Potential Caves of Qud vore mod

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Potential Caves of Qud vore mod

Postby OddityOTV » Mon Feb 24, 2025 9:45 pm

I've got nothing concrete yet, but I'm very much considering making a Caves of Qud vore mod. All the pieces already exist - slimes can engulf targets and Clams can teleport creatures occupying their space (including to a pocket dimension), that *should* be enough of a framework to build this off.

But before I start on it, I'm curious - how much interest is there in this sort of mod? And are there any features people would particularly like to see in it beyond just "creature that can teleport you to stomach dimension"?


Edit 1: Roadmap

Spoiler: show
- Start with a large organic structure (MFPNP-style), since that'll probably be the easiest thing to do as a first-time modder. Got this idea from the Girsh Burrow, since the entrance very much reminded me of a buried sandworm with an open mouth. Will probably also serve as a way to get renewable items and interact with some sort of NPC (perhaps the creature's heart?) to give mechanical incentive to explore (kink stuff is fun but it's nice to actually have a reason to engage)

- Create smaller "sleeping Titan" structures that can spawn more frequently, being stationary multi-tile structures based off existing creatures, which serve as an entrance to a stomach dimension (and, by extension, a way to get that figured out and implemented in a simple setting). These will probably have a single rare item or creature inside, but also serve as a good place to set up camp since they're bigger on the inside and don't have threats spawning in them.

- Create "Hungry Giant Clams", a variant of Giant Clams (potentially with more varied spawn locations) which teleport you to a stomach when stepped on rather than to another clam. Simple introduction to making a vore creature on my end, and uses a creature that already has the intended teleportation function as a base. This can also function as the first implementation of a digestion and struggle system, with digestion probably causing a pearl to be dropped instead of a corpse (maybe based on the level of the creature digested? maybe creatures with an especially high score in a given stat drop special pearls?). This should give players incentive to try lead creatures into a Hungry Clam's stomach to be digested, so they can then go in and harvest the pearls (if they're confident in their ability to escape) for monetary reward.

- Give Tongue Tyrants Vore Powers. Idk man I just think they deserve them. (The actual purpose of this is to figure out how to make it so that members of a given species or faction have a chance to spawn with the ability to swallow things, and adapt that ability based on their physical traits (e.g. tentacle-havers have tentacle stomachs, root-havers have maze-like root system stomachs, creatures with elemental breaths have elemental stomach acids, creatures of gigantic stature have bigger stomachs, etc.) in preparation for player stomachs)

- Slog Stomach. Slog of the Cloaca, legendary mollusk, is canonically so huge it can no longer leave the cave it took residence in and just feasts on whatever creatures are dropped into its den by the conveyor belts of Golgotha. *And* Slog has a spit attack. I feel like these just make it an ideal creature to give vore powers. Also, if the player befriends Slog and learns the Cloaca Surprise, they can *become* Slog, so this finally allows for player pred and experimenting with how that'll work.

- Just give everything a tiny chance to have vore powers. Legendary Creatures and anything with an Engulf power gets a higher chance.

- Implement a Mutation (for Mutants) and an Augment (for True Kin) to give vore powers. This comes last because hopefully at this point it should be *really easy* to implement since all the previous steps have laid the groundwork.
Last edited by OddityOTV on Thu Feb 27, 2025 1:07 am, edited 3 times in total.
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Re: Potential Caves of Qud vore mod

Postby Nouvi » Mon Feb 24, 2025 10:12 pm

Well, seeing this topic made me go recheck if the game itself had gotten more interesting, and I'm actually really considering getting it now.
And if it's not overly complex to make, then yeah, a vore mod would sound quite interesting to be honest.
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Re: Potential Caves of Qud vore mod

Postby Cyne » Tue Feb 25, 2025 1:15 am

if you're able to make the mod, go for it! I'm sure there would be an audience - either one gained through the mod existing or from players of the game. I'd be interested in what you planned for the mod to branch into since it looks like the base mechanics you have in mind are already in place and just need to be adjusted.
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Re: Potential Caves of Qud vore mod

Postby TimeDefeat » Tue Feb 25, 2025 6:28 am

I'd be quite interested, and from my time at the official discord, I suspect other Qud players would also be, if only due to the demographic overlap (lots of hardcore Qud fans are furries, who are on average more likely to explore weird kinks)


As for suggestions, one thing I'd personally like to see would be buffs from voring different creatures, to make vore an alternative to Cooking.
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Re: Potential Caves of Qud vore mod

Postby Cygni » Tue Feb 25, 2025 8:24 am

I've always thought Qud needed a vore mod. I'm definitely interested in the possibility.
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Re: Potential Caves of Qud vore mod

