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[mod] Titillating Tentacle Porn Pack (TTPP)


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58 minutes ago, smurf123smurf said:

Just wanna let you know it is currently possible to escape the existing trap by pressing E and using a tech sphere in the moment that you aren't in the animation. Figure'd I'd bring it up in case you didn't know.

I already solved that one. Now when you get captured your tech abilities are disabled.

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  • 3 weeks later...

Are there plans to add dungeons like "captured/infected ship/station"? It would be interesting to climb around the ship where an evil tentacle or trap can be waiting at every corner. plus, it's a pretty simple and atmospheric way to show how tentacles fall on different worlds.

 

the concept of "eternal" capture by tentacles (both monsters and traps) would also be interesting, both for NPCs and for the player ("eternal", but allowing the player to leave the trap after some time (the tentacle, tired and exhausted after mating, is not able to keep the desire for the player's life, although the NPC is in this they are too malleable)), but the NPC can be freed by the good old shooting of tentacles. If you slightly improve the trap code, it will also allow you to create "temporary" spawning points of monsters, which will make the dungeons with tentacles more difficult due to endless waves of monsters (until you free the poor NPCs of course), or at least arrange one big sprawling orgy in the city.

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  • 2 weeks later...

Incredible amount of work in this mod. I guess I was expecting just a few furniture pieces but I was very wrong. Awesome job! Just encountered the bigger dungeon and found it quite enjoyable to clear (I even died. Those mimics hit like a truck). I may have to see about making my own sexy mini-dungeons at some point. Keep up the great work!

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Thank you all for your kind words! Positive feedback really brightens the day :)

Glad you enjoyed the dungeon, it has randomized rooms so you will not get bored so quickly if you encounter it again and will see new rooms.

 

You can always send me pictures/json files of your dungeons so we might add them to the mod.

 

Here is a small spoiler on one of the new dungeons, the much requested derelict spaceship (work in progress):

image.png.5e58dd0ed99a3967a2d3129d6367e997.png

Inspired by the USCSS Nostromo from the original Alien movie.

 

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15 hours ago, CrazyWolf said:

so don't think i have come across the dungeon?

Any Idea on ETA for next update

and lastly wanted to share a few pics from my tentacle ship :D 

That ship dungeon is work in progress and will be added in the next update.

Speaking of, we have no schedule as the team works on this as a hobby in our spare time. If it's done it is done. Soon (TM). Don't wait on it.

Wow, your ship is really cool! I like how the rooms are different but still share the cohesive theme.

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8 hours ago, onionknighto said:

That ship dungeon is work in progress and will be added in the next update.

Speaking of, we have no schedule as the team works on this as a hobby in our spare time. If it's done it is done. Soon (TM). Don't wait on it.

Wow, your ship is really cool! I like how the rooms are different but still share the cohesive theme.

No worries understandable thanks for the reply!

Thank you actually enjoyed making it, Had to use fragment of ruin (race) mod for the main ship (not my mod obviously).. Think i may make a station next but thats a BIG project haha!

Edited by CrazyWolf
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  • 2 weeks later...

Tested the "beta" 2.3, would be great if the the trap would be able to give you living tentacle once it "finishes" (nevermind, checked the code and it gives it after the debuff is down), maybe even a version where the player char could just farm it.

Also it would be great if the tentacle bed has the default sleeping effect (heals&nohunger)

 

Edit: explored the codebase and found that the trap has some kind of animation that doesnt work, tried to fix it on my side (requires editing VehicleCapture.stage).

 

(line 67~). the animation offset should be better now, you could tweak it by editing the offset (0.006-0.01) is a good range to check
 

		if stage.hasBobbingAnimation then
			-- NOTICE! only for the trap, you might need to tune the numbers for different stuff
            -- NOTICE! math gets fucky with 4 anim rate for some reason
			local animationRate = stage.animationRate or 1
			local sine =  math.sin(VehicleCapture.captureTimer * 6.28318530718 * animationRate) * 0.01 * animationRate

			-- Possibly make this into the stage var instead
			local offset = -0.006  * animationRate -- rate gives bias so this should have it too
			-- assume its positive
			if sine > 0 then
				--pos
				sine = sine + offset
			else
				--neg
				sine = sine + (offset * -1)
			end
			animator.translateTransformationGroup("victimPosition", {0, sine})
		end

 

Edited by mew_lad
weird bug
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We have many plans for the trap objects but they have already been mentioned in this thread previously.

