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Formamorph

Every choice transforms your body and shapes your adventure · By FieryLion

World Creation Discussion Sticky

A topic by FieryLion created Mar 04, 2025 Views: 6,012 Replies: 73
Viewing posts 1 to 22
Developer(+4)

This is a sticky thread where you can discuss the creation of new worlds.

I’m currently short on time so I’ll keep my advice brief and expand on it later. Feel free to chime in with your own suggestions and experiences!

Currently, to create a new world you need to (1) Clone and Edit an existing world (2) Remove anything you don’t need such as Entities and Locations. I recommend not removing all the Stats though. If your world will use the World editor you must maintain these 3 stats: Stomach, Breast Size, Fatness. (3) Download your new world

Every time you want to play your new world you will have to upload the world file in the main menu. This is inconvenient and next version will allow you to store your worlds in the game that will persist even on page refresh.

(4 edits) (+3)

Just some simple tips to start creating worlds faster;

  1. Saving is crucial and you need to always re-download worlds so they save.
  2. Try saving your worlds in a proper folder... Lest you want to lose them 😿! I layout the JSON's in one folder, with other folders for world specific images if needed.
  3. You can speed up saving by creating simplified names for the JSON files (I use porky_pig_world styling, appending _backup or _V1 for ease of use).
  4. You can create multiple versions of worlds for testing easily by clicking the file and appending an additional number to the end of the file name.
  5. You can substantially reduce JSON file sizes by swapping out any images you won't see/use with blank PNG files (Easier to use smaller files on tablets).
  6. Try running some of your ideas through a stylized AI 👍(or your friends 🤔), they can have really great ideas!
  7. Google Drive is a free place to backup and share worlds from, just make sure to change access permissions to [Anyone with the link] and [Commenter] (or viewer... ❤️).

Good Luck! 💜
Worlds (29): GDrive

Just found some old (very old, ~2010-2014) .gblorb games, but I've next to no clue how to do them justice in this format. House of Pandemonium (2014 ver) and Gynoid Conversion (~2014?) run through an interpreter like Gargoyle 🪨.

They'd make great worlds, but limitations on Entities, Locations, and System Prompt's leave them largely infeasible to completely reproduce. Edging off of my own set context limits (sub 4k tokens) would make something playable but... not great. An entire re-imagining of the games would be great, but ehhh. Just a thought 😝.

Reasonably impossible to fit in a 8k context limit without severely affecting the final output quality. Games do not translate well into worlds, unless the game and it's actors are already ambiguous/generic and of a well-known nature (more for AI to draw on from it's own data).

Working on a non-sexual world, and I'm having some problems with the AI refusing to let the player character get hurt, despite world rules. Is this due to something not editable in the world editor?

Developer(+1)

weird, if you can paste the world rules I can take a look. But the default AI (mistral nemo) shouldnt be that censored unless the player character is in a world of hurt. Nonetheless if you just want this to work, you can switch to a different AI model that is more uncensored.

Or you can change the prompt to rephrase a bit and dial down the gore

Ach, I gave up on it. Wasn't a good idea either way. To get it to work I had to tone it down past what I was willing to compromise, and the concept itself was flawed. But thank you very much for taking the time to reply!

(3 edits)
Edit: I believe I found the problem...I didn't have enough context for my overly zealous descriptions.


I am having trouble getting two locations in one world to work. Currently I have them as "locations" in a single Json. Both location show up in the "locations" tab, but the AI fails to process if I try to change locations. 

Specifically: I want to start in Lustwood Jungle location. I made a rule for the game to start there. The event prompt does this just fine on game start, but the "locations" tab will be set on the labyrinth. As such, choice prompts and encounters will all relate to the labyrinth. The AI will refuse to process if I try to change the location to the jungle.

Do I need separate Json files, one for each location?

Developer

AI can’t change the location for the moment, you’ll need to click on the location name in the location tab and select a new location from the dropdown

I wasn't sure where exactly to suggest this but I thought it was worth sharing nevertheless.