Postby justanotherdragon » Tue Feb 25, 2025 2:39 pm

Quests in stomach dungeons sound hot
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Re: Potential Caves of Qud vore mod

Postby OddityOTV » Tue Feb 25, 2025 3:45 pm

Glad to see the support! I definitely like the idea of it being an alternative to cooking, for sure. Could perhaps even use the Playable Slime mod as a basis, with their engulf ability that can harvest mutations from targeted enemies (though perhaps not to that degree of strength lol)

Current ideas:

- Mutation that allows a creature to engulf and digest a target like the Playable Slime mod (likely at a higher risk and reward than raw melee combat)
-- Perhaps an option upon reaching higher mutation levels to change the damage type of the stomach, not unlike the fruit selection of Fruiting Bodies from WM Extended Mutations

- Alternate (likely Mutually Exclusive) mutation that instead gives a creature a stomach dimension, which they can either force targets into during combat (could also be used for storing heavy items) or have targets willingly enter (perhaps some sort of mutation synergy with telepathy or domination where you can convince them?), and can later expel the contents of. Upon death, the stomach dimension gets expelled automatically
-- Probably a way to control whether or not this stomach dimension is filled with acid or safe
-- Some sort of system for fighting a way out of a stomach dimension that doesn't require teleportation or killing anyone.
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Re: Potential Caves of Qud vore mod

Postby BrowsingFrog » Tue Feb 25, 2025 7:49 pm

As long as there's player-prey content alongside player-pred, I'm all for it. Caves of Qud is a great game
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Re: Potential Caves of Qud vore mod

Postby Etherthedrake » Wed Feb 26, 2025 7:59 am

I am also interested in this project; heck, the game even has an achievement for getting salt kraken'd, so the potential is definitely there.
I like the player prey idea where creatures have a stomach dimension the player would be able to interact with. Player pred could be simpler to implement probably(?)
Whatever is the case, good luck!
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Re: Potential Caves of Qud vore mod

Postby Cygni » Wed Feb 26, 2025 12:25 pm

BrowsingFrog wrote:As long as there's player-prey content alongside player-pred, I'm all for it. Caves of Qud is a great game

In that regard, I'm hoping it's possible to somehow use the book system for the dialogue/descriptions of getting gurgled. Using the text log would be much harder to read.
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Re: Potential Caves of Qud vore mod

Postby octochoronic » Wed Feb 26, 2025 2:05 pm

I made a mod almost exactly like this a few years ago, when CoQ was still in beta. Most mobs could eat you, but only a few had custom descriptions. If people are that interested, maybe I'll revisit it, lol

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Re: Potential Caves of Qud vore mod

Postby BoringKoboId » Wed Feb 26, 2025 7:28 pm

i never was interested in caves of Qud before, but if this actually gets made then i will definitely play it, and i do hope there will be a way to suggest features (either through a discord server, or something else) if the mod does get developed
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Re: Potential Caves of Qud vore mod

Postby OddityOTV » Thu Feb 27, 2025 12:57 am

Caves of Qud Vore Mod, current roadmap:

- Discord Server

- Start with a large organic structure (MFPNP-style), since that'll probably be the easiest thing to do as a first-time modder. Got this idea from the Girsh Burrow, since the entrance very much reminded me of a buried sandworm with an open mouth. Will probably also serve as a way to get renewable items and interact with some sort of NPC (perhaps the creature's heart?) to give mechanical incentive to explore (kink stuff is fun but it's nice to actually have a reason to engage)

- Create smaller "sleeping Titan" structures that can spawn more frequently, being stationary multi-tile structures based off existing creatures, which serve as an entrance to a stomach dimension (and, by extension, a way to get that figured out and implemented in a simple setting). These will probably have a single rare item or creature inside, but also serve as a good place to set up camp since they're bigger on the inside and don't have threats spawning in them.

- Create "Hungry Giant Clams", a variant of Giant Clams (potentially with more varied spawn locations) which teleport you to a stomach when stepped on rather than to another clam. Simple introduction to making a vore creature on my end, and uses a creature that already has the intended teleportation function as a base. This can also function as the first implementation of a digestion and struggle system, with digestion probably causing a pearl to be dropped instead of a corpse (maybe based on the level of the creature digested? maybe creatures with an especially high score in a given stat drop special pearls?). This should give players incentive to try lead creatures into a Hungry Clam's stomach to be digested, so they can then go in and harvest the pearls (if they're confident in their ability to escape) for monetary reward.

