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[mod] Titillating Tentacle Porn Pack (TTPP)


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7 hours ago, doctorpotato said:

Is there a way to reduce the spawn rate of tentacles in asteroid fields? I just ask because it seems that all asteroids have massive amounts of tentacle spawns in them... I just feel a percentage of them should just be .. you know just asteroids.

On what patch of the TTPP mod are you playing on because from 2.5 -> 2.6 we reduced the spawn rate on asteroids significantly.

You can further modify it if you unpack the mod, go to /biomes/space/asteroids.biome.patch and barrenasteroids.biome.patch, open and edit the files:

"distribution": "/biomes/distributions.config:mainBiomeEncounterDungeon",             <-this line tells the game how rare the dungeons are, "mainBiomeEncounterDungeon"  have a blockProbability of 0.006

You could instead use "ultraRare" blockProbability of 0.00035.

There is a list distributions.config that has all entries with their probability in the main game files under /biomes/.

 

Another solution people have suggested is making tentacle infested asteroids their own separate biome that can spawn aside from normal asteroids.

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5 minutes ago, onionknighto said:

On what patch of the TTPP mod are you playing on because from 2.5 -> 2.6 we reduced the spawn rate on asteroids significantly.

You can further modify it if you unpack the mod, go to /biomes/space/asteroids.biome.patch and barrenasteroids.biome.patch, open and edit the files:

"distribution": "/biomes/distributions.config:mainBiomeEncounterDungeon",             <-this line tells the game how rare the dungeons are, "mainBiomeEncounterDungeon"  have a blockProbability of 0.006

You could instead use "ultraRare" blockProbability of 0.00035.

There is a list distributions.config that has all entries with their probability in the main game files under /biomes/.

 

Another solution people have suggested is making tentacle infested asteroids their own separate biome that can spawn aside from normal asteroids.

ya I'm on 2.6 and did check .... ether I'm extremely lucky or something might be messing it up, to be honest I did only go to two asteroid fields and both were saturated with tentacle spawns. ether way Ill pop into the file and see if I want to reduce it more. thanks for the quick reply.

 

I would agree with the separate biome, so you know what your going into when you fly to it.

Edited by doctorpotato
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10 hours ago, doctorpotato said:

Is there a way to reduce the spawn rate of tentacles in asteroid fields? I just ask because it seems that all asteroids have massive amounts of tentacle spawns in them... I just feel a percentage of them should just be .. you know just asteroids.

agree. unlike planets, asteroids are the abundace of both resources and tentacles. there's even a tentacle asteroid!

starbound 2024-01-25 22-56-27-591.jpg

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5 hours ago, onionknighto said:

On what patch of the TTPP mod are you playing on because from 2.5 -> 2.6 we reduced the spawn rate on asteroids significantly.

You can further modify it if you unpack the mod, go to /biomes/space/asteroids.biome.patch and barrenasteroids.biome.patch, open and edit the files:

"distribution": "/biomes/distributions.config:mainBiomeEncounterDungeon",             <-this line tells the game how rare the dungeons are, "mainBiomeEncounterDungeon"  have a blockProbability of 0.006

You could instead use "ultraRare" blockProbability of 0.00035.

There is a list distributions.config that has all entries with their probability in the main game files under /biomes/.

 

Another solution people have suggested is making tentacle infested asteroids their own separate biome that can spawn aside from normal asteroids.

ok so the code I have is...

 

Spoiler

[
    [{
        "op": "test",
        "path": "/surfacePlaceables",
        "inverse": true
    }, {
        "op": "add",
        "path": "/surfacePlaceables",
        "value": {
            "grassMod": ["sand"],
            "grassModDensity": 0.0,

            "items": []
        }
    }],
    [{
            "op": "add",
            "path": "/surfacePlaceables/items/-",
            "value": {
                "mode": "floor",
                "priority": 1.0,
                "variants": 1,
                "distribution": "/biomes/distributions.config:mainBiomeRareMicrodungeon",

                "type": "microdungeon",
                "microdungeons": ["ttppasteroidencounter", "ttppasteroidencounter", "ttppasteroidencounter", "ttpp_spaceship" ]
            }
        }]
]

 

now I'm guessing I have to change "mainBiomeRareMicrodungeon" to "mainBiomeUltraRareMicrodungeon" to reduce the spawn rate in asteroids.

