PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby Etherthedrake » Tue Feb 04, 2025 1:41 pm

QueenHungryBee wrote:very interesting mod!
im hoping you'll maybe expand and allow player pred?
if not that's cool, but ill probably keep lookin if so.
As there are plethre of prey related things, would be nice to see a bit more variety for the preds who actually enjoy eatin the other cute nerds.


Local person never heard of Internals or VCraft, which both came before Pcraft got its rebranding. Go over there for player pred content.
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby Anon293 » Fri Feb 07, 2025 12:50 am

QueenHungryBee wrote:very interesting mod!
im hoping you'll maybe expand and allow player pred?
if not that's cool, but ill probably keep lookin if so.
As there are plethre of prey related things, would be nice to see a bit more variety for the preds who actually enjoy eatin the other cute nerds.

The mod maker also has a (currently defunct) mod called vcraft, which is exactly that. They will probably make a revamped version of that once this one has been fleshed out some more.
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby jonathan123 » Sun Feb 09, 2025 6:14 pm

nvm missed the mods needed
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby jonathan123 » Sun Feb 09, 2025 7:00 pm

Can we get arachne preds or likelikes? Or even carnivorous plants beyond vinemaiden? Just curious.
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby Gera56 » Mon Feb 10, 2025 5:57 am

Cute, but seems useless

Losing on purpose to enjoy some vore stuff?
Maybe some game mechanic to make zombies follow the player so they can vore other mobs?
Player could also rub their bellies by clicking on them.. or smth

Plus now zombies are cute, so i don't really want to kill them..

Cool artworks on wiki tho
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby QueenHungryBee » Mon Feb 10, 2025 9:33 am

Etherthedrake wrote:
QueenHungryBee wrote:very interesting mod!
im hoping you'll maybe expand and allow player pred?
if not that's cool, but ill probably keep lookin if so.
As there are plethre of prey related things, would be nice to see a bit more variety for the preds who actually enjoy eatin the other cute nerds.


Local person never heard of Internals or VCraft, which both came before Pcraft got its rebranding. Go over there for player pred content.

-
local person has never heard of someone being new to the scene and not knowing my away around the place :)
maybe take that attitude you got and shove it lmao.
Im asking questions cause im not a bottom prey looking to squirm, I wanna make the prey squirm and eat others.
so if something isn't going to have pred related things, id like to know to not waste the developers time with random questions or waiting and finding out "nope only for prey"

edit: well if its just prey stuff right now, ill just hold off and check back in couple months
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby Etherthedrake » Mon Feb 10, 2025 5:46 pm

QueenHungryBee wrote:local person has never heard of someone being new to the scene and not knowing my away around the place :)
maybe take that attitude you got and shove it lmao.
Im asking questions cause im not a bottom prey looking to squirm, I wanna make the prey squirm and eat others.
so if something isn't going to have pred related things, id like to know to not waste the developers time with random questions or waiting and finding out "nope only for prey"

edit: well if its just prey stuff right now, ill just hold off and check back in couple months


...That was unnecessary.
I'll admit I could've phrased my recommendation better, but you really didn't have to snap at me for giving advice. I'm (still) not sure how sharing links works on this forum, but using the two keywords I've given, you could hit up the search bar in this category and find both of the mods I've mentioned.
I had no intention to provoke you, and I hope you didn't -actually- take offense to a possibly misinterpreted helping hand.

Other than that... This mod (in this thread) is specifically prey-focused. It's the only prey-focused one that is still active. Hence why I wanted to redirect you to the pred-focused ones. Dev's already got their hands full, I think.
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby TheMastermind » Mon Feb 10, 2025 8:42 pm

Etherthedrake wrote:
...That was unnecessary.
I'll admit I could've phrased my recommendation better, but you really didn't have to snap at me for giving advice. I'm (still) not sure how sharing links works on this forum, but using the two keywords I've given, you could hit up the search bar in this category and find both of the mods I've mentioned.
I had no intention to provoke you, and I hope you didn't -actually- take offense to a possibly misinterpreted helping hand.

Other than that... This mod (in this thread) is specifically prey-focused. It's the only prey-focused one that is still active. Hence why I wanted to redirect you to the pred-focused ones. Dev's already got their hands full, I think.

You can't start with what is unmistakably provocation and reasonably expect them to just ignore it. Their reply was unnecessary, but it was entirely justified nonetheless.
I hope you took this as a lesson.
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby Etherthedrake » Tue Feb 11, 2025 5:18 am

TheMastermind wrote:You can't start with what is unmistakably provocation and reasonably expect them to just ignore it. Their reply was unnecessary, but it was entirely justified nonetheless.
I hope you took this as a lesson.


