Ren'Py Sexbot Restoration 2124 [v0.14.2] [squirrel24]

4.30 star(s) 17 Votes

AkiranGaming

Well-Known Member
Jan 4, 2024
1,151
759
199
Ok, let's take a step back. When a bot does something, actually anything, they may learn from it. The amount of learning is variable. A side effect of learning is destabilization. That's the system, it makes sense, and I'm not changing it. When a bot reaches S level skill there is no longer any positive affect from gaining XP but they continue to do so until they reach100%. When they reach 100% the XP are ignored. As it is now the side effect of destabilization still happens even when the XP are ignored. If the variable amount of XP was large the magnitude of the side effect is large even though the XP did nothing. So thinking about that, what should happen when a maxed out bots has a "learning experience"? They can't gain XP unless I create a "superS" level. Should the learning experience cause destabilization? If so how much? I halved it some time ago, was that enough? Too much? Is a maxed out bot immune to destabilization? Are they so high strung they are more susceptible to destabilization? I will not create a "superS" level because the same thing will happen when you max that level.

It's now back to "if" I make any changes. Saying it's not fair will not influence me, why should it be fair? Life ain't fair. Whining about grind won't matter to me either. In spite of all the whining I know you can make bots run your shop with almost no MC assistance because I've done this during testing. It's down to describing plausible rationale for making a change or leaving it as is. Franky I'm leaning towards "maxed out bots are very high strung and very suspectable to destabilization" and doing nothing. It's not laziness, I think it makes more sense than the opposite of making them immune to destabilization. If anyone presents rationale that is not about "fairness" or "too much grind" I'll listen. If either of those things are included I'll ignore it.
Personally, I don't generally use the bots to manage other bots, so the stability issue doesn't really bother me that much, but the fact that certain lower rated parts seem better to use than higher rated parts in certain cases doesn't make a lot of sense.

As I've said before, I agree that making them immune to destabilization doesn't make sense, but making them very high strung doesn't either. A maxed out S skill could be considered reaching the ultimate AI or semi-sentience and can justify a lowering of destabilization effects as learning to deal with things better, essentially a self-stabilizing trait.
 
Dec 6, 2024
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Ok, let's take a step back. When a bot does something, actually anything, they may learn from it. The amount of learning is variable. A side effect of learning is destabilization. That's the system, it makes sense, and I'm not changing it.
I think this is fine. If the system was crap, nobody would play the game.

but the fact that certain lower rated parts seem better to use than higher rated parts in certain cases doesn't make a lot of sense.
I think that's the real issue, especially for new players. I have had the exact same problem, but... I think the bot parts are fine as they are. They provide, for the most part (except the CPU maybe), improvements like they take less dmg and are required for Quests.

Maxed out traits + Centric XT just provides a lot of xp. Just removing the traits is probably more than enough.
That is in my opinion the real issue. Without traits the Psychocore reduction isnt even noticable. Traits become immediately useless once a bot is maxed out and provide only negative effects.
In fact their counter part is suddenly the better choice. A bot with the Tech-Dumb trait, would get less Psychocore stability reduction than a bot with the Tech-Smart trait.

So my idea is. Inverse the effect of a trait once a bot is maxed out. So once the mechanic skill is maxed for example the Tech-Smart trait will provide negative bonus xp for the mechanic skill.

The details dont matter. I dont think anybody will notice while playing anyways, but make it so that a bot with S class parts and *-smart trait is managable. A bot without the trait is still managable, but maybe slightly worse and a bot with the *-dumb trait should get a lot of psychocore stability reduction (bonus xp).

- It's more intuitive
- Only the traits need to be changed
- You don't need to grind for it
- but if you grind for it, you get rewarded

OR

Remove inherent traits so I can give all my bots the *-dumb trait instead.
 
Last edited:

Warphorror

Active Member
Jan 2, 2018
808
1,050
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Ok, let's take a step back. When a bot does something, actually anything, they may learn from it. The amount of learning is variable. A side effect of learning is destabilization. That's the system, it makes sense, and I'm not changing it. When a bot reaches S level skill there is no longer any positive affect from gaining XP but they continue to do so until they reach100%. When they reach 100% the XP are ignored. As it is now the side effect of destabilization still happens even when the XP are ignored. If the variable amount of XP was large the magnitude of the side effect is large even though the XP did nothing. So thinking about that, what should happen when a maxed out bots has a "learning experience"? They can't gain XP unless I create a "superS" level. Should the learning experience cause destabilization? If so how much? I halved it some time ago, was that enough? Too much? Is a maxed out bot immune to destabilization? Are they so high strung they are more susceptible to destabilization? I will not create a "superS" level because the same thing will happen when you max that level.

