Quantum Cactus
Quantum Cactus

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@viovayo
Quantum Cactus
Quantum Cactus

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apply 50 overseers to room
Alright so here's an actual propress report, mostly about scavs.
Scavenger Factions are "finished" and functional. There is some functionality I could still add but where I'm not sure if they're good ideas, and if so, what the best way to do them would be. There's also just a couple of annoyances where a workaround would not be worth the trouble (tolls and traders are determined by the abstract rooms' tags, not any placed objects in the realised room, which makes sense but means that the room as a whole counts as A Toll even if several toll POs are placed within it, and having multiple factions own separate tolls in the same room isn't possible with this system. As it currently stands it's possible to determine one (1) controller faction per room, who is in charge of everything in it, which affects tolls, trade spots, and treasuries.)
Every faction comes with a list of relationships to specific other factions, and a default fallback for how they see other factions unless otherwise specified, and how they're seen by other factions, with the latter two having a definable priority that decides which default applies, if a default applies at all. I have no illusions that anyone will actually use my mod as a dependency for their own stuff, but on the off chance that they will, I hope this will help with compatibility. The "does this scav belong in this faction" funcs also have a built-in priority system for similar reasons.
I added a custom dev tools tab with which to create the factions settings for a given room, both irt who controls the room, and for altering room attraction for specific factions (to make them stick to only certain parts of a region for example). Every faction gets a control condition (which determines whether they get assigned room control), and a navigation influence, and both of those things are ExtEnums tied to dictionaries with func values, so the exact behaviour is flexible and any other mod could in theory add their own custom logic.
Faction-specific rep works for the most part, but one of the annoyances for Epitome specifically is that all pups are assigned player number 0, and rep only uses player number. This normally isn't a problem because in story everything uses player 0 rep anyway, but it means I can't separate pup rep from the player even if I wanted to. Unless I really want to twist myself into a pretzel code-wise, but I don't think it's worth doing so.
Aside from maybe that though, Epitome-specific faction code stuff is also "done". The rep cap works (even if the dev tools display wants to lie to me about it) and I have defined interfaction behaviours I'm relatively happy with.
Unrelated to scavengers, I added panels to more dev tools tabs that allow me to hide stuff so I don't get buried in sound object representations. Yes I know regionkit already does this kind of stuff, but I don't use it. I also added the option to add conditions to objects with my panel, so they'll only spawn under that specific condition. ...a while ago, actually, because I wanted the ability to put alternate food sources for non-DLC-havers, but now I expanded the functionality to room effects and ambient sounds. Conditions are another ExtEnum with accompanying func dictionary, so they're super flexible and I'm also using them to specify objects and effects that should only apply during certain parts of Epitome's campaign. Finally I can shove every state of a room into one settings file!
Made half (0.5f) a room of lediting progress yesterday.
Banana (banana for scale)

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Save me, field of type Func........ field of type Func save me.....
Epitome spoilers (?)
Scav Mycelia + Scav Factions (very wip)
Has anyone else had issues with tumblr refusing to let you comment or draft or pretty much do anything, forcing you to spam attempt whatever is is you're doing until you get lucky, or just go the path of least resistance and give up instead?
I've been doing a lot of sprite work for Epitome's core mechanic recently, along with getting started on writing the code for all the specific situations where that mechanic is relevant. There are a lot of those, but at least one category is moooostly done.
Made minor progress on the Grabbles riv pebbs harassment reactions too, as in I finally figured out frequency stuff in a way that doesn't suck, but tbh I want to completely redo the dialogue pool. Code for dialogue when letting go, and stopping harassment without letting go, and letting go by just straight up yeeting the poor guy is also in place now in a way where these cases don't conflict, but the actual dialogue for all that is still placeholders.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
i was inspired
Outer Wilds in r/place
It was an honor fightjng with these peeps o7
(I dont have pics of the 2nd location might be good to look at the atlas if you guys want to see it)
Also, timelapse of our project! Has spoilers for the first 22 mins
I added positioned sounds testing to Sound Test mod.
*through tears and gritted teeth* UI design is my passion
I'm giving the people what they want.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
@xenomorphicdna
I haven't logged into dinks in a good while but I'm really hoping if we get so much as a shred of hostageshippy interactions in a tag duel event or what have you, yall are gonna blow up the tag with talk about it so that I may notice and check it out.