Ranot Posted 21 hours ago Posted 21 hours ago On 7/24/2026 at 2:17 PM, kobold tinkerer said: discord will require you to show id eventually Aka, the day Discord dies, and we all jump to some alternative.
kobold tinkerer Posted 16 hours ago Posted 16 hours ago 5 hours ago, Ranot said: jump how about starting with alternative to not need jump
Ranot Posted 15 hours ago Posted 15 hours ago 1 hour ago, kobold tinkerer said: how about starting with alternative to not need jump Most people, old enough or not, don't like associating their personal identification with porn/adult material. Even if Discord just checked your ID to see if you're old enough without disclosing who you are, leaks happen often enough that a lot of people will avoid going into the database at all.
kobold tinkerer Posted 14 hours ago Posted 14 hours ago 13 minutes ago, Ranot said: Most people, old enough or not, don't like associating their personal identification with porn/adult material. Even if Discord just checked your ID to see if you're old enough without disclosing who you are, leaks happen often enough that a lot of people will avoid going into the database at all. you gonna wanna rephrase all that because i didnt understand what you meant
Ranot Posted 14 hours ago Posted 14 hours ago 11 minutes ago, kobold tinkerer said: you gonna wanna rephrase all that because i didnt understand what you meant Discord require ID = Everyone knows you pervert. Pervert, bad. Pure, good.
kobold tinkerer Posted 13 hours ago Posted 13 hours ago 40 minutes ago, Ranot said: Discord require ID = Everyone knows you pervert. Pervert, bad. Pure, good. errr. thats why i said we should use discord alternative to begin with to avoid that
Ranot Posted 13 hours ago Posted 13 hours ago In an effort to get this topic back on track, we seriously need to consider bringing production of this mod to GitGud or another NSFW open-source development site. Discord possibly too... but something like GitGud is almost non-negotiable. With only 1-2 people it's manageable, but once you get 3+ developers things get too chaotic without some form of control. On a side note, I've been looking into FMod. If anyone has or knows where some audio resources are that would fit in with the mod, please let us know! (8-bitish SFX? Maybe that could be an option...) We now have an animation of a floating skull giving cunninglingus... and all the currently available options sound way too funny to be remotely suitable.
kobold tinkerer Posted 13 hours ago Posted 13 hours ago 10 minutes ago, Ranot said: In an effort to get this topic back on track, we seriously need to consider bringing production of this mod to GitGud or another NSFW open-source development site. Discord possibly too... but something like GitGud is almost non-negotiable. With only 1-2 people it's manageable, but once you get 3+ developers things get too chaotic without some form of control. On a side note, I've been looking into FMod. If anyone has or knows where some audio resources are that would fit in with the mod, please let us know! (8-bitish SFX? Maybe that could be an option...) We now have an animation of a floating skull giving cunninglingus... and all the currently available options sound way too funny to be remotely suitable. https://opennsfw.carrd.co/ you might wanna hold off. i am right now sorting out sounds to add more, wait till i do that so we dont solve the same problem twice. that would also include licking/tentacles/slimy sounds, oral plaps/gulps, moans, more cum sounds
Crepon Posted 9 hours ago Posted 9 hours ago (edited) On 7/16/2026 at 4:32 AM, QueanBeen said: from a bit of testing, with no other mods enabled, it seems that any kobold that gets grabbed by an enemy begins responding to player movement inputs as well as moving around on their own upon reloading the save the previously controlled kobolds were no longer responding to my movement keys, but the next time one got grabbed the enemy started responding to my movement and then next time it was the kobold that started responding to movement something is very wrong here Yeah i noticed this issue too. After digging a bit into the code and experimenting i think i found the issue but i didn't fully fixed it. The bugs is cause by the function that removes & gives back controls to the entities before and after each interactions. In the "controls_toggle.lua" file, the method that gives back controls to the enemies is as follow: local controls_comp = EntityGetFirstComponentIncludingDisabled(entity_id, "ControlsComponent") if controls_comp ~= nil then if inventory2 ~= nil then ComponentSetValue2(controls_comp, "enabled", true) else EntitySetComponentIsEnabled(entity_id, controls_comp, true) end end It seems the issue occurs when the ComponentSetValue2 method is used. Temporary solution: Removing the "if inventory2 ~= nil then ... else ... end" branching and always using the EntitySetComponentIsEnabled method instead. It does fix the issue. local controls_comp = EntityGetFirstComponentIncludingDisabled(entity_id, "ControlsComponent") if controls_comp ~= nil then EntitySetComponentIsEnabled(entity_id, controls_comp, true) end BUT: i noticed the game can randomly crash at the end of a scene when giving back controls to the enemy or npc kobold (it is uncommon but it does happen) Also i saw a comment within the code stating that disabling the controls with EntitySetComponentIsEnabled will the inventory2 is active causes a crash so it may also be the case when re-enabling it explaining the random crashes. To be clear, I'm not well versed in Noita modding so i don't know for instance why is the inventory2 isn't present on all enemies and also why the crashes I experienced after the fix don't occur 100% of the time (or even at least as often as the initial "player-controlled enemy" bug) EDIT: Ok after some more testing, crash seems to be avoided by disabling the inventory2 before enabling the controls and then activating the inventory2 again. Like so: if inventory2 ~= nil then EntitySetComponentIsEnabled(entity_id, inventory2, false) end local controls_comp = EntityGetFirstComponentIncludingDisabled(entity_id, "ControlsComponent") if controls_comp ~= nil then EntitySetComponentIsEnabled(entity_id, controls_comp, true) end if inventory2 ~= nil then EntitySetComponentIsEnabled(entity_id, inventory2, true) end Edited 7 hours ago by Crepon
Mist_Survivor Posted 20 minutes ago Posted 20 minutes ago I see that some biomes have been added. Where are the approximate locations on the map. And a small suggestion is to add a player surrender option, which means that when attacked, pressing the corresponding button will enter a brief invincible state, and then the enemy will start to come and have sex. As an emergency option, but this can lead to a higher risk of pregnancy and parasitism.
Mist_Survivor Posted 14 minutes ago Posted 14 minutes ago And since there is a wolf submission now, can we add more content in the future, such as completely obeying and opening a special task chain after having sex more times, which can also capture other NPCs as slaves
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