It would be nice to have some way to make it so the AI remembers character's species, general 'build' and names after they are "named". Like if we had a list that would note down species, gender and some specified characteristics of the characters that you "create" into your story that would allow the AI to remember their general traits and allow us to "turn off" said characters if they're, let's say, off into the woods or back home, and turn them back on if they are back where the player is. 

Keep in mind I have no bloody clue if this is possible, I'm mostly suggesting this because I'm slightly tired of the character "Lira" in a game being a slime one second, a demon the next, a human later on and the god of hell the next day. 

I sorta picture it as a list where the player can enter the description, species or whatever of a character and then only interact with them when they are relevant in said area with the ability to delete said character off the list if they die or something like that. 

(Thank you for reading my babbling and FieryLion, thank you for making such an interesting game!) 

Developer

did you put those info into the NOTEs section?

Tried that but when I do, the characters just never leave, like if I say  "Papi the harpy" in the notes, she will forever be a nearby NPC even if I say "she flew off to her house" she'll just reappear in the guild the second i walk in. 

Ok, might I request a little help ? 

So, I added a new location to my custom world but everytime I try to do ANYTHING in it it says "failed to load AI Prompt" but when i change the location to Home it works perfectly ... i can't for the life of me figure out why.

WARNING!!! VORNY STUFF BELOW!!!

The location in question is what I called the 'Pred-Club' (everyone has their kinks, no judging!) And well, here's the description 

"A strip club in the Red-light District of Ironwald. Citizens of all kinds come here to have fun amongst Preds. All staff members of the Pred-Club have the Predator trait. You can spend Gold to Vore staff members or let them vore you."

To me it looks fine but for some reason the game just hates it. 🤷‍♂️

(Side note, i also tried changing "Red-light District" to "the backstreets" but it didn't work either)

Perhaps a link to the dysfunctional world? 👉👈

Unsure if this'll work but here. It's a modified version of Braduhsley's world.

WARNING VORNY AND HORNY CONTENT AHEAD!!!


https://drive.google.com/file/d/1DPiQ2Hlwsr-Y3oXFmUTHRxwt1I0OMW05/view?usp=drive...

(2 edits)

i think I might've found thevproblem ... I tried to talk to a race i made called "Dwemers" (which are literally just female dwarfs) and the game was having none of it. I found a spelling error in the Dwemer's description after the town square refused to work. 

I shall test out this theory and report back to yall.

Edit: After some tests, i still have no bloody clue ... maybe one of the races i added is screwing up the game but I can't tell. 🤷‍♂️

I can't access the file.

Should be able to now, my bad

WARNING VORNY CONTENT AHEAD!!!

(No judging, everyone has their own kinks)

Quick question... would any of yall have a clue how to describe 'unbirth', 'anal vore' and 'cock vore' to the AI ? 

I've been trying to do so but the ai keeps trying to turn people inside out, turn them into eggs, push them out while they're already outside or just regular voreing me/NPCs and stuff like that when i try to ask for unbirth for example... I mean it works if I don't mention 'unbirth' and just say something like 'swallow up privates' but the Action I created for it does not want to cooperate. 😅

(I'm starting with the easier vore types and hoping to add all the main ones eventually.... or at least i thought they were the easiest to explain...)😓

Developer

use an RP model, the default AI models don’t have much knowledge of this

Mind explaining? I'm kinda well ... a bloody noob at this whole thing for lack-there-of a better word for it. 😅

Developer

Follow this guide if you have a good PC that can run AI: https://itch.io/t/4579794/how-to-run-a-local-ai-for-formamorph

Otherwise follow this one and pick a model on OpenRouter: https://fierylion.itch.io/formamorph/devlog/885513/quick-setup-guide-free-openrouter-setup

WARNING!!! VORNY CONTENT AHEAD!!!

Quick question ... how would one add a 'Digestion' stat ? Like a stat that would drop if you're digesting something or being digested (maybe one each idk) 

Like this bar would represent how long your prey has before they're digested OR how long you have until you're digested. Like a health buffer of sort. The digestion bar goes down from 100 to 0 slowly, as long as there's more than 0, you (or your prey) don't digest but when the bar hits 0, your (or your prey's) health starts to take big hits. 

