we have bred each of them for without having to memorise a whole set of different colour combinations.
 
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