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https://github.com/WasabiRaptor/Starbecue/releases/tag/v4.0

Changes (From 3.0)

New engine (again) This time it's a fork of OSB, I am also contributing to OSB, in the future it may not need to be a separate fork

This means you get all the amazing mods that use OSB compatible, seriously, the game can do so much more go check the workshop for things that use OSB, seriously

Animations have been optimized incredibly

only vore compatible entities load vore animations

only the relevant parts that are selected are loaded

parts are now set up in 'modules' that can be changed out on the fly, and can have multiple variants

Images for parts are generated from the base ones on load for each species, but can have unique ones defined

blank ones are generated for species that don't have compatibility patches, so I won't have to see that filling up logs people send me

Cosmetics can support having images for the vore animation parts, have I made any myself to use this feature? no I haven't!

Yes this feature will work with OSB's 12 extra cosmetic slots

Pro tip, in OSB you can middle click to hide a cosmetic/armor, now you won't need any "nude" armor in the cosmetic slot

Numerous other backend changes

All Monsters and NPCs should load SBQ's scripts to handle messages now

unless I have specifically marked them incompatible

Compatibility patches now only need a single file, from which all the required data is then copied to other files where it belongs when the mod loads

Generate blank .raceeffect files for every race so I won't have to see FU polluting the error log

Please stop playing with FU

New System for selecting parts

instead of a toggle for parts being enabled, each part now has a dropdown to select a different module to use

Each one has a disabled, default, and infuse state

The "infuse" version of the part simply provides the relevant infuse action (Belly TF, Cock TF, etc.) without enabling the part

This is how one can have Players/NPCs require it, and causes the "need infuse" dialogue lines to trigger (for example, asking Helena for Cock Vore will make her mention needing to do Cock TF first)

When this is selected it will always use the Prey's selected module for the relevant infuse

Preds now have a dynamic amount of prey slots available

Preds start with 4 slots, and increase the amount by consuming rock candy

it is capped at 32 slots, this is more than anyone should ever need

Rock candy was added to more loot tables

The scaling of digest power to the candy bonuses was adjusted

Tier 10 Rock candy can be found in challenge room loot

New parts

Naga Tail

Use the OV action a second time to squeeze prey down into your tail belly

Works with any humanoid species that has a compatibility patch

Double Boobs

Use the BV action after your first set of breasts are full to put prey into the second pair

Infuse system has been reworked

card slots in the settings have been removed, remove any NPC cards you want to save before updating

Pred HUD has been redesigned some to be more clear what area it covers

New "Capture" action to use on prey from the HUD

Capturing a Prey will despawn them from the world and store them within you

Captured Prey occupy your body and contribute size the same as the state they were in before capture

Captured Prey can be released at any time later to spawn them back in

Capturing a player will copy their state similarly, but they will not be spawned in as NPCs when released

This is intended for "perma" roleplay purposes for when a player might need to disconnect

New "Traps"

Placeable wired Growth Ray Beam

Placeable wired Shrink Ray Beam

Therianizing Rock

Feminizing Rock

Masculinzing Rock

Genderizing Rock

Nominomicon now overlays an icon over entities it can configure

Can configure Size beam traps

Can configure Mouse holes / Mouse Rooms

SBQ Controller can now support two different click actions and properly shows the two different icons while still being two handed

SBQ Request controller!

For prey to force their way into compatible preds!

Deed was reworked slightly

Summoning a new tenant now lists a dropdown

OC NPCs and Randomly generated NPCs have a spacer between them in the list

the default "Random" tenant from a room with no tags can sometimes result in an OC NPC spawning now

Cards will be immediately accepted in the insert tenant slot if they are applicable

Settings structure has been improved

Settings and upgrades are now versioned, so any future changes can avoid issues and update them accordingly

Administration tools

the 'Override Enforcer' object added in the tail end of 3.0 has been replaced

use the /sbq config command to open a menu to configure server overrides

This GUI will be improved later, for now it requires typing out raw json into its inputs for disabling certain settings server wide or local to the current world

Commands, yes really, OSB makes modded / commands actually useful, in retail you can only make macros for retail commands and nothing else without disabling safe scripts

/sbq escape will make you immediately escape from any pred

/sbq settings will open the settings menu (it is still available from the toolbar)

/sbq config opens the sbq server config menu

/sbq skiptotier <number> will automatically apply the relevant candy upgrades up to a tier, this is also added to the /bountyhunter macro from the vanilla game

and some more that are just for debug purposes, they're all listed under /sbq help

Pokemon races were moved to a seperate .pak (included by default)

Vaporeon

Flareon

Nickit (Anthro)

Meowscarada

Vulipx New

Absol New

Luxio New

Monsters no longer provide digestion drops, these were intended to just store NPC data anyway

You can now have negative digest resistance so you can melt up to 100% faster

New OC NPCs

Izzy (Absol)

Dreccan (Deer)

Razuel (Dragon)

Stardust (Zorua)

Bugs Fixed?

yes

Things of note that are not in yet

ingame customization menu for post TF

this is waiting on some features in OSB main before implementation

until such time, one can use the /identity commands in OSB to manually set values

I would reccommend doing /identity randomize until you get a good result for now

Comments

Lekrashar

Having something like OSB pick up popularity is amazing Makes me wonder about returning to the modding scene

LokiVulpix

the game is so much more capable with the things it enables, the postload/onload scripts for generating and patching assets by itself opens things up to an insane degree and thats kinda just the surface

Lekrashar

Yeah I haven't looked much into it yet, but I think I understood you can just patch scripts as well now, right? (If I have to guess, with postloads) I don't have to feel anxious about mod compat because "teehee watch me replace entire scripts for two lines of code because the asset doesn't permit more than one script" anymore??

FlyIN_ 11

The game crashes when subscribing to the Elithian Races Mod, but after rolling back to version 4.0h, it can run normally alongside the Elithian Races Mod again.

thatoneguy

i have that mod installed and my game runs fine. try to check for other compatibility issues between workshop mods bc that's normally what crashes the game

Fewestchain 9

keep getting a "Could not read JSON asset" error

Sibarian

Is Frakin' Universe not compatable?

Shut Up And Take My Likes!

From personal experience, it doesn't seem to have compatibility issues with Starbecue. It's just that I keep seeing people advising to stop using Frackin' Universe, likely due to information that I personally am not aware of.

LokiVulpix

basically the majority of the content of the mod is stolen, and the people working on it are both incompetent and also spiteful assholes, some particular anecdotes from people I've met: they stole a mod that modified swimming physics, and then intentionally made the game crash if you had the original swim physics mod installed, and then blamed it on the original mod creator they stole some blocks from avali triage, put them at different filepaths than they were in triage, this made the game crash on load from duplicate item ID's at different paths, the maintainer of avali triage had to move the files to the path FU put them at because FU devs refused to fix it on their end despite them being the ones that caused the problem here's one that annoys me incredibly, their scripts to add racial benefits check for a .raceeffect file for the species, if said file doesn't exist, the game logs an error, thing is there was no need for a .raceeffect file they could have just patched the data into the species file itself, and simply checked for that value existing or not rather than the file existing, their incompetence makes there be errors spammed in the log for every single player or NPC that loads in, and its all their fault, and they refuse to fix it theres also some like, actual genuine racism somewhere in the mod too but I can't remember where exactly off the top of my head