Mods / Fantasy Creatures Reborn

Tags: #Magic
Author: Swiftthistle
Side: Both
Created: Aug 13th at 6:12 AM
Last modified: 20 hours ago
Downloads: 17173
Follow Unfollow 362

Recommended download (for Vintage Story 1.21.5):
fantasycreaturesreborn.zip  1-click install


With official permission from Kiptrix, Fantasy Creatures is back - and for 1.21.5! Not only this, but with a few small updates. To be clear, this is simply a fork; it will be deleted when Kiptrix updates Fantasy Creatures to fit his vision. Let's address all of the changes.

 

  • Dragons have had their attack range buffed to actually be able to hit players.
  • Dragon bites have been retimed to line up better with the animation, and doesn't obliterate players so easily.
  • The Dragon's fire attack is not really possible in .json formatting. Instead, it's now an intimidating roar, I guess, because it hits at a long range. Has a small windup before damage is applied, giving you a chance to block or evade.
  • New dragon varient: Scorched Dragons, will now occasionally spawn. Scorched Dragons are highly dangerous and typically not beatable without full Steel Armor. It's highly recommend that you use a combat overhaul mod or enchantments to adjust player damage, as Scorched Dragons are not a fair fight in Vanilla, not without multiple players. They have a lot of health. (500 HP, T4 Damage)
  • Removed the old .dlls as they aren't used (and wouldn't work if they were used)
  • Fixed a bug regarding goblin_armored using the same animation.
  • Dragon loot tables have been revised.
  • Updated the icon and name.
  • Unused variants of Scorched Goblins, Orks, and Skeletons have been killswitched for now (not sure what I want to do with them just yet)
  • Version update to 1.21.5

 

Known Issues:

  • Something seems to be preventing Scorched Dragons from dropping loot. Will be investigated later. (Just addressed this in a recent update; hopefully works now)

 

If you have any more issues I can look over, let me know. Big thanks to Kiptrix for giving me permission to update the mod. This was the version I gave Scorch in DMs to add to the server during JayRaptor's fantasy series, but alas, it never was.

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
0.7.8 700 20 hours ago fantasycreaturesreborn.zip 1-click install

Fixed the dragon loot issues for good.

0.7.7 16 20 hours ago fantasycreaturesreborn.zip 1-click install

Should be the last patch until next major release of Vintage Story.

 

Reduced Spawn Rates of Scorched Dragons (-67%)

Increased Spawn Rates of Red Dragons (+50%)

Finally fixed the issue with pelted goblins (I should have done this myself; they just needed a rename in two sets of animations, not a purge of data in the model file)

This content mod should be future proofed for the forseeable future, or until a new API change affects the core files.

0.7.6 522 1 day ago fantasycreaturesreborn.zip 1-click install
  • Fixed an issue regarding looting Red Dragons (thank you pandus for the help)
  • Fixed duplicate entries of pelted_goblin animations (again, from pandus)
0.7.5 606 3 days ago fantasycreaturesreborn.zip 1-click install

Fixed a small issue regarding drops for Dragons and Ent Shepherds. 

0.7.4 6 3 days ago fantasycreaturesreborn.zip 1-click install
    • Dragons have had their attack range buffed to actually be able to hit players.
    • Dragon bites have been retimed to line up better with the animation, and doesn't obliterate players so easily.
    • The Dragon's fire attack is not really possible in .json formatting. Instead, it's now an intimidating roar, I guess, because it hits at a long range. Has a small windup before damage is applied, giving you a chance to block or evade.
    • New dragon varient: Scorched Dragons, will now occasionally spawn. Scorched Dragons are highly dangerous and typically not beatable without full Steel Armor. It's highly recommend that you use a combat overhaul mod or enchantments to adjust player damage, as Scorched Dragons are not a fair fight in Vanilla, not without multiple players. They have a lot of health. (500 HP, T4 Damage)
    • Removed the old .dlls as they aren't used (and wouldn't work if they were used)
    • Fixed a bug regarding goblin_armored using the same animation.
    • Dragon loot tables have been revised.
    • Updated the icon and name.
    • Unused variants of Scorched Goblins, Orks, and Skeletons have been killswitched for now (not sure what I want to do with them just yet)
    • Version update to 1.21.5

     

    Known Issues:

    • Something seems to be preventing Scorched Dragons from dropping loot. Will be investigated later.
0.7.2 15323 Aug 13th at 6:19 AM fantasycreatures_0.7.2.zip 1-click install

- 0.7.2 Release


103 Comments (oldest first | newest first)

💬 Swiftthistle , 8 hours ago

Ozyzzyl Please update to the newest version. I just fixed this.

