spicycrunchypants Posted November 17, 2021 Posted November 17, 2021 On 11/15/2021 at 5:21 AM, onionknighto said: Sure thing! Are you good at making pixel art? We always need new assets! Perhaps you can make good sound clips? Send them! Or a coding wizard proficient in lua scripting and general starbound modding? Get in contact with me! Â Of course you can also post any wishes, suggestions or ideas you want to see in the game and we may take them into consideration. i meant regarding donations and whatnot, unfortunately im a bot regarding modding in any game.Â
smurf123smurf Posted November 20, 2021 Posted November 20, 2021 Fantastic update. The new trap doesn't appear to do anything, even when powered. Any ideas?
_Nova_ Posted November 20, 2021 Posted November 20, 2021 1 hour ago, smurf123smurf said: Fantastic update. The new trap doesn't appear to do anything, even when powered. Any ideas? Are you in admin mode when you test it?
JIZZ111 Posted November 20, 2021 Posted November 20, 2021 The Tentacle slide works well when I am in a spike sphere, but it does not seem to work on myself and NPCs. It does not seem to slow me down at all, but the slime effect is applied. Â Also, @onionknighto, I am interested in making pixel art for the mod! are the stylistic requirements?
smurf123smurf Posted November 20, 2021 Posted November 20, 2021 17 hours ago, _Nova_ said: Are you in admin mode when you test it? Nope.
onionknighto Posted November 20, 2021 Author Posted November 20, 2021 hey the trap uses the vanilla effect "slimeslow" for 1 second if you get the green slime animation but no slow there might be some other mod / equipment that interferes with that if you get nothing you have either a "slimeslow" debuff blocking modifier or your installation path of starbound is different to mine  I made the mistake of just pointing to the "slimeslow" status effect in vanilla a different installation path/ file ordering system might prevent the mod from finding the "slimeslow" status effect in your vanilla files in the next update I'll add a custom status effect to the mod itself so it does not matter what your installation path is  we welcome feedback on what would be a fitting effect for such a trap, consider the current object more of a prototype
smurf123smurf Posted November 21, 2021 Posted November 21, 2021 8 hours ago, onionknighto said: hey the trap uses the vanilla effect "slimeslow" for 1 second if you get the green slime animation but no slow there might be some other mod / equipment that interferes with that if you get nothing you have either a "slimeslow" debuff blocking modifier or your installation path of starbound is different to mine  I made the mistake of just pointing to the "slimeslow" status effect in vanilla a different installation path/ file ordering system might prevent the mod from finding the "slimeslow" status effect in your vanilla files in the next update I'll add a custom status effect to the mod itself so it does not matter what your installation path is  we welcome feedback on what would be a fitting effect for such a trap, consider the current object more of a prototype  That's why; I play as a Slime and therefore am immune to the effect. Mystery solved! Speaking of, perhaps one day we'll get sexy slime stuff too. But yeah, I didn't know that was the effect used and changing it is totally a good idea.
_Nova_ Posted December 17, 2021 Posted December 17, 2021 How do I remove those big background things after I’ve placed them?
onionknighto Posted December 18, 2021 Author Posted December 18, 2021 (edited) 4 hours ago, _Nova_ said: How do I remove those big background things after I’ve placed them?  find the exact position you placed them at and mine it they take up a small 1x1 block  to make it easier to find you can do this enter: /admin /debug /boxes and you will see the collision boxes of each object that should make them stand out more (green boxes signify the place to mine) Edited December 18, 2021 by onionknighto 1
_Nova_ Posted December 18, 2021 Posted December 18, 2021 3 hours ago, onionknighto said:  find the exact position you placed them at and mine it they take up a small 1x1 block  to make it easier to find you can do this enter: /admin /debug /boxes and you will see the collision boxes of each object that should make them stand out more (green boxes signify the place to mine) Thanks mate
miracoomer Posted December 27, 2021 Posted December 27, 2021 Any way to remove the "Protectorate Tentacle"? I placed one down and can't seem to get rid of it at all.
onionknighto Posted December 27, 2021 Author Posted December 27, 2021 2 hours ago, miracoomer said: Any way to remove the "Protectorate Tentacle"? I placed one down and can't seem to get rid of it at all.  You can mine them like any other object but they only take up a small 1x1 box on the bottom left corner of the object Same thing I mentioned above, if you still cant find the place to mine use this: enter /admin /debug /boxes and you will see the collision boxes of each object that should make them stand out more (green boxes signify the place to mine)
Optimist237 Posted December 30, 2021 Posted December 30, 2021 So, seems like neither 1.9 nor 2.1 versions are working to me. I have the craft recipe in both versions but after crafting it doesn't show up in my inventory. Am I doing something wrong or it just doesn't support another mods?
