Ecroose Posted January 6, 2023 Posted January 6, 2023 so yet another pregnancy question. If i adjust my pregnancy settings in sexbound to allow males to get pregnant, that should also affect the male monsters right? because no matter how many times i use aphrodites bow, no message pops up on my monsters saying they got pregnant. Also, just in case you weren't aware, when using the base game pet healer it will randomize your monster, so if you are looking for a specific gender of monster you can just put it in there to swap its genders.
red3dred Posted January 6, 2023 Author Posted January 6, 2023 (edited) 12 hours ago, Ecroose said: so yet another pregnancy question. If i adjust my pregnancy settings in sexbound to allow males to get pregnant, that should also affect the male monsters right? because no matter how many times i use aphrodites bow, no message pops up on my monsters saying they got pregnant. Also, just in case you weren't aware, when using the base game pet healer it will randomize your monster, so if you are looking for a specific gender of monster you can just put it in there to swap its genders. It should, yes. If you setup so males can be impregnated, then regardless of the type, that should be true. Fennix, at least on my end, have everything setup correctly, as in, can be impregnated, have eggs, and should, by all means, work as you intended. As for the healing station, that was a "unintended feature", since i was the one responsible for implementing monster genders into Sexbound, and at the time, had no idea how to approach it, so i used a "resource". "Resources" in Starbound are the things like "Hitpoints", "Energy", "Arousal" etc. This means "healing them" takes their resource (gender) to it's default state (0, which rolls male or female upon Sexbound Interaction). At least most monsters have their gender value set to 0, only few exceptions are the Mother Poptop and Ignome for instance. Â 6 hours ago, Chrimsi said: huh so that's why my Fennix was suddenly male Sadly, a side effect of the mentioned above. This might have to change in the future, given we're currently doing a new API, and it's giving new issues to monsters, so i'm gonna have to figure some things out slowly. Edited January 6, 2023 by red3dred Fixing muh typos.
Shade115 Posted January 6, 2023 Posted January 6, 2023 A new API huh? That's a surprise to see. I imagine more details are listed on the Discord, but are there any noteworthy things coming with it?
CuloACapanna Posted January 7, 2023 Posted January 7, 2023 Hi I have installed all the required mods but it doesn't show any animation. If I defeat an enemy or use Aphrodite's bow it do nothing. All the mod are on last version. I don't know if it's related, but all sprites are vanilla and not as in your image.
RiveryAsked Posted January 7, 2023 Posted January 7, 2023 4 hours ago, red3dred said: It should, yes. If you setup so males can be impregnated, then regardless of the type, that should be true. Fennix, at least on my end, have everything setup correctly, as in, can be impregnated, have eggs, and should, by all means, work as you intended. As for the healing station, that was a "unintended feature", since i was the one responsible for implementing monster genders into Sexbound, and at the time, had no idea how to approach it, so i used a "resource". "Resources" in Starbound are the things like "Hitpoints", "Energy", "Arousal" etc. This means "healing them" takes their resource (gender) to it's default state (0, which rolls male or female upon Sexbound Interaction). At least most monsters have their gender value set to 0, only few exceptions are the Mother Poptop and Ignome for instance. Â Sadly, a side effect of the mentioned above. This might have to change in the future, given we're currently doing a new API, and it's giving new issues to monsters, so i'm gonna have to figure some things out slowly. Ah, I see. That's why the gender changed at the healing station. It is a troublesome place to be changed even if it is used simply for recovery because it is easy to change gender.