 

ProphetOfMercy Red Dragons are easy. Try a scorched dragon.

💬 ProphetOfMercy, 10 hours ago

Ok, so some feedback. 
3 of the players in my server killed a red dragon, only one person died and it was killed with relative ease. The one person who was killed got 1 shot, and the 3 man team had 2 frontliners and one ranger. Everyone had a mix of chain and/or bits of plate armor, all of which were iron tier (using ancient armory, Combat Overhaul, C.O: Armory).

They said it was relatively easy to fight, so im curious if I can make a suggestion...

- Make a new enemy such as Kobolds that fight alongside the dragon, using either ranged weapons and/or melee weapons. Both dragons could have a summon ability similar to a Rust Shepherd, which spawns minions to help fight. This in turn would keep the fights interesting while dealing with mobs.

- Suggestion #2 would be to have the dragon summon orcs to help it fight players and other entities it's hostile to. Maybe 2 orcs per player in the vicinity attacking the dragon. This action could have a cooldown or be done in relation to the health status of the dragon.

Anywho, you can completely ignore this if you want. Just spitballing ideas.

💬 Ozyzzyl, 11 hours ago

For packs of goblins the hunters are completely invisible when they spawn in.

💬 Joenemba, 14 hours ago

Stygian_Ikazuchi ahhh that makes sense, I got you

💬 Stygian_Ikazuchi, 15 hours ago

Joenemba the issue is their maxquantity and group sizes. they spawn in a horde, but I find the size of the horde to be REALLY annoying to deal with so I cut their numbers to only spawn 1 at a time. Before I started doing this, I'd have to constantly fight 5 or more at a time, often of both goblins AND orks.

💬 Joenemba, 15 hours ago

Stygian_Ikazuchi What's the rate you set them to in the .json? I'm not the most family with the proper values of this game yet.

Cause at a glance, it looked like surface goblins were set to spawn with a like. 0.0015 chance. Is that not less than 1% chance, or am I reading it wrong/not understanding it?

💬 Stygian_Ikazuchi, 20 hours ago

Swiftthistle Any chance you could add a config to handle spawnrate of creatures? I appreciate the updates to fix the bugs but it's getting a little tiring having to modify the jsons to disable the dragon and turn down goblins and orks with each update lol

💬 Swiftthistle , 20 hours ago

Last update finally fixes the last dragon loot errors. Turns out that it was just syntax, and everything is finally working as intended. I don't know what broke last update to make this happen, but version 0.7.8 is final for now (uploading it this moment)

💬 Swiftthistle , 20 hours ago

What I see that's left in the logs:

Entity fantasycreatures:dragon-scorched with shape fantasycreatures:entity/land/red_dragon seems to be missing attachment point center but also has the FloatUpWhenStuck behavior - it might not work correctly with the center point lacking

Non-harmful; will not investigate.

'fantasycreatures:entities/land/dragon-flying.json': Failed deserializing dragon-flying.json: After parsing a value an unexpected character was encountered: {. Path 'server.behaviors[4].aitasksByType.dragon-flying-*', line 121, position 0.

Investigating now. It's just a syntax error. I need to stop doing this when I'm about to head to bed (which I'm doing again right now).

💬 Swiftthistle , 20 hours ago

Wolfitude

Just fixed it 3 seconds ago.

delphi 00Duck

Fixed

Hesoyam

Adjusted the spawn rates of Scorched Dragons (-67%) (this was specifically a holdover from when I set the rates for Scorch on the server); I did increase the Red Dragon Spawn Rate by +50%, so they're a bit more common than Scorched Dragons now.

