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[mod] Titillating Tentacle Porn Pack (TTPP)


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Posted (edited)

Hello, I have time without playing SB and after a while I return and I found that my game was updated, and after being playing I find that the dungeons of the mod TTPP, do not have background textures or structures, are practically empty, and there are only platforms and the NCPs that must be install, place my mods but it is not solved, I don't know if they could guide me to find the problem

 

 

20250624195713_1.jpg

Edited by jzandres
a better picture and clear
Posted
1 hour ago, jzandres said:

Hello, I have time without playing SB and after a while I return and I found that my game was updated, and after being playing I find that the dungeons of the mod TTPP, do not have background textures or structures, are practically empty, and there are only platforms and the NCPs that must be install, place my mods but it is not solved, I don't know if they could guide me to find the problem

can you provide your "starbound.log" ? it includes error messages that lets us find the problem

for now I would guess faulty installation, edited files or multiple of the same mod? when in doubt delete all old TTPP files and just redownload the newest files on LoversLab

Posted
1 hour ago, onionknighto said:

can you provide your "starbound.log" ? it includes error messages that lets us find the problem

for now I would guess faulty installation, edited files or multiple of the same mod? when in doubt delete all old TTPP files and just redownload the newest files on LoversLab

Sorry, I spent all day looking for a solution and got quite frustrated, so I deleted absolutely everything.
I'm going to post the mods from the beginning.
I really appreciate the response.
By the way, I love the mod a lot. I'm looking forward to future updates.

  • 3 weeks later...
Posted
4 hours ago, SoupManMLG said:

Are there any updates coming or is it shelved or are developers taking a break or is something else happening? I thought there were updates coming.

Thanks for your interest! I’ve recently started a new job, so mod development is slower than it used to be. That said, I still spend most of my free time working on it.

I've found that teasing updates too early creates pressure and unrealistic expectations, so I prefer to announce things only when they're closer to ready. But rest assured, the mod isn't shelved - I’m just taking the time it needs.

If you're into coding, art, or have cool ideas you'd like to see in the mod, feel free to contribute! I really appreciate community input, and submitted content often finds its way into the next release.

Posted
12 hours ago, onionknighto said:

Thanks for your interest! I’ve recently started a new job, so mod development is slower than it used to be. That said, I still spend most of my free time working on it.

I've found that teasing updates too early creates pressure and unrealistic expectations, so I prefer to announce things only when they're closer to ready. But rest assured, the mod isn't shelved - I’m just taking the time it needs.

If you're into coding, art, or have cool ideas you'd like to see in the mod, feel free to contribute! I really appreciate community input, and submitted content often finds its way into the next release.

Fair enough, no pressure. Just was interested, i do feel like adding more quests is something that might affect the mod in a good way. It takes a lot of time of course, but still.

  • 2 weeks later...
Posted
9 hours ago, Tye Tass said:

Will there ever be any sort of male content?

There are 2 or 3 male victim animations in the manlyTTPP/male patch + a penis themed biome for the tentacle planet.

No one on the team likes male content as in homosexual - so every content of this kind will be provided by users and then I have no issues working that into the manly patch which focuses on this type of content.

If you mean male content as in penis getting sucked by tentacle suckers or something like that we would need script changes to the trap script to sort animations by gender which is planned in the far future. Other such background animations would need to be made but it all depends on our artists/what any user makes as I am not a pixel artist.
TLDR: best way to get what you want is to make it yourself and send it to me!

Posted
5 hours ago, FunnyEditIsFunny said:

Hi. New to this mod, what do I create to make the tentacles engage with the player character?

You can either encounter in the wild or buy from the mod shop/crafting station: tentacle traps/monster spawner for currently 4 trap animations and 2 flying monster animations.

You can also get different loungeable objects like chairs or beds or later even a doghouse. Those just passive animation fit to the lounge position.

And then there is sxb support for the mimic chest tentacle monster you can encounter/capture or buy from the quest hub.

