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[mod] Sexbound Reborn


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Posted
3 hours ago, fre said:

Okay !

 

I was able to fix some errors.

 

However, the r_oral and r-cunnilingus commands aren't working, which prevents the dialogues from being read at all.

 

Thanks again for the advice!
Have a great day!

 

Quoted from the wiki:

Quote

r_oral: You're giving a blowjob, but this should never happen as you don't talk when your mouth is full with dick.

 

The other one is "r_cunnilingus" not "r-cunnilingus". So both wouldn't fire, correct.

Posted

i want to uninstall this mod, if at least it worked like in skyrim where you get to chose where and who you perform the deeds instead of just random tables interactions leading to losing crewmembers the moment you pass in front of a table in a dungeon and having to backtrack to find them, but you cant just remove the files because of course this is the kind of mod that makes the game crash the moment you want to remove it, just why make it random, it could litteraly just have been a player interactive command that allows you to iniate animations with npcs but no you had to make it a random table action and now any table will make hostile npcs use it in dungeons or make your own crew members use them the moment they pass in front of one, all i wanted was to play the game normally but with extra spice, and now i cant even remove it without making my game either crash on launch or crash trying to load a character, fking forced to use this trash if at least there was a patch to stop the usage of tables but i guess there isnt one

Posted (edited)
20 minutes ago, grogocator said:

i want to uninstall this mod, if at least it worked like in skyrim where you get to chose where and who you perform the deeds instead of just random tables interactions leading to losing crewmembers the moment you pass in front of a table in a dungeon and having to backtrack to find them, but you cant just remove the files because of course this is the kind of mod that makes the game crash the moment you want to remove it, just why make it random, it could litteraly just have been a player interactive command that allows you to iniate animations with npcs but no you had to make it a random table action and now any table will make hostile npcs use it in dungeons or make your own crew members use them the moment they pass in front of one, all i wanted was to play the game normally but with extra spice, and now i cant even remove it without making my game either crash on launch or crash trying to load a character, fking forced to use this trash if at least there was a patch to stop the usage of tables but i guess there isnt one


While i do agree that i think the tables are a mixed choice, are you serious...?

I tried checking the frameworks for Skyrim and Fallout, even installed the Fallout one after a billion years of trouble (Which is very similar to the current PalWorld framework) and it's just the least fluid, and natural mechanics ever, using weird Debug-controls that were passed on as "just fine", requiring custom animations for every single thing (Based on Skeleton, makes sense why, but also leads to...) which means 99% of animations are simply not available because there is no creator interested in making them, and the few systems that DO WORK in a more fluent went, like pregnancy and Defeat are just as prone to even bigger issues, jank, and not to mention, crashes.

Look, if you just wanted help removing the tables from being enabled by default, could easily have helped with that, i did that myself after all, and can easily guide people to do the same, we even have a Discord and don't mind providing the guidance whenever i'm online, but getting hostile and flinging mud ain't gonna get you any sort of pity or willing helpers.

But hey, you want to uninstall the mod, go ahead.
Nobody's gonna stop you. Sadly your character will be missing due to how the game itself handles status effects.

Edited by red3dred
Fixing myh typos as usual.
Posted
2 hours ago, grogocator said:

i want to uninstall this mod, if at least it worked like in skyrim where you get to chose where and who you perform the deeds instead of just random tables interactions leading to losing crewmembers the moment you pass in front of a table in a dungeon and having to backtrack to find them, but you cant just remove the files because of course this is the kind of mod that makes the game crash the moment you want to remove it, just why make it random, it could litteraly just have been a player interactive command that allows you to iniate animations with npcs but no you had to make it a random table action and now any table will make hostile npcs use it in dungeons or make your own crew members use them the moment they pass in front of one, all i wanted was to play the game normally but with extra spice, and now i cant even remove it without making my game either crash on launch or crash trying to load a character, fking forced to use this trash if at least there was a patch to stop the usage of tables but i guess there isnt one

 

A'ight. Fresh account, first ever post, and swearing. The tone is set so I shall respond in kind.

