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[mod] Teratophilia


red3dred

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  • 3 weeks later...
Posted

I'm curious, does Monsters that you caught (your 'pets' I guess?) lay eggs? (namely the Fennek and the Adult Poptop) and if so how do you go about getting them to term, so to speak?

Posted
3 hours ago, RagnaBlade said:

I'm curious, does Monsters that you caught (your 'pets' I guess?) lay eggs? (namely the Fennek and the Adult Poptop) and if so how do you go about getting them to term, so to speak?


Depending on how stable the current API and your modpack is about handling monsters, the most safe-bet would be to put them in a pet tether and just never save&quit in their location (That seems to respawn them), and within given time, they should in theory lay eggs. Remember to check your pregnancy settings in base Sexbound: If the pregnancy timer is set to "real time", it'll take real-life days (not in-game) to see them give birth, same as NPCs.

If other mods are interfering with monster/pet code, then the process maybe interrupted. Things like FU change poptops to "grow up" after a period of time, killing the monster and spawning a more advanced version, that is now hostile and no longer pregnant.

Posted (edited)
3 hours ago, red3dred said:


Depending on how stable the current API and your modpack is about handling monsters, the most safe-bet would be to put them in a pet tether and just never save&quit in their location (That seems to respawn them), and within given time, they should in theory lay eggs. Remember to check your pregnancy settings in base Sexbound: If the pregnancy timer is set to "real time", it'll take real-life days (not in-game) to see them give birth, same as NPCs.

If other mods are interfering with monster/pet code, then the process maybe interrupted. Things like FU change poptops to "grow up" after a period of time, killing the monster and spawning a more advanced version, that is now hostile and no longer pregnant.

i will stop using FU them , any recomendation on mods to expand race slots? oh Bigger Character Creator Image (100 Race Slots) sounds good

Edited by DreaM MakeR
Posted
2 hours ago, DreaM MakeR said:

i will stop using FU them , any recomendation on mods to expand race slots? oh Bigger Character Creator Image (100 Race Slots) sounds good


I wouldn't go so far as to say you should using FU, just beware that Poptops do that (Which is dumb but i'm not gonna go on that tangent) and well, any race extender is good enough so long as it has enough slots. You'll find plenty of options, shape and number of slots, in the workshop.

Posted
3 hours ago, red3dred said:


Depending on how stable the current API and your modpack is about handling monsters, the most safe-bet would be to put them in a pet tether and just never save&quit in their location (That seems to respawn them), and within given time, they should in theory lay eggs. Remember to check your pregnancy settings in base Sexbound: If the pregnancy timer is set to "real time", it'll take real-life days (not in-game) to see them give birth, same as NPCs.

If other mods are interfering with monster/pet code, then the process maybe interrupted. Things like FU change poptops to "grow up" after a period of time, killing the monster and spawning a more advanced version, that is now hostile and no longer pregnant.

Okay, will do >w<

Also, given what you mentioned about the save&quit thing, does that also count with teleporting and going to other planets?

Posted
19 minutes ago, RagnaBlade said:

Okay, will do >w<

Also, given what you mentioned about the save&quit thing, does that also count with teleporting and going to other planets?


No, it appears only saving and quitting with the pet tether in range of the player causes some strageness and cancels out pregnancies.

Posted
1 hour ago, red3dred said:


No, it appears only saving and quitting with the pet tether in range of the player causes some strageness and cancels out pregnancies.

Alrighty. another question, but this time in regards to wild Mons, how does the game handle them and any pregnancies tied to them? same thing? or does going to another planet or going to far out of range despawn them?

Posted
1 hour ago, RagnaBlade said:

Alrighty. another question, but this time in regards to wild Mons, how does the game handle them and any pregnancies tied to them? same thing? or does going to another planet or going to far out of range despawn them?


They despawn naturally. All natural monster spawns aren't persistent, and will despawn the moment you unload the area, either by walking away, teleporting away, save&quit, etc.

Some monsters are tied to structures though, like the monsters in the mine in the start of the game? Those monsters are persistent, as in, they won't go away when you reload the area, and as such, will work for pregnancies perfectly.