💬 Wolfitude, 20 hours ago

can confirm, multiple invisible goblins

Spoiler
[Server Error] Exception thrown when trying to load shape file fantasycreatures:shapes/entity/land/goblin_pelted.json
Failed deserializing goblin_pelted.json: Unexpected end when deserializing array. Path 'animations[7]', line 1610, position 3.
[Server Error] Entity shape for entity fantasycreatures:surfacegoblin-hunter not found or errored, was supposed to be at fantasycreatures:shapes/entity/land/goblin_pelted.json. Entity will be invisible!
[Server Error] Entity shape for entity fantasycreatures:surfacegoblin-pelted not found or errored, was supposed to be at shapes/fantasycreatures:entity/land/goblin_pelted.json. Entity will be invisible!
[Server Error] Entity shape for entity fantasycreatures:lonehuntergoblin-normal not found or errored, was supposed to be at shapes/fantasycreatures:entity/land/goblin_pelted.json. Entity will be invisible!
[Server Error] Entity shape for entity fantasycreatures:lonehuntergoblin-pelted not found or errored, was supposed to be at shapes/fantasycreatures:entity/land/goblin_pelted.json. Entity will be invisible!



💬 Hesoyam, 1 day ago

Arent the new Scorched Dragons supposed to be rarer than the Red Ones?

Because in my World this is not the Case. If seen One Red Dragon so far, but just stumbled upon three Scorched Ones all sitting on the same Mountain within like 300 Blocks of each other.

Safe to say that Mountain is now off Limits.

💬 delphi, 1 day ago

My logs are saying i have the same problem

💬 00Duck, 1 day ago

Hey, after this patch the lone hunter goblins are now invisible. I could see them in the former patch, but not anymore.

 

💬 SizzleCorndog, 1 day ago (modified 1 day ago)

Lets gooooooooooooooooooooooooooooooo!!!! Glad you got permission to push the fork. Hopefully this brings the game back into the mod scene in a positive way

💬 Swiftthistle , 1 day ago

RogueishRaven Shouldn't be a problem now; I stripped the unused animation duplicates from the .json (thank you Panduhs for pointing it out, saved me 5 minutes of time~)

 

Stygian_Ikazuchi Turns out this was caused by dragon_flying not having a harvestable attribute. Should be fixed now. (Again, Panduhs saved me around 20-30 minutes of fiddling around here. Thanks Panduhs)

💬 RogueishRaven, 1 day ago

Hello, I happened to spot this on my server log.

 

28.11.2025 10:05:54 [Server Warning] Shape fantasycreatures:entity/land/goblin_pelted: Two or more animations use the same cod
e 'standcry'. This will lead to undefined behavior.
28.11.2025 10:05:54 [Server Warning] Shape fantasycreatures:entity/land/goblin_pelted: Two or more animations use the same cod
e 'standhurt'. This will lead to undefined behavior.
💬 Stygian_Ikazuchi, 1 day ago (modified 1 day ago)

Swiftthistle   If we find another red dragon and kill it, we'll try to recreate the crash and I'll get you the crash log

💬 Swiftthistle , 1 day ago

Stygian_Ikazuchi Get a crash log for me ASAP.

 

Cremini Sorry, was at work. For mobs rader: it's fantasycreatures:(mob name found in .json file). Example: fantasycreatures:dragon-scorched

For spawning in dungeons: That has to be done as either a secondary mod that changes the structures in Ancient Dungeons/etc to include a forced spawn for whatever you want. I can't do that on my end. You'd have to modify their structures to include it.

💬 Stygian_Ikazuchi, 1 day ago

So a friend and I killed a red dragon and tried to harvest it on my server. Our clients both crashed and when we reloaded the corpse was gone. Unfortunately forgot to grab the crash log for the client.

💬 Cremini, 1 day ago

Swiftthistle Well first, I wanted to ID the monsters to configure "MobsRadar" mod properly. Second, I am using a few mods, such as the "betteruins", "Ancient Dungeons", "Wilderland Cave" and "Undeground Mines". Saddly, goblins or other monsters don't spawn in such environnement. I'm not great with mods, I was hoping there would be a way to have them spawn. Thank you for your rapid answer. :).... Wait, gonna sound dumb, but are the "monster IDs" in the json file?

 

💬 Swiftthistle , 2 days ago

@Cremini

There is no configs as this is a content mod that simply adds some fantasy monsters to your world. Thankfully, it's easy to tamper with; if you want to buff, nerf, or remove monsters, you can edit the .json files from there.

