Jump to content

[mod] Titillating Tentacle Porn Pack (TTPP)


Recommended Posts

9 hours ago, R654 said:

I don't know where to put this but all the new npcs added by latest major update don't work with sexbound (can't turned into nodes or be affected by arousal).

I did not notice that! Thank you for reporting it, due to the great help of @red3dred we managed to fix this. Next update these npc can be played with!

 

13 hours ago, lindazana said:

I've a few suggestions/requests/ideas. 

Thanks for the ideas! It will be difficult to work on these as they are all script heavy/ non vanilla possible, so don't get your hopes up. 

*more delay to birth tentacle-spawn - we can do that, what would be a good duration? 20 seconds, a minute?

*debuff - again, most of your ideas need heavy scripting but we do include a -50% defense debuff when recently in contact with tentacle liquid

*bloating - yeah, maybe we can do this but only the slow/reduced jump height and debuff icon, not anything visually

*Falling for traps should have consequences beyond a small time delay - the problem is we get both kinds of feedback: some like more severe consequences but others dislike even the minute timeout currently, we have received ideas like a struggle system or a trap-immune buff but that is all very difficult to implement 

*NO clue how - to be frank we heavily got inspired by the vore mod, those traps and monsters are vehicles and they force you to "sit" inside them. That field is completely new territory and it may be possible but no idea how or where even to start

 

On 7/2/2023 at 7:43 PM, sirpikmin said:

question, are the plans for any more traps in the next update? 

Not currently. We have some left over/undone assets we could finish but no promises here.

Edited by onionknighto
Link to comment
3 hours ago, onionknighto said:

I did not notice that! Thank you for reporting it, due to the great help of @red3dred we managed to fix this. Next update these npc can be played with!

 

Thanks for the ideas! It will be difficult to work on these as they are all script heavy/ non vanilla possible, so don't get your hopes up. 

*more delay to birth tentacle-spawn - we can do that, what would be a good duration? 20 seconds, a minute?

*debuff - again, most of your ideas need heavy scripting but we do include a -50% defense debuff when recently in contact with tentacle liquid

*bloating - yeah, maybe we can do this but only the slow/reduced jump height and debuff icon, not anything visually

*Falling for traps should have consequences beyond a small time delay - the problem is we get both kinds of feedback: some like more severe consequences but others dislike even the minute timeout currently, we have received ideas like a struggle system or a trap-immune buff but that is all very difficult to implement 

*NO clue how - to be frank we heavily got inspired by the vore mod, those traps and monsters are vehicles and they force you to "sit" inside them. That field is completely new territory and it may be possible but no idea how or where even to start

 

Not currently. We have some left over/undone assets we could finish but no promises here.

does make sense, may i ask, are you planning to add eyemitters for the stone tentacle style. as right now, the only eyelights that make noise are the ones made of flesh

Link to comment
On 7/3/2023 at 10:34 AM, R654 said:

I don't know where to put this but all the new npcs added by latest major update don't work with sexbound (can't turned into nodes or be affected by arousal).

that would be on sexbound i think, make sure you have the newest one and look if you have any conflicting mods

Link to comment

honestly, absolutely love the mod..... doing decorations on the structure i've been working on now...... it's not as big as i had orginally intended but it's still quite sizeable

also, i can't wait to see what new micro dougeons get added, a part of the fun of walking on planets with the mod is seeing what micro dougeons are on the planets surface 

Link to comment
5 hours ago, dalenmastermind said:

I got the Event Horizon anomaly, and I think the ship spawns too high.  I can't get in with my mech, I was forced to exit my mech and use the grappling hook to get up.  Not to mention, if I'm supposed to be able to visit the top parts of the ship, they're off the top of the map.

Yes, that is currently an issue that will be fixed in the next update along with no more spiral space encounter hunting.

Link to comment

alright, so after procrastinating for so long , we finally finished the dogeon we were working on and here's the best screenshots i could take. we used

eyemitters for lights to add to the ambiance in the tentacle parts with only a few exceptions being the one above the main cave trap which is of course a trigger. these screenshots were also taken on maxium zoom and i have placed my character, who is four blocks tall, as a size example. also feel free to add anything you'd like and if you have any questions feel free to ask

chruch screenshot.png

church enterance screenshot.png

bottom cave room screenshot.png

big cave room screenshot.png

side cave screenshot.png

main cave screenshot.png

enterance screen shot.png

Edited by sirpikmin
Link to comment

>if you have any questions feel free to ask

I can rebuild from the modern entrance as a starting point, not sure if we should include the pre build teleporter

-first question is on the wooden stairs, I guess the corruption has overtaken an already existing mine shaft? I think that would still look better as flesh stairs for cohesion OR add more visible parts that are not-yet corrupted to show more of the turning process?

-for the second it's a request: I'd like the placement areas for the fleshmesh circled in the pics if possible because it's a pain to get the exact placement just from those images, especially if many are used in a small space

-and for the third, I don't quite get the last stone area (first pic), I see where it starts from the flesh area with stairs but how big is the cave above the floor line or below it? the corners on that one are mostly black so I would just guess at it

-fourth, a request again:  I'd like the use of wire painted in because its difficult to determine if its a sensor or light and if a door is powered or not

 
Link to comment
3 hours ago, onionknighto said:

>if you have any questions feel free to ask

I can rebuild from the modern entrance as a starting point, not sure if we should include the pre build teleporter

-first question is on the wooden stairs, I guess the corruption has overtaken an already existing mine shaft? I think that would still look better as flesh stairs for cohesion OR add more visible parts that are not-yet corrupted to show more of the turning process?

