#Genders: A procreation overhaul

159 messages · Page 1 of 1 (latest)

marble field
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My entry for the mod contest.
Basically as the title says.
Assign a gender to each beaver, which determines their role for a procreation overhaul.
Still in the early stages.

https://steamcommunity.com/sharedfiles/filedetails/?id=3721671926

I'm going to enter this into New Game Content, as it doesn't really fit into either of the other categories.

Questions, Suggestions, Discussion.

marble field
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Currently, Genders are randomly assigned to beavers.
Includes a list of possible genders for specific factions (so IronTeeth are all Ace, other factions get a 50/50 Male/Female split unless otherwise defined)
UI Element including tooltip to tell you their gender.
Pregnant Tracker (Beavers are born after a 2 day timer expires)

Not done yet:
Impregnation, need to rewrite the Procreation House script to trigger pregnancy instead of instantly creating a child beaver.
Population Tracker, since pregnancy isn't tied to child availability of a house (since a beaver might become pregnant, then move out), will need to try and make sure Pregnant population doesn't exceed available beds.
Housing Assignment changes, try to balance genders, so you don't end up with 1 house full of males and another full of females, with nobody breeding.
More UI stuff, EG: Replace District Migration's Adult entry with an entry for each gender.

marble field
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Genders are assigned entirely at random

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that's progress so far

quasi plank
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Amazing as always

marble field
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I had a bit of code from copying the Procreation house that basically said "Don't procreate with yourself"

I don't think that rule needs to exist anymore.

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Most of the time you'd check a male against a female, which means you don't need to check if you're procreating with yourself.

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And in case of a Duon, Why can't they procreate with themself?

onyx marsh
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No reason not to....

marble field
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Progress today is basically...

Game was crashing if a pregnant beaver died, because the pregnancy timer kept running, then trying to access deleted beaver data.

So most of today was a little optimization, and tracking down and fixing that bug.

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also noticed a bug where instead of a impregnable looking for an impregnator, and vica verca...

Impregnable was looking for Impregnable and Impregnator was looking for Impregnator

so Females and Duons were being impregnated by Females and Duons instead of Males and Duons, and Males and Duons were trying to impregnate... only Duons, because Males can't get pregnant.

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So I fixed that too.

keen grove
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do preganté beavers slow down?

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...if two iron teeth do it, do they produce a folktail?

marble field
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Ironteeth don't breed, to achieve this they're all marked as Ace.

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The current iteration isn't oriented at multi-faction mods like Greedy Builders yet, in fact it's not compatible with Beaver Faction Split Breeding right now.

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The goal for the first release is to do something for the contest, so it only needs to be stand alone for Vanilla factions, so all the extra stuff like "Beaver Factions" support isn't going to be included.

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I do plan to come back later when I have time and add in compatibility with other mods.

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like the split faction breeding.

keen grove
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Very neat

prisma dust
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Will pregnant mothers stop working?

marble field
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I don't think I want them to stop working, but I'm probably going to implement a "need" that gives them debuffs, like slow movement or slow working

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Maybe even a negative wellbeing, but i don't want to be too brutal with it.

marble field
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gif didn't load

prisma dust
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Ah damn it

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It was the "Do it" palpatine gif

marble field
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Kinda broke my Locale entries, but.

marble field
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Released what I have, it's incompletel

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Feedback in here is encouraged.

marble field
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Along with the list of changing how beavers are assigned to houses, and maybe adding district controls per gender, instead of adults...

I need to remember I still need to balance out "Gender Assignments", so assuming the desired ratio is 50/50, if we have more males, the chance for the next beaver to be female should increase slightly.

marble field
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Progress today, Housing assignment rework seems to be functional.

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so it will try to balance out Genders in houses.

marble field
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Okay, It's game day, Progress so far (not really tested yet), Gender Ratios are now a target, not just random chance, so if you have a fully female population, you're almost guaranteed the next birth will be male. (it works out something like 97% chance of a male)

tough inlet
marble field
hushed folio
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@marble field why gendered bevers

tough inlet
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Just because he can 😍

marble field
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pretty much, yeah

marble field
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Basically, an interesting new feature.

