DraconicCatgirl Posted October 29, 2022 Posted October 29, 2022 Oh my god this is the best starbound mod on here, especially after that new update. Thank you to everyone who worked on this for making it. 5
smurf123smurf Posted October 29, 2022 Posted October 29, 2022 GawdDAMN does this team leave me speechless every time. Never quit fellas, you're the best of the best. 4
wingfriend Posted October 30, 2022 Posted October 30, 2022 On 10/28/2022 at 4:54 PM, luciodark said: Thanks for the fix ^^ Are there any plans to add trap/monster spawns to the tentacle dungeons? And I figure based on this update that things like mimic animations for players are already on the table, but I'd like to give those +1 anyway incase they're not. I'd also love for the mimics to be able to trap the player and npcs. I am a huge fan of the new traps and "enemies". It's really creative that the flying creatures are vehicles so they can apply their animations to the player and be mobile. I saw someone suggest that the creatures could hold onto the player until they struggled out and I also really like that.
SingleForLife Posted October 30, 2022 Posted October 30, 2022 (edited) love this mod and I'm always excited whenever a new update comes out  one thing that seems strange to me is the new micro dungeon where you turn a valve to open it up, whenever I find it there is neither ground nor background to the right side and below it, only air which makes it almost float just wondering if that is intentional or not Spoiler  Edited October 30, 2022 by SingleForLife added screenshot 1
onionknighto Posted October 30, 2022 Author Posted October 30, 2022 2 hours ago, SingleForLife said: neither ground nor background to the right side and below it, only air which makes it almost float  Yeah, that was a mistake, thanks for play-testing! I consider this a minor issue, so no hotfix but it will be included in the next update. 1
Serelith Posted October 30, 2022 Posted October 30, 2022 On 10/28/2022 at 8:48 PM, Cocein said: 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. Ah, I see. One way to avoid the 'stuck' issue is to make them optional; like duplicate files with the 'struggle' logic included in there for those who don't want it. I know starbound doesn't love duplicate item names, but that's probably the easiest part to solve by adding an S (for struggle) in ther itemnames.
angrykiwi Posted October 30, 2022 Posted October 30, 2022 4 hours ago, Serelith said: Ah, I see. One way to avoid the 'stuck' issue is to make them optional; like duplicate files with the 'struggle' logic included in there for those who don't want it. I know starbound doesn't love duplicate item names, but that's probably the easiest part to solve by adding an S (for struggle) in ther itemnames. or just include that option in the config file
Anmon Posted November 1, 2022 Posted November 1, 2022 Do the new dungeons use the new traps? Can't find them due to rarity, the space encounter one especially.
onionknighto Posted November 1, 2022 Author Posted November 1, 2022 Not yet. You can make the dungeon appear with a command in admin mode:Â Â /placedungeon ttppnostromo /placedungeon tentacleprison Working with custom mod objects in the tiled program used for creating dungeons is a chore I avoided due to laziness. Â It's a concern we certainly have noticed and I'll focus more on dungeons with more mod content for future updates. The problem with balancing the spawn rate is, you want to find it immediately on update but later on you'd get annoyed at the same dungeon appearing every few encounters. 4
Doompi123 Posted November 2, 2022 Posted November 2, 2022 12 hours ago, onionknighto said: Not yet. You can make the dungeon appear with a command in admin mode:  /placedungeon ttppnostromo /placedungeon tentacleprison Working with custom mod objects in the tiled program used for creating dungeons is a chore I avoided due to laziness.  It's a concern we certainly have noticed and I'll focus more on dungeons with more mod content for future updates. The problem with balancing the spawn rate is, you want to find it immediately on update but later on you'd get annoyed at the same dungeon appearing every few encounters. a somewhat janky fix to that issue could be having a high spawn rate when the update comes out then lowering it with a smaller patch later on not ideal by any means but it'd let people try em out  ideally a config filer would be useful and let everyone tweak it to their liking but starbound being what it is it could break a lot of stuff  Â
rbrx Posted November 6, 2022 Posted November 6, 2022 Is it possible to disable the tentacle newborn enemy from spawning after certain traps/enemies interact with an NPC? I want to put one on my ship, but don't want to deal with the little guys.
onionknighto Posted November 6, 2022 Author Posted November 6, 2022 1 hour ago, rbrx said: I want to put one on my ship, but don't want to deal with the little guys. If you unpack the mod and then find the file TTPPv2.4/stats/effects/dripping/dripping.lua open it and change from { aggressive = true }  to  { aggressive = false } The spawned newborn tentacles should no longer attack  Another solution would be to place a crew member or a turret nearby, they should die in one hit and can be farmed this way for materials.
