Unofficial SSVM

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Re: Unofficial SSVM

Postby MiegaFox » Sun Feb 26, 2017 9:37 am

Searnadrix wrote:I made sure I was on planet and out of admin mode. I tried the clear effects mod and that does seem to work while on planet, I just have to use one after I tele to it. I did activate the "able to be eaten on ship" options in both npcvore and multivore, but it still seems to not work on ship.

if your still having issues try the /suicide command as a clear method or simply relaunch starbound, if nothing still happens, get one other npc and stand on the same spot as them while interacting with the pred, this should create a request attempt that will cancel out but create a hit indication, if this happens try standing on the same spot as the pred and do it again, if the same thing happens you should be clear of any blocking status and the pred should have their timer's reset, not much can be done other wise...

Maenethal wrote:I can't teleport to foodhall after the new Starbound update. I think they must have changed the way teleporters work. Any chance we can get a hotfix?

use /warp instanceworld:foodhall if teleporter's are failing, if the game errors when using the command just relaunch the game and try it again and it should have fixed its self and allow you to travel, normally you travel from the outpost at the tele-shop teleporter, (/warp instanceworld:outpost) if for some reason the warp location is not listed in the tele-shop teleporter then something is a miss... but the command should still work.

when ever using the /warp command always wait before doing anything else, you will ether teleport to the location (after it loads a bit) or you will have the warp in animation on the spot you stand on (this happens when the location is not valid.)
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Re: Unofficial SSVM

Postby SnackPup » Wed Mar 01, 2017 12:20 pm

Does anyone have a colony or world built that would be share able?
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Re: Unofficial SSVM

Postby Maexam2 » Wed Mar 01, 2017 9:34 pm

Will keep track of this one.
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Re: Unofficial SSVM

Postby MashterPotato » Sat Mar 04, 2017 5:15 am

I have figured out how to have human vore clothes, just find the following, and read the CHEST, HEAD and LEGS for the item codes:
...Starbound\mods\StarboundSimpleVoreMod-8.5.0\items\armors\vore\human
...Starbound\mods\StarboundSimpleVoreMod-8.5.0\items\armors\vore\argonpc
...Starbound\mods\StarboundSimpleVoreMod-8.5.0\items\armors\vore\costume\ruby-humanbelly
OR just '...Starbound\mods\StarboundSimpleVoreMod-8.5.0\items\armors\vore' in general

although, I cannot seem to remove my original pair of arms for the larger 'argonpc' bellies.
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Re: Unofficial SSVM

Postby ArgobargSoup » Sat Mar 04, 2017 12:41 pm

MashterPotato wrote:although, I cannot seem to remove my original pair of arms for the larger 'argonpc' bellies.

Ya can't remove arms fer costumes, with the way clothing works in Starbound. The NPC Lynn uses an invisible NPC-only dummy race, so that the costume could give her custom poses.

There is a set of Lynn clothes that a player can wear, though. They just lack a belly. There's no way ta get a player's colors, so the belly wouldn't match the skin color...
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Re: Unofficial SSVM

Postby MashterPotato » Sat Mar 04, 2017 12:46 pm

ArgobargSoup wrote:
MashterPotato wrote:although, I cannot seem to remove my original pair of arms for the larger 'argonpc' bellies.

Ya can't remove arms fer costumes, with the way clothing works in Starbound. The NPC Lynn uses an invisible NPC-only dummy race, so that the costume could give her custom poses.

There is a set of Lynn clothes that a player can wear, though. They just lack a belly. There's no way ta get a player's colors, so the belly wouldn't match the skin color...


Thank you for this Knowledge, i'll see if i can find a mod so i can play as this 'dummy race'.

Thank you again :)
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Re: Unofficial SSVM

Postby DollyFailFail » Sat Mar 04, 2017 12:56 pm

I think somebody made it, and I might have it installed(not certain), but it's a while back in the thread.
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Re: Unofficial SSVM

Postby MashterPotato » Sun Mar 05, 2017 3:33 am

failbird105 wrote:I think somebody made it, and I might have it installed(not certain), but it's a while back in the thread.