I'm more used to communities where this wouldn't be taken quite that harshly, is all.
I guess that may be my fault for getting around a bunch and experiencing.. much worse hostility on the daily, to put it lightly.
..however, I believe this is irrelevant to this topic so I should say something about the mod itself...

I love the silverfish design-wise. I never thought something humanoid-ish would be able to appeal to me, but something about 'em is inexplicably appealing. I can't exactly put it into words, I suppose the appropriate word would be.. "vibe"? Some such. Considering they're the first unique animation pred that the rest will be built off of (if I'm reading this correctly), it opens the way for a lot more dynamic things.
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby MysticSummoner » Tue Feb 11, 2025 1:49 pm

Its been a while so a few updates and then some more answering!
Mod Progress
I am currently working on 3.0.0 right now. I have been releasing small playtests for new preds for Patreon members. I have 2 more preds left to finish and then 3.0.0 will be publicly released. Things have been a little slow for me though as I've been going through some stuff and have had lots of things keeping me busy.

Another round of responses
HisashiHinata wrote:Hey there! Love this mod, but I wanted to ask, how many more stages of WG are planned? I'm assuming either none or 1 at the most, and maybe a special case mixed in.

Currently just the 2, but I will see if I want to expand in the future!

8watcher wrote:Is there a way to mess around with the swallow (and potentially weight gain) rate? For example I'd like to decrease the swallow threshold of the zombie, as she's really slow and even if you get hit, unless you are like below 5 hearts in full diamond armor, there's basically no way you'll ever be eaten by her. As for the weight gain, it would be nice if there was a way to control how many prey need to be digested to progress to the next stage. Unfortunately I haven't found a config file and idk how much work it would be to add something like that. Anyway this is definitely one of the best vore mods I've ever seen, I'm already excited for the next update!

There will be in 3.0.0! The mod is getting an official config then in the update!

WhatTheNani wrote:The bigger issue I've had with Vinemaidens, though, is their behavior when following you after they've been tamed. They stick very close to you and only attack something you've hit or has hit you, which becomes a real problem when being chased by something (especially a creeper) and they are standing near it or even between you and it preventing you from hitting the mob without hitting them. I don't know how feasible it is to alter this behavior, but at the very least having them aggro onto mobs that aggro onto you would be nice, similar to how a tamed royal piglin knight would behave.
Also seen some oddities in their behavior. The wiki says they are supposed to be non-hostile when full, but the few I tamed stayed hostile even after eating a nearby animal despite me never attacking them once, and even stayed hostile after being affected with glowberry high. They only stopped being hostile upon being tamed. Similarly, while screwing around in creative mode I noticed that a Vinemaiden that had eaten an animal would suddenly become hostile to zombies and attack them on sight even after finishing digesting the animal, despite them not being hostile to zombies before that. Also had a time where I had 2 tamed ones following me and accidently hit one with an arrow when it ran in front of me while I was shooting at a mob, then the other one started attacking the one I had just shot.

Vinemaidens will be getting updates to their behavior in the future it will just be a little bit before I get back around to them.

WhatTheNani wrote:As for other bugs, the tame piglin knight you are given by the royal immediately aggros onto the royal upon spawning and starts killing it and will only stop attacking when put into wander or wait mode. This is something I only discovered by going into creative mode to bargain with the royal because finding 2, one to kill for the talisman and then one to barter with, has proven basically impossible. It'd be really nice to have something, like a special compass, to point towards the nearest royal because the nether is big and mazelike and even when you manage to get in range to see the boss healthbar and use it to help locate it the royal can still be nigh impossible to find. The structures aren't that big and can spawn into some REALLY weird locations. While experimenting I made multiple worlds in creative mode, went straight into the nether and then flew around trying to find the structure and even then I only had a 50% success rate. When even being in creative mode isn't enough to locate it what chance do you have in survival. Hell, one of the ones I DID find had the top of the structure, with the entrance, in the void above the bedrock at the top of the map; even with a compass or something to help locate it that one would have been nigh impossible to find. In fact all the ones I have found have been mostly just floating in mid air, making them a lot easier to locate.
I also wish there was a way to get more tamed piglin knights without having to find yet another royal, or at least replace the one you do get if it dies, cause it isn't actually that good at staying alive. It's decently tanky, especially if you are rich enough to give it the netherite armor, but it's habit of aggroing onto everything can get it into a lot of trouble by going after zombie piglins and then just getting swarmed, and I've had an unarmored one die after it ate something then lost 1v1 to a vinemaiden. They are a bit of a pain to replace when using creative mode, but I can only imagine how painful it'd be to go through all the rigmarole to get one in survival only to have it die soon after and if I did get one I'd probably just lock it away somewhere rather than actually use it and risk losing it.
Oh, and I had a weird bug once where I had 2 tamed ones following me, fed myself to one and got digested, then when I respawned they both appeared by my spawn point hostile and no longer tamed. The belly also stopped animating and disappeared when feeding myself to it.

