jzandres Posted June 25, 2025 Posted June 25, 2025 (edited) Hello, I have time without playing SB and after a while I return and I found that my game was updated, and after being playing I find that the dungeons of the mod TTPP, do not have background textures or structures, are practically empty, and there are only platforms and the NCPs that must be install, place my mods but it is not solved, I don't know if they could guide me to find the problem Edited June 25, 2025 by jzandres a better picture and clear
onionknighto Posted June 25, 2025 Author Posted June 25, 2025 1 hour ago, jzandres said: Hello, I have time without playing SB and after a while I return and I found that my game was updated, and after being playing I find that the dungeons of the mod TTPP, do not have background textures or structures, are practically empty, and there are only platforms and the NCPs that must be install, place my mods but it is not solved, I don't know if they could guide me to find the problem can you provide your "starbound.log" ? it includes error messages that lets us find the problem for now I would guess faulty installation, edited files or multiple of the same mod? when in doubt delete all old TTPP files and just redownload the newest files on LoversLab 1
jzandres Posted June 25, 2025 Posted June 25, 2025 1 hour ago, onionknighto said: can you provide your "starbound.log" ? it includes error messages that lets us find the problem for now I would guess faulty installation, edited files or multiple of the same mod? when in doubt delete all old TTPP files and just redownload the newest files on LoversLab Sorry, I spent all day looking for a solution and got quite frustrated, so I deleted absolutely everything. I'm going to post the mods from the beginning. I really appreciate the response. By the way, I love the mod a lot. I'm looking forward to future updates. 1
SoupManMLG Posted July 10, 2025 Posted July 10, 2025 Are there any updates coming or is it shelved or are developers taking a break or is something else happening? I thought there were updates coming.
onionknighto Posted July 11, 2025 Author Posted July 11, 2025 4 hours ago, SoupManMLG said: Are there any updates coming or is it shelved or are developers taking a break or is something else happening? I thought there were updates coming. Thanks for your interest! I’ve recently started a new job, so mod development is slower than it used to be. That said, I still spend most of my free time working on it. I've found that teasing updates too early creates pressure and unrealistic expectations, so I prefer to announce things only when they're closer to ready. But rest assured, the mod isn't shelved - I’m just taking the time it needs. If you're into coding, art, or have cool ideas you'd like to see in the mod, feel free to contribute! I really appreciate community input, and submitted content often finds its way into the next release. 6
SoupManMLG Posted July 11, 2025 Posted July 11, 2025 12 hours ago, onionknighto said: Thanks for your interest! I’ve recently started a new job, so mod development is slower than it used to be. That said, I still spend most of my free time working on it. I've found that teasing updates too early creates pressure and unrealistic expectations, so I prefer to announce things only when they're closer to ready. But rest assured, the mod isn't shelved - I’m just taking the time it needs. If you're into coding, art, or have cool ideas you'd like to see in the mod, feel free to contribute! I really appreciate community input, and submitted content often finds its way into the next release. Fair enough, no pressure. Just was interested, i do feel like adding more quests is something that might affect the mod in a good way. It takes a lot of time of course, but still.
onionknighto Posted July 24, 2025 Author Posted July 24, 2025 9 hours ago, Tye Tass said: Will there ever be any sort of male content? There are 2 or 3 male victim animations in the manlyTTPP/male patch + a penis themed biome for the tentacle planet. No one on the team likes male content as in homosexual - so every content of this kind will be provided by users and then I have no issues working that into the manly patch which focuses on this type of content. If you mean male content as in penis getting sucked by tentacle suckers or something like that we would need script changes to the trap script to sort animations by gender which is planned in the far future. Other such background animations would need to be made but it all depends on our artists/what any user makes as I am not a pixel artist. TLDR: best way to get what you want is to make it yourself and send it to me! 1
FunnyEditIsFunny Posted July 31, 2025 Posted July 31, 2025 Hi. New to this mod, what do I create to make the tentacles engage with the player character?
