SomsiSomsi Posted September 4, 2025 Posted September 4, 2025 8 hours ago, onionknighto said: What exactly did you want this to do? A way it will work for me would be if I could use a modified version of the TTPP mod that won't spawn any new dungeons and other elements in the world and where you only can spawn elements from the mod by yourself with commands. That's because the elements TTPP adds to the game are really awesome but I would have the chance to put it only on planets if I wish, to not have a whole tentacled universe^^ Â If that would be possible, I'll be fine to switch between these two TTPP versions for myown. Â The thing is, I tried to prevent the mod from spawning new dungeons and so on, but no matter what I changed, it didn't had an effect. Â If you can make the spawnrate of all zero, so that nothing will spawn that way, that could work well. If it would be much work, I would like to know, where exactly I could change the spawnrate to zero. Â
onionknighto Posted September 4, 2025 Author Posted September 4, 2025 54 minutes ago, SomsiSomsi said: If you can make the spawnrate of all zero, so that nothing will spawn that way, that could work well. If it would be much work, I would like to know, where exactly I could change the spawnrate to zero.  There are 2 dungeon spawn system that work slightly differently to each other 1. micro biome dungeons = either spawn or don't, you find them in /dungeons/microdungeons/ -> in the .dungeon.patch files just remove those patch files and the dungeons will not spawn ingame, also works for underground stuff 2. village dungeon parts = big multipart villages or dungeons with connectors parts have a %chance to spawn, it is also written in the dungeon.patch found in their folders (example evil glitch caste in /dungeon/glitch/evilfortress/evilfortress.dungeon.patch) each part has a  "chance" : 0.5  the 0.5 means there is a 50% chance of it being spawned so you can reduce or increase the chance  so a single micro biome dungeon = no %chance just YES/NO a big multipart village/dungeon = the individual parts can have %chance  +there is also the terrestrial_worlds.config file which has chances for custom big ttpp dungeons to spawn in specific biomes you can edit  I hope this helps 1
SomsiSomsi Posted September 4, 2025 Posted September 4, 2025 6 hours ago, onionknighto said: I hope this helps Thank you very much for your support! 🙂  If I remove these files will this cut tentacle modifications regardless of the planet type as I have seen that even on planets of other mods like verdant planets of the Arcana mod modificated huts and similar stuff with tentacle additions spawn?
onionknighto Posted September 5, 2025 Author Posted September 5, 2025 7 hours ago, SomsiSomsi said: If I remove these files will this cut tentacle modifications regardless of the planet type as I have seen that even on planets of other mods like verdant planets of the Arcana mod modificated huts and similar stuff with tentacle additions spawn? yes, specifically the micro biome dungeons work on the vanilla biomes and the verdant arcana planet is probably using forest or jungle base vanilla biomes at parts and that is the hook that makes ttpp dungeons appear so if you remove the patch file in the ttpp mod no micro biome dungeon of ttpp will spawn there 1
SomsiSomsi Posted September 5, 2025 Posted September 5, 2025 (edited) 18 hours ago, onionknighto said: yes, specifically the micro biome dungeons work on the vanilla biomes and the verdant arcana planet is probably using forest or jungle base vanilla biomes at parts and that is the hook that makes ttpp dungeons appear so if you remove the patch file in the ttpp mod no micro biome dungeon of ttpp will spawn there As it seems the modifications on the vanilla stuff is gone, by removing the dungeon.patches files, but the unique microdungeons and world objects are still there, when moving on new planets. How is it possible to stop these from spawning aswell? Â I really hope to create highly infested areas by being able to keep most of the universe free. Â Thanks in advance! Edited September 5, 2025 by SomsiSomsi
onionknighto Posted September 6, 2025 Author Posted September 6, 2025 8 hours ago, SomsiSomsi said: the unique microdungeons and world objects are still there, when moving on new planets. How is it possible to stop these from spawning aswell? I wrote about the different kinds of dungeons and what you can do to remove/lower their chances before so read up on that also I am not completely sure what you mean by "unique microdungeons and world objects" could you make a screenshot so I can identify what you need to do to stop it from spawning?