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It's not just adding a gender, but also everything else that comes with it.

hushed folio
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man you mit have ruend my fun(did on esy by unknown cos asumed it was not good anuff food for bevers[carrits])

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no mods wer inabeld

marble field
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huh?

flint basin
marble field
marble field
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not sure if these will make it in.

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The GUI is being stubborn

marble field
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Progress

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Yeah, that's a big house

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Also Duons are currently a Leaf Coats exclusive gender.

frosty crown
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Does that mean they can procreate with themselves, or they can procreate with anyone else regardless of their gender?

frosty crown
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Ace is basically no gender?

marble field
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Ace is "Unable or Unwilling to procreate"

frosty crown
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Ok

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That makes sense

marble field
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And when I said yes... Both.

They CAN procreate with themselves, or procreate with anyone else that can procreate.

frosty crown
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Ooh

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That's interesting

marble field
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I think it's a fairly low chance, but if a Duon enters a house with another Duon, both can get pregnant in the same roll.

frosty crown
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Alright

marble field
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A Duon rolls twice, once as Male and once as Female

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so it's possible for the first role to say "I'm Male, Find me a Female" and get the other Duon, and roll yes for pregnancy.
Then "I'm Female, Find me a male" and get the other Duon again, and also roll Yes.

frosty crown
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Neat

marble field
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My Icon Maths seems to ALWAYS put the icon in the top right corner.

frosty crown
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Btw, do you get any sleep? By my calculations, it's somewhere around midnight in the UK...

marble field
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Yeah, it's nearly 1am

marble field
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I don't have work in the morning

frosty crown
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Oh ok that makes sense

marble field
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Yeah, though I'll be going to bed soon anyway, maybe another hour

frosty crown
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Alright

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Is this mod on the workshop yet? I'd like to try it out.

marble field
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Still in WIP, but there is a playable version up there

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this is what I was trying to do

frosty crown
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Nice

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That's cool

marble field
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It only applies to empty slots right now though

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you look at actual beavers and it looks like this.

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and it places this in order too. Nugas is Male, Karen is a Duon.

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Note: Only Leaf Coats have Duon

frosty crown
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Alright subscribed to the mod now

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Neat

marble field
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I could give it to other factions too, but I didn't want to.

Iron Teeth are 100% ace
Other factions are 50/50 Male/Female

frosty crown
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That's cool.

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Quick question; do you prefer Emberpelts or Leafcoats?

marble field
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I've actually played Emberpelts properly.
I've only ever played Leaf Coats in the context of Testing.

I give Leaf Coats more attention because it's still incomplete, where Emberpelts is Complete.

Emberpelts feels more Vanilla with a few twists.
Leaf Coats feels like a completely different dynamic.

Emberpelts was originally made with the motivation of "I want to make something, how about a faction?" While Leaf Coats was "I have this great idea, and it's shaping up too good to not make it."

I can't really say which I prefer, because I like them both for different reasons.

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Emberpelts for example, works with the suite of Beaver Faction mods, that effectively turns Charcoal Beavers into a secondary faction, so there's also this dynamic to them that I enjoy playing with.

frosty crown
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Okay. I honestly don't really know which one I prefer either, tbh. Emberpelts I first discovered through JC and was then like "this is really cool, let's try it" and actually inspired me to buy the game, but Leafcoats I discovered later on and I nearly had a heart attack when I first saw it because I just went like "NEW FACTION" and it is just as good as EP even without a wonder yet.

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Yeah. The Beaver faction mods are really cool

marble field
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Mods that inspire you to buy the game are great.
People have been telling me my factorio mods inspired them to buy Factorio, but I think you're the first person to tell me my Timberborn mods inspired you to buy Timberborn.

frosty crown
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Cool!

marble field
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I've been working on the Leaf Coats wonder too, but I put that aside for this competition mod.

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I've actually got this long list of unpublished changes I've made to Leaf Coats.

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including the new beaver icons you've been seeing in the screenshots I've been posting here

frosty crown
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Your mods are all just great additions to the game. That's purely the reason I can just about never play a game without at least Commute Balancer and the Name Generator.

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When are you planning on publishing them?

marble field
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I mean, I could probably publish them right now, (Well, not right now, I'm half asleep), but I'll probably wait until after the competition is over

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so another week

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and then a little bit more while I check over everything

frosty crown
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Alright. I'm excited to see what you've come up with!

marble field
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I can post the change log

frosty crown
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Ok

marble field
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A while ago I replaced the Lumber Press Graphic with an all wood one, to reflect it not costing metal anymore... and forgot to change the cost so it still currently costs metal, even though it looks fully wooden.

