onionknighto Posted October 27, 2023 Author Share Posted October 27, 2023 21 minutes ago, Firelight1928 said: Minor bug: "Derelict ship" space objects can be overwritten by other mods (in my case "More NPC ships" in the steam workshop Yes because the encounters include one vanilla USCM ship encounter and latch onto that. If it is too annoying/problematic we can replace it in the future. 21 minutes ago, Firelight1928 said: Major Bug: Opening Vascular Hatch boots the player back to the ship, included the .log just in case Another user reported the same problem, it stems from 'automaticDoors' at 'E:\Steam\steamapps\workshop\content\211820\729599895\contents.pak' I'm not sure why that mod causes those issues we will have to investigate this more but if you remove that mod they should work fine. 23 minutes ago, Firelight1928 said: Nicpick: New weapons should have additional tooltips on them, especially on the axes having a additional "freezing" effect They have a detailed description but it does not show correctly. I'll have to investigate that and how other weapons are displayed, my guess is some mod displays weapon different then vanilla. 1 Link to comment
fuzzehmer Posted October 27, 2023 Share Posted October 27, 2023 the cosmetic armor isn't disappearing, it's from an issue with the pregnancy belly application table failing to apply the belly, if that's with the most recent version of adjustments that shouldn't happen, though the most recent version does have a botched species selection due to an error on my part where it will always apply the default human backup, not sure why it isn't applying anything though. Link to comment
PolySoup Posted October 29, 2023 Share Posted October 29, 2023 Bug report: I came across a slime micro biome/dungeon on my starter world. There was a large slime blob object whose description said that it had a blueprint inside, but when I broke it I got a Perfectly Generic Item instead. Link to comment
sirpikmin Posted October 29, 2023 Share Posted October 29, 2023 not seeing any tentacle minidugeons on the starting planet so far, was that changed perhaps or am i getting unlucky? Link to comment
onionknighto Posted October 29, 2023 Author Share Posted October 29, 2023 2 hours ago, PolySoup said: I came across a slime micro biome/dungeon on my starter world. There was a large slime blob object whose description said that it had a blueprint inside, but when I broke it I got a Perfectly Generic Item instead. I didn't even know that object was intended to have a blueprint, it was just chosen because it looked cool. I'm looking at it and seems like it's yet another half finished and not implemented asset. They added the art and description but not the function. I will replace that object, it was unintentional. 53 minutes ago, sirpikmin said: not seeing any tentacle minidugeons on the starting planet so far, was that changed perhaps or am i getting unlucky? The only change to starter planets was that the two dungeons that spawned way too often have been reduced in spawn rate to match the others. As that other poster did get something you must just have been unlucky. Though not having to deal with tentacles could be considered lucky? Also your dungeon was added in this update and can be found in tier 6 decayed (scorched city) biome as a big dungeon that spawn max 1 or 2 per planet. 3 Link to comment
sirpikmin Posted October 29, 2023 Share Posted October 29, 2023 40 minutes ago, onionknighto said: I didn't even know that object was intended to have a blueprint, it was just chosen because it looked cool. I'm looking at it and seems like it's yet another half finished and not implemented asset. They added the art and description but not the function. I will replace that object, it was unintentional. The only change to starter planets was that the two dungeons that spawned way too often have been reduced in spawn rate to match the others. As that other poster did get something you must just have been unlucky. Though not having to deal with tentacles could be considered lucky? Also your dungeon was added in this update and can be found in tier 6 decayed (scorched city) biome as a big dungeon that spawn max 1 or 2 per planet. thank you so much, can't wait to see it Link to comment
sirpikmin Posted October 29, 2023 Share Posted October 29, 2023 Question, what is it called? 2 hours ago, onionknighto said: I didn't even know that object was intended to have a blueprint, it was just chosen because it looked cool. I'm looking at it and seems like it's yet another half finished and not implemented asset. They added the art and description but not the function. I will replace that object, it was unintentional. The only change to starter planets was that the two dungeons that spawned way too often have been reduced in spawn rate to match the others. As that other poster did get something you must just have been unlucky. Though not having to deal with tentacles could be considered lucky? Also your dungeon was added in this update and can be found in tier 6 decayed (scorched city) biome as a big dungeon that spawn max 1 or 2 per planet. Link to comment
onionknighto Posted October 29, 2023 Author Share Posted October 29, 2023 1 hour ago, sirpikmin said: Question, what is it called? sirpikmin_1 Link to comment