I did some research...
There has been some talk about it, But it looks like it's only for NPCs so that their costumes work correctly.
That's what I can find so far.
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Re: Unofficial SSVM

Postby ooglethorpe5 » Sun Mar 05, 2017 7:17 am

I can't seem to get the Giant Greedy Chocobo chest to eat me, anyone know why? Not in admin mode at all, or on my ship.
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Re: Unofficial SSVM

Postby Kirah » Sun Mar 05, 2017 7:41 am

ooglethorpe5 wrote:I can't seem to get the Giant Greedy Chocobo chest to eat me, anyone know why? Not in admin mode at all, or on my ship.


I think it's a 3% chance, just keep interacting with it. Make sure no other players, NPC's, pets, or creatures are next to it.
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Re: Unofficial SSVM

Postby ehur » Sun Mar 05, 2017 10:34 am

Kirah wrote:
ooglethorpe5 wrote:I can't seem to get the Giant Greedy Chocobo chest to eat me, anyone know why? Not in admin mode at all, or on my ship.


I think it's a 3% chance, just keep interacting with it. Make sure no other players, NPC's, pets, or creatures are next to it.


I swear I remember someone saying that the Chocobo's are broken atm. Indeed, I changed the code to make it a 100% chance, and it doesn't seem to work.
Throwing a few debug messages into the code shows that it never seems to call the interaction function, while the initialization "On Load" function prints debug messages fine. The interaction function is called by a "containerCallback" setting in the object's code, and apparently there was some talk back in May of containerCallback missing from a nightly build. So I guess that might be the reason.
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Re: Unofficial SSVM

Postby MashterPotato » Mon Mar 06, 2017 2:00 am

MashterPotato wrote:
failbird105 wrote:I think somebody made it, and I might have it installed(not certain), but it's a while back in the thread.


I did some research...
There has been some talk about it, But it looks like it's only for NPCs so that their costumes work correctly.
That's what I can find so far.


So, i managed to work with a modder called 'iHart' and we got an invisible body mod, here:
https://github.com/IsaacHart/sbmod-invi ... e/releases
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Re: Unofficial SSVM

Postby ehur » Mon Mar 06, 2017 9:53 am

So I fixed-ish the Chocobos. For varying definitions of "fixed", anyway.

The old code would roll a dice when the player opened the inventory (or, if I'm reading things correctly, when the player moved items around). Since that's broken now, I made it roll a dice per update (which is every three frames, or 1/20th of a second, on the Chocobos), with progressively increasing odds of eating over time. The Greedy Chocobo has a somewhat more aggressive curve. Both versions have two initial seconds of 0% odds, and the counter resets if you leave their active zone.

So basically, simply standing around one is liable to get you nommed, but you should have enough time to swap around items if you hurry.

If anyone is interested;
Normal:
Spoiler: show
Code: Select all
fed = false
initialized = false
voreActive = true
--ehur's variables
dedelta = 0 -- counts to twenty and increments spacebubble. Basically undoes the delta. I'm shit at coding pls no bully.
spacebubble = 38 -- Eat condition is (spacebubble * random(1-50)) >= 2000, or 2% chance more for every second. Starts at 38, which means 0% chance for the first two seconds.
eatcalc = 0
sated = 0 -- gets set to 80 when chocobo eats something, and then counts down when fed is false. At 20 counts a second, this forces a four second "cooldown" between meals.
--end ehur's variables

animState = ""

swallowTimer = 0
timer = 0

function init()
--   sb.logInfo("Debug -- I live")
   if world.getProperty("invinciblePlayers") == true then
      voreActive = false
   end
   
   object.setInteractive(true)
   
end

function update(dt)

   animState = animator.animationState("bodyState")
   if fed then
      ---The estimated time the player is realeased
      if timer >=90 then

