kobold tinkerer Posted June 8 Posted June 8 (edited) vro literally added sexually transmitted diseases edit: when i mentioned parasites from digestive alchemy i meant they look like swirling tentacles that can catch and fuck you but this is cool too i thought about adding buttplug perk/item that would allow you to stop/continue leaking on command to preserve materials for cum alchemy Edited June 8 by kobold tinkerer
Seberious Posted June 8 Posted June 8 @Vitalie Since I stayed silent across all of your messages I think I need to adress this. While your project on digestive alchemy is good, we still need to take care of main mod and fix it's errors before we add even more mechanics into the pool, KT even said that he needs to adress other problems first. Go ahead with your experimentation of course in meantime. And I think I need to say this before everyone get surprised by it, I personally don't like how people want to include a lot of "deep" mechanics first before fixing broken stuff. KT returned pregnancy? Great, but what's the point of it when player not always can get pregnant (including benefit of charmed offspring), not to mention other kobold npcs die due bugs before even getting pregnant with something (hopefully KT will fix this). Yeah, it's my personal opinion and maybe I'm just salty, but guys, let's create stable build before we delve deeper. Besides that, I personally want to create more types/herds and variations of enemies and allies (kobold team with various kobolds, including male ones), and make new sex pose variation for the same enemy while also adding Pawarfull's ideas along the way, but can't do shit right now, guess this is another reason why I'm kinda angry. PS New type of enemy I thought of creating are nagas, which will reside in desert locations (with dungeon and new loot/spells of course) and of course they will able to fuck you too. 1
Vitalie Posted June 8 Posted June 8 (edited) 1 hour ago, Seberious said: @Vitalie Since I stayed silent across all of your messages I think I need to adress this. While your project on digestive alchemy is good, we still need to take care of main mod and fix it's errors before we add even more mechanics into the pool, KT even said that he needs to adress other problems first. Go ahead with your experimentation of course in meantime. And I think I need to say this before everyone get surprised by it, I personally don't like how people want to include a lot of "deep" mechanics first before fixing broken stuff. KT returned pregnancy? Great, but what's the point of it when player not always can get pregnant (including benefit of charmed offspring), not to mention other kobold npcs die due bugs before even getting pregnant with something (hopefully KT will fix this). Yeah, it's my personal opinion and maybe I'm just salty, but guys, let's create stable build before we delve deeper. Besides that, I personally want to create more types/herds and variations of enemies and allies (kobold team with various kobolds, including male ones), and make new sex pose variation for the same enemy while also adding Pawarfull's ideas along the way, but can't do shit right now, guess this is another reason why I'm kinda angry. PS New type of enemy I thought of creating are nagas, which will reside in desert locations (with dungeon and new loot/spells of course) and of course they will able to fuck you too. I can upload my current build, I have patched quite a few bugs and errors I was getting along the way. I can look closer at the kobold stuff if you think that would help and If you want to playtest stuff and tell me if I missed anything or things are still broken I'm more than happy to try and patch them. But yeah I'm not good at making animations so I haven't tried to make new enemies or anything. 3 hours ago, kobold tinkerer said: vro literally added sexually transmitted diseases edit: when i mentioned parasites from digestive alchemy i meant they look like swirling tentacles that can catch and fuck you but this is cool too i thought about adding buttplug perk/item that would allow you to stop/continue leaking on command to preserve materials for cum alchemy I wanted to make more "permanent" debuffs and add some like consequences and I couldn't think of anything else ¯\_(ツ)_/¯ -edit- on the buttplug type thing with the digestive alchemy system i've got I already have the framework in place to track individual materials and their amounts in detail so that probably wouldn't be too hard, the only thing I don't know how we'd do is like how you actually interact with it (maybe like when you crouch/eat? but that would cause problems of eating your ingredients I could look through digestive alchemy a bit more maybe they have something useful for that) Edited June 8 by Vitalie
