PiercingDreams Posted Friday at 01:20 PM Posted Friday at 01:20 PM (edited) Hi, I ran into some troubles in the Hive. The first time there were two Lukki, they ate the ground and eventually all bugs except the guardians, preventing progression. The second time attempting the final task of gaining level 5 infestation, the infestation would just disappear what felt randomly, after 30 mins of attempts highest level reached was 4 before it was lost. Would it be possible to include some control of this in the debug? Edited Friday at 01:21 PM by PiercingDreams
hhh7775 Posted Friday at 07:12 PM Posted Friday at 07:12 PM Don't recall having this issue with the previous version, but it seems that in the current version of things Stains are once more either just visually not working, or are outright not working again, most likely the former.
Bingusasdf Posted Friday at 07:15 PM Posted Friday at 07:15 PM 2 minutes ago, hhh7775 said: Don't recall having this issue with the previous version, but it seems that in the current version of things Stains are once more either just visually not working, or are outright not working again, most likely the former. i have also had stains making the character model bug out looking like its trying to show bloody clothes and not bloody clothes at the same time while stained.
TrollingKhajits Posted Friday at 07:31 PM Posted Friday at 07:31 PM 18 minutes ago, hhh7775 said: Don't recall having this issue with the previous version, but it seems that in the current version of things Stains are once more either just visually not working, or are outright not working again, most likely the former. For the Mina sprite stains are generally not working, which makes putting yourself out if you catch on fire much more difficult.
Vitalie Posted Saturday at 04:31 AM Author Posted Saturday at 04:31 AM (edited) 9 hours ago, hhh7775 said: Don't recall having this issue with the previous version, but it seems that in the current version of things Stains are once more either just visually not working, or are outright not working again, most likely the former. 9 hours ago, Bingusasdf said: i have also had stains making the character model bug out looking like its trying to show bloody clothes and not bloody clothes at the same time while stained. 9 hours ago, TrollingKhajits said: For the Mina sprite stains are generally not working, which makes putting yourself out if you catch on fire much more difficult. ill put out a patch in a few hours to fix -EDIT- Took less time than i thought, pushing update Edited Saturday at 05:02 AM by Vitalie 3
Ranot Posted Saturday at 05:42 AM Posted Saturday at 05:42 AM On 7/29/2026 at 3:01 PM, TrollingKhajits said: Only gonna talk about the Death Replacement thing since a couple similar mods already exist on the Steam workshop, namely the "Dead isn't Dead" and "Resurrection" mods. Might be worth looking at those for ideas on how to get it working, or what to do for it. Could make it be as simple as having the player wake up in the last holy mountain (or at the cave entrance if they got a skill issue) after getting KO'd from a post-defeat sexgrab, or maybe have them dragged away to a special area when KO'd by certain enemies (like a new sub-biome in the Hiisi base that's filled with cages if the player is killed by a member of the Hiisi faction, a prison or slave-pen if you will, Alternatively when KO'd by any of the bug enemies the player could get sent to the nest and have to do that questline) I'm wanting to implement stuff like this. If we could get a few more artists it could really help with creating scenarios like those ones. On 7/30/2026 at 4:39 PM, unholyprefix said: Are there any plans for tentacle environment stuff like what KoboldTinkerer was messing with? I'll hit KT with a stick until he answers. On 7/25/2026 at 9:44 PM, kobold tinkerer said: -Hit with Stick- Tentacles they say? 16 hours ago, PiercingDreams said: Hi, I ran into some troubles in the Hive. The first time there were two Lukki, they ate the ground and eventually all bugs except the guardians, preventing progression. The second time attempting the final task of gaining level 5 infestation, the infestation would just disappear what felt randomly, after 30 mins of attempts highest level reached was 4 before it was lost. Would it be possible to include some control of this in the debug? I'm guessing they flew in from the entrance? Yeah, we're aware. Unfortunately, if the wrong enemies spawn near the entrance/exit of the hive, things can go wrong very, very fast. Definitely something that needs some fixing.