I have no clue if this would be possible but I was trying to do this ... It'd allow a window for the player to try and get out of their pred (or the prey to excape the player) instead of the AI often just *game end* the player or prey as soon as they're swallowed. (If that makes any sense) 😅

I'm gonna go on a wild guess and assume this would be either too complex for me or flat out impossible to do... Cause I can't figure it out. 🤷‍♂️

Update, I have yet to find a way to make it work, i have tried different ways and none worked so either I'd need to program it in somehow ( which i can't cause I'm dumb) or it's just not plausible for me to do it. 😅

You can probably track this with a stat and let the Stat Changes prompt handle it like a counter, but my experience with Stat Changes has been almost universally bad, so I write scenarios to be able to let the AI narrator handle it.

Maybe try and offload this to the AI as part of the System prompt. I have a modified version of the slime city scenario where I added instructions by defining terms in the actual System Prompt on the "World" tab. This has worked out pretty well, but I'm still refining it. I added instructions that a slime invading the player implants a slime core, and that core takes a certain amount of "time" to mature. I have instructions with my Game Text prompt that tell the AI that when it generates Game Text, it should assume 2-3 minutes of "time" passes.

Example:

### Slime Core

**Description**: 

- A concentrated, gelatinous protoplasm that is implanted in various body parts (belly, womb, breasts).

**Behavior**:

1. **Implantation**: The Slime Core attaches to a chosen orifice and fertilizes immediately.

2. **Growth**: Over 10-15 minutes, the affected region swells significantly as the core grows inside.

3. **Excretion**: The player secretes colored fluid continuously from the implanted area.

4. **Birth**: After 10-15 minutes of growth, the Slime Core is expelled as a mature slime, which wanders off.

### Player Excretion

**Description**: 

- When the player is impregnated by a Slime Core, she experiences intense physical discomfort and pain as the core grows and tries to push through her body.

- The fluid from the affected region (belly, womb, or breasts) seeps out uncontrollably.

I'm honestly unsure if I followed anything after "Maybe try to offload" ... 

I'm kinda a literal newbie at this so err ... pardon my stupidity. 😅

I'll rephrase.

I've personally found the game runs more reliably when I set up my scenarios in a way where the AI can just resolve effects as part of the game text. This means disabling the Stats prompt entirely. I've had way too many situations where a stat ends up doubling, then doubling again, then getting multiplied by 10, before doubling again, until the stat values are totally meaningless anyway. I had one scenario where the "Belly" stat was over 5000 and the VRML (model viewer Lion is using to draw the avatar in scenarios that use it) loses its mind.

So I just let the System Prompt tell the AI when it's generating game text that it needs to track player stats and I generally don't worry about numbers. The AI does a pretty good job of just advancing the story and incorporating player actions.

WARNING!!! VORNY TALK AHEAD!!!

If I get this right, are you saying I need to like add a world rule in the world prompt thing that says something along the lines of 

If player Vores prey, increase digestion by 10 every page and pause Stomach regen, when Digestion reaches 100 start stomach regen (which is set to negative) and increase Breastsize by 2 every page until Stomach is at 0. 

If player gets Vored, increase Digestion by 10 every page, once Digestion reaches 100, damage player Health by 25 every page.

Or something like that ... maybe just make the AI count it without it being a stat..? 

Wait ... does this mean I could add an explanation for the alternate Vores in the world prompt like unbirth, anal vore, breast vore, etc? Maybe even add text to explain how different types of vore lead to different places (ex: breast vore leading to breast and digest to milk, cock vore leading to the testicles and digest to cum, etc)

Could it even be possible for me to prevent the AI from giving wings to centaurs and olive skin to harpies ??? 🥹

In the System Prompt section. It's not the description box, but the box lower down on the first tab when you edit a world. 

