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[mod] Titillating Tentacle Porn Pack (TTPP)


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1 hour ago, luciodark said:

Is there any particular biomes that have a lot of new micro dungeons to see? I seem to keep finding mostly the same ones in the Forests/Deserts I've gone to.

 

Here is a list with how many microbiome dungeons are added to each biome:

Spoiler

Decayed 6
Desert 12
Forest 7
Garden 5
Jungle 6
Midnight 5
Mutated 6
Ocean 6
Oceanfloor 5
Savannah 8
Snow 5
Toxic 5
Toxicoceanfloor 2
Tundra 5
Volcanic 3
Asteroid Fields 20
Alpine 5
Bioluminescence 2
Bones 3
Colourful 4
Crystalline 2
Eyepatch 3
Flesh 4
Foundry 4
Giantflowers 2
Hive 3
Mushroom Patch 4
Oasis 3
Prism 3
Spring 4
Steamspring 2
Swamp 5
Tar 5

 

If you happen to only find the same few ones, please let us know and we will reduce their spawn rate accordingly.

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@onionknighto Tried out the new update and I found quite a few of the new microdungeons, but sadly there is an issue.

I'm getting kicked back to my ship every now and then and the log suggests that the new microdungeons are to blame. (I don't die and respawn, the screen goes blank and I'm just back on the ship)

The spoiler contains part of my log, I was exploring a planet and while the 'rust' and 'scorched' biomes are fine (I believe those are their names) it seems the 'foundry' biome causes problems.

I tried approaching from both sides but I would always get kicked before the new biome was even visible on screen.

Spoiler

[00:06:25.805] [Error] WorldServerThread exception caught: (WorldStorageException) WorldStorage generation failed while generating from queue
[0] 7ff67902a213 Star::captureStack
[1] 7ff679028f9e Star::StarException::StarException
[2] 7ff679029088 Star::StarException::StarException
[3] 7ff6795cd4b0 Star::WorldStorageException::WorldStorageException
[4] 7ff6799c7568 `Star::WorldStorage::generateQueue'::`1'::catch$156
[5] 7ff8df9b1030
[6] 7ff8df9b43a8 is_exception_typeof
[7] 7ff8e6f11766 RtlCaptureContext2
[8] 7ff6795d0aed Star::WorldStorage::generateQueue
[9] 7ff6795c4788 Star::WorldServer::update
[10] 7ff6795ca0a6 Star::WorldServerThread::update
[11] 7ff6795c9a8b Star::WorldServerThread::run
[12] 7ff679026d9e Star::ThreadImpl::runThread
[13] 7ff8e6427604 BaseThreadInitThunk
[14] 7ff8e6ec26a1 RtlUserThreadStart
Caused by: (DungeonException) Error loading dungeon '/dungeons/microdungeons/biomes/foundry/foundrymicrodungeons.dungeon': (StarException) Error parsing Tiled property as Json: (JsonParsingException) Error parsing json: bad object, should be '}' or ',' at 1:208
[0] 7ff67902a213 Star::captureStack
[1] 7ff679028f9e Star::StarException::StarException
[2] 7ff67913602a Star::DungeonException::format<Star::String,Star::OutputProxy>
[3] 7ff67994fc1e `Star::DungeonDefinitions::readDefinition'::`1'::catch$27
[4] 7ff8df9b1030
[5] 7ff8df9b43a8 is_exception_typeof
[6] 7ff8e6f11766 RtlCaptureContext2
[7] 7ff67914fb93 Star::DungeonDefinitions::readDefinition
[8] 7ff67913ec9a <lambda_475708549715a500cc90681f474fe533>::operator()
[9] 7ff67913684c Star::LruCacheBase<Star::OrderedMapWrapper<Star::FlatHashMap,Star::String,std::shared_ptr<Star::DungeonDefinition>,Star::BlockAllocator<std::pair<Star::String const ,std::shared_ptr<Star::DungeonDefinition> >,1024>,Star::hash<Star::String,void>,std::equal_to<Star::String> > >::get<<lambda_475708549715a500cc90681f474fe533> >
[10] 7ff67914a194 Star::DungeonDefinitions::get
[11] 7ff67913c1d6 Star::DungeonGenerator::DungeonGenerator
[12] 7ff6791d831c Star::MicroDungeonFactory::generate
[13] 7ff67955dcca Star::WorldGenerator::generateMicroDungeons
[14] 7ff6795d0e20 Star::WorldStorage::generateSectorToLevel
[15] 7ff6795d0d5d Star::WorldStorage::generateSectorToLevel
[16] 7ff6795d0d5d Star::WorldStorage::generateSectorToLevel
[17] 7ff6795d0aed Star::WorldStorage::generateQueue
[18] 7ff6795c4788 Star::WorldServer::update
[19] 7ff6795ca0a6 Star::WorldServerThread::update
[20] 7ff6795c9a8b Star::WorldServerThread::run
[21] 7ff679026d9e Star::ThreadImpl::runThread
[22] 7ff8e6427604 BaseThreadInitThunk
[23] 7ff8e6ec26a1 RtlUserThreadStart
[00:06:25.887] [Error] UniverseServer: World CelestialWorld:-711229240:-334388159:-190081070:2 has stopped due to an error
[00:06:25.887] [Info] UniverseServer: World CelestialWorld:-711229240:-334388159:-190081070:2 shutdown, kicking 1 players to their own ships

