Starbound Vore Mod Discussion
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I suggest something strange

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I suggest something strange Empty I suggest something strange

Post by TheMasterMushroom Fri Sep 08, 2017 4:44 am

I have in my mind a suggestion can maybe help the mod to be great or not, well is add some monsters and civilian enemy have the ability to devour the players, but they are capturable with the capsule and became your allies.

TheMasterMushroom

Posts : 1
Join date : 2017-09-08

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Post by Nouvi Fri Sep 08, 2017 7:18 pm

Wild Vore Monsters was worked on a while back, but temporarily on feature-hiatus I believe. Something about underlying code functions being messed around with in official code I think? Anyway, are some in the code but not activated cuz it's broken. (If I'm wrong, someone please correct me - or confirm for that matter.)

As for random vore-enabled npcs... we'll have to see what Sheights decide to do. Hibanis and Rodents should be in, but as of now non-vore variant only I believe.

Nouvi

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Join date : 2017-07-20

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Post by Sleeps-Fox Sat Sep 09, 2017 9:02 am

Nouvi wrote:Wild Vore Monsters was worked on a while back, but temporarily on feature-hiatus I believe. Something about underlying code functions being messed around with in official code I think? Anyway, are some in the code but not activated cuz it's broken. (If I'm wrong, someone please correct me - or confirm for that matter.)

As for random vore-enabled npcs... we'll have to see what Sheights decide to do. Hibanis and Rodents should be in, but as of now non-vore variant only I believe.
there were 3 monsters made but only two actually worked and the third was a prototype of some sort which has no animations and a broken AI, i think it might have been an early and base concept idea for the upcoming VPO's... simply because in theory it makes sense of why it was never completed...

the two monsters that do work, Located at /monsters/walkers/ are the Smoglinz, a modified vore based attcking smoglin and a Goomy (from pokemon), these two can be fixed and made to work by editing and adding the following line "appliesWeatherStatusEffects" : true, into both .monstertype files, examples of how to fix them are listed below, its a simple fix too so you shouldn't have too much of a problem doing it your self.

Goomy.monstertype
Line: 126-127


121-      "statusSettings" : {
122-      "statusProperties" : {
123-        "targetMaterialKind" : "organic"
124-      },
125-

126-      "appliesEnvironmentStatusEffects" : false,
127-      "minimumLiquidStatusEffectPercentage" : 0.1,

128-
129-      "primaryScriptSources" : [
130-        "/stats/monster_primary.lua"
131-      ],
should instead read:

121-      "statusSettings" : {
122-      "statusProperties" : {
123-        "targetMaterialKind" : "organic"
124-      },
125-

126-      "appliesEnvironmentStatusEffects" : false,
127-      "appliesWeatherStatusEffects" : true,
128-      "minimumLiquidStatusEffectPercentage" : 0.1,

129-
130-      "primaryScriptSources" : [
131-        "/stats/monster_primary.lua"
132-      ],

smoglinz.monstertype
Line: 144-145


139-      "statusSettings" : {
140-      "statusProperties" : {
141-        "targetMaterialKind" : "organic"
142-      },
143-

144-      "appliesEnvironmentStatusEffects" : false,
145-      "minimumLiquidStatusEffectPercentage" : 0.1,

146-
147-      "primaryScriptSources" : [
148-        "/stats/monster_primary.lua"
149-      ],
should instead read:

139-      "statusSettings" : {
140-      "statusProperties" : {
141-        "targetMaterialKind" : "organic"
142-      },
143-

144-      "appliesEnvironmentStatusEffects" : false,
145-      "appliesWeatherStatusEffects" : true,
146-      "minimumLiquidStatusEffectPercentage" : 0.1,

147-
148-      "primaryScriptSources" : [
149-        "/stats/monster_primary.lua"
150-      ],
Sleeps-Fox
Sleeps-Fox

Posts : 34
Join date : 2017-07-04
Location : *Investigating Possible issues with PredPack add-on*

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