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[mod] Titillating Tentacle Porn Pack (TTPP)


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Posted
12 minutes ago, SpectatorNumber3 said:

Woah, didn't think I'd see an update to this so soon!

By the by, the additional patches like the CuteBound or the Male Victims patches still work with the new update, yes?

Yes, the old ones on the main page will still work

Posted (edited)
1 hour ago, core1245 said:

how can i use ground pit trap?

place it in a 4x3 empty block space in the ground (surrounded by blocks underneath and to the sides) so it is flush with the surface

Edited by onionknighto
Posted
1 hour ago, onionknighto said:

place it in a 4x3 empty block space in the ground (surrounded by blocks underneath and to the sides) so it is flush with the surface

it work thank you

Posted

Hello.
Last time, I received a reply regarding trap detection, and since I heard that you were considering making a correction, I looked into it further.
I thought that the traps Cocoon, Suspension, and Bulb would normally catch the player when they passed over the top, but it seems that the detection for these traps extends to the bottom as well, so if you place a trap on a floor that is 1 tile thick, and the player passes underneath, it will penetrate the floor and catch them.
I'm reporting this as a reference for making corrections.

Posted

And one more thing.
In the previous question about Cocoon Trap, I asked because I personally really like the effect of tentacles appearing in the middle of the loop.

Posted

I really like the new traps! They look awesome but when every time I teleport to a planet I get sent back to my ship. Log says tentacletrap3.json is what's causing it? I have reinstalled the mod twice but I keep getting teleported. 

Posted
1 hour ago, Cancel order said:

I really like the new traps! They look awesome but when every time I teleport to a planet I get sent back to my ship. Log says tentacletrap3.json is what's causing it? I have reinstalled the mod twice but I keep getting teleported. 

was it perhaps in a flesh biome? I have uploaded a fixed version just now for that

Posted
30 minutes ago, leakedvideos69 said:

I had this crash error when trying out the new 2.9 update. Weirdly enough, version 2.8 is working fine, also posted the .log just in case

I cannot help you with that, the log is not helpfful
Caused by: (AssetSourceException) No index header found!

I have not encountered this error yet and it works for others so I assume it must be on your end, have you tried to redownload and replace the mod?

Posted
17 minutes ago, onionknighto said:

I cannot help you with that, the log is not helpfful
Caused by: (AssetSourceException) No index header found!

I have not encountered this error yet and it works for others so I assume it must be on your end, have you tried to redownload and replace the mod?

Yeah, I've redownloaded and replaced the mod, yet the same error shows up, I've also removed the most recent addition of mods before this one and the same thing happens. I'll try and see if any of my mods in the \mods folder are affecting it

Posted

I also encountered the problem that 2.9pak could not be opened, and also encountered (AssetSourceException) No index header found, and then the game could not run and reported an errorimage.png.b8a1865ef3a57e83074d48899df518e7.png

Posted (edited)

alright I got you, tested myself with the pak file and it also causes errors on my end - good news because now I can work on it and be sure when it works stay tuned for a fixed upload when its done sry for the inconvenience in the mean time

edt: seems to have been a packing or uploading error? after  repacking the original folder again it works for me now, reuploaded the fixed file! please try if it works for you now

Edited by onionknighto
fixed file
Posted
1 hour ago, onionknighto said:

alright I got you, tested myself with the pak file and it also causes errors on my end - good news because now I can work on it and be sure when it works stay tuned for a fixed upload when its done sry for the inconvenience in the mean time

edt: seems to have been a packing or uploading error? after  repacking the original folder again it works for me now, reuploaded the fixed file! please try if it works for you now

It works now, thanks, I'm able to launch the game without a fatal error. I'll check back in again if I do manage to find another problem.

Posted

image.png.e15b6543bd34588cd16028060f865102.png

 

It seems a new problem arrived, for me at least. I wouldn't say textures are not spawning or anything, since items from the Tentacle Prime can still be placed down it seems. Generated objects just don't seem to spawn properly, I also checked with the first quest from Inky, and blocks and objects after the lab part of the map are unloaded. I also redownloaded TTPP .pak files just in case, but still had the same issue.

starbound.log

Posted
9 hours ago, onionknighto said:

was it perhaps in a flesh biome? I have uploaded a fixed version just now for that

No it was a Jungle Biome but my game is working now. Thank you!

Posted
24 minutes ago, PotomatoSoup said:

It seems a new problem arrived, for me at least. I wouldn't say textures are not spawning or anything, since items from the Tentacle Prime can still be placed down it seems. Generated objects just don't seem to spawn properly, I also checked with the first quest from Inky, and blocks and objects after the lab part of the map are unloaded. I also redownloaded TTPP .pak files just in case, but still had the same issue.

yeah I may have been too hasty and forgot to include the correct tileset try the newest upload, please try again I have uploaded yet another one

Posted

Hey, original maker of the ship you added here.. I wanted to say thank you for adding it even though I made this 2 years ago and posted it in Juni (Neki Creator)'s discord. I was wondering if you had a discord server/discord I could add you on and additionally you need to fix this:

/dungeons/microdungeons/biomes/flesh/fleshmicrodungeons.dungeon fails to load because the included patch in TTPP tries to add the non-existent tentacletrap3.json

Which causes certain worlds in FU to not be able to beam down in. (My discord is in you DMs btw if you wanna add me)

SPOILER_Animation.gif?ex=68ac455b&is=68a

Posted

A lot of errors seem to be happening recently due to this one specific tentacletrap3.json. Another one of these errors was reported before (a different path to the one you gave, so I believe it was a different occurance of the same problem) and was fixed by simply changing "tentacletrap3" to "tentacletrap3b". I guess there's a need to investigate all files to see if more are being affected by this.

Posted (edited)

Although it is a limited issue, an error has occurred, so I'm reporting it just in case.
For some reason, the items that can be purchased from Bonka appear to be placeable in the air inside Inky's house, but when you actually try to place them, an error occurs and you are returned to the title screen.

Edited by Bakuzen
Posted

The mission against Kinky was a great start. I saw those first few words and immediately "Bad Apple!?"

Touhou boss Kinky. Though having the music and boss fight would have been enough, I didn't need all the lyrics across the whole dungeon. I think the one quote at the start would have been best and not the rest.

Also some rooms just strike me as visual noise. Some sort of maze-like thing that I just don't like seeing.

  • 2 weeks later...
Posted

It is a really great and huge mod.

But as I'd like to not fill all planets with tentacles, is there a way to reduce the spawning rate of objects and minidungeons in the biomes

or perhaps temporary stop tentacle stuff to spawn in the universe? Because I would like to control if and where new stuff from this mod will spawn.

Any ideas how this could be done, because I tried to change various files without any effect yet. I hope you can help me or perhaps @onionknightocan you help me with this? I'd really like to keep the mod in the game, just wanted to control the spawning of the elements better.

Posted
5 hours ago, SomsiSomsi said:

I'd really like to keep the mod in the game, just wanted to control the spawning of the elements better.

I don't know how to do that. What exactly did you want this to do? All I can do is generally lower or higher the spawnrate by changing dungeon size and number of anchors, or for some specific village/dungeon corruption they can have a direct spawnchance variable

I believe its a all or nothing mod for now, you can always remove the dungeon part from it and just use the objects. Maybe someone more experienced in modding could provide a suggestion?

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