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[mod] Titillating Tentacle Porn Pack (TTPP)


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2 hours ago, onionknighto said:

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

 

At the moment I got some basic idea, some joke-ly ones, and some that might require some programmer magic in.
Basic foodstuffs:
Tentacle sushi / calamari 

"Seafood" dinner. (Tentacle)
Tentacle sausage. (Sliced tentacles)

Jokes:

Tentacle Bubble Tea. (Tentacle balls in "breast milk"(?))
Tentacle popsicle. (It's just a tentacle encased in ice with a stick stuck to it)
Programmer hell:
Extremely raw tentacle. (Has a small chance of spawning a worm after a delay)
Tentacle extract. (Risk verses reward item, idk what buff it might give to the player so I'll leave it to you)
 

 

2 hours ago, onionknighto said:

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


Sure! I'll leave out the points I have made in the pervious post and focus on the newer stuff.


At the current moment of writing, I encountered two large size dungeon. One was the Flesh Hive, which I encountered after getting tier 5 equivalent gear. Another was what I assume was the Petrified Temple of A'Tentakl, which I encounter extremely early on (gear average was between tier 1 to 2).

 

Throughout the dungeon I was facing a reasonable amount of resistance, lots of mod related enemies and them murdering their own breeding slaves . . . which was unexpected, but I guess the Starbound default hostile NPC AI tells them to attack passive NPCs so that might need a bit of tinkering in 2.6. I kept murder-fucking my way down to the boss room and here I have a slight problem with the design of the boss. The boss has to much health, it's currently a damage sponge. Of course it's a boss and is meant to be the hardest enemy of the dungeon, but at the tier the dungeon is meant to spawn at the boss felt a bit too powerful at the moment.
 

Another thing I noticed was that the desert planets are usually quite empty, and this point is not related to the "content pyramid". Instead this point is related to the barren biome Starbound generates planets with. Sometimes the biome are expansive, with minutes of nothing. Maybe this biome could be prime real estate for tentacle related large dungeons that focuses on horizonal exploration, instead of vertical exploration much like the Apex Test Facility and a structure similar to the Hylotl Ruined Castle.

Keep up the good work! 

P.S. found some microbiomes bugging out 

zxczxc.png

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9 hours ago, Firelight1928 said:

The boss has to much health,

 

 Maybe this biome could be prime real estate for tentacle related large dungeons that focuses on horizonal exploration, (...)

P.S. found some microbiomes bugging out 

 

Fixed, fixed and fixed

 

The sad thing is we already got many medium sized dungeons in the current mod that would fit your criteria and the demand of others like this chunker:

image.png.244dbbd6efd724ea9a74ce2527cdaf19.png

BUT they were implemented as microbiomedungeons and they seem to have a maximum size? If they exceed ~100 blocks in size they just don't spawn, so I had to convert them all to "big" dungeons that can only appear 1-2 times per planet. In addition we will add parts that can spawn in vanilla dungeons with mod heavy content so even old dungeons can have a surprise or two.

 

I really like your food ideas and got some myself along with tentacle fridge designs... lets just put it on the list and see when I get the time.

 

I have another idea but I'm not sure if its a good one: I'd like to have lewd terrain generation, you might happen upon two hills that look like breasts or a cave entrance that looks like a butt, all out of generic dirt/biome fitting blocks so it would blend in perfectly but sometimes makes you go "Huh?"

Would you consider this too intrusive/immersion breaking, or more lewd more better? It's not really mod content related, though.

 

Aaand I'm thinking of adding erotic codex entries maybe even funny ones? Think 'The Lusty Hylotl Maid' and such for each race as potential dungeon loot. Collect em all!

I'd like one for each race to start. So if you have bright ideas or are confident in your creative writing send me your erotic codices!

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On 7/31/2023 at 3:25 AM, onionknighto said:

Aaand I'm thinking of adding erotic codex entries maybe even funny ones? Think 'The Lusty Hylotl Maid' and such for each race as potential dungeon loot. Collect em all!

 

"The hungry, hungry Floran" 

 

During the Ruin's invasion of Earth.
There was a very hungry Floran.
To the sky she lookth,

looking for a fresh, hearty meal.
 

One tentacle arose from the ground and wiggles in excitement,

and pop it went into the Floran's mouth.

The tentacle wiggled in struggle,

wiggle and pump it did in the Floran's mouth.

But not long till the Floran chomped and gobbled,

and in her delight, her hunger concerns halted.