You should *also* either define your terms there, or use the Dictionary tab. You are using terms that I am not familiar with (and I don't really need a definition). You should define these in some way that the instructions to the AI knows what your intent is.

Short definitional phrases are _usually_ enough to inform the AI, but when in doubt, also provide examples in your prompt so the LLM can decode how you want it to conduct your game. I had to do this with a corruption system because the AI was adding ludicrous amounts of corruption every turn, instead of only in the specific scenarios where it was supposed to be added.

For the "Digestion" mechanic, you can *probably* just keep the instruction simple. Something along the lines of "Threshold: if > 100%, the player starts losing health" might work.

And yeah, if you don't want certain creatures to gain certain traits, you should be able to just clearly state that in their description on the Entities tab. "This creature can never have wings" or something to that effect.

Went back through some worlds, wanted to edit some of the images I used, but couldn't find where the original images were (Probably deleted from Downloads, oops). Anyways, images are saved as 'Base64' strings, which can be decoded into images again, easily, just json editing.

Here's the process to take images out of a world (Works on any downloaded world, helpful if you've lost the original images):
1. Download the world somewhere onto your computer.
2. Access the JSON file directly (just open it), helpful to use software like Notepad++ but Notepad or any text editor works the same.
3. In the file, under;
     "worldOverview" look for "thumbnail": and copy the quoted text
     "locations" look for "backgroundImage": and copy the quoted text
     "entities" look for "image": and copy the quoted text

4. Take this data to a site like Base64 Guru, and simply paste it there. Be sure to remove extraneous bits (quotation marks,'"image":', or anything else).
5. Simply download and use.

Additionally if you want to remove images (readability, file size, idk), you can replace the the entire data with 'null'. Don't forget the comma. 

(1 edit)

Wait... I just got an idea but, would it simplify the AI workload if we added entities with the world rules and added to the world rules itself something along the line of

 "If *insert scenario here* is triggered, then refer to entity *insert same scenario here* for rules." 

That way the rules would take alot less space and only be a acknowledged when necessary (only problem so far is I'm not sure how we'd be able to make the rule keep checking said entity until it's over) 

Example: If the entity is how to disarm a bomb, the rule needs to keep checking said entity until the bomb detonates or is disarmed, stopping the entity check after it is no longer needed.  🤔

(Talking about a way other than typing "end bomb event" or something like that in the game itself)

some of my entities have long descriptions for the AI, does that take up space even if they aren't on screen? and if i put their long description in the dictionary will that help clear up space? or will the AI get confused on what they are if they're in the dictionary and not detailed description, or should i put some stuff in the dictionary like their appearance and leave other things in

(+1)

I think it helps save space, but I'm not sure by how much.

However, I did test splitting up the descriptor into two different parts and the game works it out just fine.
I did this with a few consumables and other items by putting the long physical description in a dictionary entry and kept a basic description along with when or how the player may find it. 

For example: Twonky (Twinkie)

Entity page
In-Game Description: Twonky. Definitely not a knock off Twinkie.
   Detailed Description (for AI)
-A oblong pastry snack.
-Can be randomly found when searching for supplies or food.
Type
Food, Consumable 
Dictionary Entry
Key
Twonky
Value
 a golden, oblong-shaped snack cake with a soft, spongy texture, filled with a sweet, creamy vanilla-flavored filling. It's typically about 4 inches long and 0.75 inches wide, mass-produced, and individually wrapped. Known for its sugary taste and light, airy consistency, the Twonky is a classic American treat often associated with indulgence and nostalgia. Twonky = Twinkie .

Sometimes the AI will take creative liberties with dictionary entries. For example, I also have an entry for a mystery variant, and during one play through instead of the label reading "Do not play with your food." It decided that the mystery flavored Twonky would instead change to warn me whenever any enemy was near by having change to various ominous phrases.

Thanks! i'll put entity physical descriptions and where they're commonly located for my dictionary and leave everything else like their relationship to other entities and relationship to the world

I tried out a thing, just wanted to ask for yall's expertise as this was my first attempt at using the Dictionary to save some memory.

