Its been a while so a few updates and then some more answering!Mod ProgressI 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 responsesHisashiHinata 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!