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[mod] Titillating Tentacle Porn Pack (TTPP)


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Posted
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.

  • 5 weeks later...
Posted
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.

  • 2 weeks later...
Posted

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 ?

Posted
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,

Posted
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.

Posted
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.

Posted

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?

Posted
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.

Posted
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

Posted
3 hours ago, mirdochegal said:

follow up question because i just now checked treasured trophies: how does one obtain energized tentacles?

 {"item": "petrifiedtentacle", "count": 1},
    {"item": "essence", "count": 10},
    {"item": "syringe", "count": 1}
at medical crafting stations

Posted (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.

 

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 by onionknighto
Posted
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

 

 

starbound.log

Posted
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.

 

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 really 

Posted
3 hours ago, Fearthefatas said:

 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

Posted
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?

Posted
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.

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