sirpikmin Posted October 29, 2023 Share Posted October 29, 2023 (edited) 2 hours ago, onionknighto said: sirpikmin_1 how rare is it because i've checked alot of scorched planets and i have to encounter it, i did find other tentacle doungeons though which were really cool edit: i finally found it after searching 20 or so scorched planets Edited October 29, 2023 by sirpikmin Link to comment
onionknighto Posted October 29, 2023 Author Share Posted October 29, 2023 25 minutes ago, sirpikmin said: how rare is it the same rarity as other big dungeons, the issue is the amount of dungeons possible: you have 23 dungeons from vanilla and 7 dungeons from this mod for scorched city planet which means you have a 1 in 30 chance of finding your dungeon -> only needing 20 planets means you are above average lucky! 3 Link to comment
_KT_ Posted October 29, 2023 Share Posted October 29, 2023 Gentlemen, can u upload previous version of this glorious mod, plz, coz actual has problems with SxBR. Link to comment
onionknighto Posted October 29, 2023 Author Share Posted October 29, 2023 (edited) 3 hours ago, _KT_ said: Gentlemen, can u upload previous version of this glorious mod, plz, coz actual has problems with SxBR. I wanted to wait with a bigger update until we have more content but we have fixed the automatic door issue + the sxbR problem Thanks to @fuzzehmer for those fixes! Uploaded the fixed version for all as the main 2.6 file - just re-download and replace (same name) Edited October 29, 2023 by onionknighto 4 Link to comment
AzuriteSpider Posted November 1, 2023 Share Posted November 1, 2023 So... I have a few things I'm curious about regarding this mod. I noticed there is a heckin' lot of smooth spread of content from this to the world. There are virtually no worlds I've found with 0% tentacle content. This... is awesome. But what is slightly less awesome is that I've yet to find in-game lore bits behind it. Now... that's not so much a complaint, as a curiosity. Is there already planning to add that? Just seems like the direction this has been geared towards. I only wish more mods added content the way this one does. The mini-dungeons and environmental setpieces are just... impressive. But because of how good the stuff is where it does exist, I see the gaps where it isn't all the more strongly. Like... I hadn't been too enticed by tentacles before this mod. Now I find myself wishing there was a storied NPC that offers to convert my ship into a tentacular horror, that has stages just like the vanilla ships, but upgraded with some sort of material that can only be produced by refining fluids or materials produced by captured players and NPCs. I'd love to see a revamp of the crafting of the mod that unlocks recipes based on how many tentacles you've birthed (or produced by trapping NPCs). I'd love to have to cultivate the tentacles from the larvae form into various purposed tentacle monsters. To have the tentacles that are born from being trapped behave like the tentacle clothing overrides, latching onto compatible NPCs or players on contact instead of attacking, and eventually growing big enough to eject off their hosts as more mature entities with other purposes. Just the idea of tentacle based biotech becoming my primary focus in this game and RPing out a brainwashed tentacle cultist with every aspect of game progression even in singleplayer... Ugh... I have posted so little on this site because of my proclivity to wall of text when I'm enthusiastic, but I think my point is conveyed. I just wonder, is that level of content development planned? Or even desired? Is some half-measure of this level of development more the goal or even underway behind the scenes? Or have I let my enjoyment of this mod get out of hand? 4 Link to comment
onionknighto Posted November 1, 2023 Author Share Posted November 1, 2023 Thanks for the kind words, glad that you enjoy the mod! We are very limited in what we CAN implement and not by what we WANT to. There are some plans on what you described and I like all the ideas you have listed but I don't think it will happen anytime soon. Planned for the next update is a custom tentacle planet with erotic terrain, custom biomes and weather and full on 99% tentacle content. It will be the place I test the custom terrain idea, where flying tentacle monsters spawn naturally in the open, tentacle fluid rains down to bukkake you and other fun stuff. More weapons, more clothing, more vehicle based traps (perhaps we find a struggle system?). I thought I was done with the dungeons but there are a few parts that still need them like underground biomes (slime cave, bone cave, cell cave, etc.), more derelict ship encounters and we are always open to user submitted dungeons. Another big focus will be quests and missions, something like rescue Leda Portia from tentacle infested earth and perhaps it's a good idea to do a big starter mission chain that explores the lore behind the tentacles everywhere, ideas and suggestions are welcome! All in good time and remember: we always take user content! So, if you can do coding or pixelart, perhaps audio?, make some cool stuff, send it and more likely than not it will appear in the next update! 11 Link to comment
