onionknighto Posted May 15 Author Posted May 15 3 hours ago, Elvenlover said: Just wanted to say, that I absolutely love the mod and it's traps. Though, for my personal taste (!) I find it too easy to escape the traps. I think I saw you mentioning it somewhere, that making a config is harder than someone would think for this game. If there is someday, I'd definitely love to have an option to make escaping much harder. I thought about making it slightly harder for everyone as it poses no challenge currently so I might do that. 3
spontaneouscoombustion Posted June 15 Posted June 15 Just curious, is it possible to reset inky's home to its original state? I wanna play through the questlines again on a new save/character but it only gives me the option to do the final quest.
onionknighto Posted June 15 Author Posted June 15 2 hours ago, spontaneouscoombustion said: Just curious, is it possible to reset inky's home to its original state? I wanna play through the questlines again on a new save/character but it only gives me the option to do the final quest. Delete the /storage/universe folder. It'll reset planets though. You should also be able to replay the missions by revisiting already completed ones at SAIL. 1
xtsuyux Posted June 27 Posted June 27 The mod is really crazy and enhanced a lot exploration ! Can you make tentacle activate buff having sex from sexbound to make sexbound related effect activating ?
onionknighto Posted June 27 Author Posted June 27 2 hours ago, xtsuyux said: The mod is really crazy and enhanced a lot exploration ! Can you make tentacle activate buff having sex from sexbound to make sexbound related effect activating ? Thanks! I hope you enjoy what this mod has to offer. It is possible to make such a compatibility patch that would enable it but I have no interest at the moment to work on that, I would rather enhance the mod on its own. Now, if someone inclined to modding would take on this task I would gladly host their file linked on the frontpage, 1
Pakari-RBX Posted June 28 Posted June 28 On 6/15/2026 at 5:31 AM, onionknighto said: Delete the /storage/universe folder. It'll reset planets though. You should also be able to replay the missions by revisiting already completed ones at SAIL. So, you're saying that there's no way to go through the story on a new character without literally undoing everything? That's a real shame. I personally don't mind Inky's Home being in the final stage all the time, but it's very annoying to be unable to just go through the missions on a separate character. Can you at least give us a list of the Quest IDs so we can use Admin Commands and skip past them? I've had the "Mysterious Tentacle Door" quest active with no way to complete it now.
onionknighto Posted June 28 Author Posted June 28 32 minutes ago, Pakari-RBX said: So, you're saying that there's no way to go through the story on a new character without literally undoing everything? That's a real shame. I personally don't mind Inky's Home being in the final stage all the time, but it's very annoying to be unable to just go through the missions on a separate character. Can you at least give us a list of the Quest IDs so we can use Admin Commands and skip past them? I've had the "Mysterious Tentacle Door" quest active with no way to complete it now. Well its because thats how vanilla starbound quests work and we used their existing format. I have heard that other mods use a different system to do quests to avoid this exact problem but I have not looked into it further. The Quest IDs are ttpp_questhub_1 (first quest) up to ttpp_questhub_13 (current last quest)  Oh, after checking this quest I think I found the issue. Because of her own quest sequence she momentarily leaves the questhub and after that qest returns but its not the original Inky but a slightly altered version with more dialogue. But this means that all early quests that specifically aim at original Inky will no longer work with the new one. I would have to research if its possible to add multiple "goalEntityUid" // and, or //  "turnInEntityUid" -> would make the early quests backward compatible and solve a lot of issues. I will put it on the list. 1
Cmaer Posted June 30 Posted June 30 So I have a big question, I like the mod but. Im wondering if there will be Verdant tentacle worlds, because Its boring trying to fine either a Jungle, lush, or toxic world and having to scour the planet of the traps and other Verdant/plant stuff does anybody know the /spawnitem commands for the tentacle stuff?
