Zikhad Posted September 9 Author Posted September 9 14 minutes ago, Celestia1022 said: Could you please add a manual trigger for the birth animation? Currently, the birth animation gets cancelled if the character goes to sleep or presses ESC during it, and it does not restart even after reloading the game. strange, the birth sequence were suppose to trigger again after a game minute until the birth finishes (It is hard to prevent "esc"). which version of Being female are you using? Either way, this button already exists, Start the game in debug mode and you will have a right click options related to Being female, including options to control pregnancy)
RumireGale Posted Friday at 05:44 PM Posted Friday at 05:44 PM Thx for the work so far! Loving the mod but may I ask if there will be any plans to make use of the babies? Right now the babies don't seem to have any purpose other than existing and thought it would be cool if they could be use for anything. ❤️
Zikhad Posted Monday at 01:40 PM Author Posted Monday at 01:40 PM On 9/11/2026 at 2:44 PM, RumireGale said: Thx for the work so far! Loving the mod but may I ask if there will be any plans to make use of the babies? Right now the babies don't seem to have any purpose other than existing and thought it would be cool if they could be use for anything. ❤️ Hi @RumireGale. Thanks for the kind words. Yes, I do want to make babies more useful, maybe grow them into NPCs or who knows... I do not know when though, so I won't make any promises
didiblud Posted Monday at 02:38 PM Posted Monday at 02:38 PM On 8/9/2026 at 17:28, Zikhad said: Entendido. Comprendo la frustración y, sí, como desarrollador, intento ser lo más compatible posible con versiones anteriores. Para la actualización estable de Zomboid (versión 42.20), quise abordar uno de los cambios más importantes hasta la fecha en mi mod: hacerlo compatible con el modo multijugador. No fue un cambio sencillo y tuve que replantearme algunos sistemas; por lo tanto, fue un cambio radical. Sí, podría trabajar en algún tipo de sistema de migración de código que permitiera la retrocompatibilidad. Desafortunadamente, tengo poco tiempo para trabajar en la modificación de Zomboid, así que me centré en hacer que este mod fuera lo más estable posible para la versión 42.20 o superior y tener una base sólida sobre la que trabajar. No es que no me importe, sí me importa. Simplemente no tengo el tiempo ni los recursos necesarios para cubrir todos los escenarios relacionados con el versionado de Zomboid (que es un caos con esas ramas estables/inestables) y a veces tenemos que tomar decisiones. Así que, para este mod, el cambio para la versión 2.0 (multijugador) sería un CAMBIO IMPORTANTE , por lo que decidí hacerlo ahora, mientras la versión 42.20 está reciente (y requeriría una nueva partida guardada). Ahí es donde centré mis esfuerzos y, desafortunadamente, no tengo tiempo para hacerlo compatible con la versión 42.20+ y asegurarme de que siga siendo compatible con la 42.19-. Dicho todo esto, acabo de subir la versión 1.12.2, que corrige la compatibilidad con la versión 1 del mod. Si alguien quiere seguir usándolo en la versión 42.19, esta corrección debería hacer que el mod funcione después de la actualización de Zomboid. Okay, fair enough—you’ve really surprised me. You’re a damn reasonable guy, and I love that. Thanks for responding to this kind of stuff; your mod is turning out amazing and getting cooler by the day. It really lets the community know what *we* can do to help with aspects you can't handle yourself for whatever reason—and that’s totally fine, we love the mod regardless. Thanks for making the previous version available; that’ll make things a lot easier for a lot of people. Anyway, I wanted to suggest an idea so we can all be happy with the mod versions and avoid so many compatibility issues. It might not solve them completely, but it would surely cut down on the number of problems. You could space out the updates a bit more. Yeah, I know suggesting a workflow isn't always ideal, but if you took the time to focus on finding and fixing bugs—making a version truly stable—instead of having: 2.0.2 (incompatible) 2.1.0 (buggy or broken) 2.1.1 (stable) 2.1.2 (unstable) ...you could do this: 2.0.2 (incompatible) 2.1.1 (stable) 2.1.2 (early access, unstable, please report bugs) 2.2.0 (pending) The latest version (2.2.0) could take as long as you want, since there’s no pressure or expectation attached to it. Meanwhile, the "early access" version could be refined over time, allowing you to fix any potential issues there before rolling them into that future, no-pressure release. That’s basically the workflow Doomtero (the developer of Zomborut) used. I really liked it and wanted to suggest it to you because he does great work and I respect him. If you prefer your own way of doing things and don't want to change, that’s totally cool—I’m just throwing this idea out there in case you’re interested in trying it.
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