@EthelVril

@Sodamkho

I believe I never adjusted spawn settings for any of the monsters (even when I added the scorched dragon). This means that they likely spawn in any light level, within most temperature zones, and at most heights. I can adjust this later on to force them to spawn in lower light levels, but then you'd see far less of the mobs in the open world, or only see them at dusk/night/dawn, which would still feel somewhat meh. For now, most mobs are easy to trample, even with some of the basic buffs I applied. You can also self adjust the .json files to your liking; entities/land/*mob*.json. Make sure it's copied to the server if playing online. If it's an issue as a whole I'll adjust the spawn conditions.

@Stygian_Ikazuch

You can simply nerf the Scorched Dragon or remove it by editing the .json files. It's in entities/land/dragon.json. To remove it, simply change the spawn conditons to something insane (-40 and -40 on the temp), and it'll stop. You can also just set the amount spawned to 0.

 

 

💬 Cremini, 2 days ago

Hey, I noticed there was no config file. Anything on that? Also, I use MobsRadar. What are the inputs for each entity?

💬 EthelVril, 2 days ago

Same problem as Sodamkho  with mobs spawning in my base
NDL Villagers mod also doesn't work with this mod as the guards do not attack any creatures from this mod

💬 Sodamkho, 2 days ago

how to counter mobs spawning in base

please thanks!

💬 Serefinwen, 2 days ago

So happy right now.

💬 Stygian_Ikazuchi, 2 days ago

Is there a way to disable the Scorched Dragon? My server currently consists of literally me and one friend and we'd rather not deal with that thing if we can help it lol

💬 Swiftthistle , 2 days ago

SparrowOfRealms

Stygian_Ikazuchi

 

You can update this mod on your servers safely; nothing will be lost or changed, nor will you suffer any instability. But! Keep in mind that if you remove a mod, you are leaving unsaved data in your world. This will cause a lot of stability issues! It's safe to update, but not remove as a word of warning.

 

This fork is a content-only mod. Depsite only adding monsters with the code already found in the game, any new monsters added to the spawn pool will begin to slow the game down. The more creatures, the greater the effect. A dozen content mods won't burden the game so much; few mobs here and there won't change anything. But adding in every mod under the sun that adds in new creatures will drastically slow your game down.

💬 SparrowOfRealms, 2 days ago

Is this safe to add and remove freely to an existing world?

💬 Stygian_Ikazuchi, 3 days ago

Any issues switching to this from the original mod on a server?

💬 Potato_Spud, 3 days ago

can't wait to see what happens to this in 1.22

💬 RaelinVel, 3 days ago

You sir, are a gentleman and a scholar.

💬 Swiftthistle , 3 days ago

ProphetOfMercy

Kolljak

 

Should be fixed.

 

BillyGalbreath

 

About to add your changes; I didn't dig there, clearly I should have. 

💬 Acouthyt, 3 days ago

Glad to see you managed to get official perm from Kiptrix, thanks for sticking with it and continuing to update it.

💬 ProphetOfMercy, Nov 17th at 2:52 AM

The error i posted is whats causing alot of crashes for me and my players. The entities mentioned below are constantly throwing these errors for having the same code for the animations.
If i knew how to fix it, i would.
This is combination with Wilderlands Rustbound and its lunarbound dependency was throwing alot of errors. Rustbound already has its own problems, especially with the lunar dependency.

The other issue ---  this mod was last updated in August. Its outdated obviously, but whenever i mod a game, I GOTTA have enemy variety. Just wish modders would make modding groups and combine projects together to make a bunch of entities/enemies to add to the game, and look over eachothers work to make sure stuff is updated and working.

For example, Wilderlands Rustbound, Fantasy Creatures, and Outlaw wouldve been legendary additions to the game if all 3 worked perfectly with eachother and with combat overhaul.

💬 Kolljak, Nov 16th at 1:53 PM

had the same issue as ProphetOfMercy. had to remove the mod from my server.

💬 ProphetOfMercy, Nov 14th at 9:34 PM

14.11.2025 16:32:09 [Server Debug] pig-eurasian-adult-male attempted to play an animation code which its shape does not have: "dig"
14.11.2025 16:32:47 [Server Warning] Shape fantasycreatures:entity/land/goblin_armored: Two or more animations use the same code 'standcry'. This will lead to undefined behavior.
14.11.2025 16:32:47 [Server Warning] Shape fantasycreatures:entity/land/goblin_armored: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior.