 

On another note, you seem to know coding a bit, I have been stuck on something and cant figure it out. In short I placed a new NPC at the outpost, now all goes well, npc is there but they wont spawn "randomly" as in different outfits or hair or body color. Now I found out if I change the "seed" "value" number to any other number the NPC will change outfits and hair but stay that way all the time.

 

my question is, can you tell it to give a "random" or "pick from this selection of numbers" in the "value" line?

 

EDIT: got it to work, you have to remove the seed entirely to get your NPC's to be random looking.

 

(here's the code in question)

 

Spoiler

                               {
                 "height":8,
                 "id":911,
                 "name":"",
                 "properties":[
                        {
                         "name":"npc",
                         "type":"string",
                         "value":"avali"
                        }, 

 

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

                        {
                         "name":"seed",
                         "type":"string",
                         "value":"137"        <--- changing this value will change how the NPC will look in game, I want to make it random

                                                              Just found out I have to delete the whole thing to make the NPC random lol.
                        }, 
----------------------------- 

 

                      {
                         "name":"typeName",
                         "type":"string",
                         "value":"randomavali"
                        }],
                 "rotation":0,
                 "type":"",
                 "visible":true,
                 "width":8,
                 "x":2516,
                 "y":992
                }, 

 

Edited by doctorpotato
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1 hour ago, doctorpotato said:

now I'm guessing I have to change "mainBiomeRareMicrodungeon" to "mainBiomeUltraRareMicrodungeon" to reduce the spawn rate in asteroids.

nope, just change "mainBiomeRareMicrodungeon" to "ultraRare", again you can look at the distributions.config under /biomes/ in the vanilla base game data to check the whole list of possible words and their distribution probability, wait here it is: distributions.config

their naming is rather random, depending on what the devs used that probability for but what really matters is the %chance probability number and not the name in the end

 

as for random npc clothing, I use another method for the ttpp land npc's: under /npcs/ you can find the .npctype type files, under item override you can make a list of possible items they should wear in head, back, chest and leg slots

there are 2 ways to make use of this,

1)(the current way I use for ttpp land visitor) just add all the clothing you want in the pool/array with number of amount to vary the occurance of the clothings, for example they have 16 different heads but I also added 16 times an empty head slot so in the end they have 50% to wear a hat  or not and then its 1 out of 16 possible if they do

2)(another way I see vanilla npc use) in the same npctype file you can set up a complete block of costume including a head, back, torso,legs and then ADD ANOTHER block with different clothing outfit, the result is that the npc has a 50/50 chance of choosing either of those 2 pre configured outfits instead of choosing from a big pool of completely random clothing items to better make a fitting outfit

 

look at this part of backervisitor.npctype:

Spoiler

  "matchColorIndices" : true,
  "items" : {
    "override" : [
      [0, [
          {
            "head" : [
              { "name" : "glasses1head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses4head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses4head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses5head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              "",
              { "name" : "fancaphead", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "fancaphead", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "fancaphead", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "fancaphead", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "glasses1head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses1head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses1head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses1head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "scientisthead", "parameters" : { "colorIndex" : 0 } }, { "name" : "scientisthead", "parameters" : { "colorIndex" : 0 } },
              { "name" : "winterscarfhead", "parameters" : { "colorIndex" : 4 } }, { "name" : "winterscarfhead", "parameters" : { "colorIndex" : 5 } }, { "name" : "winterscarfhead", "parameters" : { "colorIndex" : 6 } }, { "name" : "winterscarfhead", "parameters" : { "colorIndex" : 7 } }, { "name" : "winterscarfhead", "parameters" : { "colorIndex" : 8 } }
            ],
            "chest" : [
              { "name" : "conceptchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "coolchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "tshirtchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "workoutchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }
            ],
            "legs" : [
              { "name" : "coollegs", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "workoutlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 2 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 8 } }
            ]
          },
          {
            "head" : [
              ""
            ],
            "chest" : [
              { "name" : "conceptchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "coolchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "tshirtchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "workoutchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }
            ],
            "legs" : [
              { "name" : "coollegs", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "workoutlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 2 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 8 } }
            ]
          },
          {
            "head" : [
              ""
            ],
            "chest" : [
              { "name" : "workoutchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "tshirtchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }
            ],
            "legs" : [
              { "name" : "coollegs", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "sweatervestlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "sweatervestlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "sweatervestlegs", "parameters" : { "colorIndex" : 2 } }, { "name" : "sweatervestlegs", "parameters" : { "colorIndex" : 8 } },
              { "name" : "conceptlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "conceptlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "conceptlegs", "parameters" : { "colorIndex" : 2 } }, { "name" : "conceptlegs", "parameters" : { "colorIndex" : 8 } }
            ]
          }
        ] ]
    ]

