Mods / Fauna of the Stone Age: Cervinae
Author: Tentharchitect
Side: Both
Created: Feb 26th at 6:11 PM
Last modified: Nov 23rd at 9:36 PM
Downloads: 67116
Follow Unfollow 701
Recommended download (for Vintage Story 1.21.5):
FotSA-Cervinae-v0.1.11.zip
1-click install
A collection of deer from the subfamily Cervinae, these shy animals will act as a challenging prey source and potential danger for players and their crops. Currently this mod only has the giant deer, the rest will come at a later date!
This mod includes:
| Name | Scientific Name | Category | Weight | Health | Height | Damage | Temp | Preciptation | Foliage Needs | Altitude | Group Size | Meat Drops | Fat Drops | Hide Drops | Other Drops | Behaviors | Notes | Eats |
| Giant deer | Megaloceros giganteus | 600/500/50 | 34/30/12 | 2.1/1.9 shoulders | 15 tier 2 | -4-10 | 10-100 | 10-90 forest | 1-1.6 | 1 F&M, 1-12 M&F&B | 41-45, 34-37, 5-7 | 5-6,4-5,1+-0.3 | 4 H, 3H, 1 M | Antlers | Milk | Step 3 |
Fruit, Vegetable, fruitmash, nibblecrops, sweetBerryBush
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Features:
Deer are faster than most prey animals Vintage Story players are familiar with, many sleeping during the day in thick foliage making them harder to detect and catch. They can be lured with certain crops and berry bushes, as well as filled food troughs with suitable foods. Using creative hunting techniques is recommended for deer both big and small.
Those who are able to catch a pair of deer can domesticate them, and the larger species can be milked, with different species requiring different amounts of food and pregnancy length.
Most species have a unique pelt drop as well that can be used to craft hide, taxidermied full body and head mounts.
The giant deer can be ridden, using the same attachable items as the base game elk. Wild individuals will flee or attack the player as soon as you dismount, so domesticating them is recommended before trying to use them as a mount.
A big thanks to an anonymous donor for commissioning the Giant Deer!
And a big thanks to everyone who gave feedback and assistance!
A: Get a male and female adult of a given species within 10 blocks, wait until the female is ready to mate and feed her the sufficient number of portions and the male at least one. Different species require different amounts and can be found in the entity file under the multiply section. Animals can be fed either by dropping items on the ground or by using the large trough. The small trough is not supported at this time due to patching formats. Each species diet can be found in this mod's description or in their entity file under the diet section. After 10 generations, entities stop attacking the player and after 10 generations they will no longer flee the player. Only the mother's generation matters for progressing generations.
Q: Why so many animal packs? Can't you make one giant one?
A: The combined size of this series exceeds the Mod data base's file upload size limit and therefore could not be hosted on this site, making it extremely difficult for servers to use. What's more, I don't know just how large certain clade file sizes will get as new features come out and I want to ensure they don't need to be split in the future, as that may cause considerable server issues. Whenever mod packs are implemented, or if there are other resources for creating a more organized bundle, I will do so.
Q: Is this mod safe to add and remove to an existing world?
A: Yes, this mod series is safe to add and remove. Items from this mod that have been placed will be invisible or appear as question blocks if the mod is removed but can be safely broken.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.1.11 | cervinae | 2077 | Nov 23rd at 9:36 PM | FotSA-Cervinae-v0.1.11.zip | 1-click install | ||
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Added-Russian Translation (Thanks Nikuksis!) | |||||||
| 0.1.10 | cervinae | 7814 | Oct 28th at 9:27 PM | FotSA-Cervinae-v0.1.10.zip | 1-click install | ||
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Added-Weighted diet | |||||||
| 0.1.9 | cervinae | 5262 | Oct 13th at 9:49 PM | FotSA-Cervinae-v0.1.9.zip | 1-click install | ||
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Fixed-Bedroll patch causing conflicts | |||||||
| 0.1.8 | cervinae | 8060 | Sep 25th at 4:24 PM | FotSA-Cervinae-v0.1.8.zip | 1-click install | ||
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Fixed-Riding attachable patches | |||||||
| 0.1.7 | cervinae | 1856 | Sep 23rd at 3:34 PM | FotSA-Cervinae-v0.1.7.zip | 1-click install | ||
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| 0.1.6 | cervinae | 24321 | Apr 30th at 8:30 PM | FotSA-Cervinae-v0.1.6.zip | 1-click install | ||
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Added-Devil interactions | |||||||
| 0.1.5 | cervinae | 1797 | Apr 22nd at 4:40 PM | FotSA-Cervinae-v0.1.5.zip | 1-click install | ||
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Fixed-Milking not set up correctly | |||||||
| 0.1.4 | cervinae | 5599 | Apr 5th at 12:04 AM | FotSA-Cervinae-v0.1.4.zip | 1-click install | ||
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Added-Worldgen spawn | |||||||
| 0.1.3 | cervinae | 5815 | Mar 10th at 4:06 PM | FotSA-Cervinae-v0.1.3.zip | 1-click install | ||
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Added-Thylacoleo interactions | |||||||
| 0.1.2 | cervinae | 1839 | Mar 4th at 5:37 PM | FotSA-Cervinae-v0.1.2.zip | 1-click install | ||
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Fixed-Crash relating to hides | |||||||
| 0.1.1 | cervinae | 1926 | Feb 27th at 4:38 PM | FotSA-Cervinae-v0.1.1.zip | 1-click install | ||
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Fixed-Crash when placing face slot items on base game elk | |||||||
| 0.1.0 | cervinae | 750 | Feb 26th at 6:12 PM | FotSA-Cervinae-v0.1.0.zip | 1-click install | ||
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Launch | |||||||
Which deer? The deer from this mod haven't been fully updated to 1.21 and for some reason modded animals aren't following domestication behaviors unless I manually set them, which I have in the revision for Capreolinae paulogabbi
so the deers are still running even after gen 10, is this intended ?