 

💬 GunslingerST, Nov 4th at 7:47 AM

Sameal Just tested it, and AFAIK it works fine in 1.21.5. It might have some problems with loot and whatnot as stated below, but it seems to work fine for me. Will update if I have any problems with it. 

 

💬 ConspicuousTable, Nov 2nd at 11:53 PM

BillyGalbreath
Cheers. That has done the trick

💬 BillyGalbreath, Oct 31st at 12:22 PM

ConspicuousTable

You can open the entity files and update the names and types for some items.

 

In dragon.json change the "code" for "game:powderedsulfer" to "game:powder-sulfur" (total 1 edit)

In ent-shepherd.json change the "type" for both mushrooms and the beehive to "block" instead of "item" (total 3 edits)

 

After that it should work fine

💬 Yodasgirl, Oct 31st at 10:47 AM

Is there a way to increase the spawn rates?

💬 Sameal, Oct 20th at 5:33 AM

Does this mod still work on 1.21.5? 

💬 bintoss, Oct 17th at 1:16 AM

ConspicuousTable That does change things. This temporary fork is built for 1.20.12 and development has been discontinued. Expect issues.

💬 ConspicuousTable, Sep 29th at 7:16 AM (modified Sep 29th at 7:22 AM)

G'day,
I'm havin an issue where Ent Shepards and Dragons have no loot. Every other creature is fine.
I can harvest them (open the loot window)

I've tried running only this mod on a new world and spawning them in from creative.
A quick look at their config seems no differnt to ohter creatures but I have minimal knowledge there

 

EDIT: I'm on 1.21.1 if that would change anything

💬 Shanyuan, Sep 28th at 6:56 PM

@skaface443 There are ways around it.

1: If anyone can contact the creator and ask. (Unlikely to work, but possible)
2: Remake the mod from scratch. None of the same code or assets (unless the assets used are public domain)
3: Look for implicit permission. The creator might have made statements elsewhere (e.g., in a forum post, README, or Discord) implying they’re okay with others using or modifying the mod. This meets the criteria of getting permission to edit the mod files. (Just be sure to have proof)


💬 Skaface443, Sep 28th at 12:15 PM

Dovinya well its still running on 1.21.1. So you can still have it, but youll prob. never get updates or new content

💬 Dovinya, Sep 28th at 12:10 PM (modified Sep 28th at 12:11 PM)

God this whole situation is so goddammed annoying. I just want a whimsical fantasy world but there is no real alternative to this mod out there (yet) but the original developer is not to be trusted with the development/maintenance from what i've seen.
So I guess no goblins and dragons or whatever until somebody better makes a similair mod.

💬 Skaface443, Sep 23rd at 5:30 PM

Ardail its more common in VS modding than you think. Many modders lock down their mods, so that no one can patch them but them.

Terms of Use here is a bit iffy aswell. Since basically even a basic JSON Patch could be considered "modifying copyrighted material" so he couldnt even spin his changes into his own JSON Patch for the original.

 

"nobody else can copy, distribute, or modify your work without being at risk of take-downs, shake-downs, or litigation."

source: https://choosealicense.com/no-permission/ https://news.kalataka.ru/terms 

 

JSON Patching and changing the intended behaviour of any mod would fall under modifiy copyrighted work. If you do it for yourself without publishing its okay, just like taking a pencil and correcting an spelling mistake in a book. But you cant republish said book with your correction to the public since you distributed and modified copyrighted content. 

I've asked for clarification on that matter from anego, but tbh i dont think ill get a response. But most of my mods could be argued are infringing on copyrighted material (especially Entities Configuration).  Having Mods be defaulted to the "No License" kinda hurts collaborative work and just ends with heaps of abandonware or 1-complaint-from-being-nuked mods.

 

💬 Ardail, Sep 21st at 7:55 PM

Really? the OG mod author smacks this update down because they abandoned it and doing the "if I can't have it none of you can"?
That's really petty if true, I hope it's not but dang :/

💬 HimiTosi, Sep 18th at 2:51 AM

All I can say is that I tried contacting the Original mod maker via discord multiple times over 4 months when i was playing on a server early this spring. No response at all.