they make use of both methods to create 3 possible sets, each with different clothing item pool, colors etc. you can see that only the first clothing set of head/chest/legs has something for the head slot, this is another way to give the npc 33% to wear a head f the first clothing block is choosen, in hindsight a more elegant way to do it than our mod currently

 

so with the 2 methods of adding random pools of possible clothing they should be ....random

Edited by onionknighto
Link to comment
4 minutes ago, onionknighto said:

nope, just change "mainBiomeRareMicrodungeon" to "ultraRare", again you can look at the distributions.config under /biomes/ in the vanilla base game data to check the whole list of possible words and their distribution probability, wait here it is: distributions.config

their naming is rather random, depending on what the devs used that probability for but what really matters is the %chance probability number and not the name in the end

 

as for random npc clothing, I use another method for the ttpp land npc's: under /npcs/ you can find the .npctype type files, under item override you can make a list of possible items they should wear in head, back, chest and leg slots

there are 2 ways to make use of this,

1)(the current way I use for ttpp land visitor) just add all the clothing you want in the pool/array with number of amount to vary the occurance of the clothings, for example they have 16 different heads but I also added 16 times an empty head slot so in the end they have 50% to wear a hat  or not and then its 1 out of 16 possible if they do

2)(another way I see vanilla npc use) in the same npctype file you can set up a complete block of costume including a head, back, torso,legs and then ADD ANOTHER block with different clothing outfit, the result is that the npc has a 50/50 chance of choosing either of those 2 pre configured outfits instead of choosing from a big pool of completely random clothing items to better make a fitting outfit

 

look at this part of backervisitor.npctype:

  Reveal hidden contents

  "matchColorIndices" : true,
  "items" : {
    "override" : [
      [0, [
          {
            "head" : [
              { "name" : "glasses1head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses4head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses4head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses5head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              "",
              { "name" : "fancaphead", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "fancaphead", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "fancaphead", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "fancaphead", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "glasses1head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses1head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses1head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }, { "name" : "glasses1head", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "scientisthead", "parameters" : { "colorIndex" : 0 } }, { "name" : "scientisthead", "parameters" : { "colorIndex" : 0 } },
              { "name" : "winterscarfhead", "parameters" : { "colorIndex" : 4 } }, { "name" : "winterscarfhead", "parameters" : { "colorIndex" : 5 } }, { "name" : "winterscarfhead", "parameters" : { "colorIndex" : 6 } }, { "name" : "winterscarfhead", "parameters" : { "colorIndex" : 7 } }, { "name" : "winterscarfhead", "parameters" : { "colorIndex" : 8 } }
            ],
            "chest" : [
              { "name" : "conceptchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "coolchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "tshirtchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "workoutchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }
            ],
            "legs" : [
              { "name" : "coollegs", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "workoutlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 2 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 8 } }
            ]
          },
          {
            "head" : [
              ""
            ],
            "chest" : [
              { "name" : "conceptchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "coolchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "tshirtchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "workoutchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }
            ],
            "legs" : [
              { "name" : "coollegs", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "workoutlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 2 } }, { "name" : "workoutlegs", "parameters" : { "colorIndex" : 8 } }
            ]
          },
          {
            "head" : [
              ""
            ],
            "chest" : [
              { "name" : "workoutchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "tshirtchest", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } }
            ],
            "legs" : [
              { "name" : "coollegs", "parameters" : { "colorIndex" : [1, 3, 4, 5, 6, 7, 8, 9] } },
              { "name" : "sweatervestlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "sweatervestlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "sweatervestlegs", "parameters" : { "colorIndex" : 2 } }, { "name" : "sweatervestlegs", "parameters" : { "colorIndex" : 8 } },
              { "name" : "conceptlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "conceptlegs", "parameters" : { "colorIndex" : 1 } }, { "name" : "conceptlegs", "parameters" : { "colorIndex" : 2 } }, { "name" : "conceptlegs", "parameters" : { "colorIndex" : 8 } }
            ]
          }
        ] ]
    ]