(It's the "Melon's Colossus 1.1" World in the discover world menu thing... it seems to be working as intended but wanted the feedback from people more skilled with this to check if anything i did was wrong or not optimized properly)

(1 edit)

Quick question for this... Could I fo example simplify some of the entities' description by adding generalized "species" in the dictionary?

For example: I add a dictionary entry for "insectoids" saying stuff like "Humanoid species with 4 arms, compound eyes, antennae and an insect abdomen above the tailbone" and then create a Beegirl entity adding in its description "Insectoid Monfu resembling a bee" or something like that... 

Would that improve or hinder the processing? (If it even works that is...)

Edit: "Monfu" is a term I invented, it's short for "monster-like folks"

Deleted 33 days ago
Deleted 33 days ago

So, I'm testing out random junk to well ... try to figure things out and I was wondering about one thing ... Would it save some memory if I put the entities' descriptions (physical traits) in the dictionary and only left the behavior and unique abilities in the Entity's description?

Like saying "A drider monstergirl" in the entity, as well as how it behaves and it's abilities, but left the entirety of the physical descriptions of the drider inside the Dictionary. 

(Why do I have a feeling I'm asking something either very dumb or obvious again..?) 😓

(1 edit)

i asked this question too! someone said that putting their physical description helps with space but they don't know by how much, i should also try and do this!
i also want to know the best way of using the dictionary, cause i feel like i'm just putting basic words like what a tree is in the dictionary in a desperate attempt to get space, and i'm wondering if that actually helps or not

(2 edits)

I kind of found the soluce to this, only put some descriptions in the Dictionary. At least it works for me... I put stuff like how a lamia moves and stuff in the dictionary (don't put alot) and as long as the lamia is not directly mentioned, the extra info in the dictionary doesn't affect the memory. 

Keep in mind, I'm still a newbie ... sort of... so it may not be perfect but I'll upload the world with what I mean in the discover worlds menu. It's the (trying out some 💩) world. 

Edit: By "some descriptions" i mean some specific stuff you couldn't fit in the entity description itself. To bring back my lamia example, stuff like how long her tail is, how she moves and how she 'breeds', as long as there's not too much info, it should be fine.

thanks! i'm just wondering how much i need to put in my entity description and my dictionary description, if an entity has two stomachs do i mention that in the dictionary? do i mention their relationship to the world like how well they harmonize with nature or how high their affinity for magic is or their level of technology?
here's an example:

Goblin
AI description: Humanoid monster. Goblins use crude weapons to hunt and fight. Violent to most intelligent races. Goblins are a creature of nature but do not harmonize well with it, not caring for the environment around them, cutting portions of forests down just to create their camps and crude wooden fortresses. They have a terrible affinity for magic, goblin mages are extremely rare, their technology is crude and primitive

Goblin, Goblins
Dictionary description: A humanoid monster with long ears and green skin. They're always around 3-4ft tall. They live in forests and caves, making camps and fortresses. They form tribes with others of its kind, usually having a king or Orc leader.

i also wonder if i have to make every plural version of the entity or if i only need to do it if it's something like elf vs elves and skip it if it's just the same word but with S at the end

would putting the personality of a creature/entity in the dictionary be good?
"Harpies are curious, friendly, playful, airheaded, and unintelligent"
would that go into entity description or dictionary description

Developer

if its that short you should put it in the regular entities description, unless you have way too many entities in that location already

I think they were suffering from the same problem as my Homebrew Colossus... (69 entities ...) 😅

And dictionary takes no space unless you mention the entity.

(1 edit)

did you mean short as in that's the entire entity description? or short as in it's not worth putting in the dictionary, cause the actual entity description is 923 characters long, because i only showed the personality section as an example

should i put examples of what entities like to eat in the dictionary?

So, Etheria is a bit too big for a first project so I wanted to make a new one... As such, I threw up 2 ideas but i can't bring myself to choose between them. Both are a similar principal but completely different and well, it'd be nice to have help making up my mind in between them so... here are the 2 ideas:

WARNING!!! VORNY AND HORNY CONTENT AHEAD!!!