onionknighto Posted July 31, 2025 Author Posted July 31, 2025 5 hours ago, FunnyEditIsFunny said: Hi. New to this mod, what do I create to make the tentacles engage with the player character? You can either encounter in the wild or buy from the mod shop/crafting station: tentacle traps/monster spawner for currently 4 trap animations and 2 flying monster animations. You can also get different loungeable objects like chairs or beds or later even a doghouse. Those just passive animation fit to the lounge position. And then there is sxb support for the mimic chest tentacle monster you can encounter/capture or buy from the quest hub. The next update will focus on traps and we already have more animations and tentacle style variations for existing traps planned. 3
WoodGolem Posted July 31, 2025 Posted July 31, 2025 8 minutes ago, onionknighto said: [...] The next update will focus on traps and we already have more animations and tentacle style variations for existing traps planned. Oh dear, I cannot wait for that. I think I say that every time, but I have recently been itching to play Starbound again. I cannot wait to throw myself into ""try to avoid"" these traps. Please do know, that your work, your craft and your dedication are deeply appreciated. Thank you for continuously working on your masterpiece-mod. I mean it. 1
angrykiwi Posted August 1, 2025 Posted August 1, 2025 Oh, since the trap update is coming, i'd share my thoughts on an escape system: with how little damage you take that does not scale and can be out-regenerated it makes them trivial and quite sandboxy. Easier fix would probably be making escape chance random, potentially with a critical failure chance. I do also recall writing my idea here on a corruption mechanic, which can also be used on an escape: accumulate enough points and your pc wouldn't want to escape, which ties in with the mod's lore.
Serelith Posted August 2, 2025 Posted August 2, 2025 I will also say (again, since I think I've already mentioned this) that it would be nice for an option for the anims to hold you indefinitely if you don't struggle out instead of always letting you go after a loop or two. 2
FunnyEditIsFunny Posted August 3, 2025 Posted August 3, 2025 I neglected to ask before, but are there any mods that add sexual moaning to this, or is that not a thing?
Firelight1928 Posted August 6, 2025 Posted August 6, 2025 (edited) On 8/2/2025 at 11:04 PM, FunnyEditIsFunny said: I neglected to ask before, but are there any mods that add sexual moaning to this, or is that not a thing? Could you elaborate a bit more on this? If you mean "are there sexual moaning when things are trapped by tentacles", not yet. You can ask for the mod author to put that in the next update. But there IS light sources you can craft using the Tentacle Prime crafting station that constantly makes moaning sounds. (The look like small, glowing yellow eyes, for context) Edited August 6, 2025 by Firelight1928
Syl700 Posted August 11, 2025 Posted August 11, 2025 So, I'm not sure if this has already been suggested before or even confirmed, but I think having the ability to toggle visibility for the traps, via the wire connector tool or something, and being always visible when holding the tool, would make the traps feel more... Trap-y. This is not to say they aren't very trap-y already, they're absolutely incredible, but having the element of surprise while exploring an area or dungeon or even to catch yourself or anyone in your own place would have a bigger impact than they already do. I honestly don't know a whole ton about SB, but I do hope something like this is possible. Keep up the immaculate work, though!
onionknighto Posted August 20, 2025 Author Posted August 20, 2025 Update 2.9 is out! Focus on traps! More traps in the world, more variations, completely new traps, plenty of trap script improvements and trap bug fixes! Please do the needful and do unpaid playtesting, thank you. v2.9: added 4 stone and 4 plant versions of existing tentacle traps added a decorative big round stone tentacle object added busty bonka to the questhub after her mission is done added a new big quest about inky added multiple checkpoints to long missions fixed crash caused when capturing Meatblob or Icnume fixed a multiplayer high latency bug that prevented players from being trapped fixed a bug that causes crashes when attenpting to capture certain mod monsters added 2 new trap animations in three tentacle styles improved tenant dialogue by removing mid-intercourse or climax lines added 24 microbiomes dungeons that feature traps in 2 biomes each improved trap script: caught trap animations now loop infinitely - you have to struggle free to escape! improved trap script: you can free caught NPC by shooting at the trap/tentacle monster improved trap script: no more long cooldown, you can hop on a trap again after a few seconds -content provided by CraneWinters- added 9 cult windows added hanging novakid stone tentacle style added a stone biome micro-terraformer added 6 overgrown cult pillar variants added 9 petrified light statues added a bell hold by stone tentacles added 2 stone tentacle doors added a stone tentacle drawer (includes petrified novakids) added a long ancient light variant added a novakid in a verdant blooming pod added 2 new tentacle food items (can also be bought from Mr. Coock) 12