It's now back to "if" I make any changes. Saying it's not fair will not influence me, why should it be fair? Life ain't fair. Whining about grind won't matter to me either. In spite of all the whining I know you can make bots run your shop with almost no MC assistance because I've done this during testing. It's down to describing plausible rationale for making a change or leaving it as is. Franky I'm leaning towards "maxed out bots are very high strung and very suspectable to destabilization" and doing nothing. It's not laziness, I think it makes more sense than the opposite of making them immune to destabilization. If anyone presents rationale that is not about "fairness" or "too much grind" I'll listen. If either of those things are included I'll ignore it.
What is below are only suggestions and opinions :
Concerning XP stability loss : until a bot is 100% S in a skill the actual system is fine, leveling a 100% S skill takes time during which the player will have more work to maintain the bot but once they reach their max they shouldn't have stability drop due to learning experience, they can't learn anymore, there is no new information that can be used (they're bot not some supreme lifeform) so they discard it. A maxed out bot or a bot that would be prevented to learn more (CPU limitation maybe) would be more stable.
An effect of very high grade CPU could be a reduce stability loss across the board.
A basic inherent stability lost should be linked according to number of role actually performed during a time period ideally 3 roles should be higher than a lv4 stability AI, so even in a case of fully maxed out bot (which would take a long time) player management is still there, a mission should be as taxing as 3 roles.

While a game should not require a player to max out their gameplay to be enjoyed, if a limit exists players would want to reach it while the gain can be marginal they shouldn't be penalized because they engaged with the gameplay. That's not about fairness, that's gameplay and game design.
 

dollydollzy

Newbie
Jul 25, 2024
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I agree with previous comments that lower grade cpu should not be "better" to use after maxing skills or positive traits shouldn't actually be "negative" later on.
However, I think the game is fine as it is in this regard.
 

squirrel24

Active Member
Game Developer
Mar 12, 2021
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Interesting reading everyone's opinions, thanks! I see the point about traits, that might be a good place to address the issue. In my opinion the stuff about parts, even the CPU, is off the mark. The psychocore is independent of parts, it's a separate and non-removable component that defines a "model". It can work with any parts and the better the parts the harder it has to "work" to use them effectively. A faster CPU means the psychocore has to work faster too. The stuff about maxing things being an essential part of gameplay doesn't work for me. The right tool for the job and "perfection is the enemy of good enough" apply. Not every bot needs to be "super bot". The stuff about multiple roles being impossible is something I've thought about too. I accepted it for a couple of reasons. I'll admit that one is laziness but closely related is complexity. What combinations are allowed? What ones are not allowed? How do I explain this without a ton of hand-holding? How will I deal with whiners complaining that I made the game too hard? So I rationalized. Better bots can do everything much faster than humans. Stronger, faster, never distracted, etc. and I ignore the inconsistency with this rationalization and how housekeepers work in the game. Think about it, one bot can easily do all the housework the MC can do, what would up to 5 bots do to free up that much of the MC's time? This is why I limited hardcore mode to 2 AP max, the 5 AP possible in easy mode is just plain stupid. Sorry, sometimes I talk to much. I'll look into "suspending traits" for maxed out bots and leave it at that.

It is interesting how caught up many of us get in this crazy, made up universe that Radnor created. Thanks for coming along on this oddball journey.
 