kobold tinkerer Posted June 8 Posted June 8 1 hour ago, Seberious said: fixing broken stuff it might not seem like it but i'm constantly fixing stuff, i just dont report all my activities here because the stuff is minor and theres lot of it. if i don't fix something its not because i dont want to, i either can't reproduce it or just busy with fixing other stuff. for example i had the bug with kobolds not starting sex but i have no idea how to make it happen to figure out whats wrong. and i never had the bug of enemies killing kobolds during sex happen to me. i also adjust balancing all the time, whatever mechanics i have added were never meant to be final, rather a proof of concept. i dont know about quality of vitalie code for his new mechanic but screenshots seem solid and i see no problem with me fixing bugs while others add new stuff. as for adding new enemies, i think we need to finish vanilla enemies first since about half of them don't have sex scenes 13 minutes ago, Vitalie said: I can upload my current build you might wanna hold off. i'm doing playtest run to find bugs and fix them as well as adjusting stuff, let us both work on our shit and then we can combine two works into one when its done. its better to make less frequent but bigger updates rather than half cooked and broken, i've done this myself and its not good 1
Vitalie Posted June 8 Posted June 8 5 minutes ago, kobold tinkerer said: you might wanna hold off. i'm doing playtest run to find bugs and fix them as well as adjusting stuff, let us both work on our shit and then we can combine two works into one when its done. its better to make less frequent but bigger updates rather than half cooked and broken, i've done this myself and its not good Ive still got my collection of changes ive made, kept all of them so it should be easy to cross reference things and see if we've both fixed the same thing, the newer files almost always incorperate previous changes, just ignore the 5 in the middle there where I forgot to remove the rest of the files before doing other stuff, I would show you my notes but I think you would have an aneurysm trying to decipher my nonsense
Vitalie Posted June 8 Posted June 8 I will say I'm honestly not the best at bugfixing things I didn't make so, thats kinda why I've been trying to create new stuff instead and make those systems as refined as I can. It takes me a long time to figure out what is actually causing some of the existing problems. I CAN do it and so far I've had to do it a number of times but honestly I don't think I've patched more like a dozen or so bugs and most of that was just because I had to for my stuff to work the way I want.
kobold tinkerer Posted June 8 Posted June 8 23 minutes ago, Vitalie said: Ive still got my collection of changes ive made, kept all of them so it should be easy to cross reference things and see if we've both fixed the same thing, the newer files almost always incorperate previous changes, just ignore the 5 in the middle there where I forgot to remove the rest of the files before doing other stuff, I would show you my notes but I think you would have an aneurysm trying to decipher my nonsense it looks like your work would be much easier if you used git or something that shows change history, trying to keep in mind all those archives must be nightmare
Vitalie Posted June 8 Posted June 8 2 hours ago, kobold tinkerer said: it looks like your work would be much easier if you used git or something that shows change history, trying to keep in mind all those archives must be nightmare it honestly kinda is but this is just how ive always done things so ive gotten used to it
777joshua777 Posted June 8 Posted June 8 (edited) 6 hours ago, Vitalie said: Massive improvements to GUI, Going to need to resize window as some text still goes off window This look sick, not going to lie. Keeps up the good work. Edited June 8 by 777joshua777 Accidental enter on quote. edited for fix
Seberious Posted June 8 Posted June 8 3 hours ago, kobold tinkerer said: it might not seem like it but i'm constantly fixing stuff, i just dont report all my activities here because the stuff is minor and theres lot of it. if i don't fix something its not because i dont want to, i either can't reproduce it or just busy with fixing other stuff. I don't argue with that, in fact I understood that you either fixing/adding stuff or doing something else. I don't force everyone to "report" honestly, I just expressed my concerns tied to bugs and possible development of mod. It's good thing that you answer and help with fixing stuff. 3 hours ago, kobold tinkerer said: for example i had the bug with kobolds not starting sex but i have no idea how to make it happen to figure out whats wrong. My conclusion is that something wrong with hitbox of kobolds (enemies just unable to catch them for script to start sometimes) or something wrong with start_sex script for kobolds itself. 3 hours ago, kobold tinkerer said: and i never had the bug of enemies killing kobolds during sex happen to me. From what I have seen It happens when kobold get catched during melee attack of various enemies and during sex animation enemies in it continue to hit kobold with damage/melee attack until kobold gal die. And here is one question on my mind by the way, enemies which do not participate in animation can attack kobold in animation? I didn't seen they do that yet but for some reason naturally spawned kobold gals die very fast. 3 hours ago, kobold tinkerer said: as for adding new enemies, i think we need to finish vanilla enemies first since about half of them don't have sex scenes As I said before, right now I can't do shit aka no adding new creature in the game any close time soon. Even if I able to, I agree that we must do vanilla ones first, so.