onionknighto Posted June 30 Author Posted June 30 1 hour ago, Cmaer said: So I have a big question, I like the mod but. Im wondering if there will be Verdant tentacle worlds, because Its boring trying to fine either a Jungle, lush, or toxic world and having to scour the planet of the traps and other Verdant/plant stuff does anybody know the /spawnitem commands for the tentacle stuff? Yes, ttpp forest planets are in the works but did you know you can buy all the plant themed objects from a vending machine? You get "Tentacle Shop" from an inventors table. Then you have to craft a tentacle jar at it and PLACE IT inside the Tentacle Shop. The type of tentacle jar you use dictates the type of tentacles that will be shown. Stone tentacle jar = stone tentacles, same for the other types. You can either build multiple different Tentacle Shops or switch the jars how you need them, don't worry the jars break quickly while the shop keeps standing.  No need to spawn them in via command. 3
onionknighto Posted July 4 Author Posted July 4 14 minutes ago, mirdochegal said: how does one aquire living shadow tentacles? I forgot to add a way... sorry will be fixed in next update for now you can spawn it in admin mode with /spawnitem livingshadowtentacle
mirdochegal Posted July 6 Posted July 6 follow up question because i just now checked treasured trophies: how does one obtain energized tentacles?
onionknighto Posted July 7 Author Posted July 7 3 hours ago, mirdochegal said: follow up question because i just now checked treasured trophies: how does one obtain energized tentacles? Â {"item": "petrifiedtentacle", "count": 1}, Â Â {"item": "essence", "count": 10}, Â Â {"item": "syringe", "count": 1} at medical crafting stations
AmberGD Posted July 9 Posted July 9 is there a way for you to make a update/separate mod that has versions of the decorations the player can use? like the breeder for example
onionknighto Posted July 10 Author Posted July 10 (edited) 21 hours ago, AmberGD said: is there a way for you to make a update/separate mod that has versions of the decorations the player can use? like the breeder for example I'm not sure what you want, do you mean existing decorations but work like traps or beds? If that is what you meant then I have also thought of that in the past but the way beds or our traps work is they use existing base character poses to animate the victim and most of the existing decorations have highly customized poses. The Breeder for example has big bellies which do not exist in base character poses. I think it would be possible with a lot of compromises but I'm no artist and I will do the rest of the monster traps with priority ...after that maybe. Â I have also been asked about making multiple possible animations for one monster or perhaps gender specific animations... the possibilities are endless but the art is not. If any pixelartists hear me, don't hesitate and please send me your animations to make into the mod. Edited July 10 by onionknighto 2
Fearthefatas Posted July 10 Posted July 10 On 4/7/2021 at 2:08 PM, onionknighto said: so I'm playing extremely heavily modded ,FRACKIN,ARCANE (252mods) ,... everything works besides the new ♡desert♡ planet and I'm sad cuz I'm missing out on some amazing new content ~~ i saw that u had other people drop their log here is mine no rush life Rough ill be patient Submitter onionknighto Submitted 04/07/21 Category Starbound   starbound.log
AmberGD Posted July 10 Posted July 10 14 hours ago, onionknighto said: I'm not sure what you want, do you mean existing decorations but work like traps or beds? If that is what you meant then I have also thought of that in the past but the way beds or our traps work is they use existing base character poses to animate the victim and most of the existing decorations have highly customized poses. The Breeder for example has big bellies which do not exit in base character poses. I think it would be possible with a lot of compromises but I'm no artist and I will do the rest of the monster traps with priority ...after that maybe. Â I have also been asked about making multiple possible animations for one monster or perhaps gender specific animations... the possibilities are endless but the art is not. If any pixelartists hear me, don't hesitate and please send me your animations to make into the mod. Yeah. i meant like beds and traps reallyÂ
onionknighto Posted July 10 Author Posted July 10 3 hours ago, Fearthefatas said:  starbound.log 49.95 MB · 1 download  so there are some minor bugs with TTPP but nothing that would cause a crash but I also find many errors from other mods: /recipes/treasuredtrophies/penguincostume.recipe /recipe/doomanvil/weapons/gausscannon.recipe /recipe/doomanvil/weapons/dheavyrifle.recipe and a huge spam of "Unique status effect 'fragmentedruintier6setbonuseffectnew' not found in status effect database"  also errors on these /torch_cameralook.lua /stats/effects/weakpoison/weakpoison.lua' /stats/bonuses/fragmentshealthRegen.lua No such object named "pf_genericstone" ... OH WAIT  YOU NEED GALACTIC ALMANACH BASE MOD FOR THIS COMPATIBILITY PATCH TO FUNCTION OTHERWISE YOU GET CRASH -> https://steamcommunity.com/sharedfiles/filedetails/?id=3473429375
Fearthefatas Posted July 11 Posted July 11 i have installed mod 3473429375~~ and that fixed it UR AMAZING ima go play new content  1
travv288 Posted July 12 Posted July 12 So I'm not sure why, but the missions aren't showing up on the sails mission menu. probably a mod conflict or something but I'm not sure. starbound.log Can someone help out a little?