 

If you're so fking appaled to play Starbound then how about you go play a fking different game where things work in your favor? Go ahead, make a mod that works like how you'd expect it. Make a *player run command* that can influence jack shit in the world and play the entire action in a fking UI pane window. See how far you get. There is a reason people have been modding this game for fking years and no better mechanics have come up because Starbound is a fking piece of trash developed by unpaid interns, it's a hot mess where all the cool things are impossible and their next-best compromise a full-time job to implement and maintain. But sure, go ahead, do a better job. I dare you to try. Just don't come running when you realize it doesn't work out and ChatGPT isn't giving you a fully compiled mod that does everything ever in 10 seconds.

 

You cannot uninstall any mod that adds shit because Starbound has NO fking failsave checks. You add something to the game, save in the world by placing it down, then remove the registered block/status effect/thing and the game fking shits itself ON BOOT because something it expected does not exist anymore. This is common fking knowledge and if you'd played the game before, let alone modded it, you'd fking know that. Implementing a failsave like that is the work of 5 goddamn minutes but Chucklefish didn't bother, so we are left with telling everyone "Make a backup of your universe before installing anything, as your world will be gone if you remove the mod later". Too bad you couldn't read the bloody sign, have fun with your mess.

 

If you want to manually fix it, the solution is simple - but with that fking attidute, good luck figuring it out.

Posted
16 hours ago, red3dred said:


While i do agree that i think the tables are a mixed choice, are you serious...?

I tried checking the frameworks for Skyrim and Fallout, even installed the Fallout one after a billion years of trouble (Which is very similar to the current PalWorld framework) and it's just the least fluid, and natural mechanics ever, using weird Debug-controls that were passed on as "just fine", requiring custom animations for every single thing (Based on Skeleton, makes sense why, but also leads to...) which means 99% of animations are simply not available because there is no creator interested in making them, and the few systems that DO WORK in a more fluent went, like pregnancy and Defeat are just as prone to even bigger issues, jank, and not to mention, crashes.

Look, if you just wanted help removing the tables from being enabled by default, could easily have helped with that, i did that myself after all, and can easily guide people to do the same, we even have a Discord and don't mind providing the guidance whenever i'm online, but getting hostile and flinging mud ain't gonna get you any sort of pity or willing helpers.

But hey, you want to uninstall the mod, go ahead.
Nobody's gonna stop you. Sadly your character will be missing due to how the game itself handles status effects.

Speaking of which, I actually just dropped in here to ask if it was possible to rid myself of the table interactions! Could I please get that assistance while we're all here? :D

Posted
2 hours ago, CountrysideLassy said:

Speaking of which, I actually just dropped in here to ask if it was possible to rid myself of the table interactions! Could I please get that assistance while we're all here? :D


The instructions are pretty simple.

> Get unpacked version of the mod (The one where you can open it and see the files inside, NOT the PAK.)
> Install correctly into Mods folder (This part is the most tricky for users. Rules are simple: No Sub-folders, but contained all within a single folder in "Starbound/mods". So "starbound/mods/Sexbound/<_Metadata and other files/folders of the mod>", and that's it.)
> Open mod files, go into "Objects", and simply use Windows Search for anything with "table" in the name. (If your Windows Search is being dumb like mine, try "*table", meaning "wildcard table", or "<literally anything>table".)
> Confirm, by looking at image below.

Spoiler

image.png.dce1d27763b5ef894989237d712ffdd4.png

> Delete all files in the search. Nothing else to it.

Congratulations, tables will never magnetize your crew anymore. This does however mean that basically no automatic-generation has Sexbound support.