💬 ChiefKrogan, Sep 15th at 10:38 AM

Echoweaver there are always at least two sides to any story. I can symapthise with the author while seeing that objectively he very much abandoned the mod for over a year. And yeah, burnout happens to all of us. I hope you are doing well man, wherever you are.

💬 Echoweaver, Sep 15th at 3:51 AM

ChiefKrogan CaptainJake Yeah, and more than half the time when this kind of thing happens, the original author never does release the promised update. I'm sypathetic -- I've burned out and not released mods I intended to in other fandoms. It just breaks my heart that we're on 1.21 now and updates have received the smackdown.

💬 ChiefKrogan, Sep 13th at 10:18 AM

CaptainJake I agree that the situation was ridicolous. Being 2 versions behind while working on an update wouldn't have rubbed people the wrong way if the mod author didn't go radio silence since febuary 2024. That's a year and a half almost of no signs of life. I was certain that his mod was abandonware too, that is the only logical conclusion one can reach when you don't update, don't talk, don't respond - nothing - for over a year. Especially since a ton of people were offering to help him update the mod. And ever since the argument he went radio silence again. Oh well, it is what it is. Hopefully somebody else will make a fantasy mod of their own soon and be more open about what is going on. 

💬 CaptainJake, Sep 13th at 8:32 AM (modified Sep 13th at 8:33 AM)

ChiefKrogan Yea, I saw that drama on his page, but that whole thing is ridculously, everyone would support you if you continue working on this mod because he isn't. The op is 2 versions behind now and even that version needed a lot of fixes. 

💬 ChiefKrogan, Sep 12th at 6:39 AM

Swiftthistle good luck on your projects then! 

💬 Swiftthistle , Sep 11th at 10:58 PM

ChiefKrogan CaptainJake

 

I am not allowed to modify or update the mod anymore without permission. If Jay would like a version stable for 1.21, he would either have to do that on his own and keep it private, or message someone directly to do that for him. I will not be contributing to this project in a public manner anymore and I am working on my own projects in the meanwhile, albeit slowly due to work.

💬 ChiefKrogan, Sep 11th at 6:32 PM

CaptainJake as far as I'm aware the original mod author was very mad about this unofficial update even existing and thus this will not be updated further. Unless something changed.

💬 CaptainJake, Sep 11th at 5:35 PM

ChiefKrogan Sounds like he was giving you feedback to help you update. Or do you not intend to? JayRaptor wants to update to 1.21 also

💬 ChiefKrogan, Sep 11th at 10:42 AM

Ossom this version of the mod is for 1.20.12 not 1.21.1 so if you choose to use it regardless do expect there to be crashes.

💬 Ossom, Sep 11th at 6:54 AM

1.21.1

Skinning a Red Dragon crashes the player doing the skinning

💬 Swiftthistle , Sep 9th at 4:22 AM

Adroithill

 

I just changed it from code to content, but left as much of the original filebase in tact (I did not do any clean up on the files as the game simply doesn't load them, and my intention here was to simply make it more stable without nuking anything the original mod author did; this is why you can find unused dragon colors and the like). The mod shouldn't have a memory leak as it doesn't do anything that causes memory to leak; it basically just hooks into base-game systems and implements content; nothing new or fancy about that. If you're experiencing a memory leak, I don't know what to say boss; it could be a VS issue itself, or an issue of another mod, or even just an excess of mods in general. Content mods can also be taxing if you're running too many.

 

yksb

 

I did nothing to change the original file structure nor remove any unused content. I did as much as possible to preserve Kiptrix's work, even if the work goes unused. You can still find the textures for black and blue dragons as well, and with some fiddling, you could in fact make black and blue variants spawn - but I will not do anything of that sort. For the code, I left it there simply because it was part of the original mod, but now defunct. I was as unintrusive as possible.

💬 yksb, Sep 8th at 12:34 PM

Hi, just wanted to say, the original mod is set a code mod, while yours is set to a content. The .dll and .pdb files will not be read if it's set as a content, unsure if this is intentional but wanted to let you know

💬 Low_Hangers, Sep 7th at 2:37 AM

Is the dragon... Zoralth? (Don't look it up)
Looks very similar or I'm just too far gone.