they make use of both methods to create 3 possible sets, each with different clothing item pool, colors etc. you can see that only the first clothing set of head/chest/legs has something for the head slot, this is another way to give the npc 33% to wear a head f the first clothing block is choosen, in hindsight a more elegant way to do it than our mod currently

 

so with the 2 methods of adding random pools of possible clothing they should be 

ok so I figured out my random thing, got my NPC to do what I wanted, thank you.

 

As for the distributions, I see the issue. I changed the correct thing but saw very little change in asteroids. I then saw what I was changing and know now that no matter how low I go with block distribution (baring 0.0) every asteroid cluster in the game will spawn a tentacle event within it.

 

yes it would seem to make this work you would need to make a tentacle infested asteroids their own separate biome then distribute them as you would a new world. As it stands now it just seems in this universe every asteroid field has been taken over by tentacles .... not a bad thing mind you given the nature of the games main quest theme.

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1 hour ago, burner account awesom said:

this mod seems to be teleporting me back into my ship randomly... is there any way to fix that

There is a known bug with low chance if you visit a volcano planet but otherwise it should run smoothly.

Could you provide your starbound.log file? It contains information why you might experience these issues,

To find the log file, it should be within your Starbound installation directory, then the storage folder. You should see a text file named starbound.log

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As someone who lives and dies by his grappling hook, is there any plan for a tentacle grappling hook? I know we have the whip as a weapon, but an on-theme way to swing would be cool too :) Also, I know there are shield generators to protect your structures, any chance of a tentacle-based shielding option? Not sure what it would look like specifically, just a thought that occurred to me while I'm supposed to be working :P

 

EDIT: Turns out I lied and I did have an idea for the Tentacle Shield Generator about a day later. Think of it as a cross between the Erchius Horror and the Ark barrier door with the races on it. Basically, the seven playable races in a transparent crystal full of tentacles :D As is my way, please excuse the stick figures.

 

 

image.png.273d6bb06dab0f01858beb36a0867184.png

Edited by simplyfilgaia
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anyone know what line of code to change to reduce/remove the microdungeons? they are spawning WAY to frequently. i think its a priority issue (modpack), but i don't know what line of code to change to remove or reduce the spawning of the microdungeons. they are EVERYWHERE.

also, side thing, how do i unzip it? i've been kinda just using notepad for testing.

Edited by luc1us
add-on
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On 1/26/2024 at 6:11 PM, simplyfilgaia said:

any plan for a tentacle grappling hook?

Tentacle Shield Generator?

I have looked into tentacle grappling hook once but stopped because of some limitations with the graphics of the hook/whip part. Might revisit with some new ideas in the future.

No plan for a tentacle shield generator but your idea is reasonable, I have added it to the list of ideas.

 

 

48 minutes ago, luc1us said:

anyone know what line of code to change to reduce/remove the microdungeons? they are spawning WAY to frequently. i think its a priority issue (modpack), but i don't know what line of code to change to remove or reduce the spawning of the microdungeons. they are EVERYWHERE.

also, side thing, how do i unzip it? i've been kinda just using notepad for testing.

The microdungeons from the mod should have the same priority as vanilla microdungeons.

You can delete the /dungeon/ folder to remove them in the mod. There is no simple way of just changing a line of code to reduce the spawn rate as far as I know.