Posted

[16:41:40.487] [Error] UniverseServer: error during world create: (WorldServerException) Exception encountered initializing world
[0] 7ff6b92ca213 Star::captureStack
[1] 7ff6b92c8f9e Star::StarException::StarException
[2] 7ff6b92c9088 Star::StarException::StarException
[3] 7ff6b98404e0 Star::WorldServerException::WorldServerException
[4] 7ff6b9c64a49 `Star::WorldServer::init'::`1'::catch$536
[5] 7ffccd85bb00 _CxxFrameHandler3
[6] 7ffccd8433c7 is_exception_typeof
[7] 7ffce769f3e6 RtlCaptureContext2
[8] 7ff6b9856bc1 Star::WorldServer::init
[9] 7ff6b98403c2 Star::WorldServer::WorldServer
[10] 7ff6b97694f3 std::make_shared<Star::WorldServer,std::shared_ptr<Star::WorldTemplate> & __ptr64,std::shared_ptr<Star::File> >
[11] 7ff6b9771d31 <lambda_755fc2d76450663a5bb16a372c158895>::operator()
[12] 7ff6b975d00f std::_Invoker_functor::_Call<<lambda_755fc2d76450663a5bb16a372c158895> & __ptr64>
[13] 7ff6b97640d6 std::invoke<<lambda_755fc2d76450663a5bb16a372c158895> & __ptr64>
[14] 7ff6b975fbf9 std::_Invoke_ret<std::shared_ptr<Star::WorldServerThread>,<lambda_755fc2d76450663a5bb16a372c158895> & __ptr64>
[15] 7ff6b9775a16 std::_Func_impl<<lambda_755fc2d76450663a5bb16a372c158895>,std::allocator<int>,std::shared_ptr<Star::WorldServerThread> >::_Do_call
[16] 7ff6b9660677 std::_Func_class<std::shared_ptr<Star::StatisticsDatabase> >::operator()
[17] 7ff6b977200f <lambda_770d99c769b4950d94783c330804382d>::operator()
[18] 7ff6b92c1ce2 Star::WorkerPool::WorkerThread::run
[19] 7ff6b92c6d9e Star::ThreadImpl::runThread
[20] 7ffce547ccb7 BaseThreadInitThunk
[21] 7ffce762ad6c RtlUserThreadStart
Caused by: (DungeonException) Error generating dungeon named 'apexbase'
[0] 7ff6b92ca213 Star::captureStack
[1] 7ff6b92c8f9e Star::StarException::StarException
[2] 7ff6b92c9088 Star::StarException::StarException
[3] 7ff6b93dc110 Star::DungeonException::DungeonException
[4] 7ff6b9bef696 `Star::DungeonGenerator::generate'::`1'::catch$119
[5] 7ffccd85bb00 _CxxFrameHandler3
[6] 7ffccd8433c7 is_exception_typeof
[7] 7ffce769f3e6 RtlCaptureContext2
[8] 7ff6b93e9e1f Star::DungeonGenerator::generate
[9] 7ff6b9856bc1 Star::WorldServer::init
[10] 7ff6b98403c2 Star::WorldServer::WorldServer
[11] 7ff6b97694f3 std::make_shared<Star::WorldServer,std::shared_ptr<Star::WorldTemplate> & __ptr64,std::shared_ptr<Star::File> >
[12] 7ff6b9771d31 <lambda_755fc2d76450663a5bb16a372c158895>::operator()
[13] 7ff6b975d00f std::_Invoker_functor::_Call<<lambda_755fc2d76450663a5bb16a372c158895> & __ptr64>
[14] 7ff6b97640d6 std::invoke<<lambda_755fc2d76450663a5bb16a372c158895> & __ptr64>
