onionknighto Posted July 3, 2023 Author Share Posted July 3, 2023 (edited) 9 hours ago, R654 said: I don't know where to put this but all the new npcs added by latest major update don't work with sexbound (can't turned into nodes or be affected by arousal). I did not notice that! Thank you for reporting it, due to the great help of @red3dred we managed to fix this. Next update these npc can be played with! 13 hours ago, lindazana said: I've a few suggestions/requests/ideas. Thanks for the ideas! It will be difficult to work on these as they are all script heavy/ non vanilla possible, so don't get your hopes up. *more delay to birth tentacle-spawn - we can do that, what would be a good duration? 20 seconds, a minute? *debuff - again, most of your ideas need heavy scripting but we do include a -50% defense debuff when recently in contact with tentacle liquid *bloating - yeah, maybe we can do this but only the slow/reduced jump height and debuff icon, not anything visually *Falling for traps should have consequences beyond a small time delay - the problem is we get both kinds of feedback: some like more severe consequences but others dislike even the minute timeout currently, we have received ideas like a struggle system or a trap-immune buff but that is all very difficult to implement *NO clue how - to be frank we heavily got inspired by the vore mod, those traps and monsters are vehicles and they force you to "sit" inside them. That field is completely new territory and it may be possible but no idea how or where even to start On 7/2/2023 at 7:43 PM, sirpikmin said: question, are the plans for any more traps in the next update? Not currently. We have some left over/undone assets we could finish but no promises here. Edited July 3, 2023 by onionknighto 3 Link to comment
sirpikmin Posted July 3, 2023 Share Posted July 3, 2023 3 hours ago, onionknighto said: I did not notice that! Thank you for reporting it, due to the great help of @red3dred we managed to fix this. Next update these npc can be played with! Thanks for the ideas! It will be difficult to work on these as they are all script heavy/ non vanilla possible, so don't get your hopes up. *more delay to birth tentacle-spawn - we can do that, what would be a good duration? 20 seconds, a minute? *debuff - again, most of your ideas need heavy scripting but we do include a -50% defense debuff when recently in contact with tentacle liquid *bloating - yeah, maybe we can do this but only the slow/reduced jump height and debuff icon, not anything visually *Falling for traps should have consequences beyond a small time delay - the problem is we get both kinds of feedback: some like more severe consequences but others dislike even the minute timeout currently, we have received ideas like a struggle system or a trap-immune buff but that is all very difficult to implement *NO clue how - to be frank we heavily got inspired by the vore mod, those traps and monsters are vehicles and they force you to "sit" inside them. That field is completely new territory and it may be possible but no idea how or where even to start Not currently. We have some left over/undone assets we could finish but no promises here. does make sense, may i ask, are you planning to add eyemitters for the stone tentacle style. as right now, the only eyelights that make noise are the ones made of flesh Link to comment
loverswith Posted July 4, 2023 Share Posted July 4, 2023 in which folder is the text of these dialogs located? 2 Link to comment
Ordo Nsfw Posted July 4, 2023 Share Posted July 4, 2023 npcs folder .... ttpp_land_visitor.npctype file Link to comment
Munken Posted July 5, 2023 Share Posted July 5, 2023 On 7/3/2023 at 10:34 AM, R654 said: I don't know where to put this but all the new npcs added by latest major update don't work with sexbound (can't turned into nodes or be affected by arousal). that would be on sexbound i think, make sure you have the newest one and look if you have any conflicting mods Link to comment
onionknighto Posted July 5, 2023 Author Share Posted July 5, 2023 2 hours ago, Munken said: that would be on sexbound i think, make sure you have the newest one and look if you have any conflicting mods No. The problem was only ttpp new npc but as I've posted it is fixed for future updates. 1 Link to comment
sirpikmin Posted July 6, 2023 Share Posted July 6, 2023 honestly, absolutely love the mod..... doing decorations on the structure i've been working on now...... it's not as big as i had orginally intended but it's still quite sizeable also, i can't wait to see what new micro dougeons get added, a part of the fun of walking on planets with the mod is seeing what micro dougeons are on the planets surface Link to comment
sirpikmin Posted July 6, 2023 Share Posted July 6, 2023 also, for anyone who didn't know. there are micro doungeons in orbit around planets if you go high enough i just found that out and i'm glad i discovered it Link to comment
dalenmastermind Posted July 6, 2023 Share Posted July 6, 2023 I got the Event Horizon anomaly, and I think the ship spawns too high. I can't get in with my mech, I was forced to exit my mech and use the grappling hook to get up. Not to mention, if I'm supposed to be able to visit the top parts of the ship, they're off the top of the map. Link to comment