         ---If the player was projected to die

         ---Set states and reset variables
         animator.setAnimationState("bodyState", "spitup")
         object.setInteractive(true)
         animator.playSound("close")

         fed = false
         swallowTimer = 0
         timer = 0
         
         do return end

      end
      
      ---While the player is eaten
      timer = timer + dt
      
      if animState == "idle3" and math.random(600) == 1 then
         animator.setAnimationState("bodyState", "fed")
         do return end
      end
      
      if swallowTimer < 7 then
         swallowTimer = swallowTimer + 1
      elseif swallowTimer == 7 then
         animator.playSound("swallow")
         swallowTimer = swallowTimer + 1
      end

   elseif animState == "idle1" and math.random(600) == 1 then
      animator.setAnimationState("bodyState", "idle2")
      do return end
   end
   
   local people = world.entityQuery( object.position(), 4, {
      includedTypes = {"player"},
      boundMode = "CollisionArea"
   })
         
   if animState == "idle1" and #people == 1 then
      animator.setAnimationState("bodyState", "open")
      -- play open sound
      animator.playSound("open")
   elseif animState == "fullOpen" and #people == 0 then
      animator.setAnimationState("bodyState", "close")
      -- play close sound
      animator.playSound("close")
   end
   --ehur's main edit
   if #people == 1 and sated == 0 and fed == false then
      dedelta = dedelta + 1
      if dedelta == 60 then
         dedelta = 0
         spacebubble = spacebubble + 1
      end
      eatcalc = spacebubble * math.random(50)
--      sb.logInfo(spacebubble)
--      object.say(eatcalc)
   else
      spacebubble = 38
      dedelta = 0
   end
   if fed == false and sated >= 1 then
      sated = sated - 1
   end
   
   if eatcalc >= 2000 then
      eatcalc = 0
      spacebubble = 38
      dedelta = 0
      sated = 80
      onInteraction()
   end
   --end ehur main edit
end

function onInteraction()
--   sb.logInfo("Debug -- Boop")

   if initialized == true and fed == false then
      if 1 == 1 then --also ehur edit
      sated = 80 --also ehur edit
--         sb.logInfo("DEBUG -- Chicken says get player")
         ---get the player      
         local people = world.entityQuery( object.position(), 7, {
            includedTypes = {"player"},
            boundMode = "CollisionArea"
         })
         if #people == 1 then
            victim = people[1]
         else
            do return end
         end
      
         ---spawn projectile
         temp = entity.id()
         
         local mergeOptions = {
            statusEffects = {
            {
               effect = "objectvore",
               duration = temp
         }}}
         world.spawnProjectile( "objectvoreprojectile" , world.entityPosition( victim ), entity.id(), {0, 0}, false, mergeOptions)
         animator.playSound("eat")
      
         ---change states
         world.containerClose( entity.id() )
         animator.setAnimationState("bodyState", "eat")
         object.setInteractive(false)
         fed = true
      
         ---check if the encounter will be fatal
      end
   end
   initialized = true

end

And Greedy:
Spoiler: show
Code: Select all
fatal = false                                                            ---
fed = false
initialized = false
isDigest = true
voreActive = true
--ehur's variables
dedelta = 0 -- counts to twenty and increments spacebubble. Basically undoes the delta. I'm shit at coding pls no bully.
spacebubble = 8 -- Eat condition is (spacebubble * random(1-100)) >= 1000, or something like 8 (on a decreasing curve)% chance more for every second. Starts at 8, which means 0% chance for the first two seconds.
eatcalc = 0
sated = 0 -- gets set to 80 when chocobo eats something, and then counts down when fed is false. At 20 counts a second, this forces a four second "cooldown" between meals.
--end ehur's variables

animState = ""

swallowTimer = 0
timer = 0

function init()
--   sb.logInfo("Debug -- Beware, I live")
   if world.getProperty("invinciblePlayers") == true then
      voreActive = false
   end
   
   object.setInteractive(true)
   
end

function update(dt)

   animState = animator.animationState("bodyState")
   if fed then
      ---The estimated time the player is realeased
      if timer >=90 then

         ---If the player was projected to die
         if fatal then
            world.containerAddItems( entity.id(), { name= "bone", count= 5, data={}} )
         end