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Evangelion-01

Devoted Member
Apr 12, 2018
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The stuff about maxing things being an essential part of gameplay doesn't work for me. The right tool for the job and "perfection is the enemy of good enough" apply. Not every bot needs to be "super bot".
Maybe not EVERY Bot... but my Personal Harem?
The guys running my business so I can build more bots for my Harem or to sell for Credits?
Yeah I'd like experts for these tasks without being punished.
So I rationalized. Better bots can do everything much faster than humans. Stronger, faster, never distracted, etc.
That's actually the point here... I give the Mob what they need... nothing more, but for myself I want the best.
Think about it, one bot can easily do all the housework the MC can do, what would up to 5 bots do to free up that much of the MC's time? This is why I limited hardcore mode to 2 AP max, the 5 AP possible in easy mode is just plain stupid. Sorry, sometimes I talk to much. I'll look into "suspending traits" for maxed out bots and leave it at that.
I'd say the MC is overhelmed with running his business and takeing care of his home... haveing all those house keepers actually makes it possible to keep the ENTIRE house clean, instead of a single room a day.
It is interesting how caught up many of us get in this crazy, made up universe that Radnor created. Thanks for coming along on this oddball journey.
Is it crazy made up if reality is already fast progressing in this direction though? (made up it may be but not as unrealistic as the time of Termin*tor).
 

gnoobie

New Member
Aug 20, 2024
10
8
71
Neat little game, with actual game mechanics.

There is a new competitor called CAPRI, they make high end bots, both very difficult in the social training though.
The CAPRI management prefers hard power over soft power.

The new bots need some tweaking before they can join the game with a mod zip firmware package.


ares.png
athena.png
 

squirrel24

Active Member
Game Developer
Mar 12, 2021
704
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217
Maybe not EVERY Bot... but my Personal Harem?
The guys running my business so I can build more bots for my Harem or to sell for Credits?
Yeah I'd like experts for these tasks without being punished.

That's actually the point here... I give the Mob what they need... nothing more, but for myself I want the best.

I'd say the MC is overhelmed with running his business and takeing care of his home... haveing all those house keepers actually makes it possible to keep the ENTIRE house clean, instead of a single room a day.

Is it crazy made up if reality is already fast progressing in this direction though? (made up it may be but not as unrealistic as the time of Termin*tor).
If it's your personal harem why are they working? They should stay home and pamper you. Send others out on missions. Oh, I see. You're one of those guys who want a huge harem. Too bad, you'd die a premature death from exhaustion anyway!
 

gnoobie

New Member
Aug 20, 2024
10
8
71
squirrel24

bot_mod.png ares.png athena.png


Some ideas, but doubtful I have time to code for a (sex) game.

- military missions enabling to steal bots by hacking (Athena)
- assassination or sabotage missions (Ares)
- ability to remove parts only, to strip down to chassis and buy/sell them on the black market
- eventually implement a M(military) rate

Some UI improvements
- realign some buttons to reduce clicking

I got one prob, using a save game, adding the mod throws errors with the whore mission results. Is this caused by using a save game, or what has to be integrated in carpi mod to make mission from squirrel work?
the squirrel_male & female mods have a weird negative mod priority? If I used -700 as well, I don't get the carpi mod shown as loaded.

Python:
Full traceback:
  File "game/modules/0005_core/core/main_loop.rpy", line 45, in script call
    call expression event_label pass (*event_label_args,**event_label_kwargs)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 156, in script call
    call mission_finished_default(bot,mission_result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 6, in script call
    call mission_finished_process_changes(bot,result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 20, in script call
    call expression call_label[0] pass(bot,*call_label[1],**call_label[2])
  File "/opt/games/SR24-0.12.7-linux/renpy/ast.py", line 1490, in execute
    rv = renpy.game.context().call(label, return_site=self.next.name)
  File "game/modules/0005_core/core/main_loop.rpy", line 45, in script call
    call expression event_label pass (*event_label_args,**event_label_kwargs)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 156, in script call
    call mission_finished_default(bot,mission_result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 6, in script call
    call mission_finished_process_changes(bot,result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 20, in script call
    call expression call_label[0] pass(bot,*call_label[1],**call_label[2])
  File "/opt/games/SR24-0.12.7-linux/renpy/script.py", line 918, in lookup
    raise ScriptError("could not find label '%s'." % str(original))
ScriptError: could not find label 'whore_bot_mission_results'.

While running game code:
  File "game/modules/0005_core/core/main_loop.rpy", line 45, in script call
    call expression event_label pass (*event_label_args,**event_label_kwargs)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 156, in script call
    call mission_finished_default(bot,mission_result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 6, in script call
    call mission_finished_process_changes(bot,result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 20, in script call
    call expression call_label[0] pass(bot,*call_label[1],**call_label[2])
  File "game/modules/0005_core/core/main_loop.rpy", line 45, in script call
    call expression event_label pass (*event_label_args,**event_label_kwargs)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 156, in script call
    call mission_finished_default(bot,mission_result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 6, in script call
    call mission_finished_process_changes(bot,result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 20, in script call
    call expression call_label[0] pass(bot,*call_label[1],**call_label[2])
ScriptError: could not find label 'whore_bot_mission_results'.
 