I have been working on some changes to the Royal Knights behind the scenes, including a fix that should stop them from aggroing on Royals. As for the other issues, its definitely something I'll have to work on more.

GenSetii wrote:Do stat increases continue to stack even after a mob reaches their final weight stage? If not, would it be possible to see more weight gain stages in the future, albeit taking more prey to achieve than previous stages?

They do not. And more WG stages are currently unlikely, but possible for the future.

EmilyViol wrote:I really love the mob designs. And that they are part of gameplay, it feels natural. Do you allow to use models from this mod in animations? If the mod is linked.

Of course!

Etherthedrake wrote:I love the silverfish design-wise. I never thought something humanoid-ish would be able to appeal to me, but something about 'em is inexplicably appealing. I can't exactly put it into words, I suppose the appropriate word would be.. "vibe"? Some such. Considering they're the first unique animation pred that the rest will be built off of (if I'm reading this correctly), it opens the way for a lot more dynamic things.

I'm very glad to hear that!
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby SwagBelly » Wed Feb 12, 2025 9:52 am

For anyone who experience problems with running this mode I have a solution:

1. Forge version have to be 47.3.0 (1.20.1 game version);

2. When u install Geckolib from the link in the top of the page that creator provide you need to specifically choose a version that is for 1.20.1 that will be compatible with cursed forge version;

3. same with Curios API, check to see if it actually for your version, if its not for 1.20.1 then it might experience errors and not launch;

Hope this helped you get rid of crash on launch and mod not working.
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby AwokenedWispKP » Fri Feb 14, 2025 1:50 pm

It feels a bit odd that the Piglin preds weren't a bit closer to demi-human piglins and much closer to orcs.. but I guess they're still bipedal humanoids. I dunno, maybe I'm just bias since I like cute things. x-x

By "demi-human".. I mostly just mean remove the snout (tusks can probably stay) and add cuter eyes than white dots that stare into your soul)
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby HisashiHinata » Wed Feb 19, 2025 9:29 am

MysticSummoner wrote:Currently just the 2, but I will see if I want to expand in the future!


Mmmm, here’s hoping! It would be really noice to have everyone across the board be able to get giga thiccer, as like a progression path you can follow; like how you have to bring a Zombie Girl to level 2 to make a suitable offering to the z Royal Piglin. Speaking of which, if you’re taking suggestions, maybe a WG stage for the Royal when they eat the huge zombie offering? That’d be epic as a way to visually show that you’ve completed that Royal’s trading path. And if it’s not feasible for everyone to get thicker, alternate idea is maybe a mob just has a lot of gain stages or just a waaay bigger weight threshold compared to everyone else (as in like their shtick is that it gets really fat and thicc). Just spitballin’ ideas, cause this is definitely probably the best Minecraft vore mod.
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby weriusthethird » Thu Feb 27, 2025 7:06 pm

can i have a download link for Vcraft?
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby EmilyViol » Sun Mar 02, 2025 7:33 pm

I made an animation of this mod's zombie

https://drive.google.com/file/d/18MeaAa ... sp=sharing

Don't go out at night and ignore the danger. Or else you will end up as zombie fat like me.

But maybe you want to do that :zombie:
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby HisashiHinata » Mon Mar 03, 2025 11:31 am

EmilyViol wrote:I made an animation of this mod's zombie

https://drive.google.com/file/d/18MeaAa ... sp=sharing

Don't go out at night and ignore the danger. Or else you will end up as zombie fat like me.

But maybe you want to do that :zombie:


Wow, this is was really good. Great job on this! Hope to see more of Tina cause you’re pretty good at that
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby MysticSummoner » Tue Mar 04, 2025 3:40 pm

EmilyViol wrote:I made an animation of this mod's zombie

https://drive.google.com/file/d/18MeaAa ... sp=sharing

Don't go out at night and ignore the danger. Or else you will end up as zombie fat like me.