1- Infernatus, the land of demons: You are thrown into hell, along with a city of humans, valkyries and a few demihumans (catgirls, bunnygirls, etc). Instead of bringing war to your city, demonkind has welcomed you (sort of) and you act as the intermediary between humanity, angels and demons along with a few others. Will you keep a watch on your purity or let yourself fall to sin? Will you become a mighty pred? Or a gutslut? Will you find a way back home? Or will you stay and embrace this new life in Infernatus? You're in control and shape the story as you wish it.

2- The Lost World, Isla Prima: (an Ark reference) You wake up on an island, filled with dinosaurs, prehistoric creatures along with ancient monfus (monster-like folk), Dinofolks (dinosaur monster girls), prehistoric beastfolk and travelers from other worlds and time periods. Your house sits on this island seemingly out of time and to your surprise, your 2 best friends were brought with you due to the party you had before the odd anomaly that brought you here. Your house seems enchanted to never run out of water, spices or cleaning products but everything else is up to you to scavenger. So, what will you do? Stay in your house? Survive off this strange new land? Befriend or fight the locals? Face off against the ancient beasts of this land or tame them? The story is in your hand but remember, it may be Eat or Be Eaten out there but it isn't the only option. So fight or  befriend, survive or conquer, stay or try to find a way back, you choose. Shape the world as you please.


(Sorry for the elongated description for that second one... I'm not the best at summarizing)

The only thing I'm curious about is if there's a way to create a "bag system" for these worlds. You know... other than using the notes. I was gonna make a crafting-like system for these world but, again, trying to NOT over-complicate these worlds... 

Also I'm pretty sure doing this would require adding far too much to the base game. Especially adding an actual inventory system... Unless it's build similarly to Notes, like an extra note box thingy where you can note down things you have, only being registered by the AI when you interact with this inventory to save memory. 🤔

Unsure how we'd be able to make it "automatic" however ... (as in grab a rock and it is added in the notes of your inventory, grab it back from your bag and throw it to remove one rock from your inventory notes)

This is the end of my prolonged rambling, apologies for my inability to summarize... 😅

After an embarrassingly long type debating, I decided to start with Infernatus.

(1 edit)

It's slow work but Infernatus is approaching a stable state of progress. I mean it's nowhere near done, alot of the locations and entities are still missing their descriptions but it's a decent amount of progress... 🤷‍♂️

I am trying to make a world and Register the player as an Entity because well it would be easier to do... how would one do so?

I'm not sure I'd suggest making the player an entity but if you want your player to be a certain way (as in give the player specific physical traits.) then I'd suggest you use the Dictionary. 

Developer

since the player is always present, put the player info into the system prompt directly.

So the bloat of commands shouldnt effect the AI?

Developer

probably not

if i'm making two entities, lets say i make the first entity have a large description, and the second entity is basically a different version of the first entity, like a harpy and a harpy queen, should i copy and paste the description of the first entity onto the second? or can i do something like "the description of a harpy applies here as well"

Developer

you can just say entity X is entity Y but Z or something. But to be safe, make sure the original entity is refered first (above the derived entity in the entity list)

(1 edit)

for now i'll just say "the description of X applies to Y"
can i also do this for the dictionary? or should i copy and paste it and change up a few things to make it fit with the new entity

Developer

for dictionary entry, you can still refer to an existing entity, but probably not other dictionary entries because you can’t be sure that the other entry is mentioned or not

in that case i'll just copy and paste the dictionary entry and change it to fit the new entry

can someone make a formamorph world based on dragon ball anime where the main character reincarnates as Goku?

Quick question for the more skilled world builders ... How would one make a "temperature system" ..?

By this i mean a warm and cold meter or something. Like it stays in the middle at room temperature, drops when you get cold and increases when you're too warm. 