SomsiSomsi Posted September 6, 2025 Posted September 6, 2025 4 hours ago, onionknighto said: I wrote about the different kinds of dungeons and what you can do to remove/lower their chances before so read up on that also I am not completely sure what you mean by "unique microdungeons and world objects" could you make a screenshot so I can identify what you need to do to stop it from spawning? I don't know what happened, but what I've found must be some last remands. Following searches revealed only tentacle free world, so thanks again! 🙂  Btw if you're interested, I'm working on some variations on your traps and other stuff to create shadow-themed objects and maybe some other aswell. If you're interested in you can tell me. 1
onionknighto Posted September 6, 2025 Author Posted September 6, 2025 7 minutes ago, SomsiSomsi said: I don't know what happened, but what I've found must be some last remands. Following searches revealed only tentacle free world, so thanks again! 🙂  Btw if you're interested, I'm working on some variations on your traps and other stuff to create shadow-themed objects and maybe some other aswell. If you're interested in you can tell me. Glad it worked out for you! Sure you can share your ideas and art. One of the next tentacle style we planned is "Latex tentacle" so somewhat similar? With the way we made the shop and tentacle style modular wen can have infinite different styles! In the far future we may have other additions such as cyber/robot, fire/ice, slime, etc. If you want to share I would suggest our discord channel: https://discord.gg/AnZ7QA4BfR 1
SomsiSomsi Posted September 7, 2025 Posted September 7, 2025 21 hours ago, onionknighto said: Glad it worked out for you! Sure you can share your ideas and art. One of the next tentacle style we planned is "Latex tentacle" so somewhat similar? With the way we made the shop and tentacle style modular wen can have infinite different styles! In the far future we may have other additions such as cyber/robot, fire/ice, slime, etc. If you want to share I would suggest our discord channel: https://discord.gg/AnZ7QA4BfR No, it would probably be something different. But for the latex project I would have an idea aswell. For anything more about this and more I should talk on Discord.
ArcaneHowitzer Posted September 10, 2025 Posted September 10, 2025 Got a couple of requests/suggestions to maybe put into the next update, if one is in the works.  First, a downward-facing version of that long sphincter-looking hatch. there's already a horizontal door version that can face left or right, and one that faces upward, but no-facing orifice  Second, that hanging flesh cage thing would probably look pretty good as a tentacle-themed rail car. Don't know if tentacle-themed rails to go with it would be doable, but it would be neat (also there are like no tram rails that would fit any kind of biological build) 1
Kio Terra Posted September 19, 2025 Posted September 19, 2025 Not sure if it's just me,a mod I have somehow conflicting with it,or a bug that multiple people have encountered,but I can't seem to do the Inky quest to find Mr Coock. Like I can take it from her and the quest info says it's in the mission tab,but I look in the mission tab,both main and secondary and nothing pops up aside from what I've already found.
SultrySaffros Posted September 19, 2025 Posted September 19, 2025 18 minutes ago, Kio Terra said: I look in the mission tab,both main and secondary and nothing pops up aside from what I've already found. If you're using something that changes SAIL like Frackin Universe or whatever, you should have an option to use the classic interface, which will then show TTPP missions. If that's not the issue, I don't know what is, but I've seen it. 1
Kio Terra Posted September 19, 2025 Posted September 19, 2025 1 hour ago, SultrySaffros said: If you're using something that changes SAIL like Frackin Universe or whatever, you should have an option to use the classic interface, which will then show TTPP missions. If that's not the issue, I don't know what is, but I've seen it. That was it. Thank you.
sirponytale Posted September 20, 2025 Posted September 20, 2025 Can someone tell me the ID of the "Looking for Coock" quest? For some reason it doesnt appear in the "Missions" tab, so i need to skip it. :/
onionknighto Posted September 21, 2025 Author Posted September 21, 2025 6 hours ago, sirponytale said: For some reason it doesnt appear in the "Missions" tab  Most often it is because of: Quote If you're using something that changes SAIL like Frackin Universe or whatever, you should have an option to use the classic interface, which will then show TTPP missions. If that's not the issue, I don't know what is, but I've seen it.  If you dont see it you wont see any other TTPP mission in your SAILs so I would recommend the above way, which is just 2 posts above someone else already had the same issue. But if you really want the ID anyway here is it: ttpp_questhub_3
hem-briar Posted September 24, 2025 Posted September 24, 2025 Something I'd really like to see is unique larva for the individual tentacle types, or at least one for plants. Bonus points if each one works a little differently too, like maybe the plant one actually grows on your body for a bit.
