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[mod] Tentacle Lord - Play as a Tentacle Monster


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Posted (edited)

https://gitgud.io/Rel01/Rimworld-Tentacle-Lord

 

 

This mod adds a new playable race, the Tentacle Lord along with several new features. Other required mods are: Royalty, Ideology, Biotech, and HAR.
 

List of Features Race: A brand new race to the game. Play as a Tentacle Lord and build your own kingdom.

Tentacle Lords are powerful melee combatants with a starting psylink but have very slow innate movespeed and poor ranged attacks. They're also slightly more vulnerable to cold temperatures.
 

Tentacle Lords come with three special abilities. The first is to create Tentacle Essence every 5 days. The second is to Release a creature to the wild which will then leave the map. (This is mostly for getting rid of excess spawn). Finally, they can send a psychic beacon and summon those willing to serve.

 

Ideology: A new ideology structure with two rituals and a Tentacle Primacy meme.


Floor Decorations: 18 variants of stone reliefs (Slabs) to decorate your halls. - On Hold

  • 9 Broad Slabs
  • 7 Medium Slabs
  • 4 Rectangular (Long) Slabs


New Resource - Tentacle Lord Essence:

  • Use a new material to build a special floor type with and strengthen your followers. Special walls not included (to be added later)

The mechanics of Tentacle Essence are as follows:

  1. Essence can be generated by the Tentacle Lord every so often.
  2. Essence can also be generated by Tentacle Spawn every so often as well. Not as much as the Lord, but you can have multiple Spawns.
    1. Tentacle Lords can create spawn by "interacting" with pawns and completing the pregnancy.
    2. There is an extremely rare (5% chance) of getting a new baseline pawn instead of a spawn. The baseline pawn will start with a level of Tentacle Blessing.
    3. Tentacle Spawn can also create more spawn as well via the same interaction. (Requires RJW)
  3. Essence can be used to create special slime floor which is fire resistant and slows down pawns movement.
    1. If a pawn has Slime Walking, they gain movement speed on the floor.
    2. If a pawn has Slime Regeneration, they heal wounds and will slowly regenerate over time.
  4. Essence can also be used to strengthen baseliner pawns via a ritual
    1. There are 5 ranks of tentacle bless, each rank takes more essence to upgrade. 3->9->27->81->243
    2. Pawns which are blessed gain benefits which grow stronger as their blessing level increases

 

Starting Scenarios

  • Two starting scenarios, one with a single Tentacle Lord, the other with a Tentacle Lord and two followers.
     

RJW Integration

  1. If you use RJW with this mod, Tentacle Lords and Spawn will have their own genitalia
  2. Tentacle Spawn can accelerate getting more Spawn to get Essence faster.


 

Any suggestions, improvements or bugfixes are highly appreciated.

 

Credits & Inspiration Art Sources: Kilo, Anthitei

Inspiration: Inspired by Cheri's Tentacled Dreams mod for CK2.

Thank you to the Rimworld & RimJobWorld modding community for the help and assistance.

Edited by Rel01
Updating Mod description.
Posted

I had some trouble registering a gitgud account so I removed all the directly NSFW stuff and I thought it would be ok on github. I'll re-upload to gitgud later and hopefully that fixes things.

Posted
22 hours ago, Rel01 said:

I had some trouble registering a gitgud account so I removed all the directly NSFW stuff and I thought it would be ok on github. I'll re-upload to gitgud later and hopefully that fixes things.

also down, if you need help from the rjw modders join our discord!

Posted
9 hours ago, Skömer said:

also down, if you need help from the rjw modders join our discord!

 

Yeah, I asked for a bunch of help to get the mod working, the discord was extremely helpful. I think I fixed the link to gitgud and the file structure too. It hopefully should work now.

Posted
11 hours ago, fakeekaf said:

If I try to open the gitgud link it gives me a 404 error. Is the repository set to private by any chance?

 

You're right it was marked as Private. Sorry about that, I've made it Public now and I also fixed some backend things.

Posted
On 4/30/2026 at 3:25 PM, ghostfalll said:

A little surprised this mod doesn't also require the Anomaly DLC... but I guess that mod kind of technically already exists:

 

https://steamcommunity.com/sharedfiles/filedetails/?id=3707199661

 

Yeah, that mod is pretty fleshed out. It has a lot of great features for sure.

 

I still have a few placeholder images to replace so hopefully I can get that updated soon along with some other bug fixes.

  • 3 weeks later...
Posted

Is this still being worked on?

I tried to start a play through and I have no valid interactions with the pawn that answered the beacon call. I noticed no parts were added to the tentacle lord and character edited them in but still no interactions are available. 

Would appreciate some assistance. 

Posted
1 hour ago, Galickarn said:

Is this still being worked on?