WoodGolem Posted August 20, 2025 Posted August 20, 2025 Thank you so much! I have basically been besieging the forum. I cannot wait to try it out. Thank you for your hard work! 💖 1
onionknighto Posted August 21, 2025 Author Posted August 21, 2025 heads up: because npc are stuck in an infinite loop when caught the bonka mission has no end... I will have to think up a fix for that may take a few days. 2
luciodark Posted August 21, 2025 Posted August 21, 2025 (edited) Love the new traps and variety. So far I've found like, two of the new mini dungeons I think, it's always so hard to find minis unfortunately. The jungle pit trap being more or less invisible is a fun surprise and exactly the flavor I like. Edit: any tips on which planet types utilize the most new traps/dungeons? Edited August 21, 2025 by luciodark 1
Mytologist Posted August 21, 2025 Posted August 21, 2025 9 hours ago, onionknighto said: Update 2.9 is out! Focus on traps! More traps in the world, more variations, completely new traps, plenty of trap script improvements and trap bug fixes! Please do the needful and do unpaid playtesting, thank you. v2.9: added 4 stone and 4 plant versions of existing tentacle traps added a decorative big round stone tentacle object added busty bonka to the questhub after her mission is done added a new big quest about inky added multiple checkpoints to long missions fixed crash caused when capturing Meatblob or Icnume fixed a multiplayer high latency bug that prevented players from being trapped fixed a bug that causes crashes when attenpting to capture certain mod monsters added 2 new trap animations in three tentacle styles improved tenant dialogue by removing mid-intercourse or climax lines added 24 microbiomes dungeons that feature traps in 2 biomes each improved trap script: caught trap animations now loop infinitely - you have to struggle free to escape! improved trap script: you can free caught NPC by shooting at the trap/tentacle monster improved trap script: no more long cooldown, you can hop on a trap again after a few seconds -content provided by CraneWinters- added 9 cult windows added hanging novakid stone tentacle style added a stone biome micro-terraformer added 6 overgrown cult pillar variants added 9 petrified light statues added a bell hold by stone tentacles added 2 stone tentacle doors added a stone tentacle drawer (includes petrified novakids) added a long ancient light variant added a novakid in a verdant blooming pod added 2 new tentacle food items (can also be bought from Mr. Coock) Awesome, awesome, awesome! I can't wait to check everything out! 1
onionknighto Posted August 21, 2025 Author Posted August 21, 2025 (edited) 8 hours ago, luciodark said: Love the new traps and variety. Glad you like it! Here is a list I kept from testing for the turbo nerds: Trap Biome A Biome B doortrap flesh Flesh Prism doortrap plant Spring Garden doortrap stone Geode Volcanic tentacle monster 1 flesh Flesh Eyepatch tentacle monster 1 plant Spring Alpine tentacle monster 1 stone Foundry Volcanic tentacle monster 2 flesh Flesh Alien tentacle monster 2 plant Toxic Shroom tentacle monster 2 stone Desert Bone tentacle trap1 flesh Flesh Prism tentacle trap1 plant Toxic Jungle tentacle trap1 stone Geode Alpine tentacle trap2 flesh Flesh Bioluminescence tentacle trap2 plant Jungle Giant Flower tentacle trap2 stone Foundry Desert tentacle trap3 flesh Flesh Hive tentacle trap3 plant Garden Spring tentacle trap3 stone Bones Volcanic cocoon trap flesh Flesh Alien cocoon trap plant Jungle Giant Flower cocoon trap stone Desert Bones edit: fixed the bonka mission!uploaded a fixed version. anyone that wants to finish busty bonka mission REDOWNLOAD AND REPLACE the main mod Edited August 21, 2025 by onionknighto bugfix 1
Bakuzen Posted August 21, 2025 Posted August 21, 2025 Hello, nice to meet you. This message has been written using a translation, so some parts may be difficult to understand. First of all, thank you for the update. I find this mod an essential part of Starbound and am enjoying it. What I'd like to share today is that there are a few things that have been bothering me. ・It seems that the detection threshold for catching the player is shifted to the left more than it appears for all traps, including the newly added traps. ・I've heard that trap animations now loop with this update, but tentacle doors don't seem to loop. Is this intentional? ・Only the tentacle cocoon's animation when it is caught is short, and it seems that it doesn't make it in time for the player to spawn the tentacle. ・It seems that the other traps are able to spawn tentacles before they loop. ・This may be the