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Posted

It seems like the time/weight required to incubate isn't consistent between waiting hours? With the following numbers,

 

Gem rate: 0.5

"Days to lose pregnancy weight": 1

gem progress with scaling weight: 300%

Passive gem progress per day: 0%

weight gained per point of inflation absorbed: 0.01

(also the voracious womb corruption is on and I'm about gem level 6)

 

When inflated to 0.33 and scaling-weight at 0, the gem will progress by about 60 ish percent before the scaling-weight  = 0 waiting one hour at a time, and will progress about 20% waiting out the hours all at once.

Posted
8 hours ago, A. Man said:

It seems like the time/weight required to incubate isn't consistent between waiting hours? With the following numbers,

 

Gem rate: 0.5

"Days to lose pregnancy weight": 1

gem progress with scaling weight: 300%

Passive gem progress per day: 0%

weight gained per point of inflation absorbed: 0.01

(also the voracious womb corruption is on and I'm about gem level 6)

 

When inflated to 0.33 and scaling-weight at 0, the gem will progress by about 60 ish percent before the scaling-weight  = 0 waiting one hour at a time, and will progress about 20% waiting out the hours all at once.

 

Aha! the problem is that it calculates MaxWeightTimeSince based on your weight before you wait and then adds weight from semen absorption after and attempts to calculate weight drain based off the accurate SemenWeightGain and the erroneously low TotalWeightDrain 

 

Adding this after InflationTimeSince stuff in ActorGemUpdateData

 

	;;Calculate how much weight should be added based on how much semen was absorbed.
	If(Who.IsInFaction(Main.SGO4_FactionProduceGems))

		SemenWeightGain = AbsorbedAmount * Main.Config.GetFloat(".WeightGainPerSemenAbsorbed")

		Float WeightChange = Main.Util.RoundTo((SemenWeightGain),2)
		;; there is more weight to drain, return true
		WeightCur = self.ActorWeightInc(Who,WeightChange)

	EndIf	

 

and removing the SemenWeightGain from the original code like this:

 

	;;Calculate how much weight should be removed based on WeightDrainPerHour over WeightTimeSince
	If(Who.IsInFaction(Main.SGO4_FactionProduceGems))

		Float WeightChange = Main.Util.RoundTo((-TotalWeightDrain),2)
		;; there is more weight to drain, return true
		WeightCur = self.ActorWeightInc(Who,WeightChange)

	EndIf	

 

fixes it for me. I think. I didn't redo my math to check but the numbers seem right

 

Posted
On 10/3/2026 at 7:49 AM, A. Man said:

 

Aha! the problem is that it calculates MaxWeightTimeSince based on your weight before you wait and then adds weight from semen absorption after and attempts to calculate weight drain based off the accurate SemenWeightGain and the erroneously low TotalWeightDrain 

 

Adding this after InflationTimeSince stuff in ActorGemUpdateData

 

	;;Calculate how much weight should be added based on how much semen was absorbed.
	If(Who.IsInFaction(Main.SGO4_FactionProduceGems))

		SemenWeightGain = AbsorbedAmount * Main.Config.GetFloat(".WeightGainPerSemenAbsorbed")

		Float WeightChange = Main.Util.RoundTo((SemenWeightGain),2)
		;; there is more weight to drain, return true
		WeightCur = self.ActorWeightInc(Who,WeightChange)

	EndIf	

 

and removing the SemenWeightGain from the original code like this:

 

	;;Calculate how much weight should be removed based on WeightDrainPerHour over WeightTimeSince
	If(Who.IsInFaction(Main.SGO4_FactionProduceGems))

		Float WeightChange = Main.Util.RoundTo((-TotalWeightDrain),2)
		;; there is more weight to drain, return true
		WeightCur = self.ActorWeightInc(Who,WeightChange)

	EndIf	

 

fixes it for me. I think. I didn't redo my math to check but the numbers seem right

 

hmmm, currently too braindead to wrap my head around this, but il take a look at it later. Adding to issue list. Thnx for bug report.

Posted

Im sure this is already answered somewhere in the thread but i may not be using the right keywords to search, is there a way to get the gem leveling, gem corruption leveling, milk leveling, and milk corruption leveling caps above 100? I changed the values in the json to 200 but it just created a strange bug ingame where the values above 100 became negative, theres probably some other thing i need to change but im not entirely sure what.

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