onionknighto Posted July 7, 2023 Author Share Posted July 7, 2023 5 hours ago, dalenmastermind said: I got the Event Horizon anomaly, and I think the ship spawns too high. I can't get in with my mech, I was forced to exit my mech and use the grappling hook to get up. Not to mention, if I'm supposed to be able to visit the top parts of the ship, they're off the top of the map. Yes, that is currently an issue that will be fixed in the next update along with no more spiral space encounter hunting. 1 Link to comment
loverswith Posted July 7, 2023 Share Posted July 7, 2023 I think sooner or later someone had to ask this question. Is the mod compatible with FU? Link to comment
onionknighto Posted July 7, 2023 Author Share Posted July 7, 2023 37 minutes ago, loverswith said: I think sooner or later someone had to ask this question. Is the mod compatible with FU? Yes. I use FU myself and have not noticed any problems also no compatibility issues have been reported to me. 2 Link to comment
sirpikmin Posted July 8, 2023 Share Posted July 8, 2023 (edited) alright, so after procrastinating for so long , we finally finished the dogeon we were working on and here's the best screenshots i could take. we used eyemitters for lights to add to the ambiance in the tentacle parts with only a few exceptions being the one above the main cave trap which is of course a trigger. these screenshots were also taken on maxium zoom and i have placed my character, who is four blocks tall, as a size example. also feel free to add anything you'd like and if you have any questions feel free to ask Edited July 8, 2023 by sirpikmin 3 Link to comment
onionknighto Posted July 8, 2023 Author Share Posted July 8, 2023 >if you have any questions feel free to ask I can rebuild from the modern entrance as a starting point, not sure if we should include the pre build teleporter -first question is on the wooden stairs, I guess the corruption has overtaken an already existing mine shaft? I think that would still look better as flesh stairs for cohesion OR add more visible parts that are not-yet corrupted to show more of the turning process? -for the second it's a request: I'd like the placement areas for the fleshmesh circled in the pics if possible because it's a pain to get the exact placement just from those images, especially if many are used in a small space -and for the third, I don't quite get the last stone area (first pic), I see where it starts from the flesh area with stairs but how big is the cave above the floor line or below it? the corners on that one are mostly black so I would just guess at it -fourth, a request again: I'd like the use of wire painted in because its difficult to determine if its a sensor or light and if a door is powered or not Link to comment
sirpikmin Posted July 8, 2023 Share Posted July 8, 2023 (edited) 3 hours ago, onionknighto said: >if you have any questions feel free to ask I can rebuild from the modern entrance as a starting point, not sure if we should include the pre build teleporter -first question is on the wooden stairs, I guess the corruption has overtaken an already existing mine shaft? I think that would still look better as flesh stairs for cohesion OR add more visible parts that are not-yet corrupted to show more of the turning process? -for the second it's a request: I'd like the placement areas for the fleshmesh circled in the pics if possible because it's a pain to get the exact placement just from those images, especially if many are used in a small space -and for the third, I don't quite get the last stone area (first pic), I see where it starts from the flesh area with stairs but how big is the cave above the floor line or below it? the corners on that one are mostly black so I would just guess at it -fourth, a request again: I'd like the use of wire painted in because its difficult to determine if its a sensor or light and if a door is powered or not you can remove the teleporter, i sorta forgot to remove it when i was taking the screen shots and i kidna forgot where i placed the flesh mesh so it doesn't have to be 100 percent accuret. i orginally had though the stone area would be full of hostile cultists and i agreee with you, i can replace the wood platforms with fleshy ones in order for better appeal, i will do that along with taking screenshots of the wireing. as seen in the screen shots, i have replaced the wood platforms with fleshy platforms to fit the astectic better. i have also done my best to mark the eyemitters we used in each area. Edited July 8, 2023 by sirpikmin added hight screenshot since i forgot 4 Link to comment
sirpikmin Posted July 14, 2023 Share Posted July 14, 2023 so how's everything coming along? Link to comment
Doompi123 Posted July 15, 2023 Share Posted July 15, 2023 i already asked this in the past but is there any way to change the crafting speed so it's instant? cause honestly building anything is a massive chore also on a side note does anyone know good mods to help with building in general because to be frank starbound is kind of a mess as far as tools go i know of WEdit which is decent if janky but that's about it Link to comment
