After all of this time, the final playtest for 3.0.0 is here!~
There were some heavy changes of code behind the scenes, so please let me know if you find any issues as I'm sure there might be a thing or two I didn't find.
Since this playtest so heavily relies on the new config system, I wanted to recommend the Configured mod. This will allow you to directly edit configs from the main menu, which is especially helpful if you don't know how to edit configs the traditional way.
Standardized the texture naming scheme for all preds, specifically gendered ones
Made the system for setting textures a standard event (basically, just let me know if anything with textures gets wonky)
Overhauled the calculation system for % damage increases and reductions from various elements (stacks multiplicatively)
Preds are now immune to damage while in the digestion animation (as its already too late to save anything inside by then)
Made the stat increases from weight gain standard across all preds, now being % increases
Swallow Chance 1.25 | Swallow Threshold -8% | Health Modifier 1.15 | Struggle Difficulty *1.1 | Struggles Needed +1
Preds no longer gain armor points from weight gain, instead gaining a 15% damage reduction per level
When a swallow attempt is made on another pred, the % chance to be swallowed is subtracted by 17.5% per WG stage on the swallow target
Increased the default amount of digestion progress needed to reach digestion 10,000 -> 12,000 (Can be altered through global config)
Difficulty now affects the digestion goal, increasing it by 15% on easy and decreasing it by 15% on hard (Can be disabled through global config)
(With the default 12,000 goal, this becomes 13,800 on easy and 10,200 on hard)
Digested prey will now add 1-5 bones and rarely (8%) a skull to the stomach inventory of the pred that digested them (Can be disabled through global config)
Preds now gain the Carbonated effect for 15s after digesting a meal, meaning they'll burp up 2 total items (Can be disabled through global config)
Naturally spawning preds (not built or structure-specific) now have a 9% chance to spawn already at their first wg stage and a 1.5% chance to spawn already at their second wg stage (Can be altered through global and specific configs)
They'll spawn with some bones already inside their gut in this case if the bonesFromDigestion config option is true
Scarecrows can be created by taking a hay bale, placing a wool block on top, and then lastly putting a Soul Jack o'Lantern on top (crafted with a carved pumpkin and a soul torch)
While the gender they spawn with is random (if the config allows for it), you can change its gender any time by right clicking with shears in the main hand and wool in the off hand (only if the male pred chance for it is not 0 or 100)
Right click with shears in the main hand and string in the off hand to heal it for 8 health
Guards your fields during the day and goes hunting during the night. If it doesn't find any monsters to eat, will get progressively more ravenous, quickly beginning to hunt animals, players, and even villagers.
If it got a meal during the night, it will significantly speed up nearby crop growth. (15x7x15 area)
Visually deteriorates as health lowers. You can force them to keep a certain appearance by using a Phantom Membrane on them, (and can then remove it by right clicking with an axe).
New options in general config, including ability to disregard the Swallow Threshold stat
For specific configs (per mob type), options now include all vore stats, male spawn chances, wg goals, and more
Soul Jack o'Lantern (crafted with a carved pumpkin and a soul torch)
Rabbit Wizard's staff (Ends up in a pred's stomach when a rabbit is digested)
15s cooldown, fires a projectile that will heal tamed mobs, iron golems, or villagers it hits. Damages and applies Softened to other targets it hits.
Pred Guidebook (Gotten on spawn, or crafted with a book and 2 bones)
Contains some useful information about preds, begins empty but adds entries the first time you encounter each pred type
Basaltmites now count as an animal (won't be attacked by rabbits and other defenders)
Fixed an issue where Gilded Basaltmites wouldn't get the same armor that Basaltmites have
Updated the damage logic of both mobs, and changed the rules for their interactions
Players or mobs can damage them with any damage instance that is at least 6 damage
If a player damages them with a pickaxe, it deals 35% more damage and ignores the 6 damage rule
If it was not with a pickaxe, but can successfully hit, the damage dealt will be 1 less from a player and 2 less from a mob
The player can no longer crit with a non-pickaxe item
Increased the default spawn chance per villager to 25%
Rabbit Wizards can now be fed Golden Carrots by their owners to heal them for 15 health and apply Speed and Resistance for 8 seconds
The Rabbit Wizard's sttack now applies the Softened effect for 6 seconds
When transformed into their wither flower variant by a Wither, Vinemaidens now enter an invulnerable stunned state, which makes the wither ignore them. This state can be removed by right clicking.
Made the crafting recipe for Golden Bonemeal cheaper (replaced the 4 corner ingots in the recipe with nuggets)
Vinemaidens now require Golden Bonemeal to be tamed
Using Golden Bonemeal on a Vinemaiden to grow a seedling now requires the player to be sneaking
Vinemaidens can now be healed with Golden Bonemeal, restoring 15 health and granting Strength, Speed, and increasing their size by 20% for 8 seconds.
This increased size will make them unswallowable
Slightly increased hitbox size
Fixed an issue that would make some Vinemaidens have incorrect textures when tranformed by a wither
Made digestion damage ignore armor so it no longer breaks it when keep inventory is on
Corrected Vinemaidens and Piglin Royal Knights not having proper head movement capabilities
stefen
2025-05-31 03:12:51 +0000 UTCSafiTheJiiva
2025-05-31 02:49:42 +0000 UTCChumbodius
2025-05-31 01:07:20 +0000 UTC