Seberious Posted June 8 Posted June 8 4 hours ago, Vitalie said: I can upload my current build, I have patched quite a few bugs and errors I was getting along the way. I can look closer at the kobold stuff if you think that would help and If you want to playtest stuff and tell me if I missed anything or things are still broken I'm more than happy to try and patch them. But yeah I'm not good at making animations so I haven't tried to make new enemies or anything. I agree with KT's decision, hold off your build for now and "upgrade" it as you see fit, then we can combine stuff together and test how it play out. As for adding new types of enemies/allies/creatures it was "cry into the void" from my part. I want to dedicate to this part and at least try to make it, but can't due other stuff and perhaps a bit of lack in skills. Funny, it was essentially a "lucky spot" that I was able to play and test KT's rewamped Noita lewd mod.
kobold tinkerer Posted June 8 Posted June 8 40 minutes ago, Seberious said: My conclusion is that something wrong with hitbox of kobolds i thought that too, hitbox was smaller than player and there was second hitbox for some reason, probably copypaste remnant from original mod author. i changed the hitbox to same as player anyway just in case. i don't think something is wrong with script since scene starts as it should if you do mod restart after this bug happens. 41 minutes ago, Seberious said: From what I have seen It happens when kobold get catched during melee attack of various enemies and during sex animation enemies in it continue to hit kobold with damage/melee attack until kobold gal die when controls component is disabled the game keeps repeating the key pressed when its disabled, so the script sets all buttons to false just in case. for enemy its mButtonDownFire and mButtonDownFire2 which are both active during attack, but maybe enemies still keep attacking via other means 42 minutes ago, Seberious said: And here is one question on my mind by the way, enemies which do not participate in animation can attack kobold in animation no, when sex animation starts both kobold and enemy fucking has GenomeDataComponent values food_chain_rank set to 0 and is_predator set to false, so they won't attack anything and no one will attack them. the only thing happens is other enemies gather around you or kobold because they are still drawn to creatures they would otherwise attack, i think this adds to immersion - enemies watching the sex/waiting for it to end. the enemy also won't have those values back after scene ends for 10 seconds so it can fuck off instead of just standing next to you and waiting. anyway, kobold companions are not my priority right now, i need to find and fix everything related to player first 1
Seberious Posted June 8 Posted June 8 3 hours ago, kobold tinkerer said: i thought that too, hitbox was smaller than player and there was second hitbox for some reason, probably copypaste remnant from original mod author. i changed the hitbox to same as player anyway just in case. i don't think something is wrong with script since scene starts as it should if you do mod restart after this bug happens. Well, let's hope that this change will fix the issue in your next update. 3 hours ago, kobold tinkerer said: when controls component is disabled the game keeps repeating the key pressed when its disabled, so the script sets all buttons to false just in case. for enemy its mButtonDownFire and mButtonDownFire2 which are both active during attack, but maybe enemies still keep attacking via other means Then it seems they attack through other means, because I've seen several times when kobold gal got catched by the enemy they were beaten to death in sex scene (damage numbers sprung up as if enemy continues attacking them in melee) and no, there were no liquids either or fire. 3 hours ago, kobold tinkerer said: no, when sex animation starts both kobold and enemy fucking has GenomeDataComponent values food_chain_rank set to 0 and is_predator set to false, so they won't attack anything and no one will attack them. the only thing happens is other enemies gather around you or kobold because they are still drawn to creatures they would otherwise attack I hope you're right and it works as you have described. Because for some reason kobold gals die shortly after they spawn in normal Noita (like as if something kills them other than enemies), I of course will be on lookout for cause of this and make you aware if some nasty strange things happen. And by the way, about suggestions regarding kobolds. If you can, make them more smart so they could avoid any danger properly and don't lower their speed, it actually helps them avoid drowning unlike original, where they constantly drown if they get into pool of any liquid. 3 hours ago, kobold tinkerer said: anyway, kobold companions are not my priority right now, i need to find and fix everything related to player first I understand that and hoping that this nasty bug which teleports you into wall and suffocate you during sex scene will be fixed and gone too on player.
