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[mod] Titillating Tentacle Porn Pack (TTPP)


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1 hour ago, loverswith said:

An idea for a dungeon - Corrupted scientific complex, underground and ground versions.

I myself will try to create something similar to demonstrate, but it will not be fast, since I use construction without cheats

Don't worry and take your time.

If your dungeon looks good we'll include it!

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I have yet to see the newer dungeons after a couple days of perusing through space and a many systems n planets, although the ships on asteroids fields are more common which I enjoy lol, so, Im trying to tamper with that but the way ya set it up has me confused so erm.. in off chance I cant find settings Im looking for (I am very much sorry for breaking into the file like this) is there a command I can use to spawn them in currently on a world thats barren? or where exactly is the generation chance located? Sorry

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1 hour ago, Blindjourneyman said:

I have yet to see the newer dungeons after a couple days of perusing through space and a many systems n planets, although the ships on asteroids fields are more common which I enjoy lol, so, Im trying to tamper with that but the way ya set it up has me confused so erm.. in off chance I cant find settings Im looking for (I am very much sorry for breaking into the file like this) is there a command I can use to spawn them in currently on a world thats barren? or where exactly is the generation chance located? Sorry

In the current version every microbiome dungeon has 100% chance to spawn. The limiting factor is either the dungeon is too big or uses too many anchors.

The small microbiome dungeons don't have their own .dungeon file which means they can only be spawned with the biome command, for desert biome it would be this

 /placedungeon desertmicrodungeons 

which gives you a random desert microbiome dungeon out of 26 vanilla and 12 ttpp modded

 

You have to use a different command for each biome and get lucky to spawn the modded ones.

 

 

 

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5 hours ago, onionknighto said:

In the current version every microbiome dungeon has 100% chance to spawn. The limiting factor is either the dungeon is too big or uses too many anchors.

The small microbiome dungeons don't have their own .dungeon file which means they can only be spawned with the biome command, for desert biome it would be this

 /placedungeon desertmicrodungeons 

which gives you a random desert microbiome dungeon out of 26 vanilla and 12 ttpp modded

 

You have to use a different command for each biome and get lucky to spawn the modded ones.

 

 

 

thank you :) Ill give it another go tonight while Ive got a few hours 

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On 6/20/2023 at 3:19 PM, Blindjourneyman said:

I have yet to see the newer dungeons after a couple days of perusing through space and a many systems n planets, although the ships on asteroids fields are more common which I enjoy lol, so, Im trying to tamper with that but the way ya set it up has me confused so erm.. in off chance I cant find settings Im looking for (I am very much sorry for breaking into the file like this) is there a command I can use to spawn them in currently on a world thats barren? or where exactly is the generation chance located? Sorry


The large dungeons are incredibly rare. I dont mind that personally but I do see why you'd be annoyed. I have a mod that increases the large dungeon spawnchance by increasing the planets size and I still had to search around 20 or so stars to see one. From what I can see they're most common on temperate stars as I havent seen any of the larger dungeons on anything radioactive and above. But that could just be because they have the most/largest planets with my mods

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3 hours ago, sirpikmin said:

me and my friend are working on a large dungeon right now, how do i share it once it's done though

Preferable per pictures, even better if you have a build mod or something that adds a block grid overlay so its easier to count the blocks.

If there is something you want to explain, just write about it, too. You can post the pictures either in this thread or send me a direct message.

 

Most large dungeons work with connected parts that are semi randomized. If you want to include that feature just make it clear where rooms end and where they should connect, perhaps explain your thoughts behind it and I'll try my best to recreate it in the program.

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15 hours ago, onionknighto said:

Preferable per pictures, even better if you have a build mod or something that adds a block grid overlay so its easier to count the blocks.

If there is something you want to explain, just write about it, too. You can post the pictures either in this thread or send me a direct message.

 

Most large dungeons work with connected parts that are semi randomized. If you want to include that feature just make it clear where rooms end and where they should connect, perhaps explain your thoughts behind it and I'll try my best to recreate it in the program.

alright, i'll try to add a grid, do you know mods that add such a grid? 

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8 hours ago, sirpikmin said:

alright, i'll try to add a grid, do you know mods that add such a grid? 

I must admit after looking around I could, surprisingly, not find a good mod for that. Lets forget about it and I'll just add it in afterwards via image editing program.

 

5 hours ago, Lilythedemoness said:

how do the spawners work?

They are wired objects. You need a trigger like sensor, button or lever and then you connect them with your matter manipulator (Expansion Slot, Upgrade 3: Wire mode).

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15 hours ago, onionknighto said:

I must admit after looking around I could, surprisingly, not find a good mod for that. Lets forget about it and I'll just add it in afterwards via image editing program.

 

They are wired objects. You need a trigger like sensor, button or lever and then you connect them with your matter manipulator (Expansion Slot, Upgrade 3: Wire mode).

Ah thanks m8

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8 hours ago, toothlesslove said:

i just go redownload this mod and problem will be gone?

No, this will take long, until the next update to fix that door.