 

The next update will focus on traps and we already have more animations and tentacle style variations for existing traps planned.

Posted
8 minutes ago, onionknighto said:

[...] The next update will focus on traps and we already have more animations and tentacle style variations for existing traps planned.

Oh dear, I cannot wait for that. I think I say that every time, but I have recently been itching to play Starbound again. I cannot wait to throw myself into ""try to avoid"" these traps.

 

Please do know, that your work, your craft and your dedication are deeply appreciated. Thank you for continuously working on your masterpiece-mod. I mean it.

Posted

 Oh, since the trap update is coming, i'd share my thoughts on an escape system: with how little damage you take that does not scale and can be out-regenerated it makes them trivial and quite sandboxy. Easier fix would probably be making escape chance random, potentially with a critical failure chance.

 I do also recall writing my idea here on a corruption mechanic, which can also be used on an escape: accumulate enough points and your pc wouldn't want to escape, which ties in with the mod's lore.

Posted

I will also say (again, since I think I've already mentioned this) that it would be nice for an option for the anims to hold you indefinitely if you don't struggle out instead of always letting you go after a loop or two.

Posted (edited)
On 8/2/2025 at 11:04 PM, FunnyEditIsFunny said:

I neglected to ask before, but are there any mods that add sexual moaning to this, or is that not a thing?


Could you elaborate a bit more on this? If you mean "are there sexual moaning when things are trapped by tentacles", not yet. You can ask for the mod author to put that in the next update.

But there IS light sources you can craft using the Tentacle Prime crafting station that constantly makes moaning sounds. (The look like small, glowing yellow eyes, for context)

Edited by Firelight1928
Posted

So, I'm not sure if this has already been suggested before or even confirmed, but I think having the ability to toggle visibility for the traps, via the wire connector tool or something, and being always visible when holding the tool, would make the traps feel more... Trap-y.

 

This is not to say they aren't very trap-y already, they're absolutely incredible, but having the element of surprise while exploring an area or dungeon or even to catch yourself or anyone in your own place would have a bigger impact than they already do.

 

I honestly don't know a whole ton about SB, but I do hope something like this is possible. Keep up the immaculate work, though!

  • 2 weeks later...
Posted

Update 2.9 is out! Focus on traps! More traps in the world, more variations, completely new traps, plenty of trap script improvements and trap bug fixes!

Please do the needful and do unpaid playtesting, thank you.


v2.9:
added 4 stone and 4 plant versions of existing tentacle traps
added a decorative big round stone tentacle object
added busty bonka to the questhub after her mission is done
added a new big quest about inky
added multiple checkpoints to long missions
fixed crash caused when capturing Meatblob or Icnume
fixed a multiplayer high latency bug that prevented players from being trapped
fixed a bug that causes crashes when attenpting to capture certain mod monsters
added 2 new trap animations in three tentacle  styles
improved tenant dialogue by removing mid-intercourse or climax lines
added 24 microbiomes dungeons that feature traps in 2 biomes each
improved trap script: caught trap animations now loop infinitely - you have to struggle free to escape!
improved trap script: you can free caught NPC by shooting at the trap/tentacle monster
improved trap script: no more long cooldown, you can hop on a trap again after a few seconds
-content provided by CraneWinters-
added 9 cult windows
added hanging novakid stone tentacle style
added a stone biome micro-terraformer
added 6 overgrown cult pillar variants
added 9 petrified light statues
added a bell hold by stone tentacles
added 2 stone tentacle doors
added a stone tentacle drawer (includes petrified novakids)
added a long ancient light variant
added a novakid in a verdant blooming pod
added 2 new tentacle food items (can also be bought from Mr. Coock)

Posted (edited)

Love the new traps and variety. So far I've found like, two of the new mini dungeons I think, it's always so hard to find minis unfortunately. The jungle pit trap being more or less invisible is a fun surprise and exactly the flavor I like.