Timerz Posted June 8 Posted June 8 14 hours ago, Vitalie said: Massive improvements to GUI, Going to need to resize window as some text still goes off window You can create rich text with trait descriptions!? Wow, I'm kinda feeling stupid right now. Honestly you guys are doing a wonderful job here, and it makes be bumped that I cannot help much. In the future I might join in to fix somethings related to the mod current build and apply what I know from noita. This game kinda has one of the silliest ECS for modding I saw as of now. We can create LuaComponents but we can't create custom systems that query them and stuff, which kinda forces us to use the VariableStoreComponent all over the place. Anyhow, I am very pleased that my code was at least useful to use as a reference. Good luck with development. 1
Vitalie Posted June 8 Posted June 8 (edited) 3 hours ago, Timerz said: You can create rich text with trait descriptions!? Wow, I'm kinda feeling stupid right now. Honestly you guys are doing a wonderful job here, and it makes be bumped that I cannot help much. In the future I might join in to fix somethings related to the mod current build and apply what I know from noita. This game kinda has one of the silliest ECS for modding I saw as of now. We can create LuaComponents but we can't create custom systems that query them and stuff, which kinda forces us to use the VariableStoreComponent all over the place. Anyhow, I am very pleased that my code was at least useful to use as a reference. Good luck with development. Yeah the system used in digestive alchemy is honestly pretty genius, this is what I have so far for the gui and tracking, even more is spread out through leak_cum and sex_scene but this is the bulk of the gui Womb.lua.txt womb_utils.lua.txt Edited June 8 by Vitalie 1
Vitalie Posted June 9 Posted June 9 (edited) On 6/7/2026 at 10:21 PM, Seberious said: @Vitalie Since I stayed silent across all of your messages I think I need to adress this. While your project on digestive alchemy is good, we still need to take care of main mod and fix it's errors before we add even more mechanics into the pool, KT even said that he needs to adress other problems first. Go ahead with your experimentation of course in meantime. And I think I need to say this before everyone get surprised by it, I personally don't like how people want to include a lot of "deep" mechanics first before fixing broken stuff. KT returned pregnancy? Great, but what's the point of it when player not always can get pregnant (including benefit of charmed offspring), not to mention other kobold npcs die due bugs before even getting pregnant with something (hopefully KT will fix this). Yeah, it's my personal opinion and maybe I'm just salty, but guys, let's create stable build before we delve deeper. Besides that, I personally want to create more types/herds and variations of enemies and allies (kobold team with various kobolds, including male ones), and make new sex pose variation for the same enemy while also adding Pawarfull's ideas along the way, but can't do shit right now, guess this is another reason why I'm kinda angry. PS New type of enemy I thought of creating are nagas, which will reside in desert locations (with dungeon and new loot/spells of course) and of course they will able to fuck you too. I fixed the problem with kobolds dying mid animation by making them invincible during the animations, Also I mean currently its set to a 20% chance to get pregnant, I can absolutely make it more common or just make it happen every time Edited June 9 by Vitalie
kobold tinkerer Posted June 9 Posted June 9 1 hour ago, Vitalie said: animation by making them invincible during the animations bad fix. whats the risk of having sex then? beside that, the fix doesnt identify why it happened in the first place, which may result in other bugs if not fixed properly i fixed the sex not starting by the way, the issue was kobold had "enemy" tag and sometimes detected themselves as closest enemy
Vitalie Posted June 9 Posted June 9 (edited) 2 hours ago, kobold tinkerer said: bad fix. whats the risk of having sex then? beside that, the fix doesnt identify why it happened in the first place, which may result in other bugs if not fixed properly i fixed the sex not starting by the way, the issue was kobold had "enemy" tag and sometimes detected themselves as closest enemy What do you mean risk? I didnt touch the player only the kobold npcs and I know whats causing it the problem is enemies, still attack the kobold because the disable_enemy sets food_chain_rank=0 and all that does is just discourage targeting the problem is if an enemy is already aggro'd they will keep attacking so if 3 hamis attack a kobold, the first 2 latch on and start the animation the 3rd with beat the kobold to death while its stuck in an animation, the only solution I could find is to just not let them take damage because if you disable all targeting multi enemy animations will stop working because once the first hami starts the animation the second will never target the kobold and the multi hami animation will never play. I can look for an alternative solution but I'm pretty sure this problem also carries over to the player aswell so that may be an issue. Although with making the "victim" invincible things like on_fire will still end the animation early and you will still take fire damage because you are no longer in the animation. Honestly I havent even tested this solution yet because I was doing some other stuff but I have a hunch other enemies might kill the hamis in the animation or something on accident trying to kill the kobold instead, I'll have to look later. Okay I should've just read more closely comparing how it functions with the player vs the kobolds I found the REAL