         ---Set states and reset variables
         animator.setAnimationState("bodyState", "spitup")
         object.setInteractive(true)
         animator.playSound("close")

         fatal = false
         fed = false
         swallowTimer = 0
         timer = 0
         
         do return end

      end
      
      ---While the player is eaten
      timer = timer + dt
      
      if animState == "idle3" and math.random(600) == 1 then
         animator.setAnimationState("bodyState", "fed")
         do return end
      end
      
      if swallowTimer < 7 then
         swallowTimer = swallowTimer + 1
      elseif swallowTimer == 7 then
         animator.playSound("swallow")
         swallowTimer = swallowTimer + 1
      end

   elseif animState == "idle1" and math.random(600) == 1 then
      animator.setAnimationState("bodyState", "idle2")
      do return end
   end
   
   local people = world.entityQuery( object.position(), 4, {
      includedTypes = {"player"},
      boundMode = "CollisionArea"
   })
         
   if animState == "idle1" and #people == 1 then
      animator.setAnimationState("bodyState", "open")
      -- play open sound
      animator.playSound("open")
   elseif animState == "fullOpen" and #people == 0 then
      animator.setAnimationState("bodyState", "close")
      -- play close sound
      animator.playSound("close")
   end
   --ehur's main edit
   if #people == 1 and sated == 0 and fed == false then
      dedelta = dedelta + 1
      if dedelta == 60 then
         dedelta = 0
         spacebubble = spacebubble + 1
      end
      eatcalc = spacebubble * math.random(100)
--      sb.logInfo(spacebubble)
--      object.say(eatcalc)
   else
      spacebubble = 8
      dedelta = 0
   end
   if fed == false and sated >= 1 then
      sated = sated - 1
   end
   
   if eatcalc >= 1000 then
      eatcalc = 0
      spacebubble = 8
      dedelta = 0
      onInteraction()
   end
   --end ehur main edit
end

function onInteraction()
   sb.logInfo("Debug -- DBoop")
   
   if initialized == true and fed == false then
      if 1 == 1 then --also ehur edit
      sated = 80 --also ehur edit
         ---get the player      
         sb.logInfo("DEBUG -- DChicken says get player")
         local people = world.entityQuery( object.position(), 7, {
            includedTypes = {"player"},
            boundMode = "CollisionArea"
         })
         if #people == 1 then
            victim = people[1]
         else
            do return end
         end
      
         ---spawn projectile
         temp = entity.id()
         
         if isDigest then
            temp = temp + 10000
         end
         
         local mergeOptions = {
            statusEffects = {
            {
               effect = "objectvore",
               duration = temp
         }}}
         world.spawnProjectile( "objectvoreprojectile" , world.entityPosition( victim ), entity.id(), {0, 0}, false, mergeOptions)
         animator.playSound("eat")
      
         ---change states
         world.containerClose( entity.id() )
         animator.setAnimationState("bodyState", "eat")
         object.setInteractive(false)
         fed = true
      
         ---check if the encounter will be fatal
         local preCur = world.entityHealth(victim)[1]
         local preMax = world.entityHealth(victim)[2]
         if preCur / preMax < 0.6 then
            fatal = true
         end
      end
   end
   initialized = true

end

Replace the code in Starbound\mods\StarboundSimpleVoreMod-8.5.0\objects\vore\furniture\giantchocobo\giantchocobo.lua and dgiantchocobo.lua, respectively.
As always, when playing with code, you should make a backup of your save data folder (Starbound\Storage).
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Re: Unofficial SSVM

Postby ekadragon » Tue Mar 07, 2017 10:04 am

ehur wrote:So I fixed-ish the Chocobos. For varying definitions of "fixed", anyway.

The old code would roll a dice when the player opened the inventory (or, if I'm reading things correctly, when the player moved items around). Since that's broken now, I made it roll a dice per update (which is every three frames, or 1/20th of a second, on the Chocobos), with progressively increasing odds of eating over time. The Greedy Chocobo has a somewhat more aggressive curve. Both versions have two initial seconds of 0% odds, and the counter resets if you leave their active zone.