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squirrel24

Active Member
Game Developer
Mar 12, 2021
704
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squirrel24

View attachment 4902793 View attachment 4902795 View attachment 4902797


Some ideas, but doubtful I have time to code for a (sex) game.

- military missions enabling to steal bots by hacking (Athena)
- assassination or sabotage missions (Ares)
- ability to remove parts only, to strip down to chassis and buy/sell them on the black market
- eventually implement a M(military) rate

Some UI improvements
- realign some buttons to reduce clicking

I got one prob, using a save game, adding the mod throws errors with the whore mission results. Is this caused by using a save game, or what has to be integrated in carpi mod to make mission from squirrel work?
the squirrel_male & female mods have a weird negative mod priority? If I used -700 as well, I don't get the carpi mod shown as loaded.

Python:
Full traceback:
  File "game/modules/0005_core/core/main_loop.rpy", line 45, in script call
    call expression event_label pass (*event_label_args,**event_label_kwargs)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 156, in script call
    call mission_finished_default(bot,mission_result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 6, in script call
    call mission_finished_process_changes(bot,result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 20, in script call
    call expression call_label[0] pass(bot,*call_label[1],**call_label[2])
  File "/opt/games/SR24-0.12.7-linux/renpy/ast.py", line 1490, in execute
    rv = renpy.game.context().call(label, return_site=self.next.name)
  File "game/modules/0005_core/core/main_loop.rpy", line 45, in script call
    call expression event_label pass (*event_label_args,**event_label_kwargs)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 156, in script call
    call mission_finished_default(bot,mission_result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 6, in script call
    call mission_finished_process_changes(bot,result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 20, in script call
    call expression call_label[0] pass(bot,*call_label[1],**call_label[2])
  File "/opt/games/SR24-0.12.7-linux/renpy/script.py", line 918, in lookup
    raise ScriptError("could not find label '%s'." % str(original))
ScriptError: could not find label 'whore_bot_mission_results'.

While running game code:
  File "game/modules/0005_core/core/main_loop.rpy", line 45, in script call
    call expression event_label pass (*event_label_args,**event_label_kwargs)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 156, in script call
    call mission_finished_default(bot,mission_result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 6, in script call
    call mission_finished_process_changes(bot,result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 20, in script call
    call expression call_label[0] pass(bot,*call_label[1],**call_label[2])
  File "game/modules/0005_core/core/main_loop.rpy", line 45, in script call
    call expression event_label pass (*event_label_args,**event_label_kwargs)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 156, in script call
    call mission_finished_default(bot,mission_result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 6, in script call
    call mission_finished_process_changes(bot,result)
  File "game/modules/0010_dscs_base/game/common/missions/mission_finished.rpy", line 20, in script call
    call expression call_label[0] pass(bot,*call_label[1],**call_label[2])
ScriptError: could not find label 'whore_bot_mission_results'.
I suggest you model your mods priorities after other people's bot mods not the bots in the game. I don't understand how mods and priorities work so I can't help you but they matter. The same advice applies to other types of mods.

After reading your plans to realign buttons and focus on violence I'd prefer that you use the source code to make your own game instead of making mods for mine. This is my hobby and I don't want a co-developer, I don't want to be struggle with conflicting button locations and functions, and I'm not interested in more violence. Many players are likely to prefer your game because they are frustrated with my priorities and I'd be happy to send them over to you. The source code is free to use as long as you mention Radnor, You don't need to mention me.
 
Last edited:

gnoobie

New Member
Aug 20, 2024
10
8
71
Without getting into a deep discussion on violence, the game essentially starts with a death threat to MC.
I would just like to implement a solution to the problem of paying "protection" to the mob, well, other than obediently paying whatever demand.

Here is the mod, I may add missions and/or more stuff, as long as it it is only json files.
My time for actual python coding on this is rather limited to non existent.