 

💬 Adroithill, Sep 6th at 7:48 PM

Keep crashing defo memory leak vs is taking more and more ram and freezing

💬 JokoJose, Sep 3rd at 1:12 PM

Nexusdog the creatures of this mod kills every critter and other creatures. Thats probably why your critters are not prevelent.

💬 Nexusdog, Sep 3rd at 12:57 PM

Can anyone verify whether this mod conflicts or suppresses other creature related mods? I have Critters installed but no critters are prevalent in my world.

💬 Elijahgrimm, Sep 3rd at 6:07 AM

I have so far had no problems with this one in 1.21, and fingers crossed I won't. Thanks for patching and hopefully the main mod gets an update soon but until then, great work and here's to you!

💬 WolfCrusader, Sep 1st at 8:20 PM

Faeldray I count you lucky because I am getting hit by them 24/7 in 1.21 and a dragon showed up and killed me when I opened my front door in my hobbit hole.

💬 Faeldray, Aug 31st at 8:52 PM

Testing this on 1.21, I've seen treants, ent shepherds, and skeletons spawn but no goblins or orks. I don't know why, there's nothing in the code that stands out to me as the cause.

💬 Legomatt01, Aug 27th at 7:24 PM

Will we be getting an update to this for 1.21

💬 Swiftthistle , Aug 27th at 3:04 PM

Thadose I am not allowed to make any changes to the mod beyond the most recent update. Please refer to Kiptrix's original Fantasy Creatures Page for future updates.

💬 Thadose, Aug 27th at 6:03 AM (modified Aug 27th at 6:03 AM)

Is their a fools hope a cave troll might be in the future? I love running into the goblins and orcs and feel they would be even more a menace with a troll. or to just come across them in areas they might call their lair, like forest trolls, cave trolls, mountain trolls, hill trolls. could even have the funny ones from the hobbit, the stone trolls who turn to stone in sunlight. I know I am asking for much but a simple troll would be enough for me. thank you, and love your work, gotten alot of fun out of this mod with simply running into goblins and orcs in the open world.

💬 Tipsy_CRCR, Aug 26th at 10:34 PM

does anyone know if this still works for 1.21.0?

 

💬 FrankieYale, Aug 26th at 2:33 PM

@Michaloid Yes, every right. And I can have a laugh at the context of it all.

💬 Nexusdog, Aug 26th at 10:52 AM

@Venex

You can go into the mod zip file and edit the ork/goblin json file using notepad to edit which creatures they'll attack, I believe.

💬 Michaloid , Aug 25th at 7:45 PM

FrankieYale The original modder has every right to question the author of the reuploaded mod. As per the no licence policy of the Terms of use.

💬 Venex, Aug 24th at 12:48 PM

While this mod is really good Orks/goblins will kill EVERYTHING leaving nothing left to hunt for food to materials, is there a way to make it so they only target players not animals?

💬 shaber, Aug 23rd at 5:41 PM

Has anyone tried this with the no rust creatures mod? Is it possible to replace the rust creatures with these?

💬 Darkwhip, Aug 23rd at 3:47 PM

I wish there was a config mod compatibility so we can tweak monster stats ourselves to make them either stronger or weaker.
With the Level up mod, you casually slay these creatures like they're flies, even the red Dragon is relatively easy to kill and cheesable with bows without any aggro detection.

💬 Sarn, Aug 23rd at 5:40 AM

Scorch1402 Why have you brought this curse upon us 

💬 Swiftthistle , Aug 19th at 9:25 PM

OverGrownHell The Scorched shall rise.

The chat logs will sing in death.

💬 OverGrownHell, Aug 19th at 9:19 PM

The armies of Rot were enough to bring the old world to its knees yet they broke upon his blade, now it is the turn of the Orks and Dragons to be slain and torn asunder. Also didn't the dwarves digging deeper unleash eldrich horrors in Tolkiens works?

💬 Swiftthistle , Aug 19th at 8:23 PM

Scorch1402 You have made a terrible mistake. I will send a private mod for the server. You will rue this day, Scorch the Slayer. Foul magicks are at work upon the lands of Ren, and you will be the catalyst of its destruction. The day of reckoning will come, and it will come soon.