onionknighto Posted December 30, 2021 Author Posted December 30, 2021 45 minutes ago, Optimist237 said: So, seems like neither 1.9 nor 2.1 versions are working to me. I have the craft recipe in both versions but after crafting it doesn't show up in my inventory. Am I doing something wrong or it just doesn't support another mods? Hey I send you a message I hope we can figure out the problem
HappyRiolu Posted January 22, 2022 Posted January 22, 2022 Just wanted to drop in and let you guys know that you're doing stellar work! 100% one of the best Starbound mods on here! 2
onionknighto Posted January 22, 2022 Author Posted January 22, 2022 Hey! Thanks for the encouragement. Glad you like it! We are still working and got some good stuff coming but at a slower pace. Spoiler I feel like the mod is at a good place now. We are trying to explore more advanced content to add and we want a big, meaningful update instead of many small ones - I feel people get sick of updating a mod every month. Also, any feedback is appreciated and might impact future updates.  3
Lamadi Posted January 22, 2022 Posted January 22, 2022 That's -LMS-'s work there. Amazing quality animation and I'm eagerly waiting to see it in action!
_Nova_ Posted January 24, 2022 Posted January 24, 2022 On 1/22/2022 at 4:04 AM, Lamadi said: That's -LMS-'s work there. Amazing quality animation and I'm eagerly waiting to see it in action!  It is? Huh, wouldn’t have guessed, different tentacle colour than he’s uses before.
TheGroovyTemplar Posted January 25, 2022 Posted January 25, 2022 I'm assuming this was already considered at some point but would there ever be interactable stuff via the Sexbound API and this mod, kinda like how Lustbound has the toys and tentacle plant. I think it's be fantastic having player interaction beyond just sitting or laying into tentacles and possibly impregnation with a random tentacle offspring. I know it'd be a whole lot of work to do but I just wanna know if it's something we should be looking forward to or not.
onionknighto Posted January 25, 2022 Author Posted January 25, 2022 52 minutes ago, TheGroovyTemplar said: I'm assuming this was already considered at some point but would there ever be interactable stuff via the Sexbound API and this mod, kinda like how Lustbound has the toys and tentacle plant. I think it's be fantastic having player interaction beyond just sitting or laying into tentacles and possibly impregnation with a random tentacle offspring. I know it'd be a whole lot of work to do but I just wanna know if it's something we should be looking forward to or not. We are still thinking about this but we are hesitant to make it dependent on other mods. We don't want to force people to use sexbound to be able to use this mod but most people already do so we are not sure. Ideally, if we add the sexbound object but people can still use the rest of the mod without sexbound installed that would be great. Interactive stuff needs extensive lua coding knowledge which we are lacking currently. That impregnation idea of yours is possible with lua coding, and you might be happy to now that little baby tentacles are coming as a new monster type but it's a big maybe for now. Look forward to NPC impregnation, though. 3
_Nova_ Posted January 27, 2022 Posted January 27, 2022 Figured I should point out the eyemitter is still really quiet. It’s kinda hard to use because of that.
cabcab Posted March 31, 2022 Posted March 31, 2022 Love the mod! The organic builds you can do with them are amazing. I like the wiring options. And it's pretty kinky! Â Possible easy improvement based on this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=760999651&searchtext=pad Tentacles that can shove you in different directions, like into a pit filled with tentacles heh.
SOP311 Posted April 1, 2022 Posted April 1, 2022 It's a well-made mod, please consider occurring dungeons, Alien worlds, The final Ruin World and underground pockets. Also please consider including Leda Portia, the Grand protector at the beginning of the game, as a spawning object You break the object; it spawns her as a recruitable NPC. thanks for your efforts, really enjoy your mod
onionknighto Posted April 14, 2022 Author Posted April 14, 2022 So here it is the big update. We have even bigger plans coming but here is what we have done so far. Many of the additions are experimental, and may or may not be changed due to feedback!  For example a focus of additions was another form of tentacle, the newborn tentacle. A small maggot like worm, now added as monster, farm animal and themed clothes,  This time we wanted to add a little GAMEPLAY. We added dungeons to the forest biome, monsters, and farming to receive food and progression item "Living Tentacle". With the progression item you can craft a T3 armor set, upgrade the wormgun to look cooler and have a strong slow effect on hit.  This means that some objects that provide gameplay advantages cost more than 100 pixel. We would like some feedback on this style, if people like this we will further build on this with more armor, weapons, dungeons, monsters along the usual 100 pixel animations.  Another big change is the addition of randomized objects. We can have a random victim, different tentacle style (one stone variant to showcase) and upon destruction the same generated victim will spawn as freed npc. With great power comes great responsibility: we will have to control the npc spawning as it can go out of hand quickly so for now only dungeons spawn npc ...but we have the technology.  In the future we want to expand on this, perhaps even convert all animations to work with this new system, to work with vanilla races, npc, modded races and we might or might not add more different types of tentacles (think stone, plant, slime, etc). 6
kingkool123456 Posted April 14, 2022 Posted April 14, 2022 does anyone know the ids for the dungeons?
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