 

And so the Floran journeyed though the ruined city,

from pleasure to fear, Earth's victims moaned and screamed.

 

The Floran feasted on her so called tentacled victims,

with each bite after another, her appetite grows.

From each consumed drop of vicious liquid, to individual crumbs,

so did her lust for the white ichor and ruinous essence sow deeper.

 

Till one day, the seeds of her conquered victims reached her inner sanctum, and her bloated womb stirs with activity.

One by one her children were ejected into a nutritious paradise, where they served their queen faithfully.

With each offspring born,

so did the Floran's influence grew.

As the survivors fled, so did her children went spaceborne. 

And as their preys' orifice dripped with her white dew.

Their wombs forespoke the cumming of the Gjallarhorn.

- Ese Trus, a tentacle craving survivor from Earth

------------------------------------------------------------------------

 

While thinking of random codex ideas, I got some rapid-fire ideas for distant future updates


Cosmetic:
- Pregnant versions of Nursery nest and backdoor
- Tentacle womb tattoo for legs/chest piece(?)
- Wearable dripping cum effect (something similar to "lovestruck" perhaps?) 

Respite/decor adjustment: 
- Tentacle prime crafting station: Maybe respite to include a female victim or update current visuals to better match the ruin's thicker tentacles.

- Female chairs: When sitting on the chair, the player character feels "rigid" when sitting. Maybe have the player character somewhat engulfed by the chair to give it a sense of "softness" instead of video game rigidness
- Different colors of breeders and producers. 

 

NPC improvements:

- TTPP related NPCs should have the tendency to interact with the decor more, such as tentacle pods and beds.

- Hostile wearing more cosmetics such as Nursery and Bukkake sets. 

 

Larger additional content:
- Dungeon dimension with a optional minor story:

Through playing Starbound for the last . . . few years? I have always noted something missing from many different mods, and that is full dungeons taking advantage of the Challenge Door system.

 

Imagine, a new type of tentacled challenge door that spawns anywhere on the surface of tier 3 to 6 planets, with their frequency increase as the tier goes up. Each door can either contain hordes of tentacle monstrosity, breeding/repopulation themed room filled with females, puzzles that lightly tests the player's intellect or a trap that kills/breeds the player character (or drown them in cum). A minor story could be added to add character to the universe, with a random NPC waiting outside asking for help to save her tentacle-pounded friend with the completion reward being related to the TTPP mod.

- New resources (I'm not sure about this one, but it's just a rapid-fire idea, if it sticks, it sticks):

At the moment most furniture and traps are created using pixels and living tentacles, what if we added new resources to broaden the horizons. Instead of changing existing crafting recipes, it should best if new decor were added based on the newer resources. For example if a new crafting liquid was added, it would be possible to add tentacle vats decor into the mod. 

 

Thank you once again to reading my tentacle talk, I hope the current mod development is running smoothly!

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On 8/3/2023 at 11:40 PM, Firelight1928 said:

 

"The hungry, hungry Floran" 

 

During the Ruin's invasion of Earth.
There was a very hungry Floran.
To the sky she lookth,

looking for a fresh, hearty meal.
 

One tentacle arose from the ground and wiggles in excitement,

and pop it went into the Floran's mouth.

The tentacle wiggled in struggle,

wiggle and pump it did in the Floran's mouth.

But not long till the Floran chomped and gobbled,

and in her delight, her hunger concerns halted.

 

And so the Floran journeyed though the ruined city,

from pleasure to fear, Earth's victims moaned and screamed.

 

The Floran feasted on her so called tentacled victims,

with each bite after another, her appetite grows.

From each consumed drop of vicious liquid, to individual crumbs,

so did her lust for the white ichor and ruinous essence sow deeper.

 

Till one day, the seeds of her conquered victims reached her inner sanctum, and her bloated womb stirs with activity.

One by one her children were ejected into a nutritious paradise, where they served their queen faithfully.

With each offspring born,

so did the Floran's influence grew.

As the survivors fled, so did her children went spaceborne. 

And as their preys' orifice dripped with her white dew.

Their wombs forespoke the cumming of the Gjallarhorn.

- Ese Trus, a tentacle craving survivor from Earth

------------------------------------------------------------------------

 

While thinking of random codex ideas, I got some rapid-fire ideas for distant future updates


Cosmetic:
- Pregnant versions of Nursery nest and backdoor
- Tentacle womb tattoo for legs/chest piece(?)
- Wearable dripping cum effect (something similar to "lovestruck" perhaps?) 