Kilgaxe1994 Posted November 7, 2022 Posted November 7, 2022 can you make it both .pak and .zip files.
onionknighto Posted November 7, 2022 Author Posted November 7, 2022 7 hours ago, Kilgaxe1994 said: can you make it both .pak and .zip files. It's .7z as I don't use zip but should work regardless, here:Â Â TTPPv2.4.7z I hesitate to offer both options in the main files section for downloads as it could lead to mistakes, questions and confusion on which to use and how. 2
Noone6 Posted November 8, 2022 Posted November 8, 2022 Incredible update! I can't wait to see more, as well as traps implemented in dungeons. I love the traps, new enemies, and their mechanics! I hope to see new effects, traps, & enemies in the future!
TheJuanPieceisReal Posted November 10, 2022 Posted November 10, 2022 A really simple addition that I think would be cool is combining the legs and torso of the robes from this mod into just taking up the torso slot, letting us put whatever else in the legs slot. Maybe a crafting recipe to combine them in the tentacle prime thing or they just spawn in the world like everything else who knows
spaccamount Posted November 10, 2022 Posted November 10, 2022 nice update i noticed many new interactable things, good job
HappyRiolu Posted November 10, 2022 Posted November 10, 2022 (edited) You guys never fail to deliver! This mod went from some nice scenery to a full fledged tentacle dungeon simulator, and you bet I'm excited! I have been thinking about some ideas in the past but been too shy to mention them, but the fact that you have already added many of them (like dungeons and starships) is a great sign in my book. These might be more complex, I do have some suggestions you might find interesting. 1. I love the victims speaking, but it does seem weird to me that some of those who seem quite happy to be trapped sometimes speak as if they're not enjoying it, and some who seem to be suffering worse fates (like the 15 inch tentacle going right up the ass) seem oddly happy about it. Are you planning on splitting up the reactions? It's definitely no dealbreaker of course. 2. Have you considered some more kinds of victim roles within the hive? This is of course up to your preferences, but I'd love to see something like a milking tentacle, gathering nutrients for the hive. (which might even give you milk if you press it). Perhaps a spanking tentacle, for those slaves who tried to get away and have to be taught a lesson? 3. This one might be the most complicated. I feel like there's a significant difference between being the one trying to brave the dungeon, and t he one setting it up. Will it be possible to mark yourself as "friendly" to the entities, so that they only target the intended victims and vice versa? If you're trying to brave the dungeon yourself, making it so that the hostile NPCs are the ones not affected, while you're the one being hunted? 4. When someone has been caught by a tentacle trap, they seem to spawn a small tentacle later. This is cool, but sometimes I have an NPC stuck in a wall with a trap, so they repeatedly get stuck in it. But when the little tentacle spawns, they take damage, which messes it up a bit. Is there a way to turn that part off? 5. And of course, more dungeons and animations are always welcome. I have a feeling you were already planning that, but I'm always glad to see more. Keep up the good work! This is without a doubt my favourite mod for Starbound! Edited November 10, 2022 by HappyRiolu 2
Kilgaxe1994 Posted November 11, 2022 Posted November 11, 2022 I don't know if it is this mod or another mod, but I can't get to the desert planets
smurf123smurf Posted November 11, 2022 Posted November 11, 2022 For whatever the reason, I can't pick up the monster spawners. I use an inventory mod and I can't collect them for some reason.
HappyRiolu Posted November 12, 2022 Posted November 12, 2022 I wanted to show you guys what I had made. I figured that instead of just enjoying the artwork, I'd make my own dungeon. It's not at all close to finished, I have many plans for new rooms, and of course the sacrifice pit by the bottom, where all the more fleshy blocks will be used. This is how it looks so far! Let me know if you have any ideas! 7
HappyRiolu Posted November 12, 2022 Posted November 12, 2022 There are a lot of little secrets that didn't fit into these pictures, victims who tried to escape but ended up being caught by the tentacles on their way out. Also if anyone has any recommendations for recording software and editing software, I'd love to give you guys a full run-through of the entire temple once it's finished.Â
onionknighto Posted November 12, 2022 Author Posted November 12, 2022 Looks cool! The ancient blocks and decoration go really well with the stone tentacle assets. Just adding a few stone tentacle blocks to the fuck animation in the last picture is highlighted well with the contrast to the surrounding ancient blocks. 1
HappyRiolu Posted November 12, 2022 Posted November 12, 2022 1 hour ago, onionknighto said: Looks cool! The ancient blocks and decoration go really well with the stone tentacle assets. Just adding a few stone tentacle blocks to the fuck animation in the last picture is highlighted well with the contrast to the surrounding ancient blocks. Thank you! ^_^ Yes they really fit well together, I actually thought it was intentional, which is why I paired them. I use the combination of stone tentacles and stone tentacle blocks in the little secret areas, which I think fits very well. I like to think of them as inactive tentacles that can come to life, and here we see a group who tried to flee by digging out, only to find out that they weren't as dormant as they thought. 1
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