red3dred Posted January 7, 2023 Author Posted January 7, 2023 4 hours ago, Shade115 said: A new API huh? That's a surprise to see. I imagine more details are listed on the Discord, but are there any noteworthy things coming with it? *Many* noteworthy things, it's a long list from small to big features, implemented and planned, but it's currently in development. No point talking about it now, really. Would be better for people interested to join me in testing it and finding bugs by messing with things and finding out what breaks. Â 41 minutes ago, CuloACapanna said: Hi I have installed all the required mods but it doesn't show any animation. If I defeat an enemy or use Aphrodite's bow it do nothing. All the mod are on last version. I don't know if it's related, but all sprites are vanilla and not as in your image. Try posting a log file as mentioned and explained in the quote below: Quote So, to better report issues, try providing a description of the issue and recreating the issue in-game, then providing a log file. To find the log file, it should be within your Starbound installation directory, then the storage folder. You should see a text file named starbound.log (Or simply starbound, a plain text file). Paste it into your response as a attached file, or use PasteBin, whichever you prefer. Then users can look into your issues with the necessary information at hand. Â <Just please don't post the whole thing as text here> This is a "copy-pasta", as in, you don't need to explain your issue again, just a common message i've had to repost often, so it covers all grounds. Â 31 minutes ago, RicecakeHuman said: Ah, I see. That's why the gender changed at the healing station. It is a troublesome place to be changed even if it is used simply for recovery because it is easy to change gender. Not sure if you mean that it's "Troublesome that the gender got changed there" or "The change to the gender system is going to be troublesome". For the former, honestly, it's more troublesome that people's pets randomly change genders. Regenerative cells be damned, they stole his dick! It's a "unwanted surprise" for most, but at least, fixing it is just as easy as causing it. The latter, well... we'll see.
CuloACapanna Posted January 7, 2023 Posted January 7, 2023 5 hours ago, CuloACapanna said: Hi I have installed all the required mods but it doesn't show any animation. If I defeat an enemy or use Aphrodite's bow it do nothing. All the mod are on last version. I don't know if it's related, but all sprites are vanilla and not as in your image. Â starbound.log
red3dred Posted January 7, 2023 Author Posted January 7, 2023 11 hours ago, CuloACapanna said: Truthfully, it says here that Teratophilia, is in fact, not installed. Â Spoiler As shown above, there are only 3 mentions of the Teratophilia name per loading cycle, all of them are from the Terato-Scenes mod. The game runs this loading cycle twice, once for local mods only, then local+workshop mods, so 6 mentions checks out. If you want to use Teratophilia, i'd recommend installing the mod! Some people say it's a nice mod. Installation instructions are available in the mod's page, and links to other content and requirements too.
Merc_ Posted March 26, 2023 Posted March 26, 2023 This mod is awesome! Thanks to everyone creating it. Due to the other mods I have installed even NPCs are able to breed with the monsters, which gives a whole another layer to this mod. Eagerly awaiting for new updates. I wish I could contribute but the only thing I could do is some pixel art (maybe one of these days I'll draw some, if I ever do I'll be sure to release them here for free use!) Extra thanks to the person who put Smoglin in this mod, you're the best  1
Lordchaosc Posted March 28, 2023 Posted March 28, 2023 One idea I have is monsters taking turns after they climax for terramons + defeat. Had this idea when I entered a sex scene while testing out Sexbound reborn and hopefully when defeat is implemented into reborn something similar like this where enemies will take turns fucking the player would be a thing.
red3dred Posted March 28, 2023 Author Posted March 28, 2023 2 hours ago, Lordchaosc said: One idea I have is monsters taking turns after they climax for terramons + defeat. Had this idea when I entered a sex scene while testing out Sexbound reborn and hopefully when defeat is implemented into reborn something similar like this where enemies will take turns fucking the player would be a thing. It's not impossible if there are multiple enemies, but that, as you mentioned, is sadly not part of this mod, and entirely relies on Defeat not only being resurrected, but also expanded! One can hope people manage to get that mod nailed down. 1
VAAlucard Posted March 30, 2023 Posted March 30, 2023 On 3/28/2023 at 7:57 PM, red3dred said: It's not impossible if there are multiple enemies, but that, as you mentioned, is sadly not part of this mod, and entirely relies on Defeat not only being resurrected, but also expanded! One can hope people manage to get that mod nailed down. I second this. Unfortunately, even with some of the tweaking I tried to do, I could not get SxB Defeat to work with SxBR so I've essentially given up on my attempt to make a mod using SxB Defeat as the foundation. I'm not that knowledgeable in making mods to begin with though. If I was a bit better at it, I would probably just try to make an entirely new mod to handle defeats.