I tried to start a play through and I have no valid interactions with the pawn that answered the beacon call. I noticed no parts were added to the tentacle lord and character edited them in but still no interactions are available. 

Would appreciate some assistance. 

 

Yeah, I'm still adding stuff albeit slowly.

So for the pawn which get summoned, they should automatically be part of your faction/ideology when they arrive. You shouldn't need to recruit or anything. Did you not get any interactions at all when they showed up?

Also for parts, I assume you're talking about RJW parts, those should be spawned with the custom race on creation. If you load this after RJW, they should be there.

Posted

They showed up and are part of my ideology and colony like you said.

I checked my load order and it did not in fact load after RJW. I will fix that and see what happens.

I am trying to come back to the game after a year and trying to make sure all 500+ of my mods are working, with also adding a few, so I am sure my load order is terrible. Work in progress n all that.

Posted (edited)

After switching the load order, the result is the same. 

I made the tentacle lord a hero and tried to initiate and got a no valid interaction.

I will try to make a new tentacle lord play through and see if the parts are auto generated and if I can initiate with the new playthrough. 

 

I did mention above that I manually added the parts. I dont know if I did it right though.

Breeding tentacles on the genitalia slot and Tentacle Anus on the anus slot. Will post again when I find out if the new playthrough allows it.

Edit:

Upon generating a new play through with the tentacle lord mod near the bottom of the list after all RJW mods, the new tentacle lord generated with no parts and still refused to do anything with the 2 pawns they started with. 
Does this mod have any requirements im not aware of? Like some RJW mod that adds compatibility with this race and RJW??

Sorry for the trouble ♥

Edited by Galickarn
Posted

The requirements for the mod are: Royalty, Ideology, Biotech, Humanoid Alien Races, and Harmony. Since you're not getting errors on load, I think you have all of those. For RJW, the compatibility is built in, basically if it detects RJW is installed then it'll add the appropriate parts. If it doesn't detect RJW is installed then no parts will be added.

 

Which scenario are you starting off with? The one which comes with the mod? If that's the one, then I was able to properly generate the race and genitalia. If you have a log once you get onto the map, that would be helpful in figuring out what could be preventing correct spawning.

As for Hero mode, you still need to meet the social requirements. If you change the RJW setting to allow hookups, that should let you do stuff immediately with Hero mode. Or just devmode to higher relationship and that should be good to go.

 

I found some other bugs that I'll work on to fix and hopefully release soon.

Posted

Safe to say my load order must be a mess, or some 1.6 updated mods were not properly tested. I can try to get my debug later but I always feel weird saring a mod list lol, feels personal once you get to a certain category.

 

Hard to find good guides on loading orders. Using Rimsort but not too good at it yet.

Posted (edited)

I sifted through the log and found these which directly name your mods different parts. 

Does this help?

I have the latest RJW mod that came from the downloader, libididoubnous or whatever. 

The mod is loaded after RJW

Edit: I tried to start a new game and get the logs, but it just freezes my game every time i hit share. Anyway I hope this helps. Prob gonna think of a new scenario for now.

Log.txt
 

Edited by Galickarn
Posted

Thanks for sending the log over. Is your version of RJW updated to the latest version? The error seems to indicate it can't find the appropriate def that my mod references inside RJW.

 

I know RJW did change their parts structure relatively recently so if you're not using the latest, it could cause errors similar to what you're seeing.

Posted (edited)

I updated it today. So I will check. It's 6.1.3 acording to the about XML

Edit: The original lord didnt generate any parts on load. I went ahead and just spawned in a new tentacle lord colonist to avoid having to remake another play through, that new spawned in one also did not have any.

 

Upon spawning, this was in the log:

Tried to add health diff to missing part BodyPartRecord(Anus parts.Count=0)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.HediffSet.AddDirect_Patch6 (Verse.HediffSet,Verse.Hediff,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn_HealthTracker.AddHediff_Patch13 (Verse.Pawn_HealthTracker,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
Verse.Pawn_HealthTracker:AddHediff (Verse.HediffDef,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
rjw.Corpse_RotStageChanged:RemoveParts (Verse.Corpse&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Corpse.RotStageChanged_Patch3 (Verse.Corpse)
BigAndSmall.HumanoidPawnScaler:<GetCache>g__SafeGfxDirty|9_0 (Verse.Pawn)
BigAndSmall.HumanoidPawnScaler:GetCache (Verse.Pawn,bool,bool,int,bool)
BigAndSmall.BigAndSmallCache:GameComponentTick ()
Verse.GameComponentUtility:GameComponentTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

Keep in mind, this was listed 9 times in red and was for Chest, Anus, Genitals:
Tried to add health diff to missing part BodyPartRecord(Anus parts.Count=0)

Tried to add health diff to missing part BodyPartRecord(Chest parts.Count=0)

Tried to add health diff to missing part BodyPartRecord(Genitals parts.Count=0)

Just to make triple sure. I decided whatever, I will make a new run and again got the above 3 messages when the game started. The lord again had no parts, just a psylink and a brain.