Deam Luxuriae Posted Saturday at 08:25 AM Posted Saturday at 08:25 AM founds some bugs like kobolds scaming me and selling me empty flasks 2x(i want my teli) , wolfs love but i mean love jumping in the holy mountain water then please add sound controls , on the flavor text for parasites can you make it longer by like 40% i never read it whole always like 70% of it and can you make sex faster or after many rapes it getting faster or after sex recovery?
kobold tinkerer Posted Saturday at 08:28 AM Posted Saturday at 08:28 AM 2 hours ago, Ranot said: Tentacles i dont wanna do it right now. its in the /files/worm.lua of digestive alchemy mod if you wanna try yourself
Ranot Posted Saturday at 08:39 AM Posted Saturday at 08:39 AM 5 minutes ago, kobold tinkerer said: i dont wanna do it right now. its in the /files/worm.lua of digestive alchemy mod if you wanna try yourself Thanks! -puts away stick- On 7/30/2026 at 4:39 PM, unholyprefix said: Are there any plans for tentacle environment stuff like what KoboldTinkerer was messing with? The answer is... yes? Eventually. We're all working on other things right now, but that is in the list of things we'd like to do. 1
kobold tinkerer Posted Saturday at 09:20 AM Posted Saturday at 09:20 AM 37 minutes ago, Ranot said: Thanks more precisely, it changes values of "positions" and "positions_prev" of verlet component every frame. if you wanna see how it looks start digestive alchemy mod, find any dead enemy with white tentacle on it, eat it, you will have your own tentacle(s). they will move around in a very cool way. my idea was to change ln_tentacle material so instead of just creating static sprites it would spawn a real moving tentacle that would interact with player. and those would grow if cum is spilled on soil. my other idea was to replace lukki feet perk with tentacle, that would grow out of player and fight nearby enemies, touch and throw shit etc. it looks very cool in my head, i just dont want to do it there is even a mechanic that makes them more useful the more you eat technically those are not tentacles but tapeworms from your ass
Crepon Posted Saturday at 10:04 AM Posted Saturday at 10:04 AM (edited) On 7/27/2026 at 2:06 AM, Ranot said: I recall someone mentioning that crashes or unwanted things happened when trying to disable things, so the components were removed and then added back on again instead. It'd be great if it was just the order of operations that was incorrect, thanks for looking into this! Hi again, after few days of testing with my quick fix, i can confirm that the last code i proposed works like a charm (ie disabling the inventory2 before messing with the ControlsComponent and activating it back afterward). I did not encounter a single crash since then and no more enemy or other kobold npc following / mirroring the player inputs. If you are interested, here is the fixed up script: controls_toggle.txt (had to change extension from .lua to .txt for the website to accept the file) And here is the modified lines (starting at line 494): local inventory2 = EntityGetFirstComponentIncludingDisabled(entity_id, "Inventory2Component") -- changed: disable inventory2 instead of activating it (if present) if inventory2 ~= nil then EntitySetComponentIsEnabled(entity_id, inventory2, false) -- replace 'true' w/ 'false' end local controls_comp = EntityGetFirstComponentIncludingDisabled(entity_id, "ControlsComponent") if controls_comp ~= nil then -- changed: -- if inventory2 ~= nil then -- ComponentSetValue2(controls_comp, "enabled", true) -- else -- EntitySetComponentIsEnabled(entity_id, controls_comp, true) -- end EntitySetComponentIsEnabled(entity_id, controls_comp, true) -- always call what was in the 'else' branch end -- added: activate the inventory2 afterward (if present) if inventory2 ~= nil then EntitySetComponentIsEnabled(entity_id, inventory2, true) end Edited Saturday at 10:06 AM by Crepon
Ranot Posted Saturday at 11:12 AM Posted Saturday at 11:12 AM 1 hour ago, kobold tinkerer said: more precisely, it changes values of "positions" and "positions_prev" of verlet component every frame. if you wanna see how it looks start digestive alchemy mod, find any dead enemy with white tentacle on it, eat it, you will have your own tentacle(s). they will move around in a very cool way. my idea was to change ln_tentacle material so instead of just creating static sprites it would spawn a real moving tentacle that would interact with player. and those would grow if cum is spilled on soil. my other idea was to replace lukki feet perk with tentacle, that would grow out of player and fight nearby enemies, touch and throw shit etc. it looks very cool in my head, i just dont want to do it there is even a mechanic that makes them more useful the more you eat technically those are not tentacles but tapeworms from your ass That'd be interesting to see. Not the tapeworm thing so much, but the rest, sure. I feel like turning the lukki perk into tentacles just makes sense. 