Seraphy66 Posted March 31, 2023 Posted March 31, 2023 On 3/28/2023 at 7:57 PM, red3dred said: It's not impossible if there are multiple enemies, but that, as you mentioned, is sadly not part of this mod, and entirely relies on Defeat not only being resurrected, but also expanded! One can hope people manage to get that mod nailed down.  On 3/29/2023 at 8:46 PM, VAAlucard said: I second this. Unfortunately, even with some of the tweaking I tried to do, I could not get SxB Defeat to work with SxBR so I've essentially given up on my attempt to make a mod using SxB Defeat as the foundation. I'm not that knowledgeable in making mods to begin with though. If I was a bit better at it, I would probably just try to make an entirely new mod to handle defeats. What are the issues/complications with Defeat? I've been digging into the scripts for SxB and Defeat, and have been toying around with it while learning more about LUA. I have considered trying to rewrite the mod and remove its config dependency so it has fall backs. While also adding a bit of functionality just to play around with it. Though would like the input of those more experienced in mods to give some insight.
red3dred Posted March 31, 2023 Author Posted March 31, 2023 27 minutes ago, Seraphy66 said: What are the issues/complications with Defeat? I've been digging into the scripts for SxB and Defeat, and have been toying around with it while learning more about LUA. I have considered trying to rewrite the mod and remove its config dependency so it has fall backs. While also adding a bit of functionality just to play around with it. Though would like the input of those more experienced in mods to give some insight.  There's quite a few of those, from incompatibilities, which, granted, there isn't much you can do when another mod just overwrites how the player/NPCs take damage... But as for known issues with Defeat, there are: Spoiler Defeat will fire a moment after the NPC takes damage. For melee weapons, this means often in the air, while being knocked back, thus failing to transform into a node at their feet. Defeat is bypassed by damage-over-time effects, who will kill NPCs right away. NPCs with regen will refuse to be properly killed after defeated, often being defeated again, in a loop, until killed quickly enough or... Defeat configs are finnicky, and monsters will still say their "conversion" line after finishing being defeated and becoming neutral/friendly. Defeat config option to enable Interface when the player is defeated is entirely disfunctional. Defeat lacks options to handle monsters, as you are bound to defeat way more monsters than NPCs, but truthfully, a configurable "success" chance (beyond how buggy it is) would be nice. Defeat will fail to trigger for unknown reasons. Defeat may fail to properly find a target/damage source for players, in cases of things such as environmental damage, fall damage, etc. and instead make them invincible. [!] Defeat will, by default, enable players to be transformed by Sexbound "Mind control" effects such as the Aphrodite's Bow, Lewd-guns and the Lovely Whip, this is not a good idea in most multiplayer scenarios, not to mention such weapons can hit yourself. (At least it's not as bad as previously, where it would force you into the node and take control away, making players unable to escape a Sexbound interaction...)  But all of the above are unrelated to this mod in particular. If you really wanted to make improvements upon Defeat, making the configs not break it, and fixing it's stability issues and bugs are priority IMO, while improvements to it's mechanics are second (Such as, but not limited to one of these; Automatically entering a nearby Sexbound bed if available. Making groups of enemies join in. Make enemies beyond the defeat-er want to join the node. etc.) 1
Seraphy66 Posted March 31, 2023 Posted March 31, 2023 11 minutes ago, red3dred said:  There's quite a few of those, from incompatibilities, which, granted, there isn't much you can do when another mod just overwrites how the player/NPCs take damage... But as for known issues with Defeat, there are:  Hide contents Defeat will fire a moment after the NPC takes damage. For melee weapons, this means often in the air, while being knocked back, thus failing to transform into a node at their feet. Defeat is bypassed by damage-over-time effects, who will kill NPCs right away. NPCs with regen will refuse to be properly killed after defeated, often being defeated again, in a loop, until killed quickly enough or... Defeat configs are finnicky, and monsters will still say their "conversion" line after finishing being defeated and becoming neutral/friendly. Defeat config option to enable Interface when the player is defeated is entirely disfunctional. Defeat lacks options to handle monsters, as you are bound to defeat way more monsters than NPCs, but truthfully, a configurable "success" chance (beyond how buggy it is) would be nice. Defeat will fail to trigger for unknown reasons. Defeat may fail to properly find a target/damage source for players, in cases of things such as environmental damage, fall damage, etc. and instead make them invincible. [!] Defeat will, by default, enable players to be transformed by Sexbound "Mind control" effects such as the Aphrodite's Bow, Lewd-guns and the Lovely Whip, this is not a good idea in most multiplayer scenarios, not to mention such weapons can hit yourself. (At least it's not as bad as previously, where it would force you into the node and take control away, making players unable to escape a Sexbound interaction...)  