cause, but we encountered an issue where gravity wasn't working on one of the spaceships added by the mod, causing the ship to fall the moment it entered space. I think it was a spaceship with turrets around it. ・Again, it's unclear whether this was caused by the mod, but we encountered an issue where, when landing on a planet with a "Fresh" biome and approaching the corresponding area, the ship would be returned to it. Finally, we have a suggestion regarding traps. How about making it so that when caught in a trap, you take damage every time you struggle? I think this would create an effect where the player moans every time they struggle, and depending on their remaining HP, they can either quickly escape if they have a lot of HP, or accept the attack and wait for recovery if they don't. 1
onionknighto Posted August 21, 2025 Author Posted August 21, 2025 2 hours ago, Bakuzen said: Hello, nice to meet you. Nice to meet you, too. Glad you are enjoying the mod, let me address some of your concerns: ・It seems that the detection threshold for catching the player is shifted to the left more than it appears for all traps, including the newly added traps. Yes, we have received that feedback and will look into it for the future! ・I've heard that trap animations now loop with this update, but tentacle doors don't seem to loop. Is this intentional? Yes. The door trap was difficult to loop and needs further work, I can do it for the future. ・Only the tentacle cocoon's animation when it is caught is short, and it seems that it doesn't make it in time for the player to spawn the tentacle. ・It seems that the other traps are able to spawn tentacles before they loop. Oh, the baby tentacles have a flat spawn duration when injected. Because of endless loop I made the cycle shorter for the cocoon trap so they seem to appear only after a loop because the loop is shorter/over quicker. I don't think this is a big issue This may be the cause, but we encountered an issue where gravity wasn't working on one of the spaceships added by the mod, causing the ship to fall the moment it entered space. I have fixed many similar errors and yours might have been fixed, too! If it is not fixed now can you send a screenshot? I will solve the problem then. -How about making it so that when caught in a trap, you take damage every time you struggle? -I think this would create an effect where the player moans every time they struggle, and depending on their remaining HP, they can either quickly escape if they have a lot of HP, or accept the attack and wait for recovery if they don't. I will consider this, it is a good idea but I will have to think it through, some like struggle escape more difficult others like it more easy. Difficult to make all happy. Thank you for your feedback! We always love suggestions and ideas to make the mod better! 2
Bakuzen Posted August 21, 2025 Posted August 21, 2025 18 minutes ago, onionknighto said: Nice to meet you, too. Glad you are enjoying the mod, let me address some of your concerns: ・It seems that the detection threshold for catching the player is shifted to the left more than it appears for all traps, including the newly added traps. Yes, we have received that feedback and will look into it for the future! ・I've heard that trap animations now loop with this update, but tentacle doors don't seem to loop. Is this intentional? Yes. The door trap was difficult to loop and needs further work, I can do it for the future. ・Only the tentacle cocoon's animation when it is caught is short, and it seems that it doesn't make it in time for the player to spawn the tentacle. ・It seems that the other traps are able to spawn tentacles before they loop. Oh, the baby tentacles have a flat spawn duration when injected. Because of endless loop I made the cycle shorter for the cocoon trap so they seem to appear only after a loop because the loop is shorter/over quicker. I don't think this is a big issue This may be the cause, but we encountered an issue where gravity wasn't working on one of the spaceships added by the mod, causing the ship to fall the moment it entered space. I have fixed many similar errors and yours might have been fixed, too! If it is not fixed now can you send a screenshot? I will solve the problem then. -How about making it so that when caught in a trap, you take damage every time you struggle? -I think this would create an effect where the player moans every time they struggle, and depending on their remaining HP, they can either quickly escape if they have a lot of HP, or accept the attack and wait for recovery if they don't. I will consider this, it is a good idea but I will have to think it through, some like struggle escape more difficult others like it more easy. Difficult to make all happy. Thank you for your feedback! We always love suggestions and ideas to make the mod better! Thank you for your reply. I will continue to play this mod and support its future developments. 1
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