There was an ai task overhaul in 1.21, but it wasn't finished in time to implement it for the base game animals. I am implementing it for my animals and reporting bugs as I find them to the devs, I could just use vanilla behaviors, instead I'm using updated vanilla behaviors Psyloh
It's FotSA meese, standing still forever, I feel it's kinda blocked "by nothing", stuttering when I throw a spear... Sometimes able to flee, sometimes not ^^'
Maybe the hitbox collisions with floor blocks...
After some time playing, most animals are fine, only had meese and white-tail deers acting weird!
About the unnatural speed rush and the wifi (desynced) attacks, I don't understand how it's game devs' fault..? You could just use vanilla behavior and movements, no?
Are the moose and white-tailed deer from my mods or the base game ones? I don't over write their ai I just set the base game version's spawn rate to 0 and have mine spawn in their stead. That said, I'm basically bug testing the ai refactor, so it's expected there will be issues Psyloh
If you can give me more info I can pass it on to the devs
Not sure about new animals, but the mod reworking existing ones seem to break their AI : a moose not moving for several days, then not moving when I attack him, then doing garbage... Same with a white-tail deer :-/
I'm new to the mod but that's basically the two animals I killed for now x_x'
I disabled riding and attachment slots a month ago so the giant deer wouldn't cause crashes and the mod could be re-enabled in 1.21. I still need to fully implement all the new features including making the tamed version that 1.21 has added, and the tamed ones will have the riding and attachment slots. Xsarda
I dont know if it's me problem or sth but i seem to be not able to place a saddle on my gen 4 giant deer male nor female. Could this issue be caused by me having jaunt mod?
Mhm, same ratio of irl to in game as the earlier base game animals, but Megaloceros has a much longer maturation time.
Oh, I see. So, unlike vanilla animals, these babies take months to mature, a bit over 3.5 12-day months in this case. OK, then, that seems reasonable. I just didn't have my expectations calibrated.
Yeah there are about 30+ more stats I didn't have space to show as I kept hitting the file limit for graphs early on. You can find the stats in the baby entity file Echoweaver
Hey, in the extensive stats that you shared, you don't mention how long the babies take to grow up. I have managed to catch three giant deer calves (all male -- grr), and they haven't grown into adults yet. Two I've had for at least a month and a half (12-day months). Is this right?
Possibly! I don't know what all that mod does Hywel
Out of curiosity, would Salty's Sprint and Momentum mod fix that specific issue?Tentharchitect
Yeah that's a known issue, there isn't really any sort of inertia between ai tasks so any high speed movement task will go from 0 to 60 when they switch from an idle animation. It'll be more obvious the faster the animal, but hopefully future game updates add some sort of warm up to movement Lucifleur
I don't know if this has been reported anywhere, I'm sorry if it has and I sound like a broken record, but;
Sometimes the deer decide they are going to run at what can only be described as hyperspeed. I'm talking so fast they are on my screen and then out of render distance in a matter of about 1-2 seconds. This is not an exaggeration. They launch.
It's also not a complaint; honestly it's really funny to see. But I thought maybe it should be mentioned. I have most of your creature mods installed, and I've noticed it with the other deer as well. Particularly the moose. Been this way for a few updates.
Maybe it's me? I'm running the game on a decent PC.
Anyway, thank you for taking all the time to make these wonderful additions to the game! They are some of my dearest favorites and I honestly don't think I could enjoy the game the same without them!
Yep, I'm aware and slowly updating all the mods Bobosaw
All mods that add any headgear like horns or antlers currently break all vanilla antlers. I just did some tests with my modlist and discovered this. This included Bovinae, Elephatidae, Cervinae, Rhinocerotidae, and Legacy of Phanerozoic mod. Hopefully this can be fixed soon!
Oh that's understandable! I'll be fine deleting the sound files that bother me. Thank you for being so responsive! Tentharchitect
Possible yes, though given the scale of my mods each new config options I add will push back everything else a few days. If I were to make every config option requested I wouldn't get to new content until sometime in 2026. So thus far I've just been accepting config files from folks motivated to add ones StrawberrySoda
Oh that's what it's called. Could you possibly add configuration to tone it's volume down and reduce the frequency? Tentharchitect
Their grunt sound is set to 100 blocks, but not their breathing noise. Not sure why StrawberrySoda
@Tentharchitect Nowhere near me. I couldn't see them at all when I was in an open area. Maybe 100 blocks, they could have been in the forest about that distance away. I could also hear them when I was inside my house. I had to delete their sound files.