But all of the above are unrelated to this mod in particular. If you really wanted to make improvements upon Defeat, making the configs not break it, and fixing it's stability issues and bugs are priority IMO, while improvements to it's mechanics are second (Such as, but not limited to one of these; Automatically entering a nearby Sexbound bed if available. Making groups of enemies join in. Make enemies beyond the defeat-er want to join the node. etc.)  That gives me some good insight as to where to look. I think much of it stems from how the addon is implemented alongside SxB which I've been toying with a bit here and there as well. I was able to remove the config dependency with my own tests, but the implementation is certainly not efficient. Hence the idea of rewriting it altogether. Though from my testing it seems like altering SxB is unavoidable to correct the Defeat issues. Mainly the way nodes are handled and executed. I feel like a lot of the problems stem from the fact that ground contact with no background props is required for a node to even work. Which leaves me wondering how feasible it would be to remove that requirement, but I need to look into why the nodes function in that way in the first place. 1
red3dred Posted May 24, 2023 Author Posted May 24, 2023 3 hours ago, Minicoopa2 said: Would it be possible to create a dedicated type of pet tether that can make the attached pet horny on command? my friends and I are playing with defeat and we want a way to screw captured pets, and i don't think everyone would agree to using Aphrodite's bow. Most things are possible with Starbound, but i don't think i will be doing so myself. Quite a bit of code to run through. To make pets horny, the Monster Pheromones mod exists, allowing you to tell your pet to "Jump into a bed". Granted, this will break when you select a position a monster doesn't support, leading to them simply disappearing most of the time. Sadly, for monsters, the way Sexbound is made means that to start a interaction, you need to have another mod/item to do so. Defeat works, but no on pets, so you will need to either use a Aphrodite's Bow or similar effect items, such as LewdGuns, to transform them. There was formerly code in Sexbound to allow monsters to be affected by Arousal like NPCs, but the code was buggy, and thus was mostly removed since.
ThatOneAnon Posted May 25, 2023 Posted May 25, 2023 Will Ignome's get a non-futa form eventually? Or does that already exist and Im just unlucky
red3dred Posted May 25, 2023 Author Posted May 25, 2023 26 minutes ago, ThatOneAnon said: Will Ignome's get a non-futa form eventually? Or does that already exist and Im just unlucky Nope, not a option currently. Monster gender is defined as 0, 1, 2 or 3, each one defining a specific set of options (0 is male, 1 is female, 2 is either, 3 is futa) and as such, there is no "futa + normal genders" option. I guess i could change the rare variant to be non-futa? Hmm, might have to think about that one. Â
ThatOneAnon Posted May 25, 2023 Posted May 25, 2023 3 minutes ago, red3dred said: Nope, not a option currently. Monster gender is defined as 0, 1, 2 or 3, each one defining a specific set of options (0 is male, 1 is female, 2 is either, 3 is futa) and as such, there is no "futa + normal genders" option. I guess i could change the rare variant to be non-futa? Hmm, might have to think about that one. Â Why not make it so it can be either, and the Male uses the futa sprites? That's what I assumed was the case at first. The only downside I can see if it's considered Male internally it cant be impregnanted (I assume), but I personally dont see that as a big loss. Though, I guess I'm obviously biased with that lol
Erina Sugino Posted May 25, 2023 Posted May 25, 2023 (Or just add a 4 for "either female or futa". Numbers are there to be counted up, right?) 1
Chrimsi Posted May 26, 2023 Posted May 26, 2023 14 hours ago, ThatOneAnon said: Will Ignome's get a non-futa form eventually? Or does that already exist and Im just unlucky if you know your way around unpacking pak files it's quite easy to make adjustments so it's any gender you want
ThatOneAnon Posted May 29, 2023 Posted May 29, 2023 On 5/26/2023 at 3:53 AM, Chrimsi said: if you know your way around unpacking pak files it's quite easy to make adjustments so it's any gender you want Sure but unless there's non-futa assets I doubt that would do much other than make the ignome vanish if not crash the game.
Chrimsi Posted May 29, 2023 Posted May 29, 2023 17 hours ago, ThatOneAnon said: Sure but unless there's non-futa assets I doubt that would do much other than make the ignome vanish if not crash the game. well the genitals are a seperate file as both female and male ignome look the same (both being female)
TheBlackHowling Posted June 3, 2023 Posted June 3, 2023 I'm wondering if a kind soul could help me. I'm not having any animations play with creatures that should have them. If you could tell me in what way i'm being dumb that would help greatly . Thank you! starbound.log
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