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Update to Window textures, including recolouring the FT based Window sheet to match LeafCoats style.
Slight model update to Gatherer's Hut and Food Processor using the FT style Curved window for the Alcoves.
Added Branch Bridge Stairs.
Minor updates to all Branch models.
Landscaping section was getting pretty big, split it into Dams and Landscaping. Moved everything left of Impermeable floor into the new Dams tab.
Also moved Ladder back to Paths, Contemplation Spot and Observation Terrace back to Wellbeing from the Tree Buildings tab.
Updated Beaver Icons and New Game Faction Select Image to replace the AI generated ones.
Updated preview image
Changed Lumber Press costs, replaced Metal Blocks with Gears and reduced Science cost to 250.
frosty crown
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YAY Branch Bridge Stairs!

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Is there a branch bridge ladder?

marble field
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They're like the Branch based Contemplation spot in that they're built off the edge of a branch, but can't build anything on top of them, so it's purely for connecting to a branch with a height offset of 1.

frosty crown
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Neat

marble field
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and, currently no ladder, partly because I couldn't decide on an orientation.

frosty crown
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Ok

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That's fine

marble field
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there's no branch spiral stairs either

frosty crown
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Ok

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Is there going to be at any point?

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No pressure of course

marble field
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Maybe, not sure.

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probably not, due to how custom the stairs were

frosty crown
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Ok

frosty crown
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Nice!

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Just got home, will boot up a new LC save now

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It's been too long

marble field
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Gender Icons now appear on Avatars (for next update)

marble field
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A note on Compatibility.

It's definitely not compatible with Beaver Faction Split Breeding, I can add some compatibility with that later. (I have no idea if it crashes or not, but they're both procreation overhauls, in a way)

The rest of the mods in the Beaver Faction Range are "Partially" compatible with this mod.
Split needs: no issues.
District Control: Currently no issues, but this may change if I try and play with District Control in this mod, Currently I haven't, because it's really complex stuff.
Building Control: The core functions, Only 1 issue, and I've patched, but not released it, The Filter may block genders that should be allowed, or vica verca.

Building Control includes a modified version of Commute Balancer for filtering Factions, so...

Housing Optimise, Second Shift, Commute Balancer and Building Control's Commute Balancer component: Compatible, but don't take Genders into consideration, so may move a Gender into a building when there aren't enough slots assigned for that gender, and as a result the beaver might move out again.

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actually, Housing Optimise probably respects the rules more than Commute Balancer here, because it's dependant on the patched CanMoveIn().

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Since the way Commute Balancer works is different than Housing Optimise, it doesn't actually use CanMoveIn() and instead checks for free slots, and swaps Adults with Adults, the CanMoveIn() can return False because the destination house is full (Doesn't take into account we might be moving another beaver out)

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as a result, it ignores the new rules.

marble field
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Working on compatibility with Split Breeding.

marble field
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I made gender symbols a little more visible on the icons

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note, genders are assigned at random.

lime lark
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ill have to hop in and check

marble field
lime lark
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im trying this atm

marble field
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There's a few bugs around, EG: if a child is born while looking at the District Population screen, it'll probably crash.

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I've just fixed that one.

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I'll push an update soon

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Gotta test a few different mod combinations.

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make sure I haven't accidently made it require Beaver Factions for example

marble field
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Change log:

Fix to allow beavers of a gender where the slots for house is full can still move in if they're homeless.
Fixed bug where game could crash if you left the District Population Window open when a child was born.
Beaver Factions checking, including compatibility with Beaver Faction Split Breeding.
Added Gender indicators to Beaver Icons, including Housing slot icons.
Removed the Gender UI element (Redundant now that the beaver icons have a gender icon).
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Short of actually doing Gender based Migrations... I think this is about done.

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at least for today

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Let me know if there's any issues. I've fixed so many bugs today.

marble field
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Change to not hide the Gender icon from the Beaver avatar if there's only 1 Gender in the game.```
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Most of the changes were actually to other mods, such as Commute Balancer adding support for Genders.