 

The lands of Men will fall. The Elves will burn in their forest home. And the dwarves will dig ever deeper to escape the death you have unleashed today.

💬 Scorch052, Aug 19th at 12:57 PM

dragon is too easy buff pls n thx

💬 Swiftthistle , Aug 19th at 11:20 AM

thenobodysheep

 

In the dragon's .json (and other mobs), near the bottom of the document, you can find these lines of code (this is for the dragon)

 

"spawnconditionsByType": {
"dragon-red": {
"runtime": {
"group": "hostile",
"tryOnlySurface": true,
"chance": 1e-05,
"minDistanceToPlayer": 128,
"maxQuantity": 1,
"maxLightLevel": 32,
"lightLevelType": "onlyBlockLight",
"groupSize": {
"dist": "verynarrowgaussian",
"avg": 0.25,
"var": 0
},
"insideBlockCodes": [
"game:air",
"game:tallgrass",
"game:snowlayer-1"
],
"minTemp": -40,
"maxTemp": 40,
"minRain": 0.0,
"minForestOrShrubs": 0.0,
"maxForest": 0.3,
"maxShrubs": 0.6
},
"worldgen": {
"TriesPerChunk": {
"avg": 0.04,
"var": 0
},
"tryOnlySurface": true,
"maxQuantity": 1,
"groupSize": {
"dist": "verynarrowgaussian",
"avg": 0.25,
"var": 0
},
"insideBlockCodes": [
"game:air",
"game:tallgrass",
"game:snowlayer-1"
],
"minTemp": -40,
"maxTemp": 40,
"minRain": 0.25,
"minY": 1.5,
"minForestOrShrubs": 0.1,
"maxForest": 1.0,
"maxShrubs": 1.0
}
}
}
},

 

All you have to do to prevent spawn is tweak a few numbers, like setting the "maxQuantity" to 0, or the "maxLightLevel" to 0. Since the dragon can only spawn on the surface, setting the light level to 0 would essentially make it unable to spawn. Setting it to a maxQuantity of 0 means that when it succeeds a spawn check, it would add 0 dragons to the world at 128 blocks away from the player. Though now that I think on that, the game may have a default for a minimum of 1 (as a failsafe), so perhaps limiting it to 0 blocklight is best. You could also just change the maxTemp at the bottom to -40, that way it has to have insanely perfect conditions to spawn.

Basically, there's a ton of ways to effectively disable the natural dragon spawn without deleting files (if you don't want to delete the files for some reason).

💬 thenobodysheep, Aug 19th at 10:17 AM

Swiftthistle
Where is their spawn weights in the JSON located?

💬 Swiftthistle , Aug 19th at 9:50 AM

Samuel_REDACTED Simply change their spawn weights in the .json file in assets > entities >land > (mob). You can make them extremely rare or simply not spawn at all.

💬 Samuel_REDACTED, Aug 19th at 3:34 AM

Is there a way to completely disable certain creatures from spawning, such as the dragons as I use and really like the ones from Draconis.

💬 Swiftthistle , Aug 17th at 5:45 PM

Qiri You can modify them manually by opening up the file, navigating to assets > entities > land > (the mobs) and opening each file. You'll want to adjust their movement speed, health, loot, and entity seek range there. Relatively easy to understand. They are .json files, so you have to use notepad or something similar to open them.

 

Be very careful with movespeed values, the base is around 0.016, I bumped a lot of mobs up to 0.04 and over rougher terrain, they kept up very well. If you want them to always be on your tail, 0.052 is around player-ish speed. For seek range, it's in blocks, so setting it to around 30 will be outside of sound range; you won't hear their aggro noises. Keep in mind that the higher this is, the harder the mod is by default. You can, coincidentally, increase their drops, change, them, or modify them there.

 

Note: Anyone can do this with the older versions of the mod. But I am not allowed to modify the mod in any other way nor update the mod by Kiptrix's request. Make sure everyone downloads your version of the mod for the server, and includes it in their server IP mod folder.

 

For health, do note that a thrown flint spear does around 4.5 damage; IIRC I set Orks to have 12 or 15 HP based on type. A flint spear deals 2 damage stabbing, and 5 when thrown; that's six hits melee or three when thrown, not including damage bonuses from classes. So if you make the mobs very fast, and very strong, they will be overwhelming especