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[mod] Titillating Tentacle Porn Pack (TTPP)


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Great Mod and great Update. Searched around 40-50 Planets for the new Dungeons and spawned those i coud.

Found a few Bugs. Screenshots for reference.

Spoiler

Dungeon in Toxic Oceanfloor spawns with a visual Border around it. 1980567119_ToxicOceanfloor.jpg.b36e60fee5ed3cfd8ea4f4015b5cbfcd.jpg

 

In this Part of Fleshhive the Enemies spawn low and fall into the Traps without opening the Doors.

Fleshhive.jpg.2e55682bd1a0b584f477769fdc276d5c.jpg

 

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2 hours ago, Rich243 said:

Found a few Bugs. Screenshots for reference.

Thank you! Really great help to get that feedback, consider those fixed for the future. If you don't mind, continue to post what you find, be it the good, the bad or the ugly.

 

4 hours ago, Firelight1928 said:

Just curious, are there tentacle microbiomes on moons and barren worlds?

 

Not yet. If people want this we can look into it. Perhaps to prevent an overabundance like in asteroid field we could choose a more rare dungeon placement category, to keep the desolate and emptiness mostly.

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On 2/22/2023 at 5:56 AM, onionknighto said:

 

OK but in return, every time someone asks about the update, it will be delayed by another month.

  Reveal hidden contents

image.png.fb9a079fd938edd7bae0278ecfa0657c.png

 

Even when the update hits. at some undefined point in time, don't expect any new items or objects. It is almost only dungeons. Most are small little things but some are bigger like the spoiler.

I think I'll continue to add about 30-40 smaller micro biome dungeons and one big flesh tentacle themed dungeon, that will take some time.

 

As always, there is still time to send me dungeon ideas or asset contributions!

what a light blue line in photo. circuit board?

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1 hour ago, loverswith said:

I would like to make a translation of this mod, how do I get the text files?

Sure, translate what you want. You get the text files by unpacking the mod .pak file.

Some info on how-to unpack starbound mod .pak files:

https://starbounder.org/Modding:Modding_Basics

https://community.playstarbound.com/threads/all-versions-win-linux-modpackhelper.92473/

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Fantastic mod!

but I must ask a couple of questions.

1. Will there be a category for specific races instead of just them being random?

2. Could the Novakids glow and make it like a makeshift light source? (Would be handy to have a Novakid chandelier)

3. Will there be more than tentacles at play in future updates? Bondage? Torture equipment? Cult chains?

4. Frequency of asteroid tentacle seeds is a little too frequent. Might need to be lowered? Or it could just me. Idk…

Edited by ShadowManGray
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19 hours ago, ShadowManGray said:

Fantastic mod!

but I must ask a couple of questions.

1. Will there be a category for specific races instead of just them being random?

2. Could the Novakids glow and make it like a makeshift light source? (Would be handy to have a Novakid chandelier)

3. Will there be more than tentacles at play in future updates? Bondage? Torture equipment? Cult chains?

4. Frequency of asteroid tentacle seeds is a little too frequent. Might need to be lowered? Or it could just me. Idk…

 

1 - yes but do not expect it soon as it requires a lot of time to adapt every sprite for every race. 

 

2 - is a yes and a no

- In the random is a no becouse the light would be apply to every race. 

- In the not random it could be made but will require the creation of a .animation file just for the novakid.

So a no right now.

 

3 - probably yes but no promises. 

 

4 - that one i don't know as I'm not the one working on the dungeons. 

Edited by Ordo Nsfw
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On 6/11/2023 at 4:05 PM, toothlesslove said:

i don't know this is bug? but after i use this mod i cant beam down to asteroids space after beam down i get kick back to ship i guess is cuz microbiome dungeons

 

We had this problem with the first upload of the mod but it *should* be fixed in the current file available. Try to replace the mod file with a fresh download (same name) if the issue persists please provide a log file of the error! Thanks!

 

On 6/5/2023 at 7:17 PM, ShadowManGray said:

4. Frequency of asteroid tentacle seeds is a little too frequent. Might need to be lowered? Or it could just me. Idk…

 We balance mostly on feedback and we got many reports of over abundance on asteroids and certain dungeons, we will reduce those spawn chances accordingly. If you see a dungeon or area spawn far too often please describe it and we will reduce their spawn chance, too!

 

On 6/3/2023 at 11:12 AM, ArthurTheBud said:

forgot to ask: in what underground biome tho?

Short answer is no, long answer is yes?

The current dungeon focus is on overground biomes but one or two of those biome dungeons are designed to spawn underground near the surface, encased in dirt. 

There is also one underground layer (underground0c) that has 5 possible microdungeons available for testing purposes. So you may get lucky and find exactly this layer (made out of cobblestone, stone platform, plantmatter, pillar block) but there is none in all the other layers. 

Plans for future updates on the dungeons includes focus on underground stuff.

Edited by onionknighto
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19 minutes ago, loverswith said:

A small question, is there a way to disassemble this dungeon? I have cleaned it completely, but the blocks are still indestructible.

Currently not. In the dungeon file you can configure if the dungeon is destructible or not and for all bigger dungeons I decided to make them indestructible so you cannot just mine through the obstacles. If you want the block resources you can just buy from the shop unless you want to use it as a base?

Vanilla starbound uses a shield generator device/machine that can be destroyed to make the dungeon it is placed in destructible, though, it would not fit the overall aesthetic style of the dungeon and I don't know if it's worth the hassle to add it.

On another note, how was the dungeon? Interesting, difficult, on theme/aesthetics, intuitive? Any issues or other thoughts on it?

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1 hour ago, onionknighto said:

Currently not. In the dungeon file you can configure if the dungeon is destructible or not and for all bigger dungeons I decided to make them indestructible so you cannot just mine through the obstacles. If you want the block resources you can just buy from the shop unless you want to use it as a base?

Vanilla starbound uses a shield generator device/machine that can be destroyed to make the dungeon it is placed in destructible, though, it would not fit the overall aesthetic style of the dungeon and I don't know if it's worth the hassle to add it.

On another note, how was the dungeon? Interesting, difficult, on theme/aesthetics, intuitive? Any issues or other thoughts on it?

The dungeon was quite complicated, I died several times and often fell into traps

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That's how I see it. The mod has long grown out of the category of "just decorative", the Tentacle Prime should be removed from free crafting and added only to the admin sandbox mode. In the dungeon, you should add similar buildings to the original game, allowing you to remove the protection. There are many buildings in the dungeons that are "impossible to assemble", even if they are rewards and finds in boxes with tentacles.

 

By the way, one of the most frequent microbiomes that I have met is a stone tomb with a mimic and a red cultist outfit, I think we should lower the chance of his appearance.

 

I also recommend adding a tentacly colonizer that spawns cultists.

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1 hour ago, loverswith said:

That's how I see it. The mod has long grown out of the category of "just decorative", the Tentacle Prime should be removed from free crafting and added only to the admin sandbox mode.

I think we will keep the Tentacle Prime, there is only a very small cost but there still is a cost when crafting. We also tried to balance by making gameplay influencing items cost more.

 

1 hour ago, loverswith said:

There are many buildings in the dungeons that are "impossible to assemble", even if they are rewards and finds in boxes with tentacles.

What do you mean by 'There are many buildings in the dungeons that are "impossible to assemble"'? Except for invisible movement wired scanners and the boss spawner you should be able to rebuild everything in game. Could you give examples?

 

1 hour ago, loverswith said:

By the way, one of the most frequent microbiomes that I have met is a stone tomb with a mimic and a red cultist outfit, I think we should lower the chance of his appearance.

Yeah that microbiomedungeon will be severely reduced in spawn chance.

 

1 hour ago, loverswith said:

 In the dungeon, you should add similar buildings to the original game, allowing you to remove the protection.

 

I also recommend adding a tentacly colonizer that spawns cultists.

Added to the long list of recommendations!

 

Btw, if you want to remove the tile protection you can do it right now with admin commands.

/settileprotection fleshhive false

This command can be used to set whether or not blocks within a specified dungeon are breakable. Dungeon IDs can be found by entering debug mode (type /debug). When set to true, blocks are not breakable, if set to false, blocks are not protected and can be broken.

Edited by onionknighto
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1 hour ago, onionknighto said:

 

 

What do you mean by 'There are many buildings in the dungeons that are "impossible to assemble"'? Except for invisible movement wired scanners and the boss spawner you should be able to rebuild everything in game. Could you give examples?

 

 

Well, I meant things that break when destroyed. Therefore, they cannot be used when building your dungeon.

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