 

By farming do you mean as a way to get 'Living Tentacle'? Currently you can get them from 2 Breeder objects, juvenile tentacle farm animal, tentacle trees (saplings in shop) and the dungeons. Ideally we build on this system with more ways to get and use them.

 

The beds have been changed to also have the same Resting 1 buff and heal as other tier 1 beds do, except there is no 'z z z' animation which we planned to change into heart symbols to fit better.

 

Thank you for taking the time to look into the code! I will be double checking that to make sure it works, if it does consider it included for the next update. 

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Is there a repo for this project where i could contribute code stuff? Would gladly contribute some code changes (also still debugging why 4 rate causes major errors)

 

new animation code using the game's interpolate sine (fixes the weird bug with animationRate 4)

		if stage.hasBobbingAnimation then
			-- in a matter of fact no, you do not need to offset it on THIS phase, you have to offset it when it starts
			local animationRate = stage.animationRate or 1
			local animationYMinMax = 0.007
			
			local vec = sb.interpolateSinEase(VehicleCapture.captureTimer * animationRate * 2, {0, -animationYMinMax}, {0, animationYMinMax})
			-- old sine formula => local sine =  math.sin((VehicleCapture.captureTimer * 6.28318530718 * animationRate)) * 0.01 * animationRate
			animator.translateTransformationGroup("victimPosition", vec)
		end

 

new VehicleCapture.Stages values

VehicleCapture.stages = {
	-- \/ tested this it works
	-- { duration=10, emote="Oh", dance="victimallfours", rotation=20, position={0, -1.5}},
	--{ duration=10, emote="Oh", dance="hylotldance2"},
	{ duration=10, emote="Oh", dance="victimfuck", hasBobbingAnimation = true, position={0, -0.1}},
	{ duration=10, animationRate=1.3, emote="Annoyed", hasBobbingAnimation = true, position={0, -0.1}},
	{ duration=10, animationRate=2, emote="Oooh", hasBobbingAnimation = true, position={0, -0.1}},
	{ duration=10, animationRate=3, emote="Oooh", hasBobbingAnimation = true, position={0, -0.1}},
	{ duration=8, animationRate=4, emote="Oooh", hasBobbingAnimation = true, position={0, -0.1}},
	{ duration=6, animationRate=5, emote="Oooh", hasBobbingAnimation = true, position={0, -0.1}},
	{ duration=2, animationRate=1, emote="Sleep", hasBobbingAnimation = true, position={0, -0.1}},
	{ duration=2, animationRate=0, emote="Sleep", sound="cum", position={0, -0.01}},
	{ duration=2, animationRate=0, emote="Sleep", sound="cum", position={0, -0.01}},
	{ duration=2, animationRate=0, emote="Sleep", sound="cum", position={0, -0.01}}
}

 

edit advanceStage contents

	-- Reset
	if stage.rotation ~= nil then VehicleCapture.rotation = stage.rotation else VehicleCapture.rotation = 0 end
	if stage.position ~= nil then VehicleCapture.position = stage.position else VehicleCapture.position = {0, 0} end

 

Edited by mew_lad
typo
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Hey, saw your tentacle mod and I'm thinking of making x Ray vision cutscenes to accompany that, and maybe a more detailed, in depth pregnancy option. I might even do the male sprites for you if you want, though I'm very new to animating pixel spirtes, I've got a solid foundation in art fundamentals :)

 

May I have permission to make more tentacle assets by using your tentacle assets?

 

I'm very new to modding so if you can offer some support if I need some, I'd be ever so grateful!

Edited by Traplover
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  • 3 weeks later...

Having the ability to trap NPCs permanently and turn them into a node that produces living tentacles would be awesome :x I understand that's probably really hard though, given how some of the animations work currently!

I can just imagine building a dungeon that traps NPCs that wander inside and makes them into breeders that make living tentacles, so you could build a sort of 'natural' farm for them!

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version 2.4 is out

 

Spoiler

v2.4
added 2 knockback proximity tentacle traps
added a tier 2 headgear armor, Fleshy Blindfold
added a decorative head item, Lovestruck
fixed victim npc: can spawn with races shadow and fenerox
improved npc victim dialogue pool
added abandoned prison dungeon 'tentacleprison' it spawns very rarely in jungle, forest, tundra, snow, savannah and desert
added 2 mimic themed objects
added 2 flying tentacle monsters with fuck animations (works on player, npc and crewmember)
added 3 tentacle traps with fuck animations (works on player, npc and crewmember)
added derelict ship dungeon 'ttppnostromo' that can very rarely (1,6%) occur in an Anomaly (space encounter spirals)
added 2 micro biome dungeons to desert
added wider sticky tentacle slide fall trap and fixed the flailing bug
added a wall mounted storage container
added 5 decorative teeth objects
converted one animation to our new random victim system
added 1 new animation
added 6 decorative stone tentacle statues
added 3 decorative stone tentacle chains
and many more small improvements

 

I highly recommend testing the new flying monster spawner and the three new traps!