 

7 hours ago, smurf123smurf said:

The underground minidungeon that is the circle of flesh with the trap in the middle appears too frequently. I can usually three or four next to each other.

Thanks for the feedback, the spawn chance has been reduced!

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Note: this is going to be one hell of a long comment but it should have good feedback on the current state of the mod (ver 2.5) and micro biome generation:

This experience was experienced within a fresh, resetted universe file. With over a sample size of 5+ characters, and 30+ planets fully surveyed (walking around the planet and digging for ores, aka the average Starbound playthrough)


Pros:
- A good variety of micro biomes, with some that are hilarious to encounter. (e.g. the snowman and the animal pen)

- Current variety of biomes reflect the nature of the mod well, with some biomes being memorable (e.g. the upward spiral tentacle structure with 3/4 girl doors in the middle and a chest on top of it)

- Tentacle enemies, ones spawned by wired traps, are interesting enemy types where they grapple the humanoid entities in the game.

- Decor and furniture are appealing and fits into the microbiome very well (e.g. the underwater micro biomes)
- Basic worm enemies are somewhat abundant within micro biomes and often drops useful materials used in the modpack

Cons / Criticism:
- The mod currently lacks any "mid-sized" biomes, with micro-biomes being too abundant and larger dungeons/biomes being non-existent due to low occurrence rates (over the sample size I've only encountered TTPP land once and never the larger hive, where the bonsai, collapsed house (with rubble to the left) in ocean planets and tentacle stone structure with two tentacle chest (one being a mimic) appearing too often). For a mid size approximation, think of the size of a hostile ship in space or the sewer dungeon on planets.
- Mod related chest loot are either repeating (a chest with a full set of modded cultist clothing) or exceeding hard to find. Due to the rarity of larger dungeons and biomes, the chest themselves containing randomly generated loot is harder  to find than the player would expect.
- Egg pods containing the basic worm enemies are very non-threatening. They very often die along with egg sac, as most players would hit the sac with a sword, or a piecing projectiles.

- Farming for tentacles(material) is somewhat hard. As both tentacle breeder/producer and the tentacle pet eggs sometimes gives the food product instead of useful materials. Ironically due to this, I developed a faster and lazier method of automatically gathering tentacles by chucking a hostile NPC together with a wall trap, over a sliver lava.

- When placed in large numbers, decor and furniture dialog often overwhelms the screen when the player gets near. As one of the passive method of gathering tentacles, a large amount of tentacle breeders/producers is often gathered onto one spot and they always give a wall of text when gathering their offsprings. Maybe a randomized system of queued dialog is needed to prevent them from ass-blasting dialog when the player gets near them?
- Some of the micro-biomes are broken, where they show obvious tears in world generation or is broken. Famous subjects of this are the bansai trees and the jungle version of pitfall trap with the suspension being broken.

- The old microbiome (the underground blob created using only flesh blocks and with coconut milk) need a update, at least it's a good supply of coconut milk.

- This might be the biggest critique in this comment, but though different playthroughs I've noticed a "micro-biome variety pyramid" within the world generation, where the variety of micro-biomes shrinks as the Threat Level of the planet goes up. For example in lush planets I've seen at least 8 different micro-biomes, with two being underground, but in Threat Level 6 I've only seen 2, at best 4 micro-biomes on the planet's surface with no signs of underground micro-biomes. Due to the nature of Starbound's progression as a whole, it actively pushes the player away from the starting location of the game, as such if any player were to play this mod they would miss most if not half the micro-biomes and content located on Threat Level 1&2 planets. I highly recommend changing or adding additional micro-biomes to change the pyramid to something like a "sphere" or "rhombus".

Suggestions for improvement and quality of life:

- Mod needs some more wire-spawned enemies, maybe a terrestrial tentacle-ogre that uses the mech data as a foundation as both enemies are flying/airborne? 
- Mid size dungeons with loot (for example several tentacle material, or breakable/free-able decor and furniture)

- More exotic decor, furniture and traps. At the current moment of writing, there are four main variety of "fetishes" in the mod, namely Forniphilia, Tentacle related sex, Inflation, and Birth. Additional fetishes maybe able to expand the ideas of a "tentacle utopia" within the mod, examples being tentacle implanting eggs into its victims or sensory deprivation traps. (If you need inspiration, Look up Seedbed Wars and the works from "Fan no Hitori", those are good point to start)

- More enemies-spawning wire traps. Not to confuse with the two flying tentacle monsters, this suggestion's focus are wire traps that spawns the tentacle worms and enemies from the base game tentacle biome (Tentacle Bombs, Tentacle Clams, Tentacle Crawlers, etc etc). One idea is a background mounted decor what only shows the victim's bum, when a signal is sent to this here decor a animation players showing a worm is crawling out of the victim's orifices and it then becomes a enemy.

- More clothing items and unqiue weapons. At the current moment the mod only have modified version of clothing and weapons, Maybe some new weapons is in order? An idea from me is maybe a netgun(?), where it shoots a tentacle net that wrap and binds to NPCs and impregnates them. another is a tentacle worm styled rocket launcher, where you're holding a female victim like a FGM-148 Javelin, and it shoots a worm out of the vaginal orifice.

Sorry for the paragraphs long binge, I love the mod and the "life" (heh, get it?) you're giving to a long dead game. Good luck to your future developments and I'll be looking forward to your progress

Edited by Firelight1928
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13 hours ago, bloodking49 said:

How do the teeth traps work?

Teeth Trap: "DO NOT TOUCH! These sharp teeth will rip off your clothes!"

You place them and then they apply a nude debuff on contact. You can wire and deactivate them to stop them from emiting the nude debuff on contact.

Note that if you are immune to debuffs (for example admin mode) nothing will happen.

 

On 6/28/2023 at 12:31 AM, Firelight1928 said:

Note: this is going to be one hell of a long comment but it should have good feedback on the current state of the mod (ver 2.5) and micro biome generation: ...

Thank you for the well thought out feedback. It really helps to improve the mod! Some of the points I'd like to adress:

 

"mid-sized" biomes: The problem with these is that I know of 2 methods to add dungeons 1. biome microdungeons 2. big planet bound dungeons (one per planet)

If the biome microdungeon is too big it will not spawn. I already added some mid sized dungeons in the microdungeon category but because they are too big for that they do not spawn.

I'm in the process of turning those microdungeons that are too big into planet bound dungeons. Not an ideal solution because they are not as big as the usual big dungeons like evil glitch fortress and this would compete in their spawn chance BUT I think people get tired of those old big dungeons because even with semi random parts they are mostly the same.

In addition to that I will add more custom random parts that can be chosen for the existing vanilla dungeons, those parts will make heavy use of modded content, made with lewd intentions and race based victims (so far I've only done this for floran with 32 parts including underground1c, forest, floran dungeons and villages but I'll continue until all races and their corresponding dungeons/villages have some variety)

Mod related chest loot: Yes, I will add a chest similar to the current mod boss room chest but a lesser variant for smaller dungeons.

Egg pods containing the basic worm enemies are very non-threatening: That might be but I see no reason to make them more difficult. They exist more for fluff.

Farming for tentacles(material) is somewhat hard: I always suggest tentacle tree farming, you can buy the sapling in shop. The food is intentional for survival mode.

When placed in large numbers, decor and furniture dialog often overwhelms the screen: This is difficult to balance and as you suggest might need custom coding to be solved, I don't know how to do this, might leave it to the team for later.

Some of the micro-biomes are broken: I'll fix those that are mentioned but if possible a screenshot for every type of broken dungeon you find would be a great help!

The old microbiome (... coconut milk) need a update: I can no longer edit that specific dungeon file, is it worth the hassle to remove it and rebuild from screenshot?

"micro-biome variety pyramid": It's true, the focus was on early gameplay with low threat planets. I will pay attention to t4,5,6 planet threat level for future microbiome dungeons.

more wire-spawned enemies: If they need intensive pixelart that's difficult. Currently playing around with the procedural generated monsters but custom chosen to fit the mod.

More enemies-spawning wire traps: Yeah, something like that is on the list.

More clothing items and unqiue weapons: One new armor set is done, with one weapon and shield. Funnily, just days before your post I had the same idea and called it a breeder bazooka but now I think larvae launcher rolls of the tongue better.

 

Again, thank you for taking the time to write us about your experiences with the mod. Glad you like it!

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This mod is SO good and promising! I've been advocating from the very start that what we needed to mesh sex and gameplay was traps of some kind, and that depending the type you could even make them universally compatible by just hiding the action with wrapping/engulfment. I've a few suggestions/requests/ideas. 

First, I feel like there should be more delay to birth tentacle-spawn after traps, or possibly connect it to the impregnation system so it's only a chance, but makes many spawn instead.

 

Another one to make it so traps do (light) damage each thrust, and, possibly, be escapable via some sort of button-mashing, but not sure how hard that is to do. 

 

A third may be buff/trap interactions. Perhaps some tentacle traps only work if you have the nude debuff, or take time to trigger (tentacle grass that slows you, but if you stay in it for over 10 seconds or so grabs you) but are very nasty to make up for it (lots of damage, or a lot of spawn, hunger drain, post-sex movement debuffs from "bloating", etc). 

 

Related to the above, a way to increase immersion/interactivity, is debuffs/buffs. As fun as the tentacle-trap pits are, when you get down to it, gameplay wise all they boil down to is missing a pit, then sitting there for 2 minutes or so waiting for it to end, with no further effect on your gameplay. Falling for traps should have consequences beyond a small time delay. Examples include move or jump debuffs (slow, less height, slippery, etc), multiple spawns of the tentacle spawn over a few minutes instead of a single worm like 5 seconds after being released, energy regen or cap debuffs.

 

I have NO clue how you managed to make it so the traps "grab" you and make you helpless, but, A, it's very impressive and hot, and B, can it be tied to anything other than a furniture/block? Could it be linked to a projectile, or liquid, so something could launch molesting tentacles, or a liquid could be some sort of affectionate slime? 

 

Edited by lindazana
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