Edited by Galickarn
Posted

The error mentions BigAndSmall, maybe there's something in my mod that doesn't work with it. I don't use Big and Small myself but I'll take a look and see if there are any conflicts between that and how I set the race up in HAR.

Posted

I would like to say that I really like the idea behind this mod, but I am having a similar problem with the Tentacle Spawn mechanic. The lord I started out with seemed to have been generated properly, the summon a recruit ability works fine as well, but if by "interacting with pawns" means "vaginal sex that ends with a lot of cum being stuffed into said pawn", then something just isn't taking. And by that I mean semen. 

 

Basically, my Tentacle Lord can't knock up any pawns and that is with me adding a trait (or a quirk I forgot) that supposedly increases fertility. It was after realizing that neither of the two pawns who had sex with the Tentacle Lord showed signs of being pregnant (especially since one of them had been repeatedly getting with him for a while) that I realized something was wrong. 

 

I will try starting up a new game with that scenario to see if anything different happens, but I thought I should mention the issue sooner than later. 

Posted
On 5/28/2026 at 7:17 PM, Galickarn said:

I updated it today. So I will check. It's 6.1.3 ac

 

 

I tried to reproduce this error with big and small and didn't run into any issues. I'm kind of stuck on this one because no matter how I generate the pawn, it works for me. If you don't mind posting your whole mod list maybe I can see if there's anything else that could be causing the problem.

 

18 hours ago, keradi01 said:

I would like to say that I really like the idea behind this mod, but I am having a similar problem with the Tentacle Spawn mechanic. The lord I started out with seemed to have been generated properly, the summon a recruit ability works fine as well, but if by "interacting with pawns" means "vaginal sex that ends with a lot of cum being stuffed into said pawn", then something just isn't taking. And by that I mean semen. 

 

Basically, my Tentacle Lord can't knock up any pawns and that is with me adding a trait (or a quirk I forgot) that supposedly increases fertility. It was after realizing that neither of the two pawns who had sex with the Tentacle Lord showed signs of being pregnant (especially since one of them had been repeatedly getting with him for a while) that I realized something was wrong. 

 

I will try starting up a new game with that scenario to see if anything different happens, but I thought I should mention the issue sooner than later. 

 

My mod assumes you're using the Biotech pregnancy method, I actually didn't even look at the RJW pregnancies. If you're using the RJW one, it probably won't work at all. I can take a look at that I guess and see if I can add that.

 

If you are using normal Biotech, the race follows the Biotech fertility rules so make sure they're not too old. They can have long lifespans but standard Rimworld fertility cuts off at like 80 or 90 years old. Also make sure you're setting Try for Baby as that significantly boosts the odds the pawn will get pregnant.

 

Maybe I can add an extra fertility bonus via control panel. If I do that, I'll try to add some other settings too for more customization.

 

 

 

 

Posted
On 6/3/2026 at 1:40 PM, Rel01 said:

My mod assumes you're using the Biotech pregnancy method, I actually didn't even look at the RJW pregnancies. If you're using the RJW one, it probably won't work at all. I can take a look at that I guess and see if I can add that.

I checked my settings. The RJW pregnancy settings are set to use Biotech's system. However, it does make me wonder if HAR could be the issue. The pawn my Tentacle Lord kept filling up like a balloon was an alien race. The other I'm fairly certain was human though (I can't be 100% certain because that save is kind of messed up because I had to remove some mods). I'll see if I can get any new results from my end and will let you know if I do. Thank you. 

Posted

I have a problem with the mod.

Not really a problem since it does work and load fine.

But how it seems to interact with RJW. Aparently the "Tentacle genitalia thing" are not genitals, at leas as mechanics reffer, since it does not give any options to do sexual interactions. 

I did go and in dev mode and put it generic genitals into the Gentials and Anus slot and only then ir worked out

Posted
4 hours ago, Cosmic_Grunge said:

I have a problem with the mod.

Not really a problem since it does work and load fine.

But how it seems to interact with RJW. Aparently the "Tentacle genitalia thing" are not genitals, at leas as mechanics reffer, since it does not give any options to do sexual interactions. 

I did go and in dev mode and put it generic genitals into the Gentials and Anus slot and only then ir worked out

 

Thanks for reporting this issue. So your normal pawns are being generated correctly with RJW genitals but the Tentacle Lord isn't?

 

How did you put the Tentacle Lord pawn into the game? Was it a new game or adding via some other method? After Galickarn reported a similar issue, I looked over the stuff which adds genitals and I was unable to figure out the problem. I can't think of anything that would cause the genitals to not work properly other than using an older version of RJW or loading RJW after my mod.

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