Tentharchitect if it helps it looks like mostly horns and antlers are broken and a few creatures themselfs as they are giving the ? texture
Hopefully before the end of September! I'm still working my 80 hour work week until the 26th of September so don't have much time for modding, but I was able to boot up VS and check which mods were broken Cc8tv
will this and the other deer mod be updated to 1.21 soon?
How many blocks are you considering isn't near you? StrawberrySoda
If it is larger than the audible range that'll be an issue
On 1.20.12 I'm having an issue of hearing the deer huff even when it isn't near me, very often.
No plans to add albino animals at this time, they'd be a big RAM sink to apply and the commissioner didn't request them Saskin
A rare drop wouldn't reduce the work needed or impact on performance, but I can appreciate you are making one final argument Vargur
PLEASE DO NOT USE THIS MOD ON 1.21 UNTIL IT HAS BEEN UPDATED!
I'm working on updating my mods, but due to how the riding entities were changed, any loaded in will disappear until it is updated.
Would it be possible to add an albino variant of the giant deers? That's my biggest gripe since I am a sucker for albino elks lol.
Ah, I understand. Thanks for all your incredible creatures.
Maybe they could be reintroduced as a rare drop? So that there would only be 1 item added for each creature? I really loved them, I have to try lol
Glad you're enjoying my work JonN19 I'm aware of the file reorganization, and will be updating both the references to the base game assets and my own file formats to the new standard once my summer work season is done!
Same issue here, should be fixed when I update the other deer mod AzuliBluespots
This mod has not, though early on I had skulls with antlers in the Capreolinae mod. I decided against continuing to have skulls as with the addition of the antler system they would have been a lot of additional items for every skull and antler combo and I was worried about bumping into both RAM limitations and the file upload size limitations Vargur
Did this mod have a different style of decorative mounts at some point? Just the skull with antlers that could be mounted? I know I had some at one point but can't remember now which mod added them.
TRying the FotSA mods on 1.21, these entities have some bug mentions in the log, none of them seem to have models. Also, the moose seems to not have textures.
12.8.2025 09:00:57 [Error] Entity shape for entity capreolinae:cervidae-capreolini-baby-male-capreoluscapreolus not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/taruca/baby.json. Entity will be invisible!
12.8.2025 09:00:57 [Error] Entity shape for entity capreolinae:cervidae-capreolini-baby-female-capreoluspygargus not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/taruca/baby.json. Entity will be invisible!
12.8.2025 09:00:57 [Error] Entity shape for entity capreolinae:cervidae-capreolini-baby-male-capreoluspygargus not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/taruca/baby.json. Entity will be invisible!
12.8.2025 09:00:57 [Error] Entity shape for entity capreolinae:cervidae-capreolini-adult-female-hydropotesinermis not found or errored, was supposed to be at game:shapes/entity/land/hooved/deer/water/adult.json. Entity will be invisible!
12.8.2025 09:00:57 [Error] Entity shape for entity capreolinae:cervidae-capreolini-baby-female-hydropotesinermis not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/taruca/baby.json. Entity will be invisible!
12.8.2025 09:00:57 [Error] Entity shape for entity capreolinae:cervidae-capreolini-adult-male-hydropotesinermis not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/water/adult.json. Entity will be invisible!
12.8.2025 09:00:57 [Error] Entity shape for entity capreolinae:cervidae-capreolini-baby-male-hydropotesinermis not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/taruca/baby.json. Entity will be invisible!
Hi there. Love your mods enlivening my world.
Currently I'm testing 1.21 and noticed a warning due to changed file paths, for your deer that use vanilla assets (shape files.)
It's pretty straightforward to resolve, in capreolini.json just replace entity/land/ with entity/animal/mammal/ and you're all set.
Thanks for all your ongoing work!
I think it's gen 10, but I personally haven't looked into how the generations domestication is coded LankyGiraffe
Do the Giant Deer need to be gen 3 or gen 10 before they stop minding the player?
Taming is not yet possible, but you can ride a giant deer by placing a saddle and bridle on them. Domesticating them via breeding makes it easier to approach them and prevent them from fleeing the player ProstoXleb
Ok, several mods in the FotSA series are mising closing braces at the end of the itemtypes\animals.json file, resulting in cryptic parsing errors. I've confirmed that adding the braces fixes the issue, and would provide a pull request, but I'm not seeing your packages on github
Failed to parse FotSA-Cervinae-v0.1.6.zip_57e3606b03c8\assets\cervinae\itemtypes\animals.json got --> 104:42
|
104 | "rotation": { "x": -8, "y": -63, "z": -7 }
| ^---
|
= expected boolean, null, or string
Hello guys, can you pls say me a little guide: How to tame and ride a Giant Deer?
Thank you for your responsiveness and your mods, which I love, and I was thinking that the injury principle could be reinstated only for certain mountable animals or pets.