 

I also had trouble exploring an asteroid belt as it would kick me back to the ship, sometimes after 3 seconds and sometimes after 5 minutes.

Note that it was the SAME asteroid belt and choosing to go on foot or using my mech, going the same direction or the opposite way, I just couldn't find a pattern to it.

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8 hours ago, SingleForLife said:

@onionknighto Tried out the new update and I found quite a few of the new microdungeons, but sadly there is an issue.

I'm getting kicked back to my ship every now and then and the log suggests that the new microdungeons are to blame. (I don't die and respawn, the screen goes blank and I'm just back on the ship)

The spoiler contains part of my log, I was exploring a planet and while the 'rust' and 'scorched' biomes are fine (I believe those are their names) it seems the 'foundry' biome causes problems.

I tried approaching from both sides but I would always get kicked before the new biome was even visible on screen.

  Hide contents

[00:06:25.805] [Error] WorldServerThread exception caught: (WorldStorageException) WorldStorage generation failed while generating from queue
[0] 7ff67902a213 Star::captureStack
[1] 7ff679028f9e Star::StarException::StarException
[2] 7ff679029088 Star::StarException::StarException
[3] 7ff6795cd4b0 Star::WorldStorageException::WorldStorageException
[4] 7ff6799c7568 `Star::WorldStorage::generateQueue'::`1'::catch$156
[5] 7ff8df9b1030
[6] 7ff8df9b43a8 is_exception_typeof
[7] 7ff8e6f11766 RtlCaptureContext2
[8] 7ff6795d0aed Star::WorldStorage::generateQueue
[9] 7ff6795c4788 Star::WorldServer::update
[10] 7ff6795ca0a6 Star::WorldServerThread::update
[11] 7ff6795c9a8b Star::WorldServerThread::run
[12] 7ff679026d9e Star::ThreadImpl::runThread
[13] 7ff8e6427604 BaseThreadInitThunk
[14] 7ff8e6ec26a1 RtlUserThreadStart
Caused by: (DungeonException) Error loading dungeon '/dungeons/microdungeons/biomes/foundry/foundrymicrodungeons.dungeon': (StarException) Error parsing Tiled property as Json: (JsonParsingException) Error parsing json: bad object, should be '}' or ',' at 1:208
[0] 7ff67902a213 Star::captureStack
[1] 7ff679028f9e Star::StarException::StarException
[2] 7ff67913602a Star::DungeonException::format<Star::String,Star::OutputProxy>
[3] 7ff67994fc1e `Star::DungeonDefinitions::readDefinition'::`1'::catch$27
[4] 7ff8df9b1030
[5] 7ff8df9b43a8 is_exception_typeof
[6] 7ff8e6f11766 RtlCaptureContext2
[7] 7ff67914fb93 Star::DungeonDefinitions::readDefinition
[8] 7ff67913ec9a <lambda_475708549715a500cc90681f474fe533>::operator()
[9] 7ff67913684c Star::LruCacheBase<Star::OrderedMapWrapper<Star::FlatHashMap,Star::String,std::shared_ptr<Star::DungeonDefinition>,Star::BlockAllocator<std::pair<Star::String const ,std::shared_ptr<Star::DungeonDefinition> >,1024>,Star::hash<Star::String,void>,std::equal_to<Star::String> > >::get<<lambda_475708549715a500cc90681f474fe533> >
[10] 7ff67914a194 Star::DungeonDefinitions::get
[11] 7ff67913c1d6 Star::DungeonGenerator::DungeonGenerator
[12] 7ff6791d831c Star::MicroDungeonFactory::generate
[13] 7ff67955dcca Star::WorldGenerator::generateMicroDungeons
[14] 7ff6795d0e20 Star::WorldStorage::generateSectorToLevel
[15] 7ff6795d0d5d Star::WorldStorage::generateSectorToLevel
[16] 7ff6795d0d5d Star::WorldStorage::generateSectorToLevel
[17] 7ff6795d0aed Star::WorldStorage::generateQueue
[18] 7ff6795c4788 Star::WorldServer::update
[19] 7ff6795ca0a6 Star::WorldServerThread::update
[20] 7ff6795c9a8b Star::WorldServerThread::run
[21] 7ff679026d9e Star::ThreadImpl::runThread
[22] 7ff8e6427604 BaseThreadInitThunk
[23] 7ff8e6ec26a1 RtlUserThreadStart
[00:06:25.887] [Error] UniverseServer: World CelestialWorld:-711229240:-334388159:-190081070:2 has stopped due to an error
[00:06:25.887] [Info] UniverseServer: World CelestialWorld:-711229240:-334388159:-190081070:2 shutdown, kicking 1 players to their own ships

 

I also had trouble exploring an asteroid belt as it would kick me back to the ship, sometimes after 3 seconds and sometimes after 5 minutes.

Note that it was the SAME asteroid belt and choosing to go on foot or using my mech, going the same direction or the opposite way, I just couldn't find a pattern to it.

I am having the same problem.

 

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13 hours ago, SingleForLife said:

I'm getting kicked back to my ship every now and then and the log suggests that the new microdungeons are to blame. (I don't die and respawn, the screen goes blank and I'm just back on the ship)

 

I'm going to investigate that, the more information you can provide the better like the logs for asteroid kick backs.

 

Just from that log the line  Error parsing json: bad object, should be '}' or ',' at 1:208 normally you can pinpoint the issue but here it does not help because I can't find a mistake at that position and spawning in the dungeons on their own was working, let me try spawning them in via foundry microdungeon command instead of directly.

Perhaps looking at each object used in these dungeons may find the culprit.

 

edit1: found the foundry culprit but will release the fix after asteroids problem is also found

edit2: uploaded version that is fixed for foundry, did not find problems with asteroids, please provide logs for asteroid problems so I can investigate further

edit3: think I found the dungeon causing errors for asteroids will try to recover that

edit4: turns out that the custom better collision on the vascular doors is blocking the wire nodes from working, to fix this I'll have to move the wire nodes

Edited by onionknighto
foundry biome fixed
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Now the file should be fixed to prevent any errors in asteroid fields and foundry.

Just get the v2.5 file again and replace.

 

But the underlying problem is not yet solved. Due to custom collision on the Vascular Door the wire nodes are blocked which in turn caused errors because one dungeon in asteroids used the door with wire input. For now I have just removed the wire in that dungeon but we will work on a solution so that the Vascular Door can be used with wires once again, ideally with the better collision together. 

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Hii! I've enjoyed playing with your mod for a while now, and I want to thank you a lot for continuing to update it!

I have to say, I'm looking forward to try out the new version, but I'm hesitant about spending copious amount of time hunting for the new derelict ship dungeon.
So, in case I can't find the correct spiral normally, is there a command in-game I can use to spawn the derelict? I was wondering the same about the new microbiome dungeons, am I able to see the list of all the new ones if I extract the .pak and edit a particular file? Thank you in advance!

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2 hours ago, capriikiko said:

I have to say, I'm looking forward to try out the new version, but I'm hesitant about spending copious amount of time hunting for the new derelict ship dungeon.
So, in case I can't find the correct spiral normally, is there a command in-game I can use to spawn the derelict? I was wondering the same about the new microbiome dungeons, am I able to see the list of all the new ones if I extract the .pak and edit a particular file? Thank you in advance!

 You can make the dungeons appear with a command in "/admin" mode:  

 Anomaly, or Space Encounter 

/placedungeon ttppnostromo

/placedungeon ttppeventhorizon

 

Old Big Dungeons:

/placedungeon tentacleprison

/placedungeon atentakl

 

New Big Dungeon and Village:

/placedungeon fleshhive

/placedungeon ttpp_land

 

All other microbiomedungeons don't have their own dungeon file to spawn them specifically. You can try to force a biome specific microbiome dungeon ( for example forest is done like this: /placedungeon forestmicrodungeons) above I wrote a list of how many microdungeons are added to each biome, if you are bored you could try to force spawn until you reach each number.

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@onionknighto I just encountered the event horizon by sheer luck, looks great but unfortunately it seems to be placed too high up as part of the ship was cut off at the top.

Looking at my log there is a chunk of 111 warnings about dungeon objects and wire endpoints unable to be placed, but no errors before or after.

 

Spoiler

[22:42:00.297] [Info] UniverseServer: Creating temporary instance world 'InstanceWorld:spaceencounter:75c92a2e3ccf9fddaef640637e487ae3:6' with expiry time 600000
[22:42:00.305] [Info] Protected dungeonIds for world set to (65524)
[22:42:00.305] [Info] Placing dungeon spaceencounter
[22:42:00.309] [Info] Placing dungeon at (0, 150)
[22:42:01.177] [Warn] Failed to place dungeon object: secretdoor direction: 1 position: (453, 200)
[22:42:01.178] [Warn] Failed to place dungeon object: bouncyd direction: 0 position: (455, 200)
[22:42:01.178] [Warn] Failed to place dungeon object: scorchedcitysmallcrate direction: 0 position: (560, 200)
[22:42:01.178] [Warn] Failed to place dungeon object: florancorner direction: 0 position: (457, 202)
[22:42:01.178] [Warn] Failed to place dungeon object: scorchedcitysmallcrate direction: 1 position: (425, 210)
[22:42:01.178] [Warn] Failed to place dungeon object: apexshiplight direction: 1 position: (440, 211)
[22:42:01.178] [Warn] Failed to place dungeon object: secretdoor direction: 1 position: (453, 226)
[22:42:01.178] [Warn] Failed to place dungeon object: ixolingpike direction: 0 position: (455, 226)
[22:42:01.178] [Warn] Failed to place dungeon object: huntingpike3 direction: 0 position: (457, 226)
[22:42:01.178] [Warn] Failed to place dungeon object: invisibleproximitysensor direction: 1 position: (441, 228)
[22:42:01.178] [Warn] Failed to place dungeon object: apexshiplight direction: 1 position: (443, 229)
[22:42:01.178] [Warn] Failed to place dungeon object: invisiblepersistentswitch direction: 1 position: (441, 230)
[22:42:01.178] [Warn] Failed to place dungeon object: prisoncorner direction: 0 position: (456, 232)
[22:42:01.178] [Warn] Failed to place dungeon object: capsulemed direction: 1 position: (459, 236)
[22:42:01.178] [Warn] Failed to place dungeon object: capsulemed direction: 1 position: (460, 236)
[22:42:01.178] [Warn] Failed to place dungeon object: capsulebig direction: 1 position: (466, 236)
[22:42:01.178] [Warn] Failed to place dungeon object: scorchedcitysmallcrate direction: 1 position: (422, 237)
[22:42:01.178] [Warn] Failed to place dungeon object: capsulemed direction: 1 position: (467, 237)
[22:42:01.178] [Warn] Failed to place dungeon object: capsulemed direction: 1 position: (468, 237)
[22:42:01.178] [Warn] Failed to place dungeon object: capsulebig direction: 1 position: (469, 237)
[22:42:01.201] [Warn] Failed to place dungeon object: sewertank direction: 1 position: (456, 238)
[22:42:01.201] [Warn] Failed to place dungeon object: sewertank direction: 1 position: (463, 238)
[22:42:01.201] [Warn] Failed to place dungeon object: capsulemed direction: 1 position: (470, 238)
[22:42:01.201] [Warn] Failed to place dungeon object: capsulebig direction: 1 position: (471, 238)
[22:42:01.201] [Warn] Failed to place dungeon object: apexshiplight direction: 1 position: (446, 240)
[22:42:01.201] [Warn] Failed to place dungeon object: barbedwire direction: 0 position: (429, 251)
[22:42:01.201] [Warn] Failed to place dungeon object: tentaclespike direction: 1 position: (432, 251)
[22:42:01.201] [Warn] Failed to place dungeon object: secretdoor direction: 1 position: (437, 251)
[22:42:01.201] [Warn] Failed to place dungeon object: invisibleproximitysensor direction: 1 position: (442, 252)
[22:42:01.201] [Warn] Failed to place dungeon object: invisiblepersistentswitch direction: 1 position: (442, 254)
[22:42:01.202] [Warn] Failed to place dungeon object: t0c direction: 1 position: (431, 256)
[22:42:01.202] [Warn] Failed to place dungeon object: secretdoor direction: 1 position: (437, 256)
[22:42:01.202] [Warn] Failed to place dungeon object: prisoncorner direction: 1 position: (428, 259)
[22:42:01.202] [Warn] Failed to place dungeon object: invisibleproximitysensor direction: 1 position: (442, 259)
[22:42:01.202] [Warn] Failed to place dungeon object: floranceilingbones2 direction: 1 position: (433, 260)
[22:42:01.202] [Warn] Failed to place dungeon object: secretdoor direction: 1 position: (448, 260)
[22:42:01.202] [Warn] Failed to place dungeon object: barbedwire direction: 1 position: (450, 260)
[22:42:01.202] [Warn] Failed to place dungeon object: invisiblepersistentswitch direction: 1 position: (442, 261)
[22:42:01.202] [Warn] Failed to place dungeon object: fb1_vanilla_random_b direction: 0 position: (453, 263)
[22:42:01.202] [Warn] Failed to place dungeon object: invisibleproximitysensor direction: 1 position: (434, 265)
[22:42:01.202] [Warn] Failed to place dungeon object: invisiblepersistentswitch direction: 1 position: (434, 267)
[22:42:01.202] [Warn] Failed to place dungeon object: secretdoor direction: 1 position: (430, 269)
[22:42:01.202] [Warn] Failed to place dungeon object: tentaclespike direction: 1 position: (461, 269)
[22:42:01.202] [Warn] Failed to place dungeon object: florantanningrack direction: 1 position: (420, 270)
[22:42:01.202] [Warn] Failed to place dungeon object: wrecksmalltable direction: 1 position: (425, 270)
[22:42:01.202] [Warn] Failed to place dungeon object: tentaclespike direction: 1 position: (428, 270)
[22:42:01.202] [Warn] Failed to place dungeon object: tentacletrap2 direction: 1 position: (463, 270)
[22:42:01.202] [Warn] Failed to place dungeon object: medievalbowl direction: 1 position: (469, 270)
[22:42:01.202] [Warn] Failed to place dungeon object: apexshiplight direction: 1 position: (438, 271)
[22:42:01.202] [Warn] Failed to place dungeon object: tentaclespike direction: 0 position: (469, 272)
[22:42:01.202] [Warn] Failed to place dungeon object: barbedwire direction: 1 position: (416, 275)
[22:42:01.202] [Warn] Failed to place dungeon object: secretdoor direction: 1 position: (420, 275)
[22:42:01.202] [Warn] Failed to place dungeon object: secrettrapdoor direction: 1 position: (462, 275)
[22:42:01.202] [Warn] Failed to place dungeon object: secrettrapdoor direction: 1 position: (467, 275)
[22:42:01.202] [Warn] Failed to place dungeon object: invisibleproximitysensor direction: 1 position: (427, 277)
[22:42:01.202] [Warn] Failed to place dungeon object: invisiblepersistentswitch direction: 1 position: (427, 279)
[22:42:01.202] [Warn] Failed to place dungeon object: t2a direction: 1 position: (417, 280)
[22:42:01.202] [Warn] Failed to place dungeon object: secretdoor direction: 1 position: (420, 280)