Respite/decor adjustment: 
- Tentacle prime crafting station: Maybe respite to include a female victim or update current visuals to better match the ruin's thicker tentacles.

- Female chairs: When sitting on the chair, the player character feels "rigid" when sitting. Maybe have the player character somewhat engulfed by the chair to give it a sense of "softness" instead of video game rigidness
- Different colors of breeders and producers. 

 

NPC improvements:

- TTPP related NPCs should have the tendency to interact with the decor more, such as tentacle pods and beds.

- Hostile wearing more cosmetics such as Nursery and Bukkake sets. 

 

Larger additional content:
- Dungeon dimension with a optional minor story:

Through playing Starbound for the last . . . few years? I have always noted something missing from many different mods, and that is full dungeons taking advantage of the Challenge Door system.

 

Imagine, a new type of tentacled challenge door that spawns anywhere on the surface of tier 3 to 6 planets, with their frequency increase as the tier goes up. Each door can either contain hordes of tentacle monstrosity, breeding/repopulation themed room filled with females, puzzles that lightly tests the player's intellect or a trap that kills/breeds the player character (or drown them in cum). A minor story could be added to add character to the universe, with a random NPC waiting outside asking for help to save her tentacle-pounded friend with the completion reward being related to the TTPP mod.

- New resources (I'm not sure about this one, but it's just a rapid-fire idea, if it sticks, it sticks):

At the moment most furniture and traps are created using pixels and living tentacles, what if we added new resources to broaden the horizons. Instead of changing existing crafting recipes, it should best if new decor were added based on the newer resources. For example if a new crafting liquid was added, it would be possible to add tentacle vats decor into the mod. 

 

Thank you once again to reading my tentacle talk, I hope the current mod development is running smoothly!

the tentacle challange door thing sounds like a pretty interesting idea. however my only complaint is the enmeies that can grab you will grab you back to back to back and you really can't escape, but it's an interesting concept

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7 hours ago, sirpikmin said:

however my only complaint is the enmeies that can grab you will grab you back to back to back and you really can't escape

 

Oh I know right! It could be extremely frustrating to try to escape/kill those "trap" enemies, especially when your invincibility counter gets reset when you attack them again. 

Although if the developers were to implement this challenge door mechanic I highly doubt that they would put only "trap" enemies into these rooms.

> (NOTE: I'm not a developer of this mod, I just study game design and art assets, and know my way around implementing game difficulty, challenges and rewards for the player). 

If Onionkinghto, or anyone within the TTPP development team were to further expand the concept, they might push this idea into the future "randomized enemies" update, or maybe even further in the future as they might have a road plan already set in place and I don't want to be the root cause of breaking that >.> 

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soo weird thing. idk i cant find the tentacle prime.. ive looked in architects table, replicator, i went into admin and looked through these and hand crafting.
where is it supposed to be?

 

forgot to mention i looked in the adv workbench and also dont see it. only thing that pops up in the architects table is the tentacle breeder

 

Edited by spaccamount
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6 hours ago, spaccamount said:

soo weird thing. idk i cant find the tentacle prime.. [...] only thing that pops up in the architects table is the tentacle breeder

There was a time we used the breeder name early on for the prime object, that was when the prime object could be crafted from an iron anvil.

I highly suspect that you have multiple TTPP files in your mod folder that are creating this conflict.

Please remove any old TTPP files, including LTP (one of the first versions we renamed since then) from your mod folder.

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I wonder if you're accepting ideas because i might have some in mind:

- an option to turn off the tentacle noises (not talking about the eyemitters) / set how far you can hear the tentacle noises

- disable the dialogue boxes of the tentacled (would be very appreciated, i made a very populated tentacle section in the ship and the boxes floods the screen)

- a tentacle trap, similar to the clogged membrane door (mayhaps?)

 

Hopefully, these suggestions work and thank you kindly for the mod.

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20 minutes ago, MirageTheStrange said:

does anyone know if this works with sexbound reborn?

Both mods work together perfectly fine, because they have no intersecting systems or logics. TTPP tentacle monsters will not use SxB animations, because they have a different scripting. When using SxB however, remember that it is not perfectly compatible with FU, while TTPP is.

 

TTPP + SxB Reborn = ✔️

TTPP + FU = ✔️

SxB + FU = ?