onionknighto Posted July 12 Author Posted July 12 19 minutes ago, travv288 said: So I'm not sure why, but the missions aren't showing up on the sails mission menu. probably a mod conflict or something but I'm not sure. starbound.log Can someone help out a little? Difficult to say because you have so many mods and nothing in the log hints at the problem. I know that for example frackin universe adds in another quest interface and you have to navigate to the original in the sails menu but you don't use frackin universe. My only guess is some other mod changes how quests are displayed in the sails, can you navigate the sails computer and maybe get something like settings to show the original interface?
travv288 Posted July 12 Posted July 12 30 minutes ago, onionknighto said: Difficult to say because you have so many mods and nothing in the log hints at the problem. I know that for example frackin universe adds in another quest interface and you have to navigate to the original in the sails menu but you don't use frackin universe. My only guess is some other mod changes how quests are displayed in the sails, can you navigate the sails computer and maybe get something like settings to show the original interface? fixed it, thank you. 1
seventhsky1 Posted July 17 Posted July 17 Is there a way to lower the incidence of ttpp stuff spawning in the world? I absolutely love the mod, its overall quality, and how surprisingly well it's integrated into the game and lore, but ttpp related content just spawns too frequently. Every world, every layer, every dungeon, basically everywhere you look if you walk in a direction for any longer than a few seconds, someone's getting fucked into oblivion but nobody around them seems to care It's def a personal thing, but outside dedicated planets and biomes I'd love if it were something you're only occasionally surprised by, or were required to actively seek out, rather than it just being in your face at all times 2
hem-briar Posted July 23 Posted July 23 On 7/16/2026 at 8:48 PM, seventhsky1 said: Is there a way to lower the incidence of ttpp stuff spawning in the world? I absolutely love the mod, its overall quality, and how surprisingly well it's integrated into the game and lore, but ttpp related content just spawns too frequently. Every world, every layer, every dungeon, basically everywhere you look if you walk in a direction for any longer than a few seconds, someone's getting fucked into oblivion but nobody around them seems to care It's def a personal thing, but outside dedicated planets and biomes I'd love if it were something you're only occasionally surprised by, or were required to actively seek out, rather than it just being in your face at all times The devs have mentioned that there aren't simple methods to configure the spawnrate of specific dungeons or dungeon parts, but I have a somewhat silly idea: It might be possible to write a script that finds all the non-TTPP dungeons and dungeon parts that your game has loaded (as to include modded ones) and duplicates them some amount of times, effectively reducing the spawnrate of TTPP stuff. 1
Ink_Yuki Posted July 28 Posted July 28 (edited) So There's a small issue here, although I know it's not TTPP's problem but I think here is only place I can get help. Here is the problem: I bought some huge decoration (like the gient eye and the huge tentacle) and I place them on my ship, then I found I can't remove them by material gue, is there any way I can remove them? Edited July 28 by Ink_Yuki
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