-for the second it's a request: I'd like the placement areas for the fleshmesh circled in the pics if possible because it's a pain to get the exact placement just from those images, especially if many are used in a small space

-and for the third, I don't quite get the last stone area (first pic), I see where it starts from the flesh area with stairs but how big is the cave above the floor line or below it? the corners on that one are mostly black so I would just guess at it

-fourth, a request again:  I'd like the use of wire painted in because its difficult to determine if its a sensor or light and if a door is powered or not

 

you can remove the teleporter, i sorta forgot to remove it when i was taking the screen shots and i kidna forgot where i placed the flesh mesh so it doesn't have to be 100 percent accuret. i orginally had though the stone area would be full of hostile cultists and i agreee with you, i can replace the wood platforms with fleshy ones in order for better appeal, i will do that along with taking screenshots of the wireing. as seen in the screen shots, i have replaced the wood platforms with fleshy platforms to fit the astectic better. i have also done my best to mark the eyemitters we used in each area. 
image.png.4553bd527f0a38afd7373b7e8c653daf.png

Screenshot 2023-07-08 162655.png

Screenshot 2023-07-08 162751.png

Screenshot 2023-07-08 162927.png

better look at the lower enterance.png

Screenshot 2023-07-08 163842.png

Screenshot 2023-07-08 164015.png

hive doors closed.png

Screenshot 2023-07-08 164300.png

updated small room.png

updated area.png

Edited by sirpikmin
added hight screenshot since i forgot
Link to comment

i already asked this in the past but is there any way to change the crafting speed so it's instant? cause honestly building anything is a massive chore

 

 

also on a side note does anyone know good mods to help with building in general because to be frank starbound is kind of a mess as far as tools go

i know of WEdit which is decent if janky but that's about it

Link to comment

Firstly, thank you very much for such a wonderful mod! You made my "well, gonna spent a few hours on that game before another one long pause" into "damn I gonna play that for a long time before a tiny pause". I wish you keep same inspiration and keep enjoying yours work.

I have a suggestion. Cult statues looks like pillars but it's top part is not a surface. So you can't place anything on it. In that case you can't stack a few of them into high pillars. I think it need collision on top part like some furniture. 

 

Sorry for messy text, English is not my first language. 

Link to comment
1 hour ago, Fluff the Felin said:

Is there a Discord server I could join? I don't use LL that often.

We have our own channel on the 18+ Starbound discord but be warned it needs mobile phone verification:  https://discord.gg/AnZ7QA4BfR

If you want more information on what I'm doing for the next update it can be found there, I don't want to clutter the thread with minor update info.

 

On 7/21/2023 at 12:16 AM, schololo said:

I have a suggestion. Cult statues looks like pillars but it's top part is not a surface. So you can't place anything on it. In that case you can't stack a few of them into high pillars. I think it need collision on top part like some furniture. 

Thank you for the kind words and it's fixed for next update. It is obvious in hindsight I wonder how I did not see this earlier.

 

On 7/15/2023 at 11:46 AM, Doompi123 said:

i already asked this in the past but is there any way to change the crafting speed so it's instant? cause honestly building anything is a massive chore

I personally don't like it but I can see why people want it, as a compromise we will probably make building blocks instant craft but animation objects and other items will stay as they are.

Edited by onionknighto
Link to comment

So I did a survival playthrough for the first time in a long while with the mod (and other adult mods ) installed, but I still can't help to notice that the "raw tentacle" base game food item that drops from TTPP related furnitures/decor and enemies is lacking somewhat in practicality, even in the survival setting. 

 

The main problem with this base game item is the "food" aspect of the item. When consumed, it gives the player the "food poisoning" debuff, which applies to raw food items in the vanilla versions of the game and makes perfect sense. However the main problem is that there isn't a cooked version of the food item, the cooked variety of the item is inaccessible to the player without the use of admin commands.

 

So I got somewhat of a idea for these items, maybe the mod could introduce new tentacle dishes. It could introduce a new branch of content into the mod and perhaps allows new status effects to be introduced with this content branch?

Note: I just noticed that there was a cooked tentacle workshop mod, and I wished I had discovered it earlier as it would've helped me burn through 2 fridges worth of raw tentacles when I was still doing the survival playthrough lol

Link to comment
23 minutes ago, Firelight1928 said:

However the main problem is that there isn't a cooked version of the food item, the cooked variety of the item is inaccessible to the player without the use of admin commands.

 

There should already be a cooked tentacle recipe in this mod,

I added this per player.config:

{"op" : "add", "path" : "/defaultBlueprints/tier1/-", "value" : { "item" : "cookedtentacle" }}

 

After testing it works on my fu character but further testing indicates that fu does it and without it does not work... sigh 

Thank you for bringing this to my notice, it will be fixed as intended for next update.

 

The food idea is interesting but I'd rather not have to come up with all the different possible foodstuff combinations that can be created with tentacles.

For now it's low priority, perhaps when we manage to design a good looking tentacle cooler we could add more food recipes along with it.

If you already got some ideas, please, gather them and send it to me! Either post in this thread or via DM.

 

I would also like to know your impressions of the dungeons in your playthrough along feedback for improvements if you don't mind.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use