Have you considered the previously mentioned possible solution to the whole 'enemies that pass through things just dive off into the ground after eating you' issue?
ekadragon wrote:I think I've got a idea how you could ensure the enemy doesn't leave/dig away endlessly... have a code where it spawns a invisible target dummy that the enemy goes after constantly (that is also not able to be vored or otherwise damaged) so that the enemy will follow it's normal behaviour of trying to attack a viable target, then have the dummy 'die' and disappear when certain criteria are met (the vore completes, you break free or the enemy is somehow killed (by summons or other players) as potential criteria). Of course, this would also have to be under the priority for a enemy's normal leaving if by time of day (to prevent a boss or timed enemies like possessed armors being kept permanently there when it should leave when it becomes day etc).
I'd suggest also limiting this feature to enemies that pass through blocks of course. So stuff like worms and most bosses.
Also, the last part of it brings up an interesting point; what
happens to enemies who leave at day if you're still inside them when day hits. Do they just wander off in a random direction endlessly(or until night at least) with you still trapped inside?
Edit: Also, since I'd assume you'll be having config options that let the player manually disable the different flagged groups of mobs/npcs from being able to vore, you should have it be possible to
enable projectiles and inanimate NPCs(such as the crystal) to vore/be vored. You know, for the memes.
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