37 minutes ago, Crepon said: Hi again, after few days of testing with my quick fix, i can confirm that the last code i proposed works like a charm (ie disabling the inventory2 before messing with the ControlsComponent and activating it back afterward). I did not encounter a single crash since then and no more enemy or other kobold npc following / mirroring the player inputs. If you are interested, here is the fixed up script: controls_toggle.txt (had to change extension from .lua to .txt for the website to accept the file) And here is the modified lines (starting at line 494): local inventory2 = EntityGetFirstComponentIncludingDisabled(entity_id, "Inventory2Component") -- changed: disable inventory2 instead of activating it (if present) if inventory2 ~= nil then EntitySetComponentIsEnabled(entity_id, inventory2, false) -- replace 'true' w/ 'false' end local controls_comp = EntityGetFirstComponentIncludingDisabled(entity_id, "ControlsComponent") if controls_comp ~= nil then -- changed: -- if inventory2 ~= nil then -- ComponentSetValue2(controls_comp, "enabled", true) -- else -- EntitySetComponentIsEnabled(entity_id, controls_comp, true) -- end EntitySetComponentIsEnabled(entity_id, controls_comp, true) -- always call what was in the 'else' branch end -- added: activate the inventory2 afterward (if present) if inventory2 ~= nil then EntitySetComponentIsEnabled(entity_id, inventory2, true) end Sorry! This has been on the back of my mind since you mentioned it, but I haven't been able to do much due to some GitGud shenanigans. If someone else doesn't beat me to it, I'll get it in there tomorrow. Since we have GitGud basically set up, that should hopefully make it easier to contribute. I do really appreciate you looking into this!
yz233 Posted Saturday at 12:44 PM Posted Saturday at 12:44 PM Sorry, I'd like to ask how to switch to Chinese?
hhh7775 Posted Saturday at 04:42 PM Posted Saturday at 04:42 PM 12 hours ago, Vitalie said: ill put out a patch in a few hours to fix -EDIT- Took less time than i thought, pushing update Appreciate the quick patch! Also, unsure what people prefer here, but definitely love the Mina sprites over the Kobold, kind of curious what amount of players use one over the other. All in all, looking forward to seeing whatever updates come soon, the chatter on some sort of Death Alternative scenarios, as well as a struggle mechanic, are all plenty welcome really!
Deam Luxuriae Posted Saturday at 05:13 PM Posted Saturday at 05:13 PM 30 minutes ago, hhh7775 said: Appreciate the quick patch! Also, unsure what people prefer here, but definitely love the Mina sprites over the Kobold, kind of curious what amount of players use one over the other. All in all, looking forward to seeing whatever updates come soon, the chatter on some sort of Death Alternative scenarios, as well as a struggle mechanic, are all plenty welcome really! i prefer the kobold and would like a steam workshop mod of her
kobold tinkerer Posted Saturday at 05:48 PM Posted Saturday at 05:48 PM 33 minutes ago, Deam Luxuriae said: i prefer the kobold and would like a steam workshop mod of her only thing i could find https://steamcommunity.com/sharedfiles/filedetails/?id=2702950398
Ranot Posted Saturday at 11:41 PM Posted Saturday at 11:41 PM 10 hours ago, yz233 said: Sorry, I'd like to ask how to switch to Chinese? In the main menu, go to Options -> General. Language is under Miscellaneous. 6 hours ago, hhh7775 said: Also, unsure what people prefer here, but definitely love the Mina sprites over the Kobold, kind of curious what amount of players use one over the other. All in all, looking forward to seeing whatever updates come soon, the chatter on some sort of Death Alternative scenarios, as well as a struggle mechanic, are all plenty welcome really! I have preference for the Kobold. I don't identify as a furry, but I do seem to prefer that sort of stuff. And yeah, same! I'm going to be busy with mostly code framework stuff for a while, but I'm really looking forward to working on content like that once it's done!
yz233 Posted Sunday at 02:07 AM Posted Sunday at 02:07 AM 2 hours ago, Ranot said: 在主菜单中,依次选择“选项”->“常规”。语言设置位于“其他”选项下。 我比较喜欢狗头人。我并不认为自己是兽迷,但我确实更喜欢这类东西。 是啊,我也是!接下来一段时间我主要会忙于代码框架方面的事情,但我真的很期待完成后能着手创作这类内容! Thanks. After launching the game, I couldn't find the corresponding changes in the mod settings, and some parts still weren't translated in the game either, so I assumed there were additional steps needed to set up the translation.