I'm considering rebalancing their fear interactions at some point, but there is apparently an ai rework in the works and I plan on waiting until that is out so I don't need to redo things.
Thanks! Suidae is on the list of planned mods, for the full list check my author profile description. It is not currently possible to attack with mounts in the base game and I'm keeping to base game features for various reasons. If attacking with a mount is added those are the sorts of animals I might add it to.
As for the wounded state, they did orginally but because of how they are set up, the wild ones would go into a wounded state too and folks requested that be removed. TheDude
Tentharchitect
Could you make them less afraid of monsters, especially when they're nearby, because they run around so fast I'm afraid they'll get lost or fall into holes, even in their enclosure, where you can't hear any monsters, they're panicked.
Your mods are great, they add a lot of life to the VS environment, were you thinking of creating a suidae mod and did you think it would be possible (if it isn't already) to attack with some of the big mounts like the megaloceros, rhinoceros, elephant, mamouth and others and could make sure that if the animal didn't lose too many HP all at once, it could remain wounded on the ground and be lifted up with poultices or other means?
Tentharchitect
Please add compatibility with Butchering mod. We love hunt on the deer and cook them! Yammy!
I set all the animals to 1/5th the irl pregnancy time in days, so a little over 50 days as Megaloceros was estimated to have a pregnancy time of 274 days
ok so been trying to breed heses deers and the female is pregenant but its been around 30-50 days since hey became pregenant, how long do they take to give birth cause damn me want to ride them :(
Absolutley gorgerous. I love seeing these guys in the wild.
Oh. I'm an idiot.
I was just about to register a concern about deer not eating despite full mangers of grass. It's what I opened the comment box for. Then I reread the stats as a last effort before asking.
They aren't eating the grass because these deer don't eat dry grass. I just never scrolled over far enough to see the diet part.
Seriously, these are great mods, I love all the fauna and flora I've run into. And the deer are gorgeous.
Well, we have been lucky to catch a male and a female - with a few death inbetween, beautiful animals. Thank you so much for implementing them.
I double checked, and they have the despawn set up correctly. Though I have seen some error reports of the base game elk disappearing, so it could be related to that Nyxx313
I've pobably caught several dozen of these things by now, but no matter what kind of enclosure I make or how well lit the area is they always despawn after awhile in game or whenever I load a save. I use almost all of your mods and this is seems to be the only one with this issue.
Silvanas
S ovocem, zeleninou nebo ovocným pyré ve velkém krmítku. Potřebují 30 porcí.
Ahoj, jak je ochočim prosím?
I'm not sure why, they should only despawn in the dark, so make sure the enclosure is well lit
I have a problem, I made an enclosure and the megalomaniacs keep despawning, I can't find the solution to why.
Gld you were able to get it working for your preferences! Evoken
Tentharchitect Thank you so much for the instructions! I managed to make a tweaks and now drop rates feels so much better ^^ Can't wait for more mobs, keep up the good work!
Damonicus1986 sounds like the dev of cartwright is going to fix it on that end, though long term we'll need to figure out a better fix as every new ridable animal will require a unique combo of compatibilities and it'll get messy.
Glad you got that sorter Shroomster!
So a lot to unpack there Galahael but over all I'm working within the limitations of the existing game code, so things like animals bucking the player, variable player interactions and more aren't possible. Both the base game caribou and modded reindeer flee from the player, so I'm not sure what you were observing there. And you're right, certain compromises need to be made for gameplay, though I would still lean towards them fleeing in such a case, especially to distinguish their behavior set from similarly sized bovids and to avoid them being free mounts. If there was a way of altering the chance of them running or ignoring the player I'd probably give them 50/50, but I have to choose one. To answer your question about bears, I have, both within arms reach of a wild brown and black bear at different points, though I don't think that is especially relevant.
I had some reindeer from another mod of yours wander into the same pen--while the giant deer were freaking out these guys were totally chill. I don't think it's so much about how deer should or should not act, it's how well these entities fit into the world were creating for them.
If we're concerning ouselves with realism, I do appreciate how these deer attack when approached too closely (people have boundaries too), but what I fail to see is why these creatures should feel threatened by the player in the slightest. Ever see a bear up close? I have. It didn't panic and have some fight or flight response, it huffed, barked, and walked away in the opposite direction. It's space was violated, so it went away.
In the .json I saw the distinction between flee-run and flee-walk--for immersion, I recommend taking the player off of flee-run. As for mounting mechanics, why should a random deer be totally cool with you jumping on it's back anyway? Surely there's a way for them to buck you off and trample you to death as you question all the decisions that led you to where you are now. Just a few thoughts...
Speaking of bears, two brown bears scampered into my pen and killed the male and female couple I captured. I'm a little bummed out . . . got a cool rug though!
AaronMZ thank you for this, I've been trying so much haha, and of course my deer are at like 26 and 27 portions now lol.
can you add compatibility to catwrights caravan ?? i am gettingg error on loads somethingg about attachable entity
You're welcome to change the behavior, but that is intentional behavior. Deer are skittish animals and if they didn't flee from the player they'd basically be free mounts
Within 25 blocks of the player these giant deer have a tendency to freak the hell out--way more than they intuitively should. Pouring through the .json, I think it would be good tweak to modify the "flee-run" to not include the player character . . . we are quite small to their quite big--why would they run from us?
Shroomster
I had the same question a while ago, so I did some research within the mod. The female needs to eat 30 portions to be "ready to mate." For the male, 1 portion is enough and there's no counter. Running away is normal behavior; they detect you from a great distance or some enemies.
Hey, on my server we have caught 1 male and 2 females and have been trying to get them breed but to no avail. We keep them in a stall in a barn we made in our town, and the both the females are fed, one is at like 19.4 serving ate and one is around 16. The male I can't tell how much he has ate total but I put him in his own stall and gave him his own trough and he has ate out of it. How long does it take them to actually breed when it says ready to breed? Are they constantly sprinting around and are freaked out because they are in a barn near our vanilla elk and outside of it near our chicken and boars? Sorry for all the questions just having a difficult time figuring out what to do to get them to breed, and having had them for like a month in real life and still only being at gen 1 is a bit hard lol. Thank you for anyone who could answer
Could get pretty messy once all the animal mods using that format come out... might have to rework the patch
Tentharchitect
There is a small conflict between this mod and Cartwright's Caravan. They both edit "game:blocktypes/wood/bed.json"
Maybe a "dependsOn":[{ "modid": "cartwrightscaravan" }] to add it's record for compatibility?
I'll also comment on their modpage
I do plan on making both those packs, though bears have been on the back burner due to Untamed Wilds existing. I have a full list in my mod author description if you want to see all the planned ones Gurglungus
I much prefer the more realistic meat drops in these mods compared to vanillia. In vanilla you can cram not just one, but two or three entire pigs into one stewpot, or a whole moose plus some change. It's absurd. Making large game more dangerous to hunt would be a much better solution and make a lot more sense than lowering the meat drops. I kind of feel I should have to show a 1500lb animal a bit of respect.
On a different note, do you have any intent to cover bears or pigs? I know Untamed Wilds Ursidae exists, but it seems like it's been more or less abandoned. I'm a big fan of the much more natural behavior and realistic yeilds of the animals in your mods, and it would be great to see a few more of the vanilla animal groups get the same treatment.
Thankfully no coding is required, you simply need a text editor and to open the mod assets, entity file and find their drops. Changing the average and variation of their drops will result in different drop rates! Evoken
In my opinion almost all of big animals from your mod feels very unbalanced because of meat drop rate. It's so unbalanced that i'm considering turning off these animals but it's hard because your mods are really amazing and playing without them could be sad... :) I would love to tweak it by myself but i just don't know how to do it. Im very newbie when it comes to modding Vintage Story, coding etc. Tentharchitect
They are scared of some base game animals but shouldn't flee from hares. I'll check that out Trowlet
My animal drops are based off of the same ratio of real meat yeilds to gameplay yeilds that some of the base game animals have. However, the base game is very inconsistent in the ratio so I set up a standard irl meat yeild to gameplay yeild ratio and have adhered to that for all my animals. I do not intend to tweak each individual drop rate based off of gameplay as that would be a ton of work and be against the realistic drop rate demographic that uses my mods as well. You're welcome to adjust the drop rates to get the game play experience you want though! As for the dinosaurs, those are not my mods and I do not have control over their drop rates. McTaco
At the moment, making them healable will also cause wild ones to have the mortally wounded state for 24 hours before dying. I'm hoping this feature will be tied to generation in the future but for now the wild animal experience takes precedence over the tamed experience. hasta_banana66
Please make it so that we can heal giant deer with poultices/bandages!! My tamed ones keep dying to chip fall damage, and with how long they take to catch, tame, and reproduce, its hard to justify using them
harvesting 35 meat seems like too much, am I wrong? im not sure what vanilla meat drops are, but for day3 easy kills, feels unbalanced. Can someone comment on this matter and let me know what vanilla deer drops are?
I just did some checking, 300? + from a Tryanno. 100 from a Trycaratops baby? woo, yeah gonna need to nerf all these mods drop rates, thats game breaking amount of meat. I get that its a larger animal and should have more meet. but it needs to match vanilla rates as far as hunt/reward goes.
Are they scared of Hares or other Vanilla Animals? They keep freaking out while any other Animal is present near them.
DarkThoughts
They do not eat grain! They only really eat fruits and veggies in troughs
I managed to trap a male and two female giant deer in a pit. I added two big troughs and added grain but it does not seem like they're eating anything and are constantly freaked out.
I noticed that we can't claim the Giant Deer like one does with the elk and their medallions. Is this a bug or do they need to be higher gen before we can place a medallion on them?
ETA: I do have a claimed elk right now and they are gen 0 at the moment
Landform overhaul doesn't alter spawn location, the default spawn can be anywhere in a considerable latitude range.
