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[mod] Titillating Tentacle Porn Pack (TTPP)


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Posted
2 hours ago, anulareo said:

One question: do you plan to add some kind of medical kit for the ttpp?

What do you mean by medical kit? Furniture? Some fetish related stuff?

Posted (edited)
20 hours ago, anulareo said:

Something that fits the aesthetic of ttpp,

like a tentacle healing item.

 

There are furnitures and the tentacle themed food do heal you at a faster rate, but having medical themed items would be fun for a future update

Edited by Firelight1928
Posted

3.0 is out NOW, thank you kindly for beta testing it
patchlog:

Spoiler

changed ritual clothing to work with modded dyes (base color now purple) done by Nezzy
fixed a bug that lets you place busty bonka shop inside the questhub and crash the game (needs universe reset)
slightly changed the kinky quest area before the endboss by user feedback
fixed a bug were hostile NPC did not get caught in traps (a victim cannot release themselves with damage only struggle out of it if player)
fixed brainstem tree placement positioning
new mechanic: monster initiate trap behavior against enemies in melee range (currently only newborn tentacles and boobgnats + works as pets)
added chance to spawn custom sand planet to tier 2 (moderate) systems with custom erotic biomes
added 3 newborn tentacle variants, corresponding traps now make you spawn the theme fitting newborn tentacle
changed "Breeding Stock" and "Hello World"-objects: now have newborn tentacle art fitting their theme 
improved hanging novakid animation
added a new plant themed mission: camelia's castle
added 3 new pale human animations to tentacle prime (by spect)
added a new "Newborn" baby tentacle animation to each tentacle type shop
added a hidden new tentacle type (little content for now) have fun discovering it
ocean planet, mech parts, fishing, the list goes on... by crane winters:
17 new mech parts
2 new blocks
1 new planet type
A new, custom fishing rod with custom fishing lure (special thanks to Lofty for assistance)
12 new fish
Many new objects themed around the Cult
Purple versions of the Ancient strip lights
1 new crop
1 new bug to catch

 

Posted

Oh, this comes out at just the right time. Going to jump right in. I know I say that every time, but I am wholeheartedly grateful for your amazing work. Thank you so much! 💖

Sudden Tentacle Update.jpeg

Posted

So far I really love this update. The larvae, which sometimes "hurt" you and sometimes make an attempt to grab you is exactly the kind of experience I want to enjoy. You did an amazing job with those. Also I love the sheer amount of content there now is, with the different types of tentacle material. With every update it is just so much fun to rediscover the game and find the new TTPP content.

By the by, the recipe for cooked tentacle did not unlock by picking up a twitching one. Is there now a new method to unlock tentacle cooking?

Posted
2 hours ago, WoodGolem said:

So far I really love this update. The larvae, which sometimes "hurt" you and sometimes make an attempt to grab you is exactly the kind of experience I want to enjoy. You did an amazing job with those. Also I love the sheer amount of content there now is, with the different types of tentacle material. With every update it is just so much fun to rediscover the game and find the new TTPP content.

By the by, the recipe for cooked tentacle did not unlock by picking up a twitching one. Is there now a new method to unlock tentacle cooking?

glad to hear you enjoy it. for the cooekd tentacle we have a player patch: { "op": "add", "path": "/defaultBlueprints/tier1/-", "value": { "item": "cookedtentacle" } }, that should auto add the recipe
maybe I can test on a new character and let the recipe be learned on pickup rawtentacle like you expected

Posted

Not sure how I feel about the boobgnat animation lmao, the other one is great though.

 

I can't find the new npc after dungeon/quest, does she just not move in yet?

Posted
8 hours ago, luciodark said:

Not sure how I feel about the boobgnat animation lmao, the other one is great though.

 

I can't find the new npc after dungeon/quest, does she just not move in yet?

anything particularly bad about it? I find the sound of bouncing the melons very funny

maybe in the future we can have a chance to pick one of multiple animations or even have male/female specific animations

 

the new npc has not yet been added I was crunching for a deadline I have given myself but I will add her next update

Posted

So I'm having a few problems. One, I'm seeing the heart symbols next to desert planets. Two, I cant warp onto them. Is this a mod conflict or a bug? Only mods I have that affect worlds types are FU, GiC, and Arcana.

Posted
41 minutes ago, hellothere690 said:

So I'm having a few problems. One, I'm seeing the heart symbols next to desert planets. Two, I cant warp onto them. Is this a mod conflict or a bug? Only mods I have that affect worlds types are FU, GiC, and Arcana.

heart symbols are intentional to differentiate between vanilla desert.

if you provide your starbound.log found in starbound/storage/starbound.log we can see what exactly causes this issue and then solve it

Posted

2 errors popped up in the load. Caused by: (AssetException) Error loading asset /stats/sexbound/monster_primary.lua and Caused by: (DungeonException) Error generating dungeon named 'atentakl'.

 

Then says world broken due to these errors I think.

 

Posted
17 minutes ago, hellothere690 said:

2 errors popped up in the load. Caused by: (AssetException) Error loading asset /stats/sexbound/monster_primary.lua and Caused by: (DungeonException) Error generating dungeon named 'atentakl'.