Ranot Posted Sunday at 02:50 AM Posted Sunday at 02:50 AM 41 minutes ago, yz233 said: Thanks. After launching the game, I couldn't find the corresponding changes in the mod settings, and some parts still weren't translated in the game either, so I assumed there were additional steps needed to set up the translation. No worries! I actually looked in the mod settings too, thinking it would be in there. Glad to hear it works, since I'm afraid of switching the language and being unable to navigate back to the language options, lol.
QueanBeen Posted Sunday at 07:11 PM Posted Sunday at 07:11 PM very appreciative of that audio update, much better variety and way better balanced with regular game audio, I no longer feel like my ears are being plapped as hard as these kobolds and the mod is very stable now, I have had no crashes on the latest version but now I would like to talk a bit about balance, because those spell shop kobolds certianly arent, they have some really good things that should be much rarer or much more expensive, I am consistently getting circle of vigor and homing from kobolds every run I do, usually before even exiting the mines and im not sure if its intended, but some enemies dont respect personal space and will still attack while you are grappled, I have had 2 runs end from a single grab during which an enemy decided to deplete my entire healthbar, hämähäkki and houre were the culprits honestly these 2 issues kind of counteract eachother, while you can fairly easily get infinite healing you still need enough health to survive whatever could happen while you are grabbed, this mod makes the game much easier and harder at the same time
Bingusasdf Posted Sunday at 08:18 PM Posted Sunday at 08:18 PM turning in the pheremone quest insta killed me cause of death: "
kobold tinkerer Posted Sunday at 08:32 PM Posted Sunday at 08:32 PM (edited) 1 hour ago, QueanBeen said: hämähäkki and houre were the culprits those damage you automatically when close. did you have other enemies attacking you during sex, or only those two? the obvious solution is to make them ignore player while scene happens Edited Sunday at 08:34 PM by kobold tinkerer
Vitalie Posted Sunday at 09:51 PM Author Posted Sunday at 09:51 PM 2 hours ago, QueanBeen said: but now I would like to talk a bit about balance, because those spell shop kobolds certianly arent, they have some really good things that should be much rarer or much more expensive, I am consistently getting circle of vigor and homing from kobolds every run I do, usually before even exiting the mines Been meaning to nerf those, I just havent gotten around to it yet 2 hours ago, QueanBeen said: and im not sure if its intended, but some enemies dont respect personal space and will still attack while you are grappled, I have had 2 runs end from a single grab during which an enemy decided to deplete my entire healthbar, hämähäkki and houre were the culprits I can probably do something to prevent that but those enemies dont attack in a traditional sense so theyre a bit weird
Unsafer Posted yesterday at 04:02 PM Posted yesterday at 04:02 PM (edited) The new sounds in this are a huge improvement, they wrap together with the animations much better! I hope that maybe in the future we could get around to returning moans like the older versions used to have, but a big upscale on variety like this. May or may not need a toggle for something like that if someone would prefer the player mute for any reason though, but the more configuration the better. I've also wondered if rehashing certain enemy vocals during sex scenes would improve them if inserted properly. In a different context, I imagine a good number pain and grunt noises for enemies would work perfectly well for these sex scenes. I have a few more animations to share in the meantime. New animations for raukka and hiidenkivi, as well as doubles for pikkutulikärpänen and their larger variant. Extract: Noita\mods\lewd_noita_redux\files unsaferr_anims_patch.zip Edited yesterday at 07:45 PM by Unsafer updated firebug xml files 3
kobold tinkerer Posted yesterday at 06:51 PM Posted yesterday at 06:51 PM 2 hours ago, Unsafer said: rehashing certain enemy vocals during sex scenes could be done by wrapping controls component disabling into if EntityGetName(entity_id) == "$ln_animal_kobold" then that way enemy keeps moving (without leaving scene because inherit transform component keeps them in place) but they produce sounds that accompany certain animations. for example zombie will say "hur" and stomping, which makes the scene more lively the code for that will be in entity_toggle.lua provided vitalie merges my branch which adds some struggle mechanic, i guess you should wait for next version 1
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