[22:42:01.202] [Warn] Failed to place dungeon object: secrettrapdoor direction: 1 position: (480, 283)
[22:42:01.202] [Warn] Failed to place dungeon object: scorchedcitysmallcrate direction: 1 position: (416, 285)
[22:42:01.202] [Warn] Failed to place dungeon object: smallwallswitch direction: 1 position: (480, 286)
[22:42:01.202] [Warn] Failed to place dungeon object: number2 direction: 1 position: (480, 287)
[22:42:01.202] [Warn] Failed to place dungeon object: apexshiplight direction: 1 position: (480, 289)
[22:42:01.202] [Warn] Failed to place dungeon object: apexshiplight direction: 1 position: (437, 292)
[22:42:01.269] [Warn] Dungeon wire endpoint not found. (460, 275)
[22:42:01.269] [Warn] Dungeon wire endpoint not found. (465, 275)
[22:42:01.269] [Warn] Dungeon wire endpoint not found. (480, 285)
[22:42:01.269] [Warn] Dungeon wires did not make a circuit.
[22:42:01.269] [Warn] Dungeon wire endpoint not found. (452, 204)
[22:42:01.270] [Warn] Dungeon wire endpoint not found. (478, 283)
[22:42:01.270] [Warn] Dungeon wire endpoint not found. (480, 285)
[22:42:01.270] [Warn] Dungeon wires did not make a circuit.
[22:42:01.270] [Warn] Dungeon wire endpoint not found. (480, 285)
[22:42:01.270] [Warn] Dungeon wires did not make a circuit.
[22:42:01.271] [Warn] Dungeon wire endpoint not found. (419, 284)
[22:42:01.271] [Warn] Dungeon wire endpoint not found. (427, 278)
[22:42:01.271] [Warn] Dungeon wires did not make a circuit.
[22:42:01.271] [Warn] Dungeon wire endpoint not found. (419, 279)
[22:42:01.271] [Warn] Dungeon wire endpoint not found. (427, 278)
[22:42:01.271] [Warn] Dungeon wires did not make a circuit.
[22:42:01.271] [Warn] Dungeon wire endpoint not found. (429, 273)
[22:42:01.271] [Warn] Dungeon wire endpoint not found. (434, 266)
[22:42:01.271] [Warn] Dungeon wires did not make a circuit.
[22:42:01.271] [Warn] Dungeon wire endpoint not found. (442, 260)
[22:42:01.272] [Warn] Dungeon wire endpoint not found. (447, 264)
[22:42:01.272] [Warn] Dungeon wires did not make a circuit.
[22:42:01.272] [Warn] Dungeon wire endpoint not found. (426, 279)
[22:42:01.272] [Warn] Dungeon wire endpoint not found. (427, 277)
[22:42:01.272] [Warn] Dungeon wires did not make a circuit.
[22:42:01.272] [Warn] Dungeon wire endpoint not found. (433, 267)
[22:42:01.272] [Warn] Dungeon wire endpoint not found. (434, 265)
[22:42:01.272] [Warn] Dungeon wires did not make a circuit.
[22:42:01.272] [Warn] Dungeon wire endpoint not found. (441, 261)
[22:42:01.272] [Warn] Dungeon wire endpoint not found. (442, 259)
[22:42:01.273] [Warn] Dungeon wires did not make a circuit.
[22:42:01.273] [Warn] Dungeon wire endpoint not found. (441, 254)
[22:42:01.273] [Warn] Dungeon wire endpoint not found. (442, 252)
[22:42:01.273] [Warn] Dungeon wires did not make a circuit.
[22:42:01.273] [Warn] Dungeon wire endpoint not found. (440, 230)
[22:42:01.273] [Warn] Dungeon wire endpoint not found. (441, 228)
[22:42:01.273] [Warn] Dungeon wires did not make a circuit.
[22:42:01.273] [Warn] Dungeon wire endpoint not found. (480, 285)
[22:42:01.273] [Warn] Dungeon wires did not make a circuit.
[22:42:01.273] [Warn] Dungeon wire endpoint not found. (436, 260)
[22:42:01.273] [Warn] Dungeon wire endpoint not found. (442, 253)
[22:42:01.273] [Warn] Dungeon wires did not make a circuit.
[22:42:01.273] [Warn] Dungeon wire endpoint not found. (436, 255)
[22:42:01.273] [Warn] Dungeon wire endpoint not found. (442, 253)
[22:42:01.273] [Warn] Dungeon wires did not make a circuit.
[22:42:01.273] [Warn] Dungeon wire endpoint not found. (441, 229)
[22:42:01.273] [Warn] Dungeon wire endpoint not found. (452, 230)
[22:42:01.273] [Warn] Dungeon wires did not make a circuit.
[22:42:01.353] [Info] Protected dungeonIds for world set to (0, 65524)

