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Content

Engine Changes

  • Check for status based tool suppression is redone when a status inits or clears (Fixes edge case where eggs would error and then disable tools until the next time an egg was broken free from)

  • arm angle transform groups should update immediately (fixes issue where first projectiles from weapons with an idle stance might not work correctly)

  • put player.config movement overrides back in (read docs)

  • fixed error with species that have no hair colors defined

  • Macos build should work correctly

Asset Changes

  • make vaporeon no longer get auto converted to sbq/vaporeon SBQ's vaporeon race from previous versions will no longer auto convert, but now there won't be issues with the vaporeon race on steam workshop

  • races that had scaly bellies in prior versions now have the scaly bellies again

  • races that had different image masks for the foreground leg now have the correct mask

  • status effects should get refreshed with eggify finishes, so transform should now properly happen in sequence afterwards if enabled

  • mechanical races will now use the plastic eggs again

  • fixed big vaporeon's belly struggle animations not triggering

  • NPCs will wait a few minutes before trying to get free if they were prompted and gave consent

  • NPCs will roll their consent chance properly now

  • fixed Slime race's status effects not being configurable

  • Bandits spawn with 25% lust rather than 75% so they won't immediately strip naked now, this was an oversight

  • Eggs have had movement params adjusted, and now suppress item pickup

  • sanity check for the case where world.entityCollisionBoundBox() is returning nil when trying vore, despite the fact that should be impossible to occur

  • more shy NPC dialogue (by Tank)

  • GalaxyFoxes EX compat

  • SAIL will now give you a hint towards unlocking the Shapeshifter TF tech

Other notes

The zips now include markdown text files explaining the features of the mod as well as documentation about the changes I made to the engine, features.md will explain many of the features of the mod and how they behave, it also notes some internal IDs of some items and some commands for ease of use

https://github.com/WasabiRaptor/SBQ-Dialogue Is a git repo I made that contains only the player facing text used in the mod, this is intended for public contribution to NPC dialogue as well as streamlining any public translations

Comments

antischoker

Hey quick thing does this version of SBQ ( or any versions ) work with Frackin' Universe?

Query

I'm having trouble getting the game to launch with the 3.0 version, the error log seems to say that all mods are failing to load with the new exe and it hard crashes after the initial splash screen.

Query

Update on this: no idea what I did wrong on the first go-round, but tried reinstalling a bit ago and it works fine now!

Fl00fydergen

Just letting you know, Kaijus bed does not count as having his special tag, therefore making it impossible for him to be a tenant.

LokiVulpix

I don't know what the issue is since it's had the colony tag "kaiju" since back in the testing weeklies

Matthew Johnson

How do I get things to eat me. Where are the preds at?

CosmosiumKitsune

Hello, i am loving the mod so far. I know there are some mods supported and it was listed somwhere but i dont remember where. Can you point me in the right direction?

CosmosiumKitsune

Another thing. Multiplayer does not seem to work at all. They join and instantly get an exception. We both have the new exe and pak files and yet we just get an exception error. Then i can join them but crash when our characters try and load on the same planet or ship

LokiVulpix

features.md included in the zip is a text file, it has a list of all the supported species as well as links to their mod on the workshop

LokiVulpix

are you sure everything is installed correctly? double check everything is the same version across both clients

CosmosiumKitsune

We actually uninstalled every single mod except for the stardust core and the monster ai thing that was needed in the files, but unfortunately my friend gets an error of "incoming client packet has caused exception" <- when friend joins me and ""PlayerGeneralDataRuntimeCam" not found in Map Get" when joining my friends ship

Jase Al

seems like this version broke roleplay actions, menu now shows up as TODO and cannot be clicked

Jase Al

oh thats so strange? patreon put this post in my notifications like it was new

VibeTime

No matter what seems to be done, I can't get the MacOS build to work. I managed to fix the script setup (for convenience sake), but needed to change setup.sh so it can handle path names with spaces in them: Using quotation marks helped the pathnames actually work, as it kept ending the pathname argument at the first space, then using anything past that space as the second argument (For instance, if the pathname was "User/path1/path 2/path3/path4/", it kept throwing two errors, one saying there was no directory found for "user/path1/path", and the other saying there was no directory found for "2/path3/path4".) That said, the game kept immediately crashing upon clicking play thru Steam (after installtion/replacement of the starbound.app file in Starbound's package contents). The crash report stated that ".../library/frameworks/vorbisfile.framework/versions/A/vorbisfile" was not found. Sure enough, the folder "vorbisfile.framework" was not located in that directory, or anywhere for that matter. Is there a dependency that we are missing? I tried installing Vorbis but cannot find how/where to obtain it in a way that installs to that path. Hope this info helps!

LokiVulpix

the macos build just doesn’t work unless you install all the libraries needed to build it in the correct spot, and of course theres no reason for me to make people do that as its our own issue, and we haven’t found a fix for this yet because for some reason it always fails to build if we try to have it include them when it builds

LokiVulpix

me and my partner have two macos machines of different years between us, and we thought it worked when he built it on his machine and sent it to the other and it worked when I installed it, but it only worked because we’ve also been building on that machine as well and also have all the libraries installed both of us are amateurs at this and don’t understand cmake at all besides telling it to build, windows and linux just work and the executables it builds have the libraries built in, macos is the one being weird and there are very little resources to help us figure out what to even do because if we try and set the flags to make it include the libraries it always fails to build and we have no idea what to do

VibeTime

Thanks for the replies/clarification! Glad to know it's already on your radar-- aside from that, great work on the mod! Excited to see more!~