But it's also worth just going down the patchnotes and checking everything out.

 

As always, any feedback on what you like or don't, suggestions for future content are all welcome!

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26 minutes ago, onionknighto said:

version 2.4 is out

 

  Reveal hidden contents

v2.4
added 2 knockback proximity tentacle traps
added a tier 2 headgear armor, Fleshy Blindfold
added a decorative head item, Lovestruck
fixed victim npc: can spawn with races shadow and fenerox
improved npc victim dialogue pool
added abandoned prison dungeon 'tentacleprison' it spawns very rarely in jungle, forest, tundra, snow, savannah and desert
added 2 mimic themed objects
added 2 flying tentacle monsters with fuck animations (works on player, npc and crewmember)
added 3 tentacle traps with fuck animations (works on player, npc and crewmember)
added derelict ship dungeon 'ttppnostromo' that can very rarely (1,6%) occur in an Anomaly (space encounter spirals)
added 2 micro biome dungeons to desert
added wider sticky tentacle slide fall trap and fixed the flailing bug
added a wall mounted storage container
added 5 decorative teeth objects
converted one animation to our new random victim system
added 1 new animation
added 6 decorative stone tentacle statues
added 3 decorative stone tentacle chains
and many more small improvements

 

I highly recommend testing the new flying monster spawner and the three new traps!

But it's also worth just going down the patchnotes and checking everything out.

 

As always, any feedback on what you like or don't, suggestions for future content are all welcome!

Hey, awesome update! Though I do have a suggestion - I was kinda hoping that the two 'vehicle' flying monsters would keep holding/breeding you until you struggle out - would that theoretically be possible to implement?

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The new monster spawners work through wire signals You wire up a button or whatever to a spawner to spawn tentacle monsters. In the future we'll probably add new spawner types and include them in dungeons so you can encounter them naturally in the world.

image.png.6a4bf2b1b39b07068bb6bdcb57bcbf8e.png

 

They can't actually hurt you, but they will chase you around and fuck you. Watch out for their ranged attack. It will slow you down and block your tech abilities so you're easier to catch.

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1 hour ago, Serelith said:

I was kinda hoping that the two 'vehicle' flying monsters would keep holding/breeding you until you struggle out - would that theoretically be possible to implement?

That is theoretically possible. Since the monsters are technically vehicles they can read player inputs. It would be possible to add some kind of struggle system. Although I wouldn't want players to get stuck because they don't know how to struggle.

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Heyo, love the update. The mimic items and new traps/monsters are great. Only issues I've noticed are that I can't seem to craft the wider sticky tentacle slide thing, and that the original tentacle trap from 2.3 isn't craftable, but I figure that second one might be intended. What's the item ID for the wider sticky tentacle slide?

 

Also, there's a conflict with the "Crew Customization +" mod that causes items saved to you crew members to not be taken off when the new traps/monsters grab them. Idk if that's something that can be fixed or not, not a huge issue either way.

Edited by luciodark
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Oh wow, really forgot to add a recipe file for that object thanks for the information!

 

The item ID is "trap2xxl" but 'll upload a fixed 2.4 version anyway

Yeah it was decided to remove the original trap as it was more of a test object and the script changed so much it was not worth the hassle to keep it.

 

We will discuss the mod conflict, thanks again for the quick feedback!

Edited by onionknighto
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22 minutes ago, salaga 228 said:

Hello! Share the coordinates of the new dungeon. I spent a lot of time and effort on the search, but I didn’t find it ... (I write using Google translator)

Dungeons are randomly generated. There is no coordinate for it. You'll have to search planets that haven't already been generated. Although I'm not sure when that actually happens.

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Awesome update!
Personally I was never interested in all the furniture, but all the new themed dungeons + player as a victim system is what made me to get it into my mod list.

-I've also had an idea for crafting gear where you or your crew members have to birth it, either from the trap or a specific crafting station.

-Also had a technical idea on how you can keep an armor equipped an item to a player (for parasite armor), which can be done by having an item apply a weather like effect, to which it also applies immunity to. (unless item locking can be moded, like DD from skyrim)

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