 

Then says world broken due to these errors I think.

 

so one issue is from sexbound and another from our mod but if you could share the log the details will tell us more info

Posted (edited)
13 minutes ago, hellothere690 said:

thank you now I understand your problem it is xB_MimicSupport' at '..\mods\SxB_-_TTPP_Mimic_Support_h1.pak
you have the file that needs DEFEAT mod - crashes without it. 

either 1.) download and use sexbound DEFEAT or

2.) remove your current mimic support file and use the non-defeat mimic support on the frontpage Sexbound SxB (only for mimics) - NO DEFEAT: 
https://www.loverslab.com/applications/core/interface/file/attachment.php?id=2051662&key=077d4b32996e3ad3f92db43f1a56cfd0

Edited by onionknighto
Posted

Really like the new mob grab mechanics, though ever since struggling has been introduced- it made every grab or trap pretty trivial. What do you think about adding something like an escape chance? Would also make sense to sit in the grab to regenerate some health before another attempt?

Posted
23 hours ago, onionknighto said:

anything particularly bad about it? I find the sound of bouncing the melons very funny

maybe in the future we can have a chance to pick one of multiple animations or even have male/female specific animations

 

the new npc has not yet been added I was crunching for a deadline I have given myself but I will add her next update

It's not bad perse, just silly and not very tentacle-y, so it's not to my personal taste or something I would have expected from the mod, but that's O.K. because it is your mod and not mine!

Posted
2 hours ago, angrykiwi said:

Really like the new mob grab mechanics, though ever since struggling has been introduced- it made every grab or trap pretty trivial. What do you think about adding something like an escape chance? Would also make sense to sit in the grab to regenerate some health before another attempt?

 

Escape chance is a good idea on paper, not until  you encounter the situation where every enemy nearby decides to dog pile you and you can only wait to be killed due to you being unlucky and not rolling good enough to escape. 

Also we had this problem when the vehicle tentacle monsters would grabbed you and you had to wait for 2 minutes for it to finish fucking you. 

The current system's honestly fine, since the player can choose to either let it fuck you or break out of it due to annoyance

Posted

Regarding escape, I think it might be good to have a system where the number of resistances required to escape changes depending on the current HP.

Posted
10 hours ago, Firelight1928 said:

 

Escape chance is a good idea on paper, not until  you encounter the situation where every enemy nearby decides to dog pile you and you can only wait to be killed due to you being unlucky and not rolling good enough to escape. 

Also we had this problem when the vehicle tentacle monsters would grabbed you and you had to wait for 2 minutes for it to finish fucking you. 

The current system's honestly fine, since the player can choose to either let it fuck you or break out of it due to annoyance

True, I have already experienced a situation where baby tentacles would surround me and start chain-grabbing, taking a good chunk of my health away after i have escaped them, and having it in % chances would have been a long encounter. Do note that there is nothing bad in this, and it is a good way to punish a player for getting themselves surrounded by a swarm of weak enemies, especially since before they were just a minor annoyance.

But at the same time, struggling out from traps is extremely trivial, especially since you take only a fixed damage, making them truly a trap for clueless npcs. Might even trivialize future content if there are any dangerous mobs or bosses planned for the future with grabs.

Overall, IMO at least, escape mechanic is very good addition, especially since more and more traps or enemies are planned that will lock you into an animation, but sometimes I wish there was some mechanic at play which will make animation to go through a full cycle aside from not touching a keyboard. Might even make ending an animation more dangerous by expanding on pregnancy effects (I do also have some ideas for them).

 

But that is all is just my opinion and i am just throwing ideas around to see which one will stick.

  • 2 weeks later...
Posted

A few small questions:
Is it intentional, that tentacle microdungeons are so invasive (pun intended)?
I have started the game and found no less than three of them on the surface of the starter planet alone, and they are very difficult to clean away at this point of the game. And what is even more - the whiplash from seeing the patch of bloody flesh in a green forest lessens, when it happens too often. Of course, it is a matter of taste.


Is there a way to make the microdungeons spawn less often (because of what I described above)? Maybe, a config file somewhere?

And one more question - is it possible to catch a mimic in a capture pod?

Posted
3 hours ago, Viall said:

Is it intentional, that tentacle microdungeons are so invasive (pun intended)? [...]
And one more question - is it possible to catch a mimic in a capture pod?

The occurrence rate of dungeons is not easy to adjust, as there is no configuration file and it is tied to the size and anchor points of each dungeon. Some players enjoy this more invasive addition because it reinforces the story of the looming ruin corruption. However, I understand that if it does not fit well within a particular environment, it can feel like a buzzkill. Many people have requested a configuration option for easier adjustment, but I currently do not know how to implement this.

 

As for your second question: yes! Only the flying tentacle monsters cannot be captured for now.

If you have not tried it yet, enter the mysterious tentacle door in the shop.

Spoiler

After completing the second big dungeon mission, a pet seller will be unlocked.

 

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