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is there a way to decrease the spawn chance of the microbiomes (if i'm getting it right) on the planet surfaces as well as asteroid fields? i've been seeing repeated instances of the same microbiomes on most of my planets surfaces for whatever reason, not sure if that's normal

Screenshot_233.png

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9 minutes ago, CXS_GTR said:

is there a way to decrease the spawn chance of the microbiomes (if i'm getting it right) on the planet surfaces as well as asteroid fields? i've been seeing repeated instances of the same microbiomes on most of my planets surfaces for whatever reason, not sure if that's normal

We will reduce asteroid fields spawn chance but planet surfaces use vanilla basic spawn algorithm.

Could you go into more detail on what exactly the issue is? 

Is it the same one dungeon spawns everywhere? OR is it that one planet only has the same dungeons but different from other planets with the same biome (low diversity per planet)?

I have noticed the second portion myself happening even without our mod, not sure if anything can be done for that or what even the cause is.

If you happen to find a specific dungeon far too often compared to others on multiple planets tell me and we can adjust that one dungeon.

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1 hour ago, onionknighto said:

Is it the same one dungeon spawns everywhere? OR is it that one planet only has the same dungeons but different from other planets with the same biome (low diversity per planet)?

 

it's been happening on some planets, not all of them. it could be the vanilla spawn algorithm as you say even though i don't have the slightest clue on how it works and i'm just that unlucky that i keep running into the three same generated TTPP microbiomes on most of my planets surfaces.

 

1 hour ago, onionknighto said:

Could you go into more detail on what exactly the issue is? 

 

basically, i was wondering if i could change in which exact planets i want the TTPP surface microbiomes/dungeons to spawn in as well as edit the chances of them spawning, as i think that they can feel a bit out of place in my heavily modded Starbound since they spawn in almost all of my planets, not that i'm bothered BTW, just curious about which file i need to edit so i can tweak it for myself

 

i don't think i've had any issues with the dungeons like you're mentioning, i've yet to encounter one.

Edited by CXS_GTR
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35 minutes ago, CXS_GTR said:

basically, i was wondering if i could change in which exact planets i want the TTPP surface microbiomes/dungeons to spawn in as well as edit the chances of them spawning

There are 2 types of dungeons: small biome specific microdungeons, big planet specific random parts generated dungeons

 

Biome specific microdungeons can be influenced by editing the .biome files in /biomes/

The following line of code in the file describes the occurrence rate of  microdungeons in the asteroidfield.biome

 "distribution" : "/biomes/distributions.config:randomEncounter",
        "type" : "microdungeon",
        "microdungeons" : [ "asteroidencounter" ]

Different rates are listed in the distributions.config file. Because our mod content dungeons are mostly bound to a biome generation, by lowering their biome spawnrate you would have to also lower the general vanilla biome generation for that biome. (Exception is asteroidfield because they had no dungeon generation prior.)

It is not possible to easily lower certain dungeon spawnrate currently with how we set it up. There is a "spawnchance" line but it only works for the parts of big random generated dungeons to my knowledge not for micro biome dungeons.

To adjust their spawnrate individually, all I can do is change size (bigger=spawns less) or change anchors (more anchors=spawns less) in the tiled dungeon editor.

Not sure if you can change the biome they spawn in via renaming the .dungeon.patch file in /dungeons/microdungeons/ within each biome folder, because they are folder sensitive and copy pasting the dungeon files into another folder breaks them.

 

Planet specific big random dungeon spawn chances can be very easily customized in the terrestrial_worlds.config.patch

 

If you have some advice on how to better distribute the dungeons please let me know! This release was more of a beta test and we adjust according to player feedback.

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Been lurking and following this mod for a time, as it's one of the more unique and fleshed out ones on here. Realized I was on an old version, updated, and am very happy to see the sheer volume of in-world content. Always felt a bit weird to conjure up people using the 1 pixel tentacle thing.

 

Obviously, asteroid spawn rate is wack. A thought I have besides just dropping the rate is, can the rate be variable? It seems like Asteroid Fields don't really have biomes, which is what they need. If they did you could create a custom biome, then zone off tentacles to that. It would make sense too, the infection wouldn't be semi-homogeneously spread throughout an area, it would cluster.

 

Hey, here's a thought. Not sure if asteroid fields even support large dungeons, but if they do, ya could have one where it's this wide area that gets progressively more and more infected the closer you get to the core, where there's this giant nest of production, spreading tendrils linking all the spread out nodes. Near the center, you can see what are clearly seed pods growing, self contained production nodes that will eventually be fired off to start a new hive, or just expand the existing one.