But maybe you want to do that :zombie:

Oh my gosh, that's so awesome! <3

That animation is amazing and I'm really glad to see people making things with the mod's preds ^w^
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby JigglyMatter » Fri Mar 07, 2025 3:24 pm

JigglyMatter wrote:Hi there! I had a question about the targets that the preds can go for. I wanted to expand the available targets such as the zombie going after more than JUST villagers and the player. I tried to expand the list for the vinemaidens as well by adding mobs to the vinemaiden_targets.json located in "data\pcraftrevorn\tags\entity_types\." I tried creating a zombie_targets.json and copy pasting the same target information as well, but both preds do not go for the updated mobs. I know that my changes are saved in the code because I was able to edit the death messages in the lang file en_us.json. So my question is, even if I am imputing the correct ID into the jsons, why aren't the ai updating? Any help is appreciated! :)

Also, I'm trying to add the human companions mod entities into the list as well because having your follower get eaten while you're unable to do anything about it is peak.


Alright, even in my desperation I cannot figure out how to work with the class files. I like this mod a lot and I'm willing to double down. This is probably cringe, but I will pay to commission someone to make a compatibility patch for the Human Companions Mod: https://www.curseforge.com/minecraft/mc ... companions so that predators will aggro onto them or vice versa. Name your ballpark price and I will Venmo you. My email is [email protected] if you're interested.
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby TerletPaper » Fri Mar 07, 2025 10:05 pm

JigglyMatter wrote:
JigglyMatter wrote:Hi there! I had a question about the targets that the preds can go for. I wanted to expand the available targets such as the zombie going after more than JUST villagers and the player. I tried to expand the list for the vinemaidens as well by adding mobs to the vinemaiden_targets.json located in "data\pcraftrevorn\tags\entity_types\." I tried creating a zombie_targets.json and copy pasting the same target information as well, but both preds do not go for the updated mobs. I know that my changes are saved in the code because I was able to edit the death messages in the lang file en_us.json. So my question is, even if I am imputing the correct ID into the jsons, why aren't the ai updating? Any help is appreciated! :)

Also, I'm trying to add the human companions mod entities into the list as well because having your follower get eaten while you're unable to do anything about it is peak.


Alright, even in my desperation I cannot figure out how to work with the class files. I like this mod a lot and I'm willing to double down. This is probably cringe, but I will pay to commission someone to make a compatibility patch for the Human Companions Mod: https://www.curseforge.com/minecraft/mc ... companions so that predators will aggro onto them or vice versa. Name your ballpark price and I will Venmo you. My email is [email protected] if you're interested.

You can't figure out how to work with the class files because class files aren't supposed to be worked with by humans, you need to either make a separate mod that references both mods or make the changes directly to the mod (you could decompile it to start, but it's open source, so there's no point in doing so)
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Re: PCraft Revorn: Minecraft Vore Mod 1.20.1 [ver 2.2.0]

Postby JigglyMatter » Sat Mar 08, 2025 1:19 am

TerletPaper wrote:
JigglyMatter wrote:
JigglyMatter wrote:Hi there! I had a question about the targets that the preds can go for. I wanted to expand the available targets such as the zombie going after more than JUST villagers and the player. I tried to expand the list for the vinemaidens as well by adding mobs to the vinemaiden_targets.json located in "data\pcraftrevorn\tags\entity_types\." I tried creating a zombie_targets.json and copy pasting the same target information as well, but both preds do not go for the updated mobs. I know that my changes are saved in the code because I was able to edit the death messages in the lang file en_us.json. So my question is, even if I am imputing the correct ID into the jsons, why aren't the ai updating? Any help is appreciated! :)

Also, I'm trying to add the human companions mod entities into the list as well because having your follower get eaten while you're unable to do anything about it is peak.


Alright, even in my desperation I cannot figure out how to work with the class files. I like this mod a lot and I'm willing to double down. This is probably cringe, but I will pay to commission someone to make a compatibility patch for the Human Companions Mod: https://www.curseforge.com/minecraft/mc ... companions so that predators will aggro onto them or vice versa. Name your ballpark price and I will Venmo you. My email is [email protected] if you're interested.

You can't figure out how to work with the class files because class files aren't supposed to be worked with by humans, you need to either make a separate mod that references both mods or make the changes directly to the mod (you could decompile it to start, but it's open source, so there's no point in doing so)


Well that makes sense, I was getting nowhere haha. I have little to no modding experience with minecraft so I figured I’d pawn it over to someone who does and would be comfortable doing so. Thank you for the advice.
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