Spect Posted November 2, 2023 Share Posted November 2, 2023 Identified myself a lot with some stuff @AzuriteSpider said. Don't worry about the walls of text by the way, it's something I do a lot as well. I'll admit I'd also like to see more lore related stuff on the mod, just seeing more cult decorations and stuff would be enough for me as of now. I've been working on TTPP related stuff (99% artwork) for some time now, so I might give it a go in the future. (I do have some stuff in mind like sprite adjustments / tinkering and completely new stuff). On another note, I've worked on some new player related spritework; If it all works out and I get everything I'd like to get done with, there might just be 3 new player traps next update that you could expect! Although, I won't say anything for sure. 4 Link to comment
TheJuanPieceisReal Posted November 3, 2023 Share Posted November 3, 2023 On 11/1/2023 at 2:47 AM, onionknighto said: Thanks for the kind words, glad that you enjoy the mod! We are very limited in what we CAN implement and not by what we WANT to. There are some plans on what you described and I like all the ideas you have listed but I don't think it will happen anytime soon... This all sounds amazing but I warn you profusely that there are a lot of mods that are sfw and already have a tentacle theme. So names might overlap and completely break the game. So whatever you do please preface any names in the code for planets and all that stuff so they don't interfere and the horrendous "Same name" error boots me out halfway through my 5 minutes of loading the game up lol 1 Link to comment
sirpikmin Posted November 4, 2023 Share Posted November 4, 2023 here's an idea i think would be pretty cool Static items which are people being restrained in the cultist wallcuffs, no animations just them being there, to add varaity in a build Link to comment
Rich243 Posted November 4, 2023 Share Posted November 4, 2023 Found a Mistake with the Wiring of one of the Desert Microdungeons. Spoiler Other than that great Update. Link to comment
onionknighto Posted November 4, 2023 Author Share Posted November 4, 2023 1 hour ago, Rich243 said: Found a Mistake with the Wiring of one of the Desert Microdungeons. Strange, in tiled editor it looks fine and when I test spawn it in, it also looks fine and works. Did you encounter it naturally or did you spawn it in via command? Link to comment
Mytologist Posted November 4, 2023 Share Posted November 4, 2023 Does this mod make it so that only female npcs spawn from colony deeds? No matter what I add to the room I only get random, naked female villager npcs. I'm not even sure if it's actually this mod that's causing it, I'm just asking around to see if anyone else has seen anything similar... Link to comment
onionknighto Posted November 4, 2023 Author Share Posted November 4, 2023 36 minutes ago, Mytologist said: I only get random, naked female villager npcs We do have exactly that as a tenant added: Spoiler { "name" : "naked_random", "priority" : 9, "colonyTagCriteria" : { "light" : 1, "door" : 1, "tentacle" : 2 }, "tenants" : [{ "spawn" : "npc", "species": ["human", "apex", "avian", "floran", "glitch", "hylotl"], "type" : "naked", "overrides" : { "damageTeamType" : "friendly" } } ], "rent" : { "periodRange" : [900.0, 1800.0], "pool" : "tentacleGift" } } It requires at least 2 objects /blocks with the tentacle tag to spawn and with priority, I'm not sure, but for mod load order lower priority goes first and the vanilla village tenant has a priority of 2 compared to this 9. You could try removing anything with a tentacle tag in the surrounding or even remove the tenant folder from the mod and see if that helps. Link to comment
Rich243 Posted November 5, 2023 Share Posted November 5, 2023 To clarify the Wiring Mistake i found was that it was already open when i found it. The Problem is probably the use of a Permanent Switch. So when the Trap is triggert once by a Player or a Mob it stays open. Link to comment
Mytologist Posted November 5, 2023 Share Posted November 5, 2023 19 hours ago, onionknighto said: It requires at least 2 objects /blocks with the tentacle tag to spawn and with priority, I'm not sure, but for mod load order lower priority goes first and the vanilla village tenant has a priority of 2 compared to this 9. You could try removing anything with a tentacle tag in the surrounding or even remove the tenant folder from the mod and see if that helps. Thank you! I have a tentacle door on the room I was testing with, so that must be it! Link to comment
M.T.9.2.3.7 Posted November 6, 2023 Share Posted November 6, 2023 i still don't know how to put this in game, there's no mod folder or whatever to put it in Link to comment
luciodark Posted November 7, 2023 Share Posted November 7, 2023 3 hours ago, M.T.9.2.3.7 said: i still don't know how to put this in game, there's no mod folder or whatever to put it in Just create a folder named 'mods' in the main directory like so, and put the file .pak file inside. Ignore the backup folders, those are just my personal thing. 1 Link to comment
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