 

Also, is this mod doing something that might be increasing ore spawn rate on the asteroids themselves? Because I swear, I don't remember seeing this much metal in those rocks, and I assume most asteroids are being generated by/alongside the tentacled ones. I'm using Frackin Universe which already modifies asteroids to be less useless, I need to get around to testing it without FU.

 

A bunch of the dungeons have the gals exposed to the vacuum of space. Not necessarily against it, but it is a bit awkward. Trying to solve this gave me an idea for more content. People infected with something from these tentacles, gaining new abilities, like surviving vacuum. Could work with a race mod, or expand the possibilities for gear. Symbiotes / parasites, maybe causing interplay with the tentacle furniture. Maybe that could also solve the issue some users have with tentacles attacking them, armor or EPP Module that makes them friendly. Plus the gear thing would hopefully make the sprite work less of a pain, you'd be adding modular pieces to existing sprites instead of rebuilding. As for uninfected in space, the tentacles shield them in airtight areas?

 

I really wish I could recruit NPCs to be tenants instead of crew, or bring them somewhere else. Y-know, move the people you break out of the tentacles to other spots. Relocate and recapture them, so you can build up a hive more organically. Wonder if there's a way to permanently capture them? A hybrid of the traps and furniture, it grabs the NPC and keeps them, creating a unique furniture that will release that NPC when broken. If they were crew, they're removed from the crew list, and you can get them again by breaking it. That's probably a lot of work but like, that would be awesome. Creates an interesting relationship with the tenant system. Lure in residents, they get trapped, dragged below. Works even better if we could force-move them when bound. Some kinda critter or furniture that pushes entities in a direction, so you could make a chute?

 

Lots of interesting possibilities here. Loving the mod, keep it up.

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1 hour ago, BobJohnsonson said:

 very happy to see the sheer volume of in-world content

Hey, thanks for the feedback! Always love reading these.

 

For the Asteroid Fields we don't have big dungeons planned, though, your idea is interesting. I recently made a custom derelict ship encounter on the system map to encounter ttpp_notromo and ttpp_eventhorizon without the annoying spiral grinding and with enough room to not cut off stuff. Perhaps we could use that option to include that dungeon idea.

While we are at it: if anyone has a cool derelict ship design you want in the game/fitting for mod content (like a bio or flesh ship) send me a screenshot and I can rebuild it as a dungeon for the mod. I think it would be cool to randomly encounter user created ships in the derelict ship encounter and the more the better.

 

This mod did nothing to ore placement rate.

 

I had some concerns about the exposed woman in space part too, but I compromised by mostly only using victims with a space suit helmet on, to make at least some sense.

Yeah, the feature to make the enemies/traps non-hostile is much requested but it's not that easy, I have no clue where to start and enough to do for years on the list. 

 

Sounds nice but how? Maybe there is a mod that does that? I have no idea.

We should have a tenant spawner in the shop (spawns naked victim npc with matching tentacle blocks in range). Maybe we could trap npc for infinite in an object but I believe if you teleport it will reset.

 

Again, thanks for the ideas! Back to the dungeons for me.

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7 hours ago, onionknighto said:

 

Hey, thanks for the feedback! Always love reading these.

 

For the Asteroid Fields we don't have big dungeons planned, though, your idea is interesting. I recently made a custom derelict ship encounter on the system map to encounter ttpp_notromo and ttpp_eventhorizon without the annoying spiral grinding and with enough room to not cut off stuff. Perhaps we could use that option to include that dungeon idea.

While we are at it: if anyone has a cool derelict ship design you want in the game/fitting for mod content (like a bio or flesh ship) send me a screenshot and I can rebuild it as a dungeon for the mod. I think it would be cool to randomly encounter user created ships in the derelict ship encounter and the more the better.

 

This mod did nothing to ore placement rate.

 

I had some concerns about the exposed woman in space part too, but I compromised by mostly only using victims with a space suit helmet on, to make at least some sense.

Yeah, the feature to make the enemies/traps non-hostile is much requested but it's not that easy, I have no clue where to start and enough to do for years on the list. 

 

Sounds nice but how? Maybe there is a mod that does that? I have no idea.

We should have a tenant spawner in the shop (spawns naked victim npc with matching tentacle blocks in range). Maybe we could trap npc for infinite in an object but I believe if you teleport it will reset.

 

Again, thanks for the ideas! Back to the dungeons for me.