I wanted to add something like this in my Infernatus world for wild regions (world where you and your city is basically iseksi'd to hell). 2 of these "wild areas" are extremely cold and as of rn, the only soluce i found is to make a "deal x ampunt of dmg to player if not warm whilst inside Frozen Hellscape", I mean this kinda works and all but 2 of the other "wild areas" are a literal volcanic mountain with flowing lava streams inside the caves, and a large field with long lakes of lava scattered around generously... So yeah... need a fix to fit both extremes of temperature so... any suggestions..? 😅

Quick question for this... Would it be smart to add the rule about temperature in the location description itself..? 🤔 

It appears I am of the smart! It did work! 🙃

WARNING!!! VORNY CONTENT AHEAD!!!

Ok, can any of yall help me find a way to summarize this? It's taking a good chunk of my worlds' rules and honestly, it still sometimes fail to work as implied...

- **Prey that were swallowed cannot see or touch anything outside of the one that swallowed them, only being able to interact with the inside walls of their predator.**

- **Predators cannot see or touch their prey while their prey is inside them.**

- **Player cannot see or touch her prey through her own belly**

Thank you in advance... If i gotta be honest, I've been racking my brain trying to summarize the rules without breaking them to no avail.  (I kinda sorta suck at summarizing things...) 😅

 

Honestly, I found asterisks stopped being a big impact on rule following (At least for DeepSeek V3 0324), but other than their (tiny) bulk, there aren't many improvements for conciseness. Ran your Infernatus world' system prompts through gpt and my templater, and the important rules sizes char count only increased (other tweaks could be made).

Best result:

- Swallowed prey cannot see or physically interact with anything outside their predator. They can only perceive and interact with the internal environment of the predator (e.g., stomach walls).
- Predators cannot see or directly touch the prey once fully swallowed, though they may feel their weight, movements, or squirming.
- Predator vore rules apply to the player

67 char increase :/ It is a little more clear about interpretations between Entities and it'll help a little for effect... Sorry.

Hey, as long as it helps prevent predators from "playing with your hair" when you're completely inside their gut, that's welcomed progress!

Only thing I can still see breaking is interacting with the belly and/or predators like slimegirls who have semi-transparent skin. (By "interacting with the belly" i mean as in feeling the prey's form through their skin or in cases when the skin is stretched taut like a bodysuit on the prey... but i doubt that can be put as a rule sadly. 🤷‍♂️)

After a few trials, I'm honestly unsure if it's a fix or not... 🤔

Yeah, heavily dependant on the AI unfortunately.
Tested a bunch of random things, still iffy. I'd had to detail everything in my responses (like usual), and it goes off randomly less compared to default (yours), just not much. 🤷‍♀️ Lack of vore params I guess, especially unbirth, very hard to get it to work without handholding everything.

Yeah, still not quite sure how to fix the stupid issues with unbirth but it works like 75% of the time... 😅

Oh btw, I did a thing to try and simplify junk! Uploaded it as a separate world to be safe

I'm slightly annoyed now ... I was making a sneaky surprise world and also added 3 new entities to my Infernatus world, had to go elsewhere off of my phone and came back to all of my progress deleted due to me not saving like a dunce! 🤦‍♂️

(Side note ... Do yall have any info about what shows the AI recognizes..? Preferably ones with alien or monster girls..?) 🤫

Ok, someone explain to me something real quick... How come, in my world, i have a rule that says "X curret value drops by 50 if player does Y" to 2 different stats but only one works.

WARNING!!! VORNY AND HORNY CONTENT AHEAD!!!

One of the stats with said rule, Sexdrive, drops 50 of it's Max value whenever Y happens (climax) but the other, Predlust, WITH THE EXACT SAME RULE (but a different Y) drops it's current value by 50 instead of its Max (which is what they're meant to do)

Someone explain and, if at all possible, help figure out a way to fix it... please?

Developer

the default AI isn’t smart enough to juggle complex custom conditions, you could try a bigger smarter model

Ok, I get what you mean but it isn't like I'm asking for the moon, just to drop the current stat by 50 when something happens... 😅