Are you staying safe during the outbreak?
I am! Self-Isolating as much as possible. Luckily, I can work from home so my job is unaffected so far. I’ve been taking the opportunity to get back in the swing of modding and only have 2 more of Ank’s scripts to apply from the latest bug fix, then it’ll be back to troubleshooting bugs for the next release!
How’re my other Striver’s handling all of this craziness?
All of that is because the code is not finished yet. You are using a mod in alpha on an alpha version of a game. It supposed to come in the next release with the farms revamp, so you just will have to wait and ignore the bottles of piss.
Just and advice for Aric: People is gonna get confused if they see things that are not finished, I'd comment those parts of code so they doo not get notices about things unifnished, or just a red warning about it having not been inished (as the Jail conversation warning for example). Otherwise the mod is amazing. Btw I implemented code so that custom npc (Cali, emily, etc..) Get their sprite changed whenever you undress them or not following yiur code on the matter. Also I completed it so you can force to strip them (It was unfinished and only needed a few conditions and completing the dialogue. Do you want the code?
This is the code, you have to copy&paste it in statstab.gd whenever it says "if nakedspritesdict.has(person.unique):". I did it a few days ago and my memory suck so if it does not work tell me and I'll look if I needed to change more code, but I think that's it.
if nakedspritesdict.has(person.unique): if person.consent:
sprite = [[nakedspritesdict[person.unique].clothcons, 'pos1']] else:
sprite = [[nakedspritesdict[person.unique].clothrape, 'pos1']]
if nakedspritesdict.has(person.unique) && (person.exposed.chest == true && person.exposed.genitals == true || person.exposed.chest == true && person.exposed.ass == true || person.exposed.genitals == true && person.exposed.ass == true):
if person.consent:
sprite = [[nakedspritesdict[person.unique].cons, 'pos1']]
else:
sprite = [[nakedspritesdict[person.unique].rape, 'pos1']]
Well np here's the files: https://mega.nz/#!PktHgbzJ!INRAOz7XhcKncZHjZNpgQlXyGorhSrIzaFS-oObENI4 The code is not difficult to find :)
Edit: I deleted that code that was filling the thread. For god's sake how can you add a spoiler here haha
I know I've suggested before that daily fetish "decay" should be decreased or toggleable in the future, but in the meantime... how would I go about disabling it locally? Got 25 slaves at this point, and having to check on each every day to make sure they're not losing what I want them to have is a slog.
I suspect it has something to do with checkFetish in person, or dailyFetish in expansion, but in both cases I just can't quite parse it well enough to know what to change.
Under dailyFetish(person) in Expansion.gd, remove the lines:
elif person.dailyevents.count([i]) + rand_range(0,2) < globals.fetishopinion.find(person.fetish[i])/3 && rand_range(0,1) <= .1:
if globals.fetishopinion.find(person.fetish[i]) >= 0:
person.fetish[i] = globals.fetishopinion[globals.fetishopinion.find(person.fetish[i])-1]
That will leave the chance of an automatic increase with no chance of automatic decrease. You could also play around with the rand_range to try to lower frequencies, but I haven't found an acceptable frequency that people liked yet so have it disabled but with a setting to reenable it in case people want to add that slight layer of difficulty back in.
Thanks a ton!
That block seemed like it might be it, but I wasn't sure what the "Occuring too frequently" comment was referring to. In hindsight it's obvious it was saying the decrease was too frequent, but for some reason last night it made me think those lines were there in case the ones above were happening too much, heh. Just overthinking on my part :P
Heyy it's me again! I thought I saw something similar to this somewhere, but I wasn't able to find it? Whoops. Basically, I've done the fixes for the tiddie stress, and I recently started a new save, after implementing the fixes. On Day 17 (if that matters) suddenly most of the mansion features stopped working, I couldn't interact with anyone, and only the End Day function works. I had a good start, so I'd rather not restart again, but I will if I have to. This is chump change compared to some of the day counts I've seen, so if I do have to restart it won't be the end of the world, heh. Still loving this mod, and I'm very eager for the next update, but don't overwork yourself, especially with the stress of..well. Current events. This has only happened after using the tiddie stress fixes, so I'm figuring it's part of this mod. Stay safe yall!
Edit: Going back to autosaves didn't have this happen before the specific day. I also noticed that a character developed a good milk flow trait the same day-did that do it?
Exactly that. If you can post the console’s messages (assuming you are playing it on the normal, local install) then that’ll tell me exactly what may be going on.
But for now anyways...”It was a simple mansion owner in a small, medieval town. It was a world-ending problem that seems like it was never there at all. While it is unimaginable for some, it is just another day in this...the Bugfix Zone”.