The problem is more so that this piece of data in particular (persistent = false/true) can't be changed during run-time normally, so monsters impregnated by the player can't be made into permanent creatures that will wander the area where they were impregnated. As such, only mobs in controlled environments (Either spawned in with the persistent tag or player pets attached to the pet tether) will keep their data between save&quit, teleports, etc. If there were any other ways to "set your monster loose" without having it despawn, it'd also work, but i doubt there's a mod out there to "Unpod" captured monsters.

Posted
31 minutes ago, red3dred said:


They despawn naturally. All natural monster spawns aren't persistent, and will despawn the moment you unload the area, either by walking away, teleporting away, save&quit, etc.

Some monsters are tied to structures though, like the monsters in the mine in the start of the game? Those monsters are persistent, as in, they won't go away when you reload the area, and as such, will work for pregnancies perfectly.

The problem is more so that this piece of data in particular (persistent = false/true) can't be changed during run-time normally, so monsters impregnated by the player can't be made into permanent creatures that will wander the area where they were impregnated. As such, only mobs in controlled environments (Either spawned in with the persistent tag or player pets attached to the pet tether) will keep their data between save&quit, teleports, etc. If there were any other ways to "set your monster loose" without having it despawn, it'd also work, but i doubt there's a mod out there to "Unpod" captured monsters.

Something else I've noticed and I'm not sure if it's by design, but even after I impregnate a pet (one tied to a tether) via the Enhanced Aphrodites Bow, it never has the white 'pregnant' text below their names. And I even made sure to idle for a while after impregnation to see if it would pass (I changed the time to in game not RL) and nothing seemed to happen, using the bow again to tun them into a node seemed to act as though they were never pregnant to begin with. So I'm confused what's going on.

Posted
35 minutes ago, RagnaBlade said:

Something else I've noticed and I'm not sure if it's by design, but even after I impregnate a pet (one tied to a tether) via the Enhanced Aphrodites Bow, it never has the white 'pregnant' text below their names. And I even made sure to idle for a while after impregnation to see if it would pass (I changed the time to in game not RL) and nothing seemed to happen, using the bow again to tun them into a node seemed to act as though they were never pregnant to begin with. So I'm confused what's going on.


Pets don't get that status, as that is a NPC feature. As for the latter, sounds like you may have run into some issues! If you have problems like this, feel free to share your Starbound log, and i'll take a look to see if any errors pop up. Usually, this is not supposed to happen, and sounds like something went wrong.

Posted
27 minutes ago, red3dred said:


Pets don't get that status, as that is a NPC feature. As for the latter, sounds like you may have run into some issues! If you have problems like this, feel free to share your Starbound log, and i'll take a look to see if any errors pop up. Usually, this is not supposed to happen, and sounds like something went wrong.

Been a while since I last posted a log, so I hope I post the correct one, but here.

starbound.log

Posted
59 minutes ago, RagnaBlade said:

Been a while since I last posted a log, so I hope I post the correct one, but here.


So, i see a few issues; Namely, the futanari module appears to be error'ing over it's config;
 

[11:48:17.690] [Error] Exception caught loading asset: /sxb_plugin.futanari.config, 
(AssetException) Could not read JSON asset /sxb_plugin.futanari.config
Caused by: (JsonParsingException) Error parsing json: unexpected character in word at 50:25

Line 50, character 25 in sxb_plugin.futanari.config.

 

As for the pregnancy itself, it sounds like old buggy behaviour! You may want to try updating your Sexbound API and seeing if that helps.

Surprisingly, you're getting pregnancy-success messages, and the module is not spitting errors, so maybe it's just the futanari config, but if it persists, it maybe the API itself being outdated. I've not noticed any other outliers as to what could be causing this, so do keep me updated if you can.

Posted
4 minutes ago, red3dred said:


So, i see a few issues; Namely, the futanari module appears to be error'ing over it's config;
 

[11:48:17.690] [Error] Exception caught loading asset: /sxb_plugin.futanari.config, 
(AssetException) Could not read JSON asset /sxb_plugin.futanari.config
Caused by: (JsonParsingException) Error parsing json: unexpected character in word at 50:25

Line 50, character 25 in sxb_plugin.futanari.config.

 

As for the pregnancy itself, it sounds like old buggy behaviour! You may want to try updating your Sexbound API and seeing if that helps.