More Animals does not block my mod animals, unless the combined entity count hits 3000 within render distance
Tentharchitect Thanks for clearing it up. I was using your mods before i installed Landform Overhaul, but it was a middle ground type of location I was at and i saw a lot of different kinds. I don't know why my current playthrough has me so far north, i didn't select it, but it probably has to do with Landform Overhaul. I'll find a translocater eventually and hopefully find your other animals again. I'm also going to remove More Animals, as much as I love the extra animals I think they are blocking a lot of your mods animals as there are so, so many of them and each grouping spawns with 3.
Some animals require lower altitude regions, while others require mid altitude, other high altitude and some don't have specific criteria. The flat lands only increase the eligible places they can spawn, so it will result in slightly higher spawn rates, but not necessarily more as animals in this mod series stop spawning once the group cap is reached (ie.. elephants won't spawn if an elephant is already rendered nearby, wombats block wombats, moose block moose and so forth)
Yeah if you are seeing woolly mammoths only a few animals are native to that area. The subtropics and tropics have way more content at the moment
Tentharchitect So I should probably expect more of the animals to spawn in plains and other flatlands? My world height is, i think, one notch above default as Landform Overhaul suggests a higher world height to make it better for cliffs and mountains to form. The area I am in in my world is a large cliff area that overlooks a bay. I've seen the small canine animals, moas, small birds and a giant deer. All animals that I guess makes more sense for them to be in a higher altitude area.
I'll just have to travel farther and see what i see. I also turned up my view distance to 512 as you mention in your FAQ, runs pretty smoothly still so maybe ill kick it up a little more and see if it has any effects.
I just can't view the game the same without all your awesome animal mods, so i gotta find whats goin on lol
EDIT: Well, I just ran into wooly mammoths, so since they aren't the elephant variant of your modded animal, I'm thinking im more north then i thought originally and they may not be spawning because the other animals can't in this climate.
It shouldn't directly. It may increase the overall altitude which reduces the number of viable chunks for many entities to spawn in, thus reducing their overall frequency.
Tentharchitect Do you by chance know if the Conquest Landform Overhaul mod somehow disables or messes with your animal spawns? https://news.kalataka.ru/conquestlandformoverhaul
I've been playing my world for a couple of hours, so I've surpassed the time you've said for them to spawn via the time system, but I haven't seen any animals aside from a single moa nest with an egg in it and nothing else.
Edit: 8 hours later : Found another Moa nest with an egg and a small moa wandering around it. A buhren too now.
I should have also added that i have Rust&Rot, More Animals, Ore Golems (they only spawn underground) and Rustbound Magic, which spawns elemental drones that fly around, though only like 2 or so in an area at a time it seems.
Was having no issue with all these mods and yours pre landform overhaul.
i tested those mods before adding in main survival world, in creative copy of it. as written in description, it takes time for them to appear. in my expiriense it took from 30 min to an hour of real time of staying in same place.
@DanBit , mod works, but you won't see it if you only have patience to sit for 1 minute. try building a future base or experiment with chisel to pass time, they will appear right behind you and try to jump on top of your new statue
Yes, I was flying around to check how the creatures would appear. I tried sitting still for a minute or so, but I didn't see any animals. I'll try some other methods. And by the way, I've tested most of the animals in the creative- they work fine. So it's just a matter of their appearance in the world. Thanks for your help!!!
Thank you so much for saying so selkiioc glad you're enjoying them!
I'm absolutely happy with the idea of folks adding color variants. When I started this project it had been my intent to do so, but when I learned how resource intensive it could be, especially at the scale I wanted to make, I decided to shelve that idea. If you are interested, send me a message on Discord and I can give you some resources and tips so anything you make could potentially be posted as an add-on mod so others could enjoy your hard work as well!
DanBit all my mods combined take up a bit less than 1.5gb of RAM last time I tested, so you should be able to handle all of them but it depends on the rest of your mods. Are you only travelling to find entities? Most of the time you need to sit in a place and wait a little bit before they show up
Hello, Tentharchitect, I absolutely adore your mods! They add so much immersion to the game! I'm a zoology student and your attention to detail is just... UGH chef's kiss!! I love it!
I was wondering if you would be alright with me adding some color variants to your modded animals? It would probably be for personal use, as I'm really interested in getting in to modding, myself, but I don't know much at the moment. I'd love to learn, though, and thought that might be a very basic step forward! That said, I totally understand if you are not comfortable with that, I just thought I'd ask!
Again, you are amazing, thank you so much for sharing your beautiful mods with us! ❤️
How much RAM is recommended for all packages? I have 16gb of RAM. Unfortunately, no one spawns on their own no matter how much I fly around the world. And also standard animals like goats, chickens, deer, boars - continue to spawn. It doesn't seem like it should be like that. I tried disabling all other mods, except for packs with animals - the result is the same. Perhaps the game itself can allocate more RAM?
And by the way, I decided to test these mods by including some other bird mod (not from your pack). Birds from the other mod appeared calmly, but from the packs - no, no matter how much I did not travel and did not try to create worlds.
The freezes sound like your system might not have enough RAM. Part of the reasons why I split these packs up is because having all of them will be too much for lower end computers, you might need to be more selective.