[Cue Outro music]
[Cue Intro music again]
This episode...on The Bugfix Zone.
Got it to trigger again! Not even sure what I did differently for the next in-game week but oh well.

Thank you for looking at this. :) I don't particularly enjoy Sieglinde being trapped in a time void, unfortunately.
edit: cute intro music lmao
Weird bug I found on the farm upgrades page that if you try to upgrade capacity the 30th time all farm functions bug out. I didn't find a fix and I fresh installed twice and everything else works.
Overall great mod just with the occasional hiccups like everything. Hope development is going smoothly for .9!
So i've found (and fixed?) a few bugs in various parts of the mod.
First: the infinite crawling after equipping handcuffs (or other things if they can cause crawling).
It never resets the person.restrained back to none.
in expansion.gd : func updatePerson(person) : Check and Add Restraints section starting at line 184
I added person.restrained = "none" before the for loop that checks equipped items for restraints. It will just set if back to cuffed if it finds them still equipped.
#Check and Add Restraints
person.restrained = "none"
for i in person.gear.values():
Second: the excessive milk generation values when a character has a milk flow trait.
When calculating milk generation (or storage) when a trait to modify the value is present the end result simplifies to regen * round(regen * (1 + 0.2 * milk flow level))
So if regen were 5 (5 milk generated per day) instead of the expect 6 milk with milk flow 1 you get 30 milk.
In expansion.gd : func dailyLactation(person) : Traits section starting at line 2490
I removed the "regen *" from "regen = regen * traitmod" since if traitmod is > 0 it has already factored in the regen value. (and the same for the milkstorage part)
#Traits
for i in person.traits:
#Set Lactation Regen/Flow Traitline
var trait = globals.origins.trait(i)
if trait.tags.has('lactation-trait') && trait.tags.has('regentrait'):
traitrank = globals.expansion.regentrait.find(i)
if traitrank == 0:
traitmod = round(regen*.5)
text += "[color=red]Milk regeneration hampered by Trait: " + str(i) + ".[/color]\n"
elif traitrank > 0:
traitrank = 1+(traitrank*.2)
traitmod = round(regen*traitrank)
text += "[color=green]Milk regeneration increased by Trait: " + str(i) + ".[/color]\n"
if traitmod > 0:
regen = traitmod
traitmod = 0
if trait.tags.has('lactation-trait') && trait.tags.has('storagetrait'):
traitrank = globals.expansion.storagetrait.find(i)
if traitrank == 0:
traitmod = round(milkstorage*.5)
text += "[color=red]Milk gland capacity lessened by Trait: " + str(i) + ".[/color]\n"
elif traitrank > 0:
traitrank = 1+(traitrank*.2)
traitmod = round(milkstorage*traitrank)
text += "[color=green]Milk gland capacity increased by Trait: " + str(i) + ".[/color]\n"
if traitmod > 0:
milkstorage = traitmod
Technically traitmod is superfluous you could jet set regen or milkstorage to the value you set traitmod to in the same places you set traitmod.
Third: when getting consent for impregnation by family members it doesn't store the value.
This happens because it is trying to store the value in person.consentexp.incestpregnancy, when the actual variable would be person.consentexp.incestbreeder
it can be fixed by changing one of them to match the other, though since it is incestpregnancy only in the consent assignment and incestbreeder everywhere else changing incestpregnancy to incestbreeder makes more sense, at least unless you add impregnating a family member as a separate consent to being impregnated by a family member, though that bring a whole wack of other changes with it.
In statstab.gd : on lines 1167 and 1223
change : person.consentexp.incestpregnancy
to : person.consentexp.incestbreeder
As an aside, I wanted to put the code into the boxes others use but I don't know how to format things with itch.io's forum system as I've not used it before today and there is no formatting guide that i could find easily.
I also don't know html despite being a programmer knowing several other languages.
Aric has said the crawling and pregnancy bugs are fixed in the next update! I think the milk problems are being worked on as well as part of the farm overhaul. If needed, someone posted a while back a little bit of code which adds a "leak" spell for slaves which are having problems with excessive milk.
Yeah I saw he mentioned fixing those like 8 pages or so back while looking for any other issues people have seen and have a fix for. Will be good when the update is finished.
As for the leak spell or numerous other fixes for lactating problems, many of those are treating the symptoms of the milk production being squared, (removing stored milk, reducing the maximum punishment from having too much milk etc.) rather than treating the underlying problem, that being milk production is being squared when they have any of the milk flow traits. It made a huge difference in the stress milk and lust gains for my lactating servants even without the other fixes, and prevents getting thousands of gold from one 'cow' with slightly larger sized udders and a milk flow trait.
Hey Aric, just something I noticed. Maybe not really a bug as much as an exploit? So I think the Breeder specialization for the main character is a good thing to have and fits the game, but right now it's a bit broken. Whenever you have a slave which was bred in the mansion, you can sell it to the guild for the increased price, but then buying that slave from the guild doesn't have an increased price. So, you can sell any mansion-bred slave for more than it costs to buy it back, and with a bit of patience farm as much money as you want. Definitely not a priority since it's something a player has to consciously take advantage of themselves, but I thought I'd mention it so you can decide if you want to worry about it or not!
That's a fantastic catch! I honestly don't know if it's worth messing with the slave guild sell prices to try and remove that potential exploit, but I will definitely look into it. Even Maverik has mentioned that the base game is fairly exploitable by just setting slaves to jobs to handle food and gold influx then just skipping days on days to gather gold effortlessly, so I'm not sure if it's worth the time investment to recode that section to combat that exploit. 'sploiters gonna 'sploit, but I do appreciate you bringing that up though! I hadn't noticed it!
Ank's BugFix is tied in and the vast majority of the new farm coding is up and going, but the extra nodes and panels that someone else had made to tie them into a whole new panel breaks everything when I tie it in. That's what it's holding on at the moment, that and finding the last few things that the BugFix changed that broke a few parts of the mods. Hopefully not too much longer, thank you everyone for your patience!
The constants mod screws with itself, especially if you haven't played recently. It has some faulty code for updating the mod, and there was a slight revision for v0.5.24.
The simplest fix is to manually copy the new "constantsmod.gd" file from the game folder (files/scripts/constantsmoddata) to the constants mod folder in the appdata(i.e. where you added Arics mod folder), and replace the old one.
It's not as fancy as my updated constants mod available on the Discord, though the rest of the patch won't be compatible until Aric finishes his update.
Hello, love the mod but I can't seem to get the leak spell working, plz better explanation of how to implement it
Right now the second they get pregnant they just get lactation forever and stress from it
btw if u select virgin on the char creating for ur first slave it doesn't work
Does the mod work with
Yeah, it's enabled but the only thing its producing is food units and the occasional bottle of piss. 
That's the only thing showing and I've tried both with Max Upgraded and UnUpgraded Farm. Produces the same thing.
And this was posted a couple of months back without an answer.

Thanks for all the hard work you've made in this mod.
Hello! I started playing the game recently and added this mod, but while having sex with a servant the options to change what kinds of action I wanna do weren't working! I can click on them, they become selected and I can even select multiple, but the actions shown are only the ones from the initial page. Am I doing something wrong?
Got it. So it looks like the additional file that fixes the strap on feature (missing a code snippet in vanilla) wasn’t applied. Did you copy/paste the files from inside of “Important” into the same folder with your game’s executable? If not, I’d do that now. If you already have, navigate down to the files>scripts>actions and copy/paste the strap on code back into your main game folder. That should fix it for you.
Hey R00tb0x, I'm glad you're enjoying it! So that (along with a couple of the other fetishes) isn't currently implemented in v.08.1 but was set as framework for the piss bottles. They are included in version v.9 (whenever that is finished up). So to answer your question, no you aren't doing anything wrong, it just isn't there yet. Some of the WIP features (like the prison dialogue) was noted by some was missed unfortunately.
I do highly recommend popping in the revised code (should be in a link in this thread) that resolves the stress issue until v.9 drops if you're using the farm so the tits don't expand forever and over-stress your cattle.
First Thanks for the mod.
I really liked the feature where there's a different picture for a naked body. I would like to isolate that feature.
I've found another mod that does a similar thing but is now broken.
Could I isolate your feature from the Expansion easily and if so can you tell me which files contains code that this feature uses?
Or is it better for me to work from the ground up and just redo the mod?
Thanks in advance.
P.S. If I'm successful in isolating your feature I'll link you the new mod for you to add on this thread
You have my permission, go to town. I’d appreciate it if you drop a link or mention this mod in your post as well just letting people know that it was taken from this mod and clarifying in the description that they won’t be compatible together (as they’ll override the same sections) to minimize confusion.
There are a couple snippets of code that make it work scattered throughout but I think the core of it is in expansion.gd. The one thing you’ll need to figure out is how you’re wanting to trigger the strip code. This is currently done in my code via the dialogue in statstab.gd for the conversational strip. You will also have to edit the person.gd class to add in the “exposed” dictionary. The easiest route for you may be using CTRL+Shift+F and doing a find all for anything that touches the exposed.chest/genitals/ass section and tracing it back from there to make sure you get anything relevant.