The spawn rate is influenced by biome, dungeon size and number of anchors placed in tiled editor. I tried to mostly copy size and anchors of vanilla dungeons and place them in vanilla biomes to have roughly equal spawn rates. To make them spawn less often I could: add more anchors and increase the size in the tiled editor or add a custom biome variant with reduced spawn rates (would affect all placed micro dungeons in that custom biome)

To adjust this correctly I would need indepth and specific feedback on what microdungeon in what biome/planet spawns too often and edit them one by one per hand.

Unpacking files can be done with a .bat file and there are guides posted on the forum and web on how to do that.

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24 minutes ago, onionknighto said:

I have looked into tentacle grappling hook once but stopped because of some limitations with the graphics of the hook/whip part. Might revisit with some new ideas in the future.

No plan for a tentacle shield generator but your idea is reasonable, I have added it to the list of ideas.

 

 

The microdungeons from the mod should have the same priority as vanilla microdungeons.

You can delete the /dungeon/ folder to remove them in the mod. There is no simple way of just changing a line of code to reduce the spawn rate as far as I know.

The spawn rate is influenced by biome, dungeon size and number of anchors placed in tiled editor. I tried to mostly copy size and anchors of vanilla dungeons and place them in vanilla biomes to have roughly equal spawn rates. To make them spawn less often I could: add more anchors and increase the size in the tiled editor or add a custom biome variant with reduced spawn rates (would affect all placed micro dungeons in that custom biome)

To adjust this correctly I would need indepth and specific feedback on what microdungeon in what biome/planet spawns too often and edit them one by one per hand.

Unpacking files can be done with a .bat file and there are guides posted on the forum and web on how to do that.

Thanks for the quick response! honestly speaking, i think the mods i am using increase the anchor amount, to make them spawn more frequently.

i really like the custom biome idea, because it would make it far more compatible with other larger terrain and dungeon mods(FU, avali, Shellguard). as for the dungeons themselves, its more personal preference. very few people here would complain about the amount, given that it IS a horny mod. I just find it immersion breaking the Sheer amount, given that my modded world has a TON more anchors. as for reducing the spawn-rates of the dungeon, i was thinking of just changing the priority of the mod, to load a bit after my other dungeon mods.(only thing i can really think of as a quick fix). also, i really like how fleshed out the mechanics of this are, there's a lot of thought put into it, and it shows. besides the reusing of the 'tentacle assets' its also well incorporated with the rest of the game, regardless. (liquids, furniture, etc.). good job. its awesome.

 

last question, do you have a link to one of the guides for unpaking the file with a .bat? i can't find it all that easily. thanks in advance!

Edited by luc1us
grammar nazi, sorry.
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13 minutes ago, luc1us said:

earlier you were talking about needing a 16 x 16 pixel asset for MPI, figured i'd see if this helped.

Thanks!

 

Concerning the unpack .bat file:

To use it, simply place it in your Starbound mods folder, then drag-and-drop a .pak file you want unpacked onto it - it will create a mod folder and you should delete the .pak file to avoid duplication

Unpak.bat

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4 minutes ago, onionknighto said:

Thanks!

 

Concerning the unpack .bat file:

To use it, simply place it in your Starbound mods folder, then drag-and-drop a .pak file you want unpacked onto it - it will create a mod folder and you should delete the .pak file to avoid duplication

Unpak.bat 39 B · 0 downloads

Thanks so much! tell me if you need anymore sprite work help. im bad with animations, but im half-decent at simple pixels. 

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On 1/29/2024 at 7:02 PM, luc1us said:

tell me if you need anymore sprite work help. im bad with animations, but im half-decent at simple pixels. 


I've seen a lot of mods struggling due to sprite work; Fan additions and tinkering are welcome, if you'd like to create some new still objects, it's not that hard to get them in-game.

Also, feel free to create concept art for any ideas you might have, even for animated objects, I can get around making these if your skills with animation aren't the best. You can post ideas here, but doing so on my artist thread would be easier to keep track.

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I've been really enjoying this mod, but I do think that the trap micro-dungeons (like the desert pitfalls) need more... variety. So, I decided to design some new ones. However, I'm not the best artist...