So basically, simply standing around one is liable to get you nommed, but you should have enough time to swap around items if you hurry.

If anyone is interested;
Normal:
Spoiler: show
Code: Select all
fed = false
initialized = false
voreActive = true
--ehur's variables
dedelta = 0 -- counts to twenty and increments spacebubble. Basically undoes the delta. I'm shit at coding pls no bully.
spacebubble = 38 -- Eat condition is (spacebubble * random(1-50)) >= 2000, or 2% chance more for every second. Starts at 38, which means 0% chance for the first two seconds.
eatcalc = 0
sated = 0 -- gets set to 80 when chocobo eats something, and then counts down when fed is false. At 20 counts a second, this forces a four second "cooldown" between meals.
--end ehur's variables

animState = ""

swallowTimer = 0
timer = 0

function init()
--   sb.logInfo("Debug -- I live")
   if world.getProperty("invinciblePlayers") == true then
      voreActive = false
   end
   
   object.setInteractive(true)
   
end

function update(dt)

   animState = animator.animationState("bodyState")
   if fed then
      ---The estimated time the player is realeased
      if timer >=90 then

         ---If the player was projected to die

         ---Set states and reset variables
         animator.setAnimationState("bodyState", "spitup")
         object.setInteractive(true)
         animator.playSound("close")

         fed = false
         swallowTimer = 0
         timer = 0
         
         do return end

      end
      
      ---While the player is eaten
      timer = timer + dt
      
      if animState == "idle3" and math.random(600) == 1 then
         animator.setAnimationState("bodyState", "fed")
         do return end
      end
      
      if swallowTimer < 7 then
         swallowTimer = swallowTimer + 1
      elseif swallowTimer == 7 then
         animator.playSound("swallow")
         swallowTimer = swallowTimer + 1
      end

   elseif animState == "idle1" and math.random(600) == 1 then
      animator.setAnimationState("bodyState", "idle2")
      do return end
   end
   
   local people = world.entityQuery( object.position(), 4, {
      includedTypes = {"player"},
      boundMode = "CollisionArea"
   })
         
   if animState == "idle1" and #people == 1 then
      animator.setAnimationState("bodyState", "open")
      -- play open sound
      animator.playSound("open")
   elseif animState == "fullOpen" and #people == 0 then
      animator.setAnimationState("bodyState", "close")
      -- play close sound
      animator.playSound("close")
   end
   --ehur's main edit
   if #people == 1 and sated == 0 and fed == false then
      dedelta = dedelta + 1
      if dedelta == 60 then
         dedelta = 0
         spacebubble = spacebubble + 1
      end
      eatcalc = spacebubble * math.random(50)
--      sb.logInfo(spacebubble)
--      object.say(eatcalc)
   else
      spacebubble = 38
      dedelta = 0
   end
   if fed == false and sated >= 1 then
      sated = sated - 1
   end
   
   if eatcalc >= 2000 then
      eatcalc = 0
      spacebubble = 38
      dedelta = 0
      sated = 80
      onInteraction()
   end
   --end ehur main edit
end

function onInteraction()
--   sb.logInfo("Debug -- Boop")

   if initialized == true and fed == false then
      if 1 == 1 then --also ehur edit
      sated = 80 --also ehur edit
--         sb.logInfo("DEBUG -- Chicken says get player")
         ---get the player      
         local people = world.entityQuery( object.position(), 7, {
            includedTypes = {"player"},
            boundMode = "CollisionArea"
         })
         if #people == 1 then
            victim = people[1]
         else
            do return end
         end
      
         ---spawn projectile
         temp = entity.id()
         
         local mergeOptions = {
            statusEffects = {
            {
               effect = "objectvore",
               duration = temp
         }}}
         world.spawnProjectile( "objectvoreprojectile" , world.entityPosition( victim ), entity.id(), {0, 0}, false, mergeOptions)
         animator.playSound("eat")
      