As for the spawning, are you using the NZ bird mods and are the wrens spawning? They usually only take a couple seconds to appear in temperate and subtropical regions and are a good indicator if there is a mod conflict. Otherwise I'd recommend using the /entity count command to see if entities are spawning somewhere unseed. DanBit
And I haven't made compatibility patches with butchering and I'm unaware if the mod dev of butchering has Da4in
is this one compatible with butchering?¿
Hi. I have read the FAQ, but couldn't solve the problem. I have all the animal packs from you installed. When I go into creative mode and spawn them myself - everything seems to be fine, they are displayed, interact and everything else. But in the normal world - they are not. Not at all. And when I fly around the world in search of them, sometimes I get freezes. When I installed the plant mods from you - the freezes were many times more frequent. In any case, I disabled all mods except your animal packs and still, they do not spawn. I put the range of drawing 256, 512 - still does not work. What can I do? Thank you very much!
Me personally? Probably not until all the FZ and FotSA mods are out and the art is all updated, so maybe in 8-12 years if I don't burn out. Flish is juggling these projects and mods for another game so I don't believe he'll do that either. My hope is that some folks from the community hop in with compatibility patches like they have for Ancient Tools
Awesome, can't wait to see them! I'm absolutely in love with these mods. I do have another question: Do you think you'll ever make the food items from your floral packs (such as Kudzu) compatible with Expanded Foods?
Outside of commissions, I'm mostly leaving ocean life alone. I do have seals, sea turtles and saltwater crocodiles on the list but that's about it for sea going life Blaankket
I don't commit to animal packs until last second, as reveals from the base game often change my plans but the current road map is a commission, the Cosmopolitan plant pack, 3 commissions, 2 animal packs to go thematically with the Cosmopolitan plant pack, then Circomboreal plants and 2 animal packs, and the Malesian plants and 2 animal packs. I put a list of all my unfinished clades in my modder description PennyPenn
Is there a roadmap of what subfamilies of fauna and regions of flora will be released next? I'm really excited for these mods, and I'm curious what will be coming next.
Horrifying creatures to keep me out of the ocean when? :)
Thanks VoiCat
Q: Why so many animal packs? Can't you make one giant one?
A: The combined size of this series exceeds the Mod data base's file upload size limit and therefore could not be hosted on this site, making it extremely difficult for servers to use. What's more, I don't know just how large certain clade file sizes will get as new features come out and I want to ensure they don't need to be split in the future, as that may cause considerable server issues. Whenever mod packs are implemented, or if there are other resources for creating a more organized bundle, I will do so.
Hello, first of all good job for making another great mod, I wanted to ask if there are any plans to merge the Fauna of Stone Age series into one bigger mod? Sorry if this has been asked before, but I'm honestly interested in playing with all of them, but installing them and then updating them when needed is rather tedious plus makes my mod list even longer. It's great that modularity is an option with your mods, but I wish it wasn't the only one
Arybeki The update that came out 12 hours ago should have fixed this, were you using the latest version?
Hello! Having a consistent crash when using the handbook on medium raw hide and huge raw hide, and I think I have figured out part of the cause! when I have this mod installed, it just crashes when you look at handbook for those hides, BUT when the capreolinae mod is installed WITH this mod, the handbook works just fine! Additionally, there is no crafting ability with the pelts of the animals in this mod to be turned into those hides. I believe this mod is calling on your capreolinae mod for handbook stuff, and when the game checks it (and the capreolinae mod is not active) it just crashes. I will be disabling it for now as I am a very small-brained (very smooth) individual and need to handbook even this all of the time, but I do wish you best of luck in fixing it and do hope to see it remedied soon as the prospect of humongous deer in the game as mounts sounds too interesting to pass up.
https://github.com/G3rste/petai This is the api For petai if you want to implement it to tame pets as you said in a earlier post
That makes a lot more sense! I guess I was just wasn't expecting it at first. I'll probably play with the settings for my own game since it definitely is a personal preference in that case but I appreciate the response! These mods are some of my favorite so I'm glad to better understand the thought process behind it!
So with how I've set it up, entities will still hunt a 'tamed megaloceros' entity even if I make it a separate entity like the tamed elk and FotSA predators hunt tamed elk, meaning that as time goes on they will be killed off if parked in the wild. I appreciate that you gave a solution to your problem, but as it currently stands I think making sure the giant deer flee will keep them alive. You could use the bone whistle to bring them back as needed, as that behavior is higher priority than the flee one. BeetleSong
Thanks! So with Biomes you'll see the same max number of animals as the cap isn't alterred, but the effective rate is lowered as fewer species are trying to spawn for each spawn grop. You can adjust the spawn rates in the entity files, and I'm accepting config files folks are willing to write and would add them to the game. This issue should be minimized with each new FotSA release MechaMagus
Hiya. First of all absolutely loving all the mods, literally can't play without these anymore they add so much diversity, all of the mobs are so well made :)
On that, I was curious. I'm playing with the Biome's mod so of course there are regions where a few of these mobs won't spawn per the FAQ. However I'm noticing fewer numbers of spawns of the Fauna mobs in general.