schololo Posted July 20, 2023 Share Posted July 20, 2023 Firstly, thank you very much for such a wonderful mod! You made my "well, gonna spent a few hours on that game before another one long pause" into "damn I gonna play that for a long time before a tiny pause". I wish you keep same inspiration and keep enjoying yours work. I have a suggestion. Cult statues looks like pillars but it's top part is not a surface. So you can't place anything on it. In that case you can't stack a few of them into high pillars. I think it need collision on top part like some furniture. Sorry for messy text, English is not my first language. 8 Link to comment
Fluff the Felin Posted July 23, 2023 Share Posted July 23, 2023 Is there a Discord server I could join? I don't use LL that often. Link to comment
onionknighto Posted July 23, 2023 Author Share Posted July 23, 2023 (edited) 1 hour ago, Fluff the Felin said: Is there a Discord server I could join? I don't use LL that often. We have our own channel on the 18+ Starbound discord but be warned it needs mobile phone verification: https://discord.gg/AnZ7QA4BfR If you want more information on what I'm doing for the next update it can be found there, I don't want to clutter the thread with minor update info. On 7/21/2023 at 12:16 AM, schololo said: I have a suggestion. Cult statues looks like pillars but it's top part is not a surface. So you can't place anything on it. In that case you can't stack a few of them into high pillars. I think it need collision on top part like some furniture. Thank you for the kind words and it's fixed for next update. It is obvious in hindsight I wonder how I did not see this earlier. On 7/15/2023 at 11:46 AM, Doompi123 said: i already asked this in the past but is there any way to change the crafting speed so it's instant? cause honestly building anything is a massive chore I personally don't like it but I can see why people want it, as a compromise we will probably make building blocks instant craft but animation objects and other items will stay as they are. Edited July 23, 2023 by onionknighto 3 Link to comment
TheJuanPieceisReal Posted July 23, 2023 Share Posted July 23, 2023 (edited) I was wondering if there would be other kind of decorations like different varities of furniture or even posters? I think it'd be neat to have some more detailed perspectives with the poster thing Edited July 23, 2023 by TheJuanPieceisReal Link to comment
sirpikmin Posted July 28, 2023 Share Posted July 28, 2023 i'm realy excited to see what's next for this amazing mod 2 Link to comment
_KT_ Posted July 29, 2023 Share Posted July 29, 2023 Where we're going, we won't need eyes to see.... Spoiler 1 Link to comment
Firelight1928 Posted July 30, 2023 Share Posted July 30, 2023 So I did a survival playthrough for the first time in a long while with the mod (and other adult mods ) installed, but I still can't help to notice that the "raw tentacle" base game food item that drops from TTPP related furnitures/decor and enemies is lacking somewhat in practicality, even in the survival setting. The main problem with this base game item is the "food" aspect of the item. When consumed, it gives the player the "food poisoning" debuff, which applies to raw food items in the vanilla versions of the game and makes perfect sense. However the main problem is that there isn't a cooked version of the food item, the cooked variety of the item is inaccessible to the player without the use of admin commands. So I got somewhat of a idea for these items, maybe the mod could introduce new tentacle dishes. It could introduce a new branch of content into the mod and perhaps allows new status effects to be introduced with this content branch? Note: I just noticed that there was a cooked tentacle workshop mod, and I wished I had discovered it earlier as it would've helped me burn through 2 fridges worth of raw tentacles when I was still doing the survival playthrough lol Link to comment
onionknighto Posted July 30, 2023 Author Share Posted July 30, 2023 23 minutes ago, Firelight1928 said: However the main problem is that there isn't a cooked version of the food item, the cooked variety of the item is inaccessible to the player without the use of admin commands. There should already be a cooked tentacle recipe in this mod, I added this per player.config: {"op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "cookedtentacle" }} After testing it works on my fu character but further testing indicates that fu does it and without it does not work... sigh Thank you for bringing this to my notice, it will be fixed as intended for next update. The food idea is interesting but I'd rather not have to come up with all the different possible foodstuff combinations that can be created with tentacles. For now it's low priority, perhaps when we manage to design a good looking tentacle cooler we could add more food recipes along with it. If you already got some ideas, please, gather them and send it to me! Either post in this thread or via DM. I would also like to know your impressions of the dungeons in your playthrough along feedback for improvements if you don't mind. 2 Link to comment
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