issue the player system works because its hitbox backup-and-move (lines 55–75) always succeeds. The enemy version (lines 167–187) has no nil guards on hitbox_original, so if the kobold's HitboxComponent returns 0, the entire hitbox relocation silently fails — the hitbox stays in place, damage_multiplier stays non-zero, and the kobold remains fully attackable despite food_chain_rank=0. So I fixed my garbage by wrapping the entire hitbox backup-and-relocate block in disable_enemy with if hitbox_original ~= nil and hitbox_original ~= 0 then. Previously, when EntityGetFirstComponent returned 0 for a kobold, all 13 subsequent ComponentSetValue2/ComponentGetValue2 calls silently failed, leaving the hitbox in its original position with full damage_multiplier — making the kobold fully attackable despite food_chain_rank=0. The system now exactly mirrors disable_player: hitbox moved offscreen + damage_multiplier=0 + food_chain_rank=0 + invincibility_frames as a safety net. The invincibility frames should not affect anything and are honestly just redundancy incase some super weird edge case happens that I would have no way to account for. Edited June 9 by Vitalie 1
Vitalie Posted June 9 Posted June 9 (edited) 3 hours ago, kobold tinkerer said: i fixed the sex not starting by the way, the issue was kobold had "enemy" tag and sometimes detected themselves as closest enemy removing the "enemy" tag from the kobold entity XML means Noita's AI won't consider the kobold a valid attack target by tag either. If you want enemies to be able to fight kobolds outside of scenes, that's a side effect. If you found some fix to this using a different tag then perfect. I figure the easiest way it just exclude itself from the calculation all together. Edited June 9 by Vitalie
kobold tinkerer Posted June 9 Posted June 9 1 hour ago, Vitalie said: What do you mean risk? I didnt touch the player only the kobold npcs and I know whats causing it the problem is enemies, still attack the kobold because the disable_enemy sets food_chain_rank=0 and all that does is just discourage targeting the problem is if an enemy is already aggro'd they will keep attacking so if 3 hamis attack a kobold, the first 2 latch on and start the animation the 3rd with beat the kobold to death while its stuck in an animation, the only solution I could find is to just not let them take damage because if you disable all targeting multi enemy animations will stop working because once the first hami starts the animation the second will never target the kobold and the multi hami animation will never play. I can look for an alternative solution but I'm pretty sure this problem also carries over to the player aswell so that may be an issue. Although with making the "victim" invincible things like on_fire will still end the animation early and you will still take fire damage because you are no longer in the animation. Honestly I havent even tested this solution yet because I was doing some other stuff but I have a hunch other enemies might kill the hamis in the animation or something on accident trying to kill the kobold instead, I'll have to look later. Okay I should've just read more closely comparing how it functions with the player vs the kobolds I found the REAL issue the player system works because its hitbox backup-and-move (lines 55–75) always succeeds. The enemy version (lines 167–187) has no nil guards on hitbox_original, so if the kobold's HitboxComponent returns 0, the entire hitbox relocation silently fails — the hitbox stays in place, damage_multiplier stays non-zero, and the kobold remains fully attackable despite food_chain_rank=0. So I fixed my garbage by wrapping the entire hitbox backup-and-relocate block in disable_enemy with if hitbox_original ~= nil and hitbox_original ~= 0 then. Previously, when EntityGetFirstComponent returned 0 for a kobold, all 13 subsequent ComponentSetValue2/ComponentGetValue2 calls silently failed, leaving the hitbox in its original position with full damage_multiplier — making the kobold fully attackable despite food_chain_rank=0. The system now exactly mirrors disable_player: hitbox moved offscreen + damage_multiplier=0 + food_chain_rank=0 + invincibility_frames as a safety net. The invincibility frames should not affect anything and are honestly just redundancy incase some super weird edge case happens that I would have no way to account for. hitbox moving is not to prevent attacking but to make stains invisible 53 minutes ago, Vitalie said: Noita's AI won't consider the kobold a valid attack target by tag either i didnt know that, will check 1
kobold tinkerer Posted June 9 Posted June 9 (edited) latest update edit: - adjusted hornygasflower spawn rate - made hooded summon portal only if no other portal exists to prevent lag bomb enemy spawning - added lewd noita enemies to conjurer reborn for easier testing Edited June 11 by kobold tinkerer 2
Seberious Posted June 10 Posted June 10 On 6/8/2026 at 9:38 PM, Timerz said: You can create rich text with trait descriptions!? Wow, I'm kinda feeling stupid right now. Honestly you guys are doing a wonderful job here, and it makes be bumped that I cannot help much. In the future I might join in to fix somethings related to the mod current build and apply what I know from noita. This game kinda has one of the silliest ECS for modding I saw as of now. We can create LuaComponents but we can't create custom systems that query them and stuff, which kinda forces us to use the VariableStoreComponent all over the place. Anyhow, I am very pleased that my code was at least useful to use as a reference. Good luck with development. I hope you don't abandon helping with the mod completely right? I understand that you busy with other stuff, but once you deal with it could you return here?