[15] 7ff6b975fbf9 std::_Invoke_ret<std::shared_ptr<Star::WorldServerThread>,<lambda_755fc2d76450663a5bb16a372c158895> & __ptr64>
[16] 7ff6b9775a16 std::_Func_impl<<lambda_755fc2d76450663a5bb16a372c158895>,std::allocator<int>,std::shared_ptr<Star::WorldServerThread> >::_Do_call
[17] 7ff6b9660677 std::_Func_class<std::shared_ptr<Star::StatisticsDatabase> >::operator()
[18] 7ff6b977200f <lambda_770d99c769b4950d94783c330804382d>::operator()
[19] 7ff6b92c1ce2 Star::WorkerPool::WorkerThread::run
[20] 7ff6b92c6d9e Star::ThreadImpl::runThread
[21] 7ffce547ccb7 BaseThreadInitThunk
[22] 7ffce762ad6c RtlUserThreadStart
Caused by: (AssetException) Error loading asset /stats/sexbound/monster_primary.lua
[0] 7ff6b92ca213 Star::captureStack
[1] 7ff6b92c8f9e Star::StarException::StarException
[2] 7ff6b92d51ca Star::AssetException::format<Star::AssetPath>
[3] 7ff6b92e1972 Star::Assets::getAsset
[4] 7ff6b92dda2b Star::Assets::bytes
[5] 7ff6b9915d78 Star::LuaRoot::ScriptCache::loadScript
[6] 7ff6b9915cc1 Star::LuaRoot::ScriptCache::loadContextScript
[7] 7ff6b991587e Star::LuaRoot::createContext
[8] 7ff6b99014b7 Star::LuaBaseComponent::init
[9] 7ff6b96d12cf Star::StatusController::init
[10] 7ff6b94ad40d Star::Monster::init
[11] 7ff6b984901e Star::WorldServer::addEntity
[12] 7ff6b9805394 Star::DungeonGeneratorWorld::spawnNpc
[13] 7ff6b93e8d40 Star::Dungeon::DungeonGeneratorWriter::flush
[14] 7ff6b93e3407 Star::DungeonGenerator::buildDungeon
[15] 7ff6b93e9e1f Star::DungeonGenerator::generate
[16] 7ff6b9856bc1 Star::WorldServer::init
[17] 7ff6b98403c2 Star::WorldServer::WorldServer
[18] 7ff6b97694f3 std::make_shared<Star::WorldServer,std::shared_ptr<Star::WorldTemplate> & __ptr64,std::shared_ptr<Star::File> >
[19] 7ff6b9771d31 <lambda_755fc2d76450663a5bb16a372c158895>::operator()
[20] 7ff6b975d00f std::_Invoker_functor::_Call<<lambda_755fc2d76450663a5bb16a372c158895> & __ptr64>
[21] 7ff6b97640d6 std::invoke<<lambda_755fc2d76450663a5bb16a372c158895> & __ptr64>
[22] 7ff6b975fbf9 std::_Invoke_ret<std::shared_ptr<Star::WorldServerThread>,<lambda_755fc2d76450663a5bb16a372c158895> & __ptr64>
[23] 7ff6b9775a16 std::_Func_impl<<lambda_755fc2d76450663a5bb16a372c158895>,std::allocator<int>,std::shared_ptr<Star::WorldServerThread> >::_Do_call
[24] 7ff6b9660677 std::_Func_class<std::shared_ptr<Star::StatisticsDatabase> >::operator()
[25] 7ff6b977200f <lambda_770d99c769b4950d94783c330804382d>::operator()
[26] 7ff6b92c1ce2 Star::WorkerPool::WorkerThread::run
[27] 7ff6b92c6d9e Star::ThreadImpl::runThread
[28] 7ffce547ccb7 BaseThreadInitThunk
[29] 7ffce762ad6c RtlUserThreadStart