Spoiler idea, the mod probably heads in a direction to use military bots to clean up the remains of human prostitution/slavery controlled by the mob, and removable parts chassis only body on black or grey market. Dealing military bots is highly illegal, so would be restricted to M rate.
Reason for a new rate, a criteria to only send M bots on missions or let them do something. Can't send other bots on M missions, and it also excludes M rate from any sales offer in the high end bot show. Only available on black market, and only chassis and M parts, no complete bot to buy or find on scrap yard.
M bots can convince the mob to stop human trafficking and stuff, and buy sex bots from MC instead. Carpi's real aim, control of the sex bot market.
 
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squirrel24

Active Member
Game Developer
Mar 12, 2021
704
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Without getting into a deep discussion on violence, the game essentially starts with a death threat to MC.
I would just like to implement a solution to the problem of paying "protection" to the mob, well, other than obediently paying whatever demand.

Here is the mod, I may add missions and/or more stuff, as long as it it is only json files.
My time for actual python coding on this is rather limited to non existent.



Spoiler idea, the mod probably heads in a direction to use military bots to clean up the remains of human prostitution/slavery controlled by the mob, and removable parts chassis only body on black or grey market. Dealing military bots is highly illegal, so would be restricted to M rate.
Your plans conflict with the plot and story of my game. Obediently paying the mob is integral to the story. Please do not do this. If you do I will probably disable .json based mods entirely to complete my game as intended.

Fyi, The game starts that way because it is based upon DSCS which starts that way. The parts of SR24 that have violence were originally made as mods for DSCS which was designed for that. SR24 includes them but did not expand upon them.
 
Last edited:

Symphatic

On a Break
Moderator
Donor
Compressor
Nov 25, 2021
603
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I had to delete several pages as this entire thread got extremely off-topic and derailed. If there's something you would like added or removed make your comment. If you get rejected move on. At the end of the day this project is squirrel's. S/he can add or remove whatever they want. They also included the source, somewhere (not going out of my way to find it), and allows said usage.

This is not the place to argue how GitHub works, what a source is, what a License is, or why X is actually Y but really Z. This is a place to discuss the game and game only.

squirrel24 next time instead of arguing, report it, don't participate. If you don't understand how something works don't argue it. Just be like, "Aight, my bad." then move on. If you see someone blatantly trolling just report it as off-topic and move on.

Any further off-topic or straight up arguments will be met with a thread ban.
 

squirrel24

Active Member
Game Developer
Mar 12, 2021
704
762
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I had to delete several pages as this entire thread got extremely off-topic and derailed. If there's something you would like added or removed make your comment. If you get rejected move on. At the end of the day this project is squirrel's. S/he can add or remove whatever they want. They also included the source, somewhere (not going out of my way to find it), and allows said usage.

This is not the place to argue how GitHub works, what a source is, what a License is, or why X is actually Y but really Z. This is a place to discuss the game and game only.

squirrel24 next time instead of arguing, report it, don't participate. If you don't understand how something works don't argue it. Just be like, "Aight, my bad." then move on. If you see someone blatantly trolling just report it as off-topic and move on.

Any further off-topic or straight up arguments will be met with a thread ban.
I understand, sorry about the mess and I will not engage in things like this again. My bad,
 

Niva59

New Member
Nov 22, 2018
6
4
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First, I'd like to say thank you for SR24. I spent months adding new characters in my own modding list. Probably went overkill with more than 100 characters... Anyway!

If you're still interested and not fed-up to hear opinions about instability, here's mine. I think the most logical explaination about instability is learning new things. I'd like to emphasize on the new things. You won't learn anything you already knew. Bots who reached S tier skill should theoritically have seen almost everything that skill entails and thus learn fewer new things.

Additionally, some things may aggravate the instability if the bots face unpredictable events based on their assigned role(s). From low to high instability roles (including roles assigned by bot manager).
  • House Keeper : Same schedule every day, simplest job, no interaction - little to no instability
  • Senior Techie (parts) : autonomous job, no interaction, bot parts may varied in complexity - low instability
  • Master Techie (bots) : autonomous job, lowest interaction possible with bots who'll stay silent during repair - low instability
  • Bot Trainer : job focusing on one skill, interactions with preditable bots - low to medium instability
  • Bot Manager : multiple job assignment with different skills, managing multiple predictable bots - low to medium instability
  • Techie : work with MC, job mostly focused on repairs but have to deal with MC's usually low unpredictability - medium instability
  • Bedroom Toy : work with MC, fastest job to do (only at night), MC's low unpredictability : medium instability
  • Scavengers : autonomous job, try to actively avoid unpredictable human interactions to find bots/parts - medium to high instability
  • Clerk : work with MC, assist you to deal with some higly unpredictable clients : high instability
  • Shop Keeper : autonomous job, deals with all unpredictable clients : high instability
  • Combat Bot : autonomous job, dealing with bot opponent is not as hard as dealing with humans (UFC staff, spectators, passers-by on the street) - high to very high instability
  • Gigolos/Whores : autonomous job, deals with unpredictable clients who may have different social/sexual behaviours : very high instability