hem-briar Posted September 24, 2025 Posted September 24, 2025 Another idea I think would be cool is for larvae to be stored as a trap or monster fucks you, so you give birth all at once after you get out. Maybe you get a larger debuff the more are stored, to give a little bit more of a gameplay reason to break out of traps quickly. 3
Firelight1928 Posted September 25, 2025 Posted September 25, 2025 9 hours ago, hem-briar said: Another idea I think would be cool is for larvae to be stored as a trap or monster fucks you, so you give birth all at once after you get out. Maybe you get a larger debuff the more are stored, to give a little bit more of a gameplay reason to break out of traps quickly. Â Bumping this idea. Also would be cool if the more larvaes you have, the bigger the belly
Kirosana123 Posted September 26, 2025 Posted September 26, 2025 (edited) Hey guys, quick question, I try to select the Find Mr Coock mission, but it never loads and just teleports me back to the ship. Is that something that happened to any of you? [13:07:16.315] [Info] UniverseServer: Warping player 1 to InstanceWorld:ttpp_quest1:7d4433a565fd1dbdeb996633fa646971:- [13:07:16.315] [Info] UniverseServer: Warping player 1 failed, invalid world 'InstanceWorld:ttpp_quest1:7d4433a565fd1dbdeb996633fa646971:-' or world failed to load [13:07:18.192] [Info] Root: Writing runtime configuration to '..\storage\starbound.config' [13:07:20.046] [Info] UniverseServer: Clearing broken world InstanceWorld:ttpp_quest1:7d4433a565fd1dbdeb996633fa646971:- Â This is what the log says about it. Edited September 26, 2025 by Kirosana123
onionknighto Posted September 26, 2025 Author Posted September 26, 2025 55 minutes ago, Kirosana123 said: Hey guys, quick question, I try to select the Find Mr Coock mission, but it never loads and just teleports me back to the ship. Is that something that happened to any of you? for a brief time there was a bugged mod download available and you may have that. try to redownload the ttpp file and just replace the old one with the new one. if your issue persists please share your starbound.log file as it records every issue you encounter in detail and can help us help you. the log file is found in your starbound folder: /starbound/storage/starbound.log 2
Kirosana123 Posted September 26, 2025 Posted September 26, 2025 51 minutes ago, onionknighto said: for a brief time there was a bugged mod download available and you may have that  That actually fixed it! Works fine now, thanks! 1
Bakuzen Posted October 4, 2025 Posted October 4, 2025 Are there any tentacle-themed vehicles or similar planned for future updates? Personally, I think something that incorporates the player and can be controlled as a Core would be good. Alternatively, something that takes on the form of a powered suit or a monster might be interesting. Â Also, rather than the existing beds or cages, I thought it might be good to have trap-type objects that give the player an advantage. For example, being caught by one for a certain period of time could grant a buff, or produce food or materials that can be used for crafting. I thought that this would allow us to express a situation where the player themselves accepts the tentacles, not in a forced way, but in a way that makes them succumb to the temptation of seeing an advantage for game progression. 4
mega_collector Posted October 29, 2025 Posted October 29, 2025 bumping this shi so it aint forgotten fr...
TheJuanPieceisReal Posted December 3, 2025 Posted December 3, 2025 For whatever reason, the monster spawner for the gazer and watcher don't go into your inventory if you have Carlucci's inventory mod.
onionknighto Posted December 3, 2025 Author Posted December 3, 2025 5 hours ago, TheJuanPieceisReal said: For whatever reason, the monster spawner for the gazer and watcher don't go into your inventory if you have Carlucci's inventory mod. Yeah I would advise against using that mod because many have also complained about crashes caused by this mod.
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