Some planets refuse to load, warping me back to ship. Appears something with Sexbound. Reinstalled the mod, purged worlds, but it still causes issues. 

starbound.log

Posted
1 hour ago, yur34421 said:

Some planets refuse to load, warping me back to ship. Appears something with Sexbound. Reinstalled the mod, purged worlds, but it still causes issues. 

 

One of your SxB-related mods is using a wrong filepath. "/stats/sexbound/monster_primary.lua" is not a valid path. It's "/scripts/sexbound/stats/monster_primary.lua" and has been so since forever.

 

As it crashes dungeon generation and as such planet loading, it'd be something affecting NPCs or monsters.

 

 

Posted
2 hours ago, yur34421 said:

Some planets refuse to load, warping me back to ship. Appears something with Sexbound. Reinstalled the mod, purged worlds, but it still causes issues. 

1 hour ago, Erina Sugino said:

 

One of your SxB-related mods is using a wrong filepath. "/stats/sexbound/monster_primary.lua" is not a valid path. It's "/scripts/sexbound/stats/monster_primary.lua" and has been so since forever.

 

As it crashes dungeon generation and as such planet loading, it'd be something affecting NPCs or monsters.


Well, not quite. Defeat uses that one, and they do not have Defeat, while the Mimic Support for TTPP requires Defeat.

 

Posted

Hi everyone again, I have little specific question. Does arousal points of NPCs deplete when sex scene goes on or when they climax? I want to fine-tune arousal depletion of NPCs for my server, but I don't undertand how exactly mechanics working. Like, I don't know if arousal points still accumulating when sex scene plays out or it's stopping during the sex scene and instead begin depletion cycle (dunno how to call it otherwise).

Posted
12 hours ago, Seberious said:

Hi everyone again, I have little specific question. Does arousal points of NPCs deplete when sex scene goes on or when they climax? I want to fine-tune arousal depletion of NPCs for my server, but I don't undertand how exactly mechanics working. Like, I don't know if arousal points still accumulating when sex scene plays out or it's stopping during the sex scene and instead begin depletion cycle (dunno how to call it otherwise).

 

Climax only in SBR.

Posted
On 8/21/2026 at 7:16 PM, Erina Sugino said:

 

Climax only in SBR.

So NPCs reduce their arousal points with climax too? Then why they sometimes "get off" from the node before climax and not after? And still, does arousal points accumulate when NPCs in the sex or it's stopped during sex? It's important detail, because I can't grasp math right in these things without knowing for sure. If it was answered before then point to direction of that comment please.

Posted (edited)
2 hours ago, Seberious said:

So NPCs reduce their arousal points with climax too? Then why they sometimes "get off" from the node before climax and not after? And still, does arousal points accumulate when NPCs in the sex or it's stopped during sex? It's important detail, because I can't grasp math right in these things without knowing for sure. If it was answered before then point to direction of that comment please.

 

They reduce them only with climaxing.

 

When not in a sexnode, their arousal value slowly goes up just by existing as per the rate defined in the config. When in a sexnode, its gain/loss is set to 0. The only thing that reduces it is climaxing. The only other way out is a fixed defined timeout of 5 minutes in a sexnode, to prevent horny NPCs from softlocking forever with no suitable partner around.

 

If you need to dig deeper, the source code is publicly on the GitHub repository. Check the npc.lua main script (or potentially common.lua), their respective arousal plugin, aswell as actor.lua.

Edited by Erina Sugino
Posted
On 8/23/2026 at 2:05 PM, Erina Sugino said:

 

They reduce them only with climaxing.

 

When not in a sexnode, their arousal value slowly goes up just by existing as per the rate defined in the config. When in a sexnode, its gain/loss is set to 0. The only thing that reduces it is climaxing. The only other way out is a fixed defined timeout of 5 minutes in a sexnode, to prevent horny NPCs from softlocking forever with no suitable partner around.

 

If you need to dig deeper, the source code is publicly on the GitHub repository. Check the npc.lua main script (or potentially common.lua), their respective arousal plugin, aswell as actor.lua.

Hey, hi again, beforehand thanks for help and answer. I still need a little help, where is exactly this 5 minute timer in files? I have checked luas and eveything and didn't see where this exactly (even though I'm now know more). Do I able to change this timer too? I mean, maybe it's hard-tied to something in code and I might screw something, so I wanna know.

PS Yet again thanks beforehand for help and answer

Posted
11 hours ago, Seberious said:

Hey, hi again, beforehand thanks for help and answer. I still need a little help, where is exactly this 5 minute timer in files? I have checked luas and eveything and didn't see where this exactly (even though I'm now know more). Do I able to change this timer too? I mean, maybe it's hard-tied to something in code and I might screw something, so I wanna know.

PS Yet again thanks beforehand for help and answer

 

The timeout is running, I'm pretty sure, in the NPC behaviors. If you are gonna delve into there, well...

Best of luck, you will need it.