 

Edit: any tips on which planet types utilize the most new traps/dungeons?

Edited by luciodark
Posted
9 hours ago, onionknighto said:

Update 2.9 is out! Focus on traps! More traps in the world, more variations, completely new traps, plenty of trap script improvements and trap bug fixes!

Please do the needful and do unpaid playtesting, thank you.


v2.9:
added 4 stone and 4 plant versions of existing tentacle traps
added a decorative big round stone tentacle object
added busty bonka to the questhub after her mission is done
added a new big quest about inky
added multiple checkpoints to long missions
fixed crash caused when capturing Meatblob or Icnume
fixed a multiplayer high latency bug that prevented players from being trapped
fixed a bug that causes crashes when attenpting to capture certain mod monsters
added 2 new trap animations in three tentacle  styles
improved tenant dialogue by removing mid-intercourse or climax lines
added 24 microbiomes dungeons that feature traps in 2 biomes each
improved trap script: caught trap animations now loop infinitely - you have to struggle free to escape!
improved trap script: you can free caught NPC by shooting at the trap/tentacle monster
improved trap script: no more long cooldown, you can hop on a trap again after a few seconds
-content provided by CraneWinters-
added 9 cult windows
added hanging novakid stone tentacle style
added a stone biome micro-terraformer
added 6 overgrown cult pillar variants
added 9 petrified light statues
added a bell hold by stone tentacles
added 2 stone tentacle doors
added a stone tentacle drawer (includes petrified novakids)
added a long ancient light variant
added a novakid in a verdant blooming pod
added 2 new tentacle food items (can also be bought from Mr. Coock)

 

Awesome, awesome, awesome! I can't wait to check everything out! :)

Posted (edited)
8 hours ago, luciodark said:

Love the new traps and variety.

Glad you like it! Here is a list I kept from testing for the turbo nerds:
Trap                Biome A        Biome B        
doortrap flesh            Flesh        Prism        
doortrap plant            Spring        Garden        
doortrap stone            Geode        Volcanic  
tentacle monster 1 flesh    Flesh        Eyepatch    
tentacle monster 1 plant    Spring        Alpine       
tentacle monster 1 stone    Foundry        Volcanic    
tentacle monster 2 flesh    Flesh        Alien        
tentacle monster 2 plant    Toxic        Shroom     
tentacle monster 2 stone    Desert        Bone      
tentacle trap1 flesh        Flesh        Prism        
tentacle trap1 plant        Toxic        Jungle       
tentacle trap1 stone        Geode        Alpine        
tentacle trap2 flesh        Flesh        Bioluminescence   
tentacle trap2 plant        Jungle        Giant Flower     
tentacle trap2 stone        Foundry        Desert       
tentacle trap3 flesh        Flesh        Hive        
tentacle trap3 plant        Garden        Spring       
tentacle trap3 stone        Bones        Volcanic   
cocoon trap flesh        Flesh           Alien      
cocoon trap plant        Jungle        Giant Flower    
cocoon trap stone        Desert        Bones        

edit: fixed the bonka mission!uploaded a fixed version. anyone that wants to finish busty bonka mission REDOWNLOAD AND REPLACE the main mod

Edited by onionknighto
bugfix
Posted

Hello, nice to meet you.
This message has been written using a translation, so some parts may be difficult to understand.

First of all, thank you for the update.
I find this mod an essential part of Starbound and am enjoying it.

What I'd like to share today is that there are a few things that have been bothering me.

・It seems that the detection threshold for catching the player is shifted to the left more than it appears for all traps, including the newly added traps.

・I've heard that trap animations now loop with this update, but tentacle doors don't seem to loop. Is this intentional?

・Only the tentacle cocoon's animation when it is caught is short, and it seems that it doesn't make it in time for the player to spawn the tentacle.
・It seems that the other traps are able to spawn tentacles before they loop.