 

^Added the relevant part as a spoiler in case the coordinates can tell you how much is missing and how to prevent/fix this.

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Hi, I've been using your mod for a long time and I really, really love it, it's great to see you guys updating it again!

I'm curious if you've heard of starbecue and starboundsimplevoremod, I know vore isn't everyone's favorite thing, but they do have something worth noting, starbecue has a WSAD key flounder feature, SSVM has enemy MOBS that can move normally and eat the player (these MOBS can't be summoned properly due to the lack of some key content in the code, only need to add the missing code to work properly, but these MOBS haven't been adjusted much, so there are some tile problems), I don't mean anything else, I just think that there are some features and functions in both of these mods that you might want to learn and look at, and maybe, I mean maybe there's something more interesting that can come out of these mods. XD

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On 5/9/2023 at 12:49 PM, Eiiker said:

Hi, I've been using your mod for a long time and I really, really love it, it's great to see you guys updating it again!

I'm curious if you've heard of starbecue and starboundsimplevoremod, I know vore isn't everyone's favorite thing, but they do have something worth noting, starbecue has a WSAD key flounder feature, SSVM has enemy MOBS that can move normally and eat the player (these MOBS can't be summoned properly due to the lack of some key content in the code, only need to add the missing code to work properly, but these MOBS haven't been adjusted much, so there are some tile problems), I don't mean anything else, I just think that there are some features and functions in both of these mods that you might want to learn and look at, and maybe, I mean maybe there's something more interesting that can come out of these mods. XD

The devs do know about SSVM, if you look at the previous pages somewhere it's brought up 

In fact, the way SSVM handles its animated interactable npcs (by actually making them vehicles instead of npcs) was used as inspiration for two of the enemies in this mod

Edited by lolglolblol
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4 hours ago, lolglolblol said:

The devs do know about SSVM, if you look at the previous pages somewhere it's brought up 

In fact, the way SSVM handles its animated interactable npcs (by actually making them vehicles instead of npcs) was used as inspiration for two of the enemies in this mod

 

Yeah, leave it to the vore and fat fetishists to always write groundbreaking mod code. Seriously, it scares me.

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On 5/11/2023 at 7:00 AM, smurf123smurf said:

 

Yeah, leave it to the vore and fat fetishists to always write groundbreaking mod code. Seriously, it scares me.

Yep, but that doesn't stop you learning some thing from their code

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5 hours ago, necropony1457 said:

would there be a way to disable the tentacle babies damaging NPCs/spawning from NPCs?

I'm trying to build a big base of tentacle traps and victims, but they keep birthing tentacle babies, which then deal chip damage until the NPC is dead

can use automatic defenses like pets and use healing water pools or similar, also don't most tenants respawn?

worst chase you can unpack and find the critter and change it 

 


also been exploreing several planets and space odditys now and found a few but still looking

Spoiler

and i have noticed that the ocean surface only found two have one that is fairly common(smal platform with a stubby tentacle on) and one that is quite rare(house where to can peak on a traped victim) only done 5 ocean planets but seem to be repeating the ratios on all so far and ocean floor only seen 2 so far common(brick ruin with pipes and a traped victim) and rare only seen one so far(narrow chasm with tentacles and a victim in)

 

the event horizon inspired space anomaly tend to be placed a little bit to high

Nostromo seem to be fine

 

also found lots in the asteroids was fun flying around

 

Edited by Munken
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@Munken Thank you very much for the detailed feedback! I want more of that if possible from anyone so I can adjust the spawn rate of those dungeons accordingly

The funny thing is they should have the same spawn chance but because they have different number of anchors that dictate where they are able to spawn (more anchors = rarer spawns) they have these different spawn chances which I did not foresee but now I can take that into consideration

 

@necropony1457 I can't decide; on one hand I absolutely love the idea that your character gets tentacle pregnant while exploring and the sudden hostile baby tentacle your character birthed adds tension to an already tense situation, also I find just the idea of getting attacked by your spawn interesting and as mentioned there are many ways to circumvent victim death either by quickly killing the spawn or healing the victim (both of which can be automated) - on the other hand if you want to live in perfect bliss surrounded by all the tentacle spawns I can understand how the constant damage sounds get old real quick and some victim protection measurements don't fit the general tentacle hive aesthetics

 

My personal opinion is they stay as they are, perhaps you can convince me with enough people/arguments to change them? And also as mentioned before if it really bothers you too much it's a simple hostile to neutral change in the script that does the trick

 

@anulareo pls bro, you are addicted to updates, it hasn't even been a month and yet you are already craving the next fix, addicted to updates over here! call em update andys... 