Posted

I've been trying to add some support for the kitsune furniture from the kitsune mod, i was starting with the bed but i just cannot seem to get it to work with the loungeableaddon's, from everything i can tell it "should" be correct.  is it's possible the issue is because the mod uses a layered png for the 12 colors each object can have instead of a seperate png per color that causing it to not recognize it?

Posted
1 hour ago, KingSuperJam said:

I've been trying to add some support for the kitsune furniture from the kitsune mod, i was starting with the bed but i just cannot seem to get it to work with the loungeableaddon's, from everything i can tell it "should" be correct.  is it's possible the issue is because the mod uses a layered png for the 12 colors each object can have instead of a seperate png per color that causing it to not recognize it?

 

Nah. If it's just compatibility with loungable addons then it matters not at all what the base object does itself. Can't tell you what's wrong without seeing your patch though.

Posted
13 hours ago, FluttershyQAQ said:

It looks like it doesn't work on OpenStarbound anymore


There was no new release on the OSB Github, and it worked with the last one, what have you done over there?
 

Posted (edited)
On 8/28/2026 at 10:22 AM, Erina Sugino said:

 

Nah. If it's just compatibility with loungable addons then it matters not at all what the base object does itself. Can't tell you what's wrong without seeing your patch though.

hmm, do you have any documentation on patching that, i feel like im missing something, it "looks" like it should only need a .patch file so i made a kitsunebed.object.patch as that seems to have been the layout of the others i have seen. 

I'm adding what it looks like below

 

Spoiler

Patch Attempt Code:

[
  {
    "op"      : "test",
    "path"    : "/scripts",
    "inverse" : true
  },

  {
    "op"    : "add",
    "path"  : "/interactive",
    "value" : true
  },
  
  {
    "op"   : "remove",
    "path" : "/orientations/0/spaceScan"
  },

  {
    "op"    : "add",
    "path"  : "/orientations/0/materialSpaces",
    "value" : [
      [ [ 0,  1 ], "metamaterial:sexboundaddonbase" ]
    ]
  },
  
  {
    "op"    : "add",
    "path"  : "/orientations/0/spaces",
    "value" : [
      [-3, 1], [-2, 1], [-1, 1], [0, 1], [1, 1], [2, 1],
      [-3, 0],                                   [2, 0]
    ]
  },
  
  {
    "op"    : "add",
    "path"  : "/scripts",
    "value" : [ "/scripts/objectaddons.lua", "/scripts/sexbound/loungeable.lua" ]
  },
  
  {
    "op"    : "add",
    "path"  : "/sexboundConfig",
    "value" : {
      "animationPartsCentered" : true,
      "actor"         : { "mirrorArtwork" : true },
      "nodePositions" : [ [-2, 0], [-1, 0], [0, 0], [1, 0] ],
      "sitPositions"  : [ [16, 20], [8, 20], [0, 20], [-8, 20] ],
      "position"      : {
        "sex" : [ "missionary_in_bed", "doggy_in_bed", "cowgirl_in_bed", "facesitting_in_bed", "standing_in_bed", "butterfly_in_bed", "fellatio_in_bed", "reverse_cowgirl_in_bed" ]
      },
      "idlePosition"  : "idle_laying"
    }
  },
  
  {
    "op"    : "add",
    "path"  : "/addonConfig",
    "value" : {
      "usesAddons" : [
        {
          "name"      : "sexboundLoungeableAddon",
          "position"  : [0, 0],
          "addonData" : {
            "enabled"   : true,
            "maxActors" : 2
          }
        },

        {
          "name"      : "sexboundLoungeableAddon1",
          "position"  : [0, 0],
          "addonData" : {
            "enabled"   : true,
            "maxActors" : 2
          }
        },

        {
          "name"      : "sexboundLoungeableAddon2",
          "position"  : [0, 0],
          "addonData" : {
            "enabled"   : true,
            "maxActors" : 3
          }
        },

        {
          "name"      : "sexboundLoungeableAddon3",
          "position"  : [0, 0],
          "addonData" : {
            "enabled"   : false,
            "maxActors" : 4
          }
        }
      ]
    }
  },
  