Was wondering if there is a way to increase the spawn rates of mobs from this series? There a config to be edited anywhere or the such? Or would this be more of a question to ask the Biomes people?
Appreciate any support you can give either way, and if its not possible to increase spawn rates I'll just patiently wait as each additional Fauna mod comes out in case any more get added to more Biomes :)
so I domesticated a giant deer to gen 10 (with creative mode) but I found my deer still running around in fear. I realized it was because I had a domesticated dog. When looking at the Tamed Elk code, its structured different for the entity flee code. Being that the tamed elks either flee on damage (or they will otherwise attack what is damaging them). Considering the size of the megaloceros, I can't help but wonder if this sort of behavior would be benificial to add to them because its rather inconvienent to dismount not knowing a wolf is nearby and suddenly my mount is running away at high speed. It definitely makes t hem less enticing of a mount which is sad cuz that's really what I want them for! And with the fact their breeding cycles take as long as they do, it seems rather silly to have a mount that flees the first sign of danger.
I do know the added caveat to the tamed elk only fleeing on damage, is that all predators are disinterested in the tamed elk and will not go out of its way to attack it. Meaning I wonder if providing a tamed giant deer attached to say a luxury trader for twice the price of a tamed elk would be smarter seeing as the code currently doesn't support "taming" the old fashioned way through domestication (when it comes to elks at aleast)
Camelidae is one of the 53 planned packs not yet posted
Haven't tested it in 1.20.3 but I know there will be lots of error reports and broken interactions with base game entities
work in 1.20.3?
I have been loving the elephants one you have made, are camels also on the menu?
Got it figured out, should have this updated after the weekend MrWhiteWulf
No compatibility with butchering on my end, I believe the creator of that mod had been making FotSA compatibility but was getting overwhelmed with how time intensive it was, if someone makes compatibility patches I'd be happy to include them in this mod however
I have a crash when attempting to press "H" on raw hide including searching it in the handbook:
error log
according to chatgpt:
The error message indicates that the game crashed due to a missing recipe ingredient wildcard for the mod
capreolinae. Specifically, the game attempted to resolve the itemcapreolinae:pelt-*, but no such items or blocks exist.I've tested, and Caperolinae is not the problem once I uninstalled this one (cervinae). no more crashes.
Super awesome! It would be cool if they could carry some bigger items than the normal elk kit, strapping crates or something, or special bigger saddlebags or something!
Hi and great mods as usual, it looks fantastic ! i had a little question : are your mods compatible with with butcherin ? thanks !
YES! MEGALOCEROS!
Thanks all, I'm glad everyone is enjoying them and I'm excited to make more!
Got the face crash solved and posted a quick fix now!
There are actually saddlebag attachment points for these guys, they have the same number of slots as the base game elk. I'm not personally interested in making more attachables, but making an add-on shouldn't be difficult!
Hey, love your mods. This one is crashing any world in which the elk already exists. Specifically, any elk that has a medallion attached to it's head. I've tested it over several survival and creative worlds. As soon as the claim medallion is placed on an elk it CoDs. Not sure why but I know you'd want to know. Thanks again for the amazing mods.
edit: Spelling
In case people don't say this often enough: You do some damn good work, the list of creatures is just growing and growing!
I'm not sure how difficult this would be to implement, but wouldn't it be cool to have more attachment points for saddlebags and other things? I just see the size of this lad and want to make 'em a pack animal.
I update the main page 12 times a day specifically with the hopes of seeing new FotSA updates. Thank you for all your hard work!
No worries, it is inconvenient but it's what we're working with. Hopefully mod packs come soon, as they are on the road map
@Tentharchitect
Ah, my bad. thats really unfortunate, makes the mod site feel really archaic.
Yeah, the game doesn't handle extremely big entities all that well. I'll be getting the rest of the terrestrial Holocene megafauna, though they may seem smaller than their depicitions in other games. I try to either scale them to the max recorded size or max average size range as data is available, but between the Seraph's height and how big animals are often depicted elsewhere, they will feel smaller
All your animals are a must in any game since i first install them, months (years ?) ago. I'd love to see some megafauna, really big stuff, but not sure if the game would allow it. Even your elefants are not that big (but still are awesome).
Q: Why so many animal packs? Can't you make one giant one?
A: The combined size of this series exceeds the Mod data base's file upload size limit and therefore could not be hosted on this site, making it extremely difficult for servers to use. What's more, I don't know just how large certain clade file sizes will get as new features come out and I want to ensure they don't need to be split in the future, as that may cause considerable server issues. Whenever mod packs are implemented, or if there are other resources for creating a more organized bundle, I will do so. Markliuz
Hey, when will you make a collection of animals of the stone age? its getting daunting having to redownload each one individually when the next update drops, once they all get updated individually.
I'm not sure what you are correcting here, but to clarify, the modded animals drop a modded item called a pelt (skin of a fur-bearing animal) that can be crafted into the base game raw hide, which can be refined into a base game oiled pelt (a specific type of pelt) among other things.
I should at some point be more precise with my bird strings, but haven't gotten around to it.
Small correction: Animals drop hide that is then crafted / treated into a pelt, not the other way around.