Seberious Posted June 10 Posted June 10 On 6/9/2026 at 1:56 PM, Vitalie said: What do you mean risk? I didnt touch the player only the kobold npcs and I know whats causing it the problem is enemies, still attack the kobold because the disable_enemy sets food_chain_rank=0 and all that does is just discourage targeting the problem is if an enemy is already aggro'd they will keep attacking so if 3 hamis attack a kobold, the first 2 latch on and start the animation the 3rd with beat the kobold to death while its stuck in an animation, the only solution I could find is to just not let them take damage because if you disable all targeting multi enemy animations will stop working because once the first hami starts the animation the second will never target the kobold and the multi hami animation will never play. I can look for an alternative solution but I'm pretty sure this problem also carries over to the player aswell so that may be an issue. Although with making the "victim" invincible things like on_fire will still end the animation early and you will still take fire damage because you are no longer in the animation. Honestly I havent even tested this solution yet because I was doing some other stuff but I have a hunch other enemies might kill the hamis in the animation or something on accident trying to kill the kobold instead, I'll have to look later. Okay I should've just read more closely comparing how it functions with the player vs the kobolds I found the REAL issue the player system works because its hitbox backup-and-move (lines 55–75) always succeeds. The enemy version (lines 167–187) has no nil guards on hitbox_original, so if the kobold's HitboxComponent returns 0, the entire hitbox relocation silently fails — the hitbox stays in place, damage_multiplier stays non-zero, and the kobold remains fully attackable despite food_chain_rank=0. So I fixed my garbage by wrapping the entire hitbox backup-and-relocate block in disable_enemy with if hitbox_original ~= nil and hitbox_original ~= 0 then. Previously, when EntityGetFirstComponent returned 0 for a kobold, all 13 subsequent ComponentSetValue2/ComponentGetValue2 calls silently failed, leaving the hitbox in its original position with full damage_multiplier — making the kobold fully attackable despite food_chain_rank=0. The system now exactly mirrors disable_player: hitbox moved offscreen + damage_multiplier=0 + food_chain_rank=0 + invincibility_frames as a safety net. The invincibility frames should not affect anything and are honestly just redundancy incase some super weird edge case happens that I would have no way to account for. So if I understand it right kobold npcs was pretty much attackable during sex until the fix? It does explain how enemies able to kill lizard gals during sex.
Seberious Posted June 10 Posted June 10 (edited) 18 hours ago, kobold tinkerer said: latest update edit: - adjusted hornygasflower spawn rate - made hooded summon portal only if no other portal exists to prevent lag bomb enemy spawning - added lewd noita enemies to conjurer reborn for easier testing lewd_noita_10_jun_2026.zip 1.47 MB · 1 download Will check out when I able too. By the way, looking at your edits, it's seems you highly advise to use mods mentioned by you before (Conjurer and etc)? Edited June 10 by Seberious
kobold tinkerer Posted June 10 Posted June 10 3 hours ago, Seberious said: Will check out when I able too. By the way, looking at your edits, it's seems you highly advise to use mods mentioned by you before (Conjurer and etc)? i don't know how to test mods without component explorer
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