  {
    "op"    : "add",
    "path"  : "/animation",
    "value" : "/artwork/humanoid/twoactors-centered.animation"
  },
  
  {
    "op"    : "add",
    "path"  : "/animationCustom",
    "value" : {
      "animatedParts" : {
        "parts" : {
          "bed" : {
            "properties" : {
              "offset" : [ 0, -0.250 ],
              "zLevel" : -1,
              "image"  : "/objects/kitsune/kitsunebed/kitsunebed.png:<color>"
			  
            }
          },
          
          "actors" : {
            "properties" : {
              "anchorPart" : "bed",
              "offset" : [ 0, 1 ]
            }
          }
        }
      }
    }
  }
]

Am I missing something else?

 

Edited by KingSuperJam
Posted
47 minutes ago, KingSuperJam said:

hmm, do you have any documentation on patching that, i feel like im missing something, it "looks" like it should only need a .patch file so i made a kitsunebed.object.patch as that seems to have been the layout of the others i have seen. 

I'm adding what it looks like below

 

Does the kitsune bed by itself have scripts attached? Cause the very first line in that patch says "If the object has /scripts defined, DO NOTHING". Basically unpatched if the base object has its own scripts.

Posted
5 hours ago, Erina Sugino said:

 

Does the kitsune bed by itself have scripts attached? Cause the very first line in that patch says "If the object has /scripts defined, DO NOTHING". Basically unpatched if the base object has its own scripts.

The default bed  doesnt seem too no this is what the kitsunebed.object looks like:

 

Spoiler

kitsunebed.object

{
  "objectName" : "kitsunebed",
  "colonyTags" : ["kitsune", "bed"],
  "rarity" : "Common",
  "description" : "A kitsune bed.",
  "shortdescription" : "Kitsune Bed",
  "race" : "kitsune",
  "category" : "furniture",
  "price" : 140,

  "objectType" : "loungeable",
  "sitFlipDirection" : true,
  
  "sitOrientation" : "lay",
  "sitAngle" : 90,
  "sitCoverImage" : "/objects/kitsune/kitsunebed/kitsunebedcover.png:default",
  "sitEmote" : "sleep",
  "sitStatusEffects" : [
    "bed6"
  ],
  "sitEffectEmitters" : [ "sleepbubbles" ],
  
  "inventoryIcon" : "icon.png:default",
  "orientations" : [
    {
      "imageLayers" : [ { "image" : "kitsunebed.png:default", "fullbright" : true }, { "image" : "kitsunebedlit.png:default" } ],
      "flipImages" : true,
      "imagePosition" : [-24, 0],
      "frames" : 1,
      "animationCycle" : 1.0,
      
      "sitPosition" : [-3.5, 12],
        
      "spaces" : [ [-3, 0], [-3, 1], [-2, 0], [-2, 1], [-1, 0], [-1, 1], [0, 0], [0, 1], [1, 0], [1, 1], [2, 0], [2, 1], [3, 0], [3, 1] ],
      "anchors" : [ "bottom" ],
      "direction" : "left"
    },
    {
      "imageLayers" : [ { "image" : "kitsunebed.png:default", "fullbright" : true }, { "image" : "kitsunebedlit.png:default"} ],
      "imagePosition" : [-24, 0],
      "frames" : 1,
      "animationCycle" : 1.0,
      
      "sitPosition" : [-11.5, 12],

      "spaces" : [ [-3, 0], [-3, 1], [-2, 0], [-2, 1], [-1, 0], [-1, 1], [0, 0], [0, 1], [1, 0], [1, 1], [2, 0], [2, 1], [3, 0], [3, 1] ],
      "anchors" : [ "bottom" ],
      "direction" : "right"
    }
    
  ]
}


all the different bed have their own.object that just points to a different color but i dont see any scripts attached to them. but currently i cant attach any tier of the loungable addon to them, it never turns blue.