Surprisingly, you're getting pregnancy-success messages, and the module is not spitting errors, so maybe it's just the futanari config, but if it persists, it maybe the API itself being outdated. I've not noticed any other outliers as to what could be causing this, so do keep me updated if you can.

It shouldn't be though, as I updated the API a few days ago :/ I'll take a look at the Futanari config and see what's causing the issue.

Posted
1 minute ago, RagnaBlade said:

It shouldn't be though, as I updated the API a few days ago :/ I'll take a look at the Futanari config and see what's causing the issue.

Ah, I think it was cause I added Male to the figure on that line as well, as I wanted both genders to get registered as Futanari, not just female. though I suppose that may have caused the error? it seems like it only bugged out like that for Monsters and not any other form of NPC... though i wonder if that was due to me not adding the monster types into the applicable NPC types. though I'm unsure if that would have made any difference now that I'm thinking on it...

Posted
12 hours ago, RagnaBlade said:

Ah, I think it was cause I added Male to the figure on that line as well, as I wanted both genders to get registered as Futanari, not just female. though I suppose that may have caused the error? it seems like it only bugged out like that for Monsters and not any other form of NPC... though i wonder if that was due to me not adding the monster types into the applicable NPC types. though I'm unsure if that would have made any difference now that I'm thinking on it...


Well, if the modules break, they usually reset to some defaults, and that may cause more issues. Broken configs usually brick modules, i'm surprised that the futanari module works after all. Though, after you solve that part of the code, do lemem know if it works afterwards.

 

Posted
16 hours ago, red3dred said:


Well, if the modules break, they usually reset to some defaults, and that may cause more issues. Broken configs usually brick modules, i'm surprised that the futanari module works after all. Though, after you solve that part of the code, do lemem know if it works afterwards.

 

to an extent, yes. I started a new game with a novakid to check out the PoV Revamp stuff, and figured I'd try to see if I fixed it. Used the Aphrotites bow to impregnate a momma poptop, and she laid an egg, but after I caught her(and she became an adult Poptop) the same issues happened again. And the odd thing is that before the egg was laid I used the bow on her and she was still pregnant in her sprites, so I wonder if this might have more to do with the Pet aspect for when they're captured? I'm unsure, but I'll let the poptop I hatched from the egg to grow (However long that may take) and try it on them then to see if my hunch is right. after I post this I'm going to see if support for the Voltip is a thing or not, as use of Aphrodities bow has no effect on the one I have tethered as a pet.

Posted
3 hours ago, RagnaBlade said:

to an extent, yes. I started a new game with a novakid to check out the PoV Revamp stuff, and figured I'd try to see if I fixed it. Used the Aphrotites bow to impregnate a momma poptop, and she laid an egg, but after I caught her(and she became an adult Poptop) the same issues happened again. And the odd thing is that before the egg was laid I used the bow on her and she was still pregnant in her sprites, so I wonder if this might have more to do with the Pet aspect for when they're captured? I'm unsure, but I'll let the poptop I hatched from the egg to grow (However long that may take) and try it on them then to see if my hunch is right. after I post this I'm going to see if support for the Voltip is a thing or not, as use of Aphrodities bow has no effect on the one I have tethered as a pet.

Something else I noticed. is that I figure that it may be proximity based, as the Adult Poptop remained pregnant as I stayed within eyesight of her (I used the bow multiple times to check over a period of an hour or so, I don't know how long Days last in game especially for the starting planet,) but after I went above ground (I have her in the area I caught her as a Momma Poptop) to my garden right outside the entrance to the mine, that when I went back to check, using the bow again, her sprite was that of a normal Adult Poptop, so something's going on there I think...

Posted (edited)
6 hours ago, RagnaBlade said:

to an extent, yes. I started a new game with a novakid to check out the PoV Revamp stuff, and figured I'd try to see if I fixed it. Used the Aphrotites bow to impregnate a momma poptop, and she laid an egg, but after I caught her(and she became an adult Poptop) the same issues happened again. And the odd thing is that before the egg was laid I used the bow on her and she was still pregnant in her sprites, so I wonder if this might have more to do with the Pet aspect for when they're captured? I'm unsure, but I'll let the poptop I hatched from the egg to grow (However long that may take) and try it on them then to see if my hunch is right. after I post this I'm going to see if support for the Voltip is a thing or not, as use of Aphrodities bow has no effect on the one I have tethered as a pet.