 

So I built them in-game instead 😄 

(The torches are only there because it's night)

(Also there would obviously be, like, traps where the "tentacles" signs are, I just didn't want to deal with falling in one by accident lol)

 

First off: A Knockback Pit Trap. I saw that the hostile tentacle traps had outputs, and decided to use that for this (the proximity sensor is just so that I wouldn't need to keep resetting the trap manually). The idea is that the player approaches it for the pit side, laughs at it, then walks into the hostile tentacle and gets flung into a tentacle pit.

Spoiler

image.png.b0998c1a7f4d4e694f6cbd7374bf23fb.png

 

Next: Desert Pit 2.0. The only real issue I had with the desert pit trap was that I kept running right over it with my mobility augment. The solution? Slow the player down, obviously.

Spoiler

image.png.c05bea67cb6427eae59fad1c9f309293.png

 

Third: Desert Pit but Wide. Again, designed to catch players with speed augments; I tested it, and the player is just barely too slow to make it if they don't jump.

Spoiler

image.png.40517922638e0b9147f811c0b2ff1c89.png

 

I also enjoy the feeling of being "outsmarted" by the tentacles; one of my favorite moments was when I broke a very obvious wall trap, then immediately walked into a suspension trap. So, I made this (the caution blocks are so that I don't walk into it by accident). The player will be focused on the wall trap and walk into the suspension one.

Spoiler

image.png.ec98e8f4458565faef1bf91f066f78db.png

 

Criticism is welcome!

 

TL;DR: I want more things that will catch me by surprise, rather than "surprise".

Edited by MrPokemon11
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11 hours ago, MrPokemon11 said:

Also, I think mimics disguised as other objects could be cool. Like, say, a stone tentacle altar that either attacks or ensnares you when you interact with it

Lockers, either full complete ones (like in Space Anomaly maps inside of asteroids) or the damaged lockers you find on Scorched planets (which have no expectation of being interactable and are frequently run past without a care) are also good. Also, as an addendum to your previous post - putting tentacle traps into Oil or Healing Water pools, which do no damage but ARE harder to see through, might be another good option. There's at least one mod that also adds quicksand, which does no damage until it hits a certain depth, which could ALSO be useful hiding ground-based traps :)

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There are so many items that could easily be made into mimics that it could provide a lot of paranoia for players when playing. Like, if a bed was a mimic, or a toilet, or crates, or even arcade machines.

 

So many ideas that would be really fantastic to see made. for future updates.

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Had a few ideas related to rails and wiring I thought might be worth sharing.

1. Why not a tentacle tram that rides you while you ride it?

 

2. Or a "tram" that's just a long tentacle you slide along?

 

3. This one's a bit more complicated, but how about a machine that lets you connect it somehow to breeders to take any living tenacles they make, automatically turn it into the liquid tentacle fuel, and create that block underneath it as long as it's receiving power. That would let you connect it to a liquid detector to have it generate fuel until full, and so make an almost completely automated "breeder battery" for your ship or for refueling stations.

Edited by dulty
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  • 3 weeks later...
52 minutes ago, Firelight1928 said:

Any sneak peaks for any upcumming updates or development progress? 


I see what you did there - also, yes;
Currently an artist for the mod and I've managed to insert many different assets in-game (around 25+), you can find sneak peaks and a list of things I plan on my artist thread (any feedback on stuff there is appreciated).
You can also find sneak peaks scaterred around the mod's discussion.

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3 hours ago, Firelight1928 said:

Any sneak peaks for any upcumming updates or development progress? 

 

Our Artists made many new additions see thread and we got more conversions ready.

Finished the tentacle planet, 3 custom biomes+ underground, over 100 custom lewd terrain for it. 

Wanted to learn Lua script coding to fix some issues and do other stuff but I'm stuck on it.

Not sure if I should continue to try and brute force it anyway or drop it and work on other stuff?

If you know lua script and/or can help me learn it I'd appreciate anyone's help.

 

For actual teaser and more direct info bits/screenshots I suggest visiting our channel in the +18 Starbound Discord: Channel https://discord.gg/AnZ7QA4BfR

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