onionknighto Posted December 21, 2025 Author Posted December 21, 2025 5 hours ago, anulareo said: Do you plan to add more traps? Yes, I am currently working on enabling trap animations for monsters, so far I have done baby tentacle for testing. Still ironing out edge cases for captured monsters/pets. If we get this new technology working it would open many doors and I think many have requested more interactivity with monsters. I find it funny to stun evil cultists by siccing your trusty tentacle monster pet on them. https://files.catbox.moe/hl1enu.mp4 10
TanukiDanuki Posted January 15 Posted January 15 Good to know things are still being worked on, I've been curious though since I don't really know what limitations it's lifted, but would anything from Open Starbound make it even easier to enhance future iterations of the mod? The more mods I've seen pop up that require osb, the more my curiosity increases with what might be possible.
onionknighto Posted January 15 Author Posted January 15 7 hours ago, TanukiDanuki said: would anything from Open Starbound make it even easier to enhance future iterations of the mod? Maybe? Probably? I don't use open starbound so I don't want to make it a requirement. If it works as well with both I think would be the best so I would like to keep it working with base vanilla game as well 3
Pakari-RBX Posted January 16 Posted January 16 On 1/15/2026 at 6:35 PM, onionknighto said: Maybe? Probably? I don't use open starbound so I don't want to make it a requirement. If it works as well with both I think would be the best so I would like to keep it working with base vanilla game as well As someone who uses OSB, I can assure you that, at the very least, TTPP works without any issues.
HandsomeSquidward Posted January 19 Posted January 19 The male victim patch doesn't seem to work. Is it supposed to be for all the decor? or is it only when you find someone in a tentacle dungeon and free them and the person will be male instead of female? 1
onionknighto Posted January 19 Author Posted January 19 4 hours ago, HandsomeSquidward said: The male victim patch doesn't seem to work. Is it supposed to be for all the decor? or is it only when you find someone in a tentacle dungeon and free them and the person will be male instead of female? It is only for some static deco objects. I believe the human breeder is changed but not much else. Not one of our team wants to work on male content so its left on its own. Recently we got a nice batch of male content sprites to it might get an update but I think maybe 2-3 more. For a comprehensive conversion we would need male sprite art for every position in every trap for every race and getting that is difficult if no one wants to sprite that. Oh I almost forgot, the male patch also adds a new biome for the ttpp tentacle planet that is penis themed and has male victims. 2
HandsomeSquidward Posted January 19 Posted January 19 That's a shame. I'd offer to help if I had the slightest amount of artistic skill. 1
HandsomeSquidward Posted January 20 Posted January 20 One more question: Is it possible to have a patch or config setting to make it so that the only place all of this stuff appears is the planets the mod introduces? I love the items, but I keep finding a ridiculous amount of the dungeons when I go spelunking and I'm personally not a fan of the tentacles being integrated into found settlements. Regardless, thanks for this mod! 1
onionknighto Posted January 21 Author Posted January 21 8 hours ago, HandsomeSquidward said: One more question: Is it possible to have a patch or config setting to make it so that the only place all of this stuff appears is the planets the mod introduces? I love the items, but I keep finding a ridiculous amount of the dungeons when I go spelunking and I'm personally not a fan of the tentacles being integrated into found settlements. Regardless, thanks for this mod! you could unpack the mod and delete stuff you don't like? making it so stuff only spawns on mod introduced planets is more difficult as you need to rewrite specific files but its possible. 1
Mytologist Posted January 21 Posted January 21 On 1/19/2026 at 10:01 PM, HandsomeSquidward said: That's a shame. I'd offer to help if I had the slightest amount of artistic skill. Heya! Are you good with coding? I'm somewhat good at changing the sprites, but creating actual objects with them takes so much time and energy that I lose all steam halfway through. And then I burnout for several weeks... 😑 Onionknighto and team have been nice enough to add the sprites I've provided so far, but it doesn't feel great to make requests that they have explicitly said they don't want to work on, especially since the mod is already free... 🙁 1
onionknighto Posted January 21 Author Posted January 21 3 hours ago, Mytologist said: Heya! Are you good with coding? I'm somewhat good at changing the sprites, but creating actual objects with them takes so much time and energy that I lose all steam halfway through. And then I burnout for several weeks... 😑 Onionknighto and team have been nice enough to add the sprites I've provided so far, but it doesn't feel great to make requests that they have explicitly said they don't want to work on, especially since the mod is already free... 🙁 Don't worry, if you send sprites we do objects and code stuff. I don't mind that stuff. 1
HandsomeSquidward Posted January 22 Posted January 22 20 hours ago, Mytologist said: Heya! Are you good with coding? I'm somewhat good at changing the sprites, but creating actual objects with them takes so much time and energy that I lose all steam halfway through. And then I burnout for several weeks... 😑 Onionknighto and team have been nice enough to add the sprites I've provided so far, but it doesn't feel great to make requests that they have explicitly said they don't want to work on, especially since the mod is already free... 🙁 Unfortunately I am not.