         ---change states
         world.containerClose( entity.id() )
         animator.setAnimationState("bodyState", "eat")
         object.setInteractive(false)
         fed = true
      
         ---check if the encounter will be fatal
      end
   end
   initialized = true

end

And Greedy:
Spoiler: show
Code: Select all
fatal = false                                                            ---
fed = false
initialized = false
isDigest = true
voreActive = true
--ehur's variables
dedelta = 0 -- counts to twenty and increments spacebubble. Basically undoes the delta. I'm shit at coding pls no bully.
spacebubble = 8 -- Eat condition is (spacebubble * random(1-100)) >= 1000, or something like 8 (on a decreasing curve)% chance more for every second. Starts at 8, which means 0% chance for the first two seconds.
eatcalc = 0
sated = 0 -- gets set to 80 when chocobo eats something, and then counts down when fed is false. At 20 counts a second, this forces a four second "cooldown" between meals.
--end ehur's variables

animState = ""

swallowTimer = 0
timer = 0

function init()
--   sb.logInfo("Debug -- Beware, I live")
   if world.getProperty("invinciblePlayers") == true then
      voreActive = false
   end
   
   object.setInteractive(true)
   
end

function update(dt)

   animState = animator.animationState("bodyState")
   if fed then
      ---The estimated time the player is realeased
      if timer >=90 then

         ---If the player was projected to die
         if fatal then
            world.containerAddItems( entity.id(), { name= "bone", count= 5, data={}} )
         end

         ---Set states and reset variables
         animator.setAnimationState("bodyState", "spitup")
         object.setInteractive(true)
         animator.playSound("close")

         fatal = false
         fed = false
         swallowTimer = 0
         timer = 0
         
         do return end

      end
      
      ---While the player is eaten
      timer = timer + dt
      
      if animState == "idle3" and math.random(600) == 1 then
         animator.setAnimationState("bodyState", "fed")
         do return end
      end
      
      if swallowTimer < 7 then
         swallowTimer = swallowTimer + 1
      elseif swallowTimer == 7 then
         animator.playSound("swallow")
         swallowTimer = swallowTimer + 1
      end

   elseif animState == "idle1" and math.random(600) == 1 then
      animator.setAnimationState("bodyState", "idle2")
      do return end
   end
   
   local people = world.entityQuery( object.position(), 4, {
      includedTypes = {"player"},
      boundMode = "CollisionArea"
   })
         
   if animState == "idle1" and #people == 1 then
      animator.setAnimationState("bodyState", "open")
      -- play open sound
      animator.playSound("open")
   elseif animState == "fullOpen" and #people == 0 then
      animator.setAnimationState("bodyState", "close")
      -- play close sound
      animator.playSound("close")
   end
   --ehur's main edit
   if #people == 1 and sated == 0 and fed == false then
      dedelta = dedelta + 1
      if dedelta == 60 then
         dedelta = 0
         spacebubble = spacebubble + 1
      end
      eatcalc = spacebubble * math.random(100)
--      sb.logInfo(spacebubble)
--      object.say(eatcalc)
   else
      spacebubble = 8
      dedelta = 0
   end
   if fed == false and sated >= 1 then
      sated = sated - 1
   end
   
   if eatcalc >= 1000 then
      eatcalc = 0
      spacebubble = 8
      dedelta = 0
      onInteraction()
   end
   --end ehur main edit
end

function onInteraction()
   sb.logInfo("Debug -- DBoop")
   
   if initialized == true and fed == false then
      if 1 == 1 then --also ehur edit
      sated = 80 --also ehur edit
         ---get the player      
         sb.logInfo("DEBUG -- DChicken says get player")
         local people = world.entityQuery( object.position(), 7, {
            includedTypes = {"player"},
            boundMode = "CollisionArea"
         })
         if #people == 1 then
            victim = people[1]
         else
            do return end
         end
      