A S-tier social skilled house keeper with D-tier CPU should lose little to no stability every day while a A-tier (or less) skilled bot working as a clerk, a shop keeper and whore everyday will suffer the most.

That was my 2 cents opinion. No matter what you'll do with my suggestion, I'll be fine with the choices you'll make for the future of SR24. Your game, your hard work, your rules. Hope you have a great day!
 
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squirrel24

Active Member
Game Developer
Mar 12, 2021
704
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First, I'd like to say thank you for SR24. I spent months adding new characters in my own modding list. Probably went overkill with more than 100 characters... Anyway!

If you're still interested and not fed-up to hear opinions about instability, here's mine. I think the most logical explaination about instability is learning new things. I'd like to emphasize on the new things. You won't learn anything you already knew. Bots who reached S tier skill should theoritically have seen almost everything that skill entails and thus learn fewer new things.

Additionally, some things may aggravate the instability if the bots face unpredictable events based on their assigned role(s). From low to high instability roles (including roles assigned by bot manager).
  • House Keeper : Same schedule every day, simplest job, no interaction - little to no instability
  • Senior Techie (parts) : autonomous job, no interaction, bot parts may varied in complexity - low instability
  • Master Techie (bots) : autonomous job, lowest interaction possible with bots who'll stay silent during repair - low instability
  • Bot Trainer : job focusing on one skill, interactions with preditable bots - low to medium instability
  • Bot Manager : multiple job assignment with different skills, managing multiple predictable bots - low to medium instability
  • Techie : work with MC, job mostly focused on repairs but have to deal with MC's usually low unpredictability - medium instability
  • Bedroom Toy : work with MC, fastest job to do (only at night), MC's low unpredictability : medium instability
  • Scavengers : autonomous job, try to actively avoid unpredictable human interactions to find bots/parts - medium to high instability
  • Clerk : work with MC, assist you to deal with some higly unpredictable clients : high instability
  • Shop Keeper : autonomous job, deals with all unpredictable clients : high instability
  • Combat Bot : autonomous job, dealing with bot opponent is not as hard as dealing with humans (UFC staff, spectators, passers-by on the street) - high to very high instability
  • Gigolos/Whores : autonomous job, deals with unpredictable clients who may have different social/sexual behaviours : very high instability

A S-tier social skilled house keeper with D-tier CPU should lose little to no stability every day while a A-tier (or less) skilled bot working as a clerk, a shop keeper and whore everyday will suffer the most.

That was my 2 cents opinion. No matter what you'll do with my suggestion, I'll be fine with the choices you'll make for the future of SR24. Your game, your hard work, your rules. Hope you have a great day!
Very thoughtful comments, thanks. :)
 
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Cake3Purple6Cheese948

Active Member
Mar 9, 2023
521
156
166
I swear there was a guide here that suggested starting out by getting bots from the dump and selling them at the flea market until you have enough to buy a second capsule, at which point you keep a bot to train while using the second capsule to use for bots to sell at the flea market, but I can't for the life of me in this thread or the DSCS thread. Does anyone know what I'm talking about?
Very much enjoying the game, btw. Sucks you right in.
 

AkiranGaming

Well-Known Member
Jan 4, 2024
1,151
759
199
I swear there was a guide here that suggested starting out by getting bots from the dump and selling them at the flea market until you have enough to buy a second capsule, at which point you keep a bot to train while using the second capsule to use for bots to sell at the flea market, but I can't for the life of me in this thread or the DSCS thread. Does anyone know what I'm talking about?
Very much enjoying the game, btw. Sucks you right in.
You may be thinking of this ...
https://f95zone.to/threads/sexbot-restoration-2124-v0-12-7-squirrel24.213667/post-14106270
or this ...
https://f95zone.to/threads/sexbot-restoration-2124-v0-12-7-squirrel24.213667/post-14323525
 
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