・This may be the cause, but we encountered an issue where gravity wasn't working on one of the spaceships added by the mod, causing the ship to fall the moment it entered space.

I think it was a spaceship with turrets around it.

・Again, it's unclear whether this was caused by the mod, but we encountered an issue where, when landing on a planet with a "Fresh" biome and approaching the corresponding area, the ship would be returned to it.

Finally, we have a suggestion regarding traps.

How about making it so that when caught in a trap, you take damage every time you struggle?
I think this would create an effect where the player moans every time they struggle, and depending on their remaining HP, they can either quickly escape if they have a lot of HP, or accept the attack and wait for recovery if they don't.

Posted
2 hours ago, Bakuzen said:

Hello, nice to meet you.

Nice to meet you, too.

Glad you are enjoying the mod, let me address some of your concerns:

 

・It seems that the detection threshold for catching the player is shifted to the left more than it appears for all traps, including the newly added traps.
Yes, we have received that feedback and will look into it for the future!

 

 

・I've heard that trap animations now loop with this update, but tentacle doors don't seem to loop. Is this intentional?
Yes. The door trap was difficult to loop and needs further work, I can do it for the future.

 

・Only the tentacle cocoon's animation when it is caught is short, and it seems that it doesn't make it in time for the player to spawn the tentacle.

・It seems that the other traps are able to spawn tentacles before they loop.
Oh, the baby tentacles have a flat spawn duration when injected. Because of endless loop I made the cycle shorter for the cocoon trap so they seem to appear only after a loop because the loop is shorter/over quicker. I don't think this is a big issue

 

This may be the cause, but we encountered an issue where gravity wasn't working on one of the spaceships added by the mod, causing the ship to fall the moment it entered space.

I have fixed many similar errors and yours might have been fixed, too! If it is not fixed now can you send a screenshot? I will solve the problem then.

-How about making it so that when caught in a trap, you take damage every time you struggle?

-I think this would create an effect where the player moans every time they struggle, and depending on their remaining HP, they can either quickly escape if they have a lot of HP, or accept the attack and wait for recovery if they don't.
I will consider this, it is a good idea but I will have to think it through, some like struggle escape more difficult others like it more easy. Difficult to make all happy.

Thank you for your feedback! We always love suggestions and ideas to make the mod better!

Posted
18 minutes ago, onionknighto said:

Nice to meet you, too.

Glad you are enjoying the mod, let me address some of your concerns:

 

・It seems that the detection threshold for catching the player is shifted to the left more than it appears for all traps, including the newly added traps.
Yes, we have received that feedback and will look into it for the future!

 

 

・I've heard that trap animations now loop with this update, but tentacle doors don't seem to loop. Is this intentional?
Yes. The door trap was difficult to loop and needs further work, I can do it for the future.

 

・Only the tentacle cocoon's animation when it is caught is short, and it seems that it doesn't make it in time for the player to spawn the tentacle.

・It seems that the other traps are able to spawn tentacles before they loop.
Oh, the baby tentacles have a flat spawn duration when injected. Because of endless loop I made the cycle shorter for the cocoon trap so they seem to appear only after a loop because the loop is shorter/over quicker. I don't think this is a big issue

 

This may be the cause, but we encountered an issue where gravity wasn't working on one of the spaceships added by the mod, causing the ship to fall the moment it entered space.

I have fixed many similar errors and yours might have been fixed, too! If it is not fixed now can you send a screenshot? I will solve the problem then.

-How about making it so that when caught in a trap, you take damage every time you struggle?

-I think this would create an effect where the player moans every time they struggle, and depending on their remaining HP, they can either quickly escape if they have a lot of HP, or accept the attack and wait for recovery if they don't.
I will consider this, it is a good idea but I will have to think it through, some like struggle escape more difficult others like it more easy. Difficult to make all happy.

Thank you for your feedback! We always love suggestions and ideas to make the mod better!

Thank you for your reply.
I will continue to play this mod and support its future developments.

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