         ---spawn projectile
         temp = entity.id()
         
         if isDigest then
            temp = temp + 10000
         end
         
         local mergeOptions = {
            statusEffects = {
            {
               effect = "objectvore",
               duration = temp
         }}}
         world.spawnProjectile( "objectvoreprojectile" , world.entityPosition( victim ), entity.id(), {0, 0}, false, mergeOptions)
         animator.playSound("eat")
      
         ---change states
         world.containerClose( entity.id() )
         animator.setAnimationState("bodyState", "eat")
         object.setInteractive(false)
         fed = true
      
         ---check if the encounter will be fatal
         local preCur = world.entityHealth(victim)[1]
         local preMax = world.entityHealth(victim)[2]
         if preCur / preMax < 0.6 then
            fatal = true
         end
      end
   end
   initialized = true

end

Replace the code in Starbound\mods\StarboundSimpleVoreMod-8.5.0\objects\vore\furniture\giantchocobo\giantchocobo.lua and dgiantchocobo.lua, respectively.
As always, when playing with code, you should make a backup of your save data folder (Starbound\Storage).


Perhaps you may be able to take a look at the mimics who I believe are meant to do a similar thing yet do not function correctly (as far as I recall)
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Re: Unofficial SSVM

Postby Sheights » Tue Mar 07, 2017 12:26 pm

ehur wrote:
Kirah wrote:
ooglethorpe5 wrote:I can't seem to get the Giant Greedy Chocobo chest to eat me, anyone know why? Not in admin mode at all, or on my ship.


I think it's a 3% chance, just keep interacting with it. Make sure no other players, NPC's, pets, or creatures are next to it.


I swear I remember someone saying that the Chocobo's are broken atm. Indeed, I changed the code to make it a 100% chance, and it doesn't seem to work.
Throwing a few debug messages into the code shows that it never seems to call the interaction function, while the initialization "On Load" function prints debug messages fine. The interaction function is called by a "containerCallback" setting in the object's code, and apparently there was some talk back in May of containerCallback missing from a nightly build. So I guess that might be the reason.


Hi! Thank you so much for looking into this. Yeah that was the problem they took away "onInteraction" and "interaction". I didn't know it was switched to "containerCallback" or that I had to define it...

and Nightlies? When was the last time we got a nightly, they seemed to just stop.
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Re: Unofficial SSVM

Postby Zade » Tue Mar 07, 2017 3:22 pm

MashterPotato wrote:
ArgobargSoup wrote:
MashterPotato wrote:although, I cannot seem to remove my original pair of arms for the larger 'argonpc' bellies.

Ya can't remove arms fer costumes, with the way clothing works in Starbound. The NPC Lynn uses an invisible NPC-only dummy race, so that the costume could give her custom poses.

There is a set of Lynn clothes that a player can wear, though. They just lack a belly. There's no way ta get a player's colors, so the belly wouldn't match the skin color...


Thank you for this Knowledge, i'll see if i can find a mod so i can play as this 'dummy race'.

Thank you again :)



i had created a Ghost Race awhile back, for my friends who wanted to play as the various pokemon included with the vore mod (she REALLY wanted to run around as the goodra)

just a note, it will mess up many outfits and armours, any outfit that shows part of the character under it, like many floran armours or sleeveless shirts and the like obviously will not work

youll have to use console commands to spawn npc items for the full wardrobe, since the whole idea of this ghost race undermines the tenant gameplay of the voremod, i would ask that people PM me for the link

PS: The Ghost Race is literally a copy of the Human race with the body textures and hair replaced
PSS: Also made a pasty skinned Elf version with novakid ship because spacetrains yo
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Re: Unofficial SSVM

Postby ehur » Wed Mar 08, 2017 4:47 am

ekadragon wrote:Perhaps you may be able to take a look at the mimics who I believe are meant to do a similar thing yet do not function correctly (as far as I recall)


I checked the files for the Mimic. It has no script in the Mimic folder, nor any script specified in it's .object file. In fact, as far as I can tell, there's no swallow animation or sprite to be found. Seems at the moment, it's just a box.