Anyway, cool avatar picture.

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Personally I really, really love the larvae being a minor threat. As for entertaining a tentacle base I had great results with NPCSpawner+, which let's you specify an NPC's job and their looks, among other things. I place a few guards here and there with appropriate looks and they immediately take care of any larvae.

 

onionknighto, you earlier said that you're playing with FU; did you by chance try out the Slime Armor Set yet? Having the full set on will spawn a friendly slime every few seconds, which proceeds to attack anything in the vicinity. I wonder if something similar could work with TTPP.

 

Another thing, even though I am positive that all of us have great ideas, I hope you can bear with one of those ideas coming from me: What would you think of larvae that act like the flying tentacle monsters, making you "dance" upon contact and vanishing afterwards, as if they had slipped into the character? They then could hatch into something bigger or whatever, something along those lines.

 

Anyway, let me again thank you for your amazing mod. I am thoroughly enjoying the new dungeons. There are such great ideas among them as well. Thank you ❤️!

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5 hours ago, kumanocandy said:

But while exploring planets I sometimes get teleported back to my ship, is this a glitch?

On first release of this patch we had issues on asteroid and foundry biomes. If you encounter the teleport back to ship problem in one of those biomes please re-download the mod as it was fixed after release. If you encounter those problems in another biome, please provide your log (found in your starbound folder files under /storage/starbound.log) that would be a great help to pin-point the exact issue causing the teleport back to ship.

 

5 hours ago, WoodGolem said:

onionknighto, you earlier said that you're playing with FU; did you by chance try out the Slime Armor Set yet? Having the full set on will spawn a friendly slime every few seconds, which proceeds to attack anything in the vicinity. I wonder if something similar could work with TTPP.

 

Another thing, even though I am positive that all of us have great ideas, I hope you can bear with one of those ideas coming from me: What would you think of larvae that act like the flying tentacle monsters, making you "dance" upon contact and vanishing afterwards, as if they had slipped into the character? They then could hatch into something bigger or whatever, something along those lines.

May take a look at the armor based pet idea with that fu armor as base. Would fit the nursery armor idea.

I like ideas so don't be shy to share. I like this one in particular but I think not every larvae should behave like that, Maybe something bigger or different colored? Maybe they should look exactly the same but different monster files to give the illusion of a more diverse and natural skill set for the larvae as not all would behave the same.

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16 hours ago, kumanocandy said:

Stunning masterpiece! This mod has rekindled my enjoyment of exploring asteroids and planets! But while exploring planets I sometimes get teleported back to my ship, is this a glitch?
In any case, I thank you for your excellent work!

 

Does it happen every time you go to the same place or is it only once and then everything A OK in that area

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On 5/20/2023 at 5:39 PM, onionknighto said:

I can't decide; on one hand I absolutely love the idea that your character gets tentacle pregnant while exploring and the sudden hostile baby tentacle your character birthed adds tension to an already tense situation, also I find just the idea of getting attacked by your spawn interesting and as mentioned there are many ways to circumvent victim death either by quickly killing the spawn or healing the victim (both of which can be automated) - on the other hand if you want to live in perfect bliss surrounded by all the tentacle spawns I can understand how the constant damage sounds get old real quick and some victim protection measurements don't fit the general tentacle hive aesthetics

 

My personal opinion is they stay as they are, perhaps you can convince me with enough people/arguments to change them? And also as mentioned before if it really bothers you too much it's a simple hostile to neutral change in the script that does the trick

 

Honestly, I kind of like both ideas, too. But adding multiple types of larvae with their respective spawners each is probably too much work for what it's worth 

 

Maybe something can be done to make them temporarily nonaggressive? Maybe add a status effect that makes larvae ignore you (either affecting the ignored NPC/Player or the larva itself) or maybe add some way to separate them from their mothers after birth (either some kind of bait or maybe a floor that only larvae fall through) 

 

But I gotta say, you guys are doing a stellar job with this mod! I can't wait to see what else you've got in store for us

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On 5/20/2023 at 9:47 AM, necropony1457 said:

would there be a way to disable the tentacle babies damaging NPCs/spawning from NPCs?


Unpack the mod, find "dripping.lua", and change { aggressive = true } to { aggressive = false }

 

At the same time, you can adjust chances, or change birth monster into adult poptop; that part seems very simple.

 

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