- Give Tongue Tyrants Vore Powers. Idk man I just think they deserve them. (The actual purpose of this is to figure out how to make it so that members of a given species or faction have a chance to spawn with the ability to swallow things, and adapt that ability based on their physical traits (e.g. tentacle-havers have tentacle stomachs, root-havers have maze-like root system stomachs, creatures with elemental breaths have elemental stomach acids, creatures of gigantic stature have bigger stomachs, etc.) in preparation for player stomachs)

- Slog Stomach. Slog of the Cloaca, legendary mollusk, is canonically so huge it can no longer leave the cave it took residence in and just feasts on whatever creatures are dropped into its den by the conveyor belts of Golgotha. *And* Slog has a spit attack. I feel like these just make it an ideal creature to give vore powers. Also, if the player befriends Slog and learns the Cloaca Surprise, they can *become* Slog, so this finally allows for player pred and experimenting with how that'll work.

- Just give everything a tiny chance to have vore powers. Legendary Creatures and anything with an Engulf power gets a higher chance.

- Implement a Mutation (for Mutants) and an Augment (for True Kin) to give vore powers. This comes last because hopefully at this point it should be *really easy* to implement since all the previous steps have laid the groundwork.
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Re: Potential Caves of Qud vore mod

Postby Kerbalmaster » Thu Feb 27, 2025 1:46 am

Woohoo stomach dungeons
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Re: Potential Caves of Qud vore mod

Postby bobert1234567 » Thu Feb 27, 2025 9:39 am

I'll be honest, I'd love to see more player as pred content for Qud, especially with some form of taming option for some mobs like the snapjaws, or a truekin that could vore bots to hack them over time. Would also be an interesting gameplay mechanic to vore creatures to gain levels, mutation points, or access to more truekin gear and cybernetics slots.

All in all, would add a new level of gameplay, maybe making it so normal food and liquids don't recover as much, forcing the pred player to rely on either ambushing, stunning, or just bull rushing prey to keep up with the metabolism.
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Re: Potential Caves of Qud vore mod

Postby OddityOTV » Thu Feb 27, 2025 2:34 pm

bobert1234567 wrote:I'll be honest, I'd love to see more player as pred content for Qud, especially with some form of taming option for some mobs like the snapjaws, or a truekin that could vore bots to hack them over time. Would also be an interesting gameplay mechanic to vore creatures to gain levels, mutation points, or access to more truekin gear and cybernetics slots.

All in all, would add a new level of gameplay, maybe making it so normal food and liquids don't recover as much, forcing the pred player to rely on either ambushing, stunning, or just bull rushing prey to keep up with the metabolism.


That actually gives me a great idea for a mutant *defect* - rapid metabolism. You spawn hungry, and get hungry *way* quicker; with a hidden synergy where being hungry makes vore attacks more effective, and losing hunger quicker makes digestion faster.
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Re: Potential Caves of Qud vore mod

Postby BrowsingFrog » Thu Feb 27, 2025 7:27 pm

Hopefully there's same-size content planned! Stomach dungeons sound good for bigger enemies too. And configs too. It'd be nice to have the ability to change certain features on and off
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Re: Potential Caves of Qud vore mod

Postby OddityOTV » Thu Feb 27, 2025 10:31 pm

BrowsingFrog wrote:Hopefully there's same-size content planned! Stomach dungeons sound good for bigger enemies too. And configs too. It'd be nice to have the ability to change certain features on and off

If you want same-size, I highly recommend checking out Carnivores of Qud by Octochoronic at https://gitlab.com/octochoronic1/CarnivoresOfQud! They actually reached out to me, and we might work *together* to make this stuff work.
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Re: Potential Caves of Qud vore mod

Postby BrowsingFrog » Fri Feb 28, 2025 1:07 pm

OddityOTV wrote:
BrowsingFrog wrote:Hopefully there's same-size content planned! Stomach dungeons sound good for bigger enemies too. And configs too. It'd be nice to have the ability to change certain features on and off

If you want same-size, I highly recommend checking out Carnivores of Qud by Octochoronic at https://gitlab.com/octochoronic1/CarnivoresOfQud! They actually reached out to me, and we might work *together* to make this stuff work.


So that means there will be both in the mod? That'd be really cool if so
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Re: Potential Caves of Qud vore mod

Postby OddityOTV » Fri Feb 28, 2025 2:55 pm

BrowsingFrog wrote:
OddityOTV wrote:
BrowsingFrog wrote:Hopefully there's same-size content planned! Stomach dungeons sound good for bigger enemies too. And configs too. It'd be nice to have the ability to change certain features on and off

If you want same-size, I highly recommend checking out Carnivores of Qud by Octochoronic at https://gitlab.com/octochoronic1/CarnivoresOfQud! They actually reached out to me, and we might work *together* to make this stuff work.


So that means there will be both in the mod? That'd be really cool if so

Not necessarily, moreso that there will be a mod for same-size and a mod for macro, and they should be fully compatible with eachother.
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