Sheights wrote:Hi! Thank you so much for looking into this. Yeah that was the problem they took away "onInteraction" and "interaction". I didn't know it was switched to "containerCallback" or that I had to define it...

and Nightlies? When was the last time we got a nightly, they seemed to just stop.

Yeah, those dang devs breaking everything, eh?

Far as I can tell from my google searches, there is no current system to run scrips via container interaction like there used to be. With containerCallback gone, it seems like the only real option would be building a container from scratch (creating a storage gui, somehow keeping track of items stored, the whole nine yards). I don't even know if that's 100% possible, but if it is, it sounds like a lot of work.
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Re: Unofficial SSVM

Postby MiegaFox » Wed Mar 08, 2017 6:11 am

ehur wrote:
ekadragon wrote:Perhaps you may be able to take a look at the mimics who I believe are meant to do a similar thing yet do not function correctly (as far as I recall)


I checked the files for the Mimic. It has no script in the Mimic folder, nor any script specified in it's .object file. In fact, as far as I can tell, there's no swallow animation or sprite to be found. Seems at the moment, it's just a box.

Sheights wrote:Hi! Thank you so much for looking into this. Yeah that was the problem they took away "onInteraction" and "interaction". I didn't know it was switched to "containerCallback" or that I had to define it...

and Nightlies? When was the last time we got a nightly, they seemed to just stop.

Yeah, those dang devs breaking everything, eh?

Far as I can tell from my google searches, there is no current system to run scrips via container interaction like there used to be. With containerCallback gone, it seems like the only real option would be building a container from scratch (creating a storage gui, somehow keeping track of items stored, the whole nine yards). I don't even know if that's 100% possible, but if it is, it sounds like a lot of work.


the mimic, which has not had any special effect for the longest time since... dunno when, but long before the chocobo, its script, if added could be toggled like any other interaction object, the problem then is in the LUA scripting, which im no wiz at but from what i do understand, it might be possible to add say... a chance, kinda like with the more defined animated preds that randomly pick its next animation from its list of allocated animations, where instead of simply just playing an animation out it could spawn the vore projectile and then have things play out like it should and so forth... in theory this sounds do-able, atleast in my mind... alot of my theory's dont work because i personally cant implement the required code right... ^^;

as far as the nightly builds go, they pretty much ended way back before the steam workshop was enabled, just after they fixed the pet system and brought it back to the normal version, as that single update put the two versions on par, if memory serves right, it might have been the next update or the one after that, which was one of those "kill joy updates" that broke alot of mods and called for alot of them all to be patched, some even having an overhaul to update from old systems and file types to the new... my own work was one of those particular unlucky ones... x-x
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i like to sleep alot... *Sleeping until Proven(or Seen) Awake*
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Re: Unofficial SSVM

Postby ultimated » Wed Mar 08, 2017 1:10 pm

Hihi, me again

Got a quick question regarding the CV lucario

See, I followed the instructions on the Github, which say that to spawn a CV digestion tenant, you need to place a C and a D badge in the room, then the deed. I've placed all three items in that order, and I can spawn Lucario, but it will be an oral vore digestion lucario. This is of course not what I'm after, so I'm hoping somebody can tell me what's up! I can post screens if need be.
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Re: Unofficial SSVM

Postby ArgobargSoup » Wed Mar 08, 2017 6:35 pm

ultimated wrote:Hihi, me again

Got a quick question regarding the CV lucario

See, I followed the instructions on the Github, which say that to spawn a CV digestion tenant, you need to place a C and a D badge in the room, then the deed. I've placed all three items in that order, and I can spawn Lucario, but it will be an oral vore digestion lucario. This is of course not what I'm after, so I'm hoping somebody can tell me what's up! I can post screens if need be.

You're gettin' the oral vore digestion Lucario because the mod currently doesn't have a digesty CV variant fer Lucario.

The only tenants that have CV digestion are the basic cats, foxes, and wolves. Although ya could add digestion ta the current CV Lucario by addin'
Code: Select all
isDigest = true
ta the right location in the "clucario.lua" file. I'd advise makin' backups if ya do...
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