2 hours ago, RagnaBlade said:

Something else I noticed. is that I figure that it may be proximity based, as the Adult Poptop remained pregnant as I stayed within eyesight of her (I used the bow multiple times to check over a period of an hour or so, I don't know how long Days last in game especially for the starting planet,) but after I went above ground (I have her in the area I caught her as a Momma Poptop) to my garden right outside the entrance to the mine, that when I went back to check, using the bow again, her sprite was that of a normal Adult Poptop, so something's going on there I think...


Voltip isn't supported yet, but, well, that is a API issue, where the "pregnant" status doesn't refresh properly. Creatures being visibly pregnant in Sexbound animations after giving birth happens, but upon leaving and reloading the area/entity, then it'll usually return to normal.

So perhaps, it may have to do with pet code and how they're resetting when not being nearby, which... shouldn't be a thing.

 

In my personal single-player, it works fine, in this aspect, and i gotta wonder if it's something about my modpack as a whole, that makes it work, whereas yours might be changing something either about the API or monster code, in general.


If this is a new incompatibility, i better note it down and try to find a solution whenever it's culprit is discovered.

Edited by red3dred
Posted
6 hours ago, red3dred said:


Voltip isn't supported yet, but, well, that is a API issue, where the "pregnant" status doesn't refresh properly. Creatures being visibly pregnant in Sexbound animations after giving birth happens, but upon leaving and reloading the area/entity, then it'll usually return to normal.

So perhaps, it may have to do with pet code and how they're resetting when not being nearby, which... shouldn't be a thing.

 

In my personal single-player, it works fine, in this aspect, and i gotta wonder if it's something about my modpack as a whole, that makes it work, whereas yours might be changing something either about the API or monster code, in general.


If this is a new incompatibility, i better note it down and try to find a solution whenever it's culprit is discovered.

I'm not sure if this will show up on a log will it? or how would we go about finding out what's going on?

Posted
46 minutes ago, RagnaBlade said:

I'm not sure if this will show up on a log will it? or how would we go about finding out what's going on?


I would need to test many mods out there to find out why this is happening, not something that shows up in logs sadly.

Posted
1 hour ago, red3dred said:


I would need to test many mods out there to find out why this is happening, not something that shows up in logs sadly.

yeah, and I can confirm it's a proximity thing, as When I logged in earlier this morning, I shot my Adult Poptop with the bow, bred her, and sat in a chair for the duration of her pregnancy. and after the 8 ingame days I managed to get 2 eggs interestingly enough from that one session. and there was no message as to them laying the eggs so I'm curious. more tests will need to be done to see if they actually LAY the eggs or if you can only get them by interacting with them after a set amount of time, with breeding them again merely resetting the timer. but yeah, just like you, I have no Idea where to even look to see if I can find the issue. I need to redownload Pakit so I can, hopefully, read the mess that's native to the .Pak files, maybe I'll find something in there?

Posted
12 minutes ago, RagnaBlade said:

yeah, and I can confirm it's a proximity thing, as When I logged in earlier this morning, I shot my Adult Poptop with the bow, bred her, and sat in a chair for the duration of her pregnancy. and after the 8 ingame days I managed to get 2 eggs interestingly enough from that one session. and there was no message as to them laying the eggs so I'm curious. more tests will need to be done to see if they actually LAY the eggs or if you can only get them by interacting with them after a set amount of time, with breeding them again merely resetting the timer. but yeah, just like you, I have no Idea where to even look to see if I can find the issue. I need to redownload Pakit so I can, hopefully, read the mess that's native to the .Pak files, maybe I'll find something in there?

 

Well, Teratophilia doesn't add any code relating to this, it's all native to the Sexbound API, a feature i've made use of a while ago, to add eggs to all monsters we support. Specifically, each monster patch includes one of these:
image.png.55b2adcd2ebb921642ea564ae0a62d42.png

 

But other than that, monsters use the normal birthing code in the API. You won't need Pakit to get the unpacked version of the API.

Posted

Hm... I'm still curious as to what would be causing it... unless... I use a mod that allows me to spawn in robot miners, Lumberjacks, guardians, and gardeners, I wonder if something of an overflow might be causing this? too many friendly sprite scripts running at once? given how they do not despawn when you move away from them, I wonder if they might be the issue.

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