Serelith Posted January 24 Posted January 24 On 12/22/2025 at 12:19 AM, onionknighto said: Yes, I am currently working on enabling trap animations for monsters, so far I have done baby tentacle for testing. Still ironing out edge cases for captured monsters/pets. If we get this new technology working it would open many doors and I think many have requested more interactivity with monsters. I find it funny to stun evil cultists by siccing your trusty tentacle monster pet on them. https://files.catbox.moe/hl1enu.mp4 Oh I hope that demihound creature that you can catch in tentacle dungeons is included in the list of things for interactivity, later down the line. They're too cool to remain just a thing that rams and spits at you.
focalpoint Posted January 27 Posted January 27 On 12/21/2025 at 3:19 PM, onionknighto said: Yes, I am currently working on enabling trap animations for monsters, so far I have done baby tentacle for testing. Still ironing out edge cases for captured monsters/pets. If we get this new technology working it would open many doors and I think many have requested more interactivity with monsters. I find it funny to stun evil cultists by siccing your trusty tentacle monster pet on them. https://files.catbox.moe/hl1enu.mp4 Out of curiosity how did you get the existing two creatures to have animations, didja manage some workaround?
onionknighto Posted January 27 Author Posted January 27 (edited) 10 hours ago, focalpoint said: Out of curiosity how did you get the existing two creatures to have animations, didja manage some workaround? ok here is how we done it: we already have a good working trap system that uses VEHICLES to force the player to "sit" and play a dance now I gave the monster a chance to spawn their specific vehicle when attacking in close range the monster becomes invisible while the vehicle plays its animation to look like the monster and once the vehicle is struggled out off and dies the monster reappears works seamlessly to give off the illusion as if the vehicle animation was the animated monster all along we have fine tuned it so it looks well and works even on pets - only disadvantage: the monsters need a custom monster lua so this will for now only work on ttpp mod monsters (unless some very ambitious people adapt and copy it which they can and have my blessing for) EDIT: if by existing two you mean the flying tentacle monsters - those ARE actually 100% vehicles, though hostile with life and damage on touch but still vehicles which means they cannot be captured as pets. this annoyed me and so we made this workaround, in theory we could remake those existing vehicles as monsters now but first I want to work on all other existing monsters before I re-do those. next up on my list is the boob gnat but I will not be able to convert more this patch I think, each one of the 10-15 monsters we have takes me roughly a month which is too long for everyone to wait on n update Edited January 28 by onionknighto 5
focalpoint Posted January 31 Posted January 31 On 1/27/2026 at 3:00 PM, onionknighto said: ok here is how we done it: we already have a good working trap system that uses VEHICLES to force the player to "sit" and play a dance now I gave the monster a chance to spawn their specific vehicle when attacking in close range the monster becomes invisible while the vehicle plays its animation to look like the monster and once the vehicle is struggled out off and dies the monster reappears works seamlessly to give off the illusion as if the vehicle animation was the animated monster all along we have fine tuned it so it looks well and works even on pets - only disadvantage: the monsters need a custom monster lua so this will for now only work on ttpp mod monsters (unless some very ambitious people adapt and copy it which they can and have my blessing for) EDIT: if by existing two you mean the flying tentacle monsters - those ARE actually 100% vehicles, though hostile with life and damage on touch but still vehicles which means they cannot be captured as pets. this annoyed me and so we made this workaround, in theory we could remake those existing vehicles as monsters now but first I want to work on all other existing monsters before I re-do those. next up on my list is the boob gnat but I will not be able to convert more this patch I think, each one of the 10-15 monsters we have takes me roughly a month which is too long for everyone to wait on n update Ahh that's a clever way to go about it! props for figuring that out!
frankfakename Posted February 1 Posted February 1 good evening. the quest to save the cook doesnt appear in the ship quest menu. somewhere earlier in the comments it was said that there was a faulty download link, and its been since fixed, but no matter how many times i redownload the mod, the issue persists. how can i fix this?
onionknighto Posted February 2 Author Posted February 2 10 hours ago, frankfakename said: good evening. the quest to save the cook doesnt appear in the ship quest menu. somewhere earlier in the comments it was said that there was a faulty download link, and its been since fixed, but no matter how many times i redownload the mod, the issue persists. how can i fix this? Do you use something that changes ship AI like Frackin Universe? Then just switch the appearance in the options when you interact with the SAILS AI back to original and the mission will show up.
frankfakename Posted February 2 Posted February 2 3 hours ago, onionknighto said: Do you use something that changes ship AI like Frackin Universe? Then just switch the appearance in the options when you interact with the SAILS AI back to original and the mission will show up. many thanks
NighstealerXD Posted February 12 Posted February 12 Is there any way to make the Girl not become a crewmate, only stay as something like Nakedvillager? Thank you for this awesome mod!
onionknighto Posted February 12 Author Posted February 12 1 hour ago, NighstealerXD said: Is there any way to make the Girl not become a crewmate, only stay as something like Nakedvillager? Thank you for this awesome mod! yes but you would need to edit the mod files. we use a script to make every npc rescued in the mod convert to crew with one click "/scripts/ttpp/randomcrew.lua" you would need to either remove that script from all those npc files (/npc/naked_victim_novakid etc) or just empty the script so it does nothing anymore. 2
NighstealerXD Posted February 13 Posted February 13 Do i want to delete the whole line "scripts": ["/npcs/bmain.lua", "/scripts/ttpp/randomcrew.lua"], or just that part : , "/scripts/ttpp/randomcrew.lua" i try both and the game won't start XD
onionknighto Posted February 13 Author Posted February 13 21 minutes ago, NighstealerXD said: Do i want to delete the whole line "scripts": ["/npcs/bmain.lua", "/scripts/ttpp/randomcrew.lua"], or just that part : , "/scripts/ttpp/randomcrew.lua" i try both and the game won't start XD the engine is very strict about such things just a , or ] too much or too little will crash the game, try this line: "scripts": ["/npcs/bmain.lua"], though I think just deleting everything in that randomcrew.lua script is easier, leave the file but delete everything written in it also it could be possible that npc already spawned with this script still need it and removing it might cause issues too if its already in use in that world 1
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