perhapsss, the main issue is i’m worried about bloating the loot pool with too many weight-related items that could replace actually useful stuff. i think i’ll limit the fancy loot-able injector meds to max 2 new ones, one related to weight gain and 1 to loss, or maybe even just one that has some wiggle room? like the lose some weight and then gain wayyyyy faster for a given duration. though, i like the idea of sticking someone with a needle in combat and they start getting fat…
also injectors are kind of… weird in general. i really wanna use them for fat stuff since they have a bunch of interesting properties as effect-causing items, you can equip them as a weapon and stab ppl with them, you can fire them out of a dart gun at someone, etc. but they’re dynamically generated in such a way that makes it troublesome to add more. there’s a set number of possible injector variants with dif colours that each injector type randomly chooses from at game start, so you don’t know what’s what at first glance. there can be no more injector types than there are injector colour variants, and there’s a limited number of colours to pick from, and if someone wants to use another mod that has more custom injectors that could cause problems…
i could probably go more wild with like harvestable meds, it could be interesting to add new rare plants or fungus that have a chance to just replace normal watervine, and then have odd weight gain effects linked to them
Slight problem, when the mod is mounted, it overwrites a lot of mods that make changes to a lot of furniture and tiles, visually or functionally. This mods seems to force the vanilla variants of them.
Here’s a list of some of the ones I’ve noticed most:
These colors don’t apply to any tiles:
Default forges no longer become functional:
This doesn’t work with the mod and none of the machines gain their intended functions:
This doesn’t work, the trash remains the vanilla version:
This doesn’t work anymore, none of the intended items obtain the gettable property as they should:
In summary, for whatever reason, Larger Folk seems to enforce the vanilla versions of most if not all tiles in the game, causing mods which intend other changes upon them to be overwritten and not work.
i knew eventually someone would run into this, alas i know exactly what’s causing this, and it’s technically easy but extremely tedious to fix. its because all the xml files for largerfolk are just duplicates of the base xmls with my changes slipped in, so all the stuff that’s unchanged can override other mod’s changes. i’m in the process of slowwly slowwwly removing all redundancies and making all the largerfolk changes merge nicely into the base xmls without stepping on anyone’s toes, but it’s gonna be a bit before it’s all done with. i do definitely want to get it working, for player convenience of course but also bc there’s some mods i’m interested in putting in some hooks in largerfolk to synergize with them, like the kissing mod or qudders
the new version on the repository should at least have item/furniture conflicts fixed, creatures is gonna be more involved since the mod touches hundreds of them and will eventually touch all
the colors of qud mod might be tricky to work with since if i do touch any of the stuff it works with to add a new sprite that would necessarily (i think) overwrite the colours since adding the sprites necessitates a new version of the render component for the object that would overwrite the modded one
yeahhhh the colors of qud mod overwrites the sprites for a lot of the creatures it touches and i can’t rly do anything abt that, when dynamic weight gain is enabled the weightgain part will overwrite the sprite to the fat version when the sprite is fat but other than that it’s not rly something i can do much about
however, thru experimentation i did find out (I THINK, i’m wary of continuing this in case it causes problems later) that modded definitions of parts in merged object data will only merge in what they changed into the part, so if i have a creature Render definition in my mod that only defines the sprite, it will just change the sprite and keep the original data like displayname, colour, etc. from the base xml, so that may be useful in the future
Oh, that’s totally fine, I only really use it for the furniture tiles and stuff anyway. I already knew that would be the case and didn’t expect compatibility for the creatures in it, I much prefer this mod’s textures anyway.
Could the how often characters in the world are lean-immobile and such be a variable defined in the mod’s options? Is that possible? Like for how common fat characters are.
Also, maybe a wish that lets you fatten characters? Since the tonic counts as an attack. Or maybe a mental mutation that lets you do it psychically with a cooldown.
I was thinking about having some kind of system to be able to select the likelihood of each weight stage, not sure exactly how much freedom is good to give the player in selecting that since i dont truly know the full ramifications of the costs/benefits of different weight stages as applied to a full playthrough. it’s probably fine if i put in something like “i can’t guarantee the sanctity of your run if you change these numbers”, i’ll think more about how it could work
also the tonic you can apply safely to followers if u recruit them with proselytize, water ritual etc,
i am planning to have more methods of fattening characters though, some kind of psychic fattening would be good, i’ve started tinkering with the physics phenomena to see if fattening liquid/gas could work. maybe something that hooks in with Qud Kissing, that builds off how you can gift food to npcs… i’m hesitant to add a wish to fatten characters since i’m not familiar at all with the wishing api and if that’s possible, and also i think it takes some of the fun out to know you can just set everyones fatness whenever you want, if you want the fat sprites all the time u can play with dynamic gain off
Been trying out the Github updates, but seems the latest one crashes the game for me after trying to load the world with a new character. Just want to make sure this isn’t a ‘me only’ issue!
You’re not the only one, the latest update seems to conflict with the pigfolks if dynamic weight gain is on, It causes a crash in generating a world or crash if attempting to load a save game with it turned on. Ive also experienced certain NPC’s having blank dialogue options which leads to nowhere.
Got to turn off dynamic weight gain and play without it so it wont crash which is a shame, if they need the player.log for more specific details on conflicts or errors they can ask at anytime
Oh darn! At least you helped to provide more information than I could, as I only did enough testing to make sure that it was actually the mod causing crashes, and not just me doing a bad install.
Honestly, playing without the dynamic weight gain on for me is almost impossible for me to do: weight gain is admittedly a big part of enjoying some fat character shenanigans, but push comes to shove, glad it’s an option in the event I really want to play the game!