 

Posted
6 hours ago, KingSuperJam said:

The default bed  doesnt seem too no this is what the kitsunebed.object looks like:

 

I'd say the problem is the spaces. Explaining it in detail would get a fair bit complicated, but the thing is not only that A: you are using patch instructions that paste the occupied tiles from a different object and B: it's in ADD, not REPLACE mode so you are just adding more spaces to the already existing default kitsune beds ones. That does nothing afaik but results in the tiles that the addon would go into to be already occupied.

Posted
11 hours ago, KingSuperJam said:

The default bed  doesnt seem too no this is what the kitsunebed.object looks like:

 

  Reveal hidden contents

kitsunebed.object

{
  "objectName" : "kitsunebed",
  "colonyTags" : ["kitsune", "bed"],
  "rarity" : "Common",
  "description" : "A kitsune bed.",
  "shortdescription" : "Kitsune Bed",
  "race" : "kitsune",
  "category" : "furniture",
  "price" : 140,

  "objectType" : "loungeable",
  "sitFlipDirection" : true,
  
  "sitOrientation" : "lay",
  "sitAngle" : 90,
  "sitCoverImage" : "/objects/kitsune/kitsunebed/kitsunebedcover.png:default",
  "sitEmote" : "sleep",
  "sitStatusEffects" : [
    "bed6"
  ],
  "sitEffectEmitters" : [ "sleepbubbles" ],
  
  "inventoryIcon" : "icon.png:default",
  "orientations" : [
    {
      "imageLayers" : [ { "image" : "kitsunebed.png:default", "fullbright" : true }, { "image" : "kitsunebedlit.png:default" } ],
      "flipImages" : true,
      "imagePosition" : [-24, 0],
      "frames" : 1,
      "animationCycle" : 1.0,
      
      "sitPosition" : [-3.5, 12],
        
      "spaces" : [ [-3, 0], [-3, 1], [-2, 0], [-2, 1], [-1, 0], [-1, 1], [0, 0], [0, 1], [1, 0], [1, 1], [2, 0], [2, 1], [3, 0], [3, 1] ],
      "anchors" : [ "bottom" ],
      "direction" : "left"
    },
    {
      "imageLayers" : [ { "image" : "kitsunebed.png:default", "fullbright" : true }, { "image" : "kitsunebedlit.png:default"} ],
      "imagePosition" : [-24, 0],
      "frames" : 1,
      "animationCycle" : 1.0,
      
      "sitPosition" : [-11.5, 12],

      "spaces" : [ [-3, 0], [-3, 1], [-2, 0], [-2, 1], [-1, 0], [-1, 1], [0, 0], [0, 1], [1, 0], [1, 1], [2, 0], [2, 1], [3, 0], [3, 1] ],
      "anchors" : [ "bottom" ],
      "direction" : "right"
    }
    
  ]
}


all the different bed have their own.object that just points to a different color but i dont see any scripts attached to them. but currently i cant attach any tier of the loungable addon to them, it never turns blue.

 


Oh right, i did make a short tutorial about beds that tries to elucidate a few things, would @Erina Sugino mind taking a look to make sure i didn't say anything wrong?

Hope it can help you understand these changes a bit better. Only thing i can see maybe being wrong is the "interactable" part at the start.

Posted
8 hours ago, Erina Sugino said:

 

I'd say the problem is the spaces. Explaining it in detail would get a fair bit complicated, but the thing is not only that A: you are using patch instructions that paste the occupied tiles from a different object and B: it's in ADD, not REPLACE mode so you are just adding more spaces to the already existing default kitsune beds ones. That does nothing afaik but results in the tiles that the addon would go into to be already occupied.

thanks, i think i got it, the original object doesnt use spaceScan so i had to remove that before it would allow the item to be placed, but on top of that i needed to omit the [0, 1] since the bed also uses that for it to activate, now i just need to adjust some positioning and i think i'll be good.

 

 

2 hours ago, red3dred said:


Oh right, i did make a short tutorial about beds that tries to elucidate a few things, would @Erina Sugino mind taking a look to make sure i didn't say anything wrong?

Hope it can help you understand these changes a bit better. Only thing i can see maybe being wrong is the "interactable" part at the start.

 Thanks i'll take a look at it.

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