 

phineas-and-ferb-i-know-what-were-gonna-do-today.gif

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Had a follow up idea on the NPC trapping. Related to a bunch of thoughts but, they're probably half baked so I'll hold off. A weapon that, on "killing" a humanoid, only drops their tendril bound body. Of course the idea would be it's actually non-lethal, and you're capturing them. Simple version would just have a generic "Tendril Bound Humanoid" item, one for each race you wanna support. THOSE are then used as crafting materials. Alternative to using pixels for fun, or an outright replacement of that mechanic. Using a resource like this could let you convert to and from them, gives you a use for different furniture. Turn one into another. You'd need to get a little fancy to maintain their rough appearance, so that's a bit weird immersion-wise, but it can work. Also could offset the whole, freeing victims when breaking furniture thing if you don't want to free them into crew. If they're destroyed by this weapon, they get bound. Normally might not be able to hurt friendlies, but maybe a special check could go off if this is what destroyed the furniture? I have no idea how you would check for that, it sounds like a pain.

 

All this links to my ideas of actually having to, y-know, go around capturing people if you wanna build up some giant hive. Or harvest from existing hives, repurpose what's there.

Interesting potential I see here for some vaguely RP stuff. Dungeon ideas. Miniknog tentacle research, using these hives both for experimentation, and information extraction from rebels... and as expected that's going to go south very often and containment will breach. Weird warlords gathering people with these things. An Apex character raiding a Miniknog base, capturing instead of killing the scientists and guards. Or, recapture the female cultists you find in tentacle dungeons. Lots of options.

Edited by BobJohnsonson
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Hi guys, I've got an error whenever I try to beam down on the planet, after creating the new character. I've checked the log files and the error is caused by :

 

Caused by: (DungeonException) Error loading dungeon '/dungeons/microdungeons/biomes/garden/gardenmicrodungeons.dungeon': (JsonException) contains() called on improper json type

 

Any idea what's wrong or how could I fix it? I've attached the log file too

starbound.log

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That is strange, our TTPP mod does add new dungeons to the gardenmicrodungeon but I have not had any issues myself and neither did I receive reports of any concerning the garden biome.

I just double checked by spawning every garden biome and could do that without any errors.

 

Can you continue to play if you remove the TTPP mod?

Also you got some other errors, perhaps they have influenced it too? Namely from Lustbound_Base and Lustbound_Omnibrowser_Addon.

I would try your luck by removing each of those mods and trial and error narrowing it down to find the cause, then if it works you can re add them until you have found the culprit.

Knowing which of the mods is responsible is a big first step.

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3 hours ago, exodus156 said:

Hi guys, I've got an error whenever I try to beam down on the planet, after creating the new character. I've checked the log files and the error is caused by :

 

Caused by: (DungeonException) Error loading dungeon '/dungeons/microdungeons/biomes/garden/gardenmicrodungeons.dungeon': (JsonException) contains() called on improper json type

 

Any idea what's wrong or how could I fix it? I've attached the log file too

starbound.log 29.56 kB · 3 downloads

 

I checked the logs... I don't think its ttpp.

 

[19:30:59.955] [Warn] Failed to place dungeon object: box1 direction: 0 position: (2659, 569)
[19:31:00.871] [Error] Could not apply patch from file /player.config.patch in source: ..\mods\Lustbound_Base.  Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) No such key 'genericScriptContexts' in pathApply("/genericScriptContexts/obsoleteobjects")
[19:31:00.872] [Error] Could not apply patch from file /player.config.patch in source: ..\mods\Lustbound_Omnibrowser_Addon.  Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) No such key 'genericScriptContexts' in pathApply("/genericScriptContexts/completionrequirement")
[19:31:04.723] [Error] WorldServerThread exception caught: (WorldStorageException) WorldStorage generation failed while generating from queue

 

I have the same mods for the most part and i don't have this errors.

 

I would suggest that maybe try re-download the "Lustbound_Omnibrowser_Addon" and "Lustbound_Base".

you may have some file corruption or a bad download situation.

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1 hour ago, slimjamama said:

Quick question, I was experimenting with the assets in my base, and well I dropped the background ruin Eye Lid. How do I get rid of it?

 

It's a small 1x1 block at the position your mouse cursor placed it, you can mine there and it will pop off.

You can use /admin /debug /boxes (one command after another) to clearly indicate it with a green outline.

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6 hours ago, onionknighto said:

 

It's a small 1x1 block at the position your mouse cursor placed it, you can mine there and it will pop off.

You can use /admin /debug /boxes (one command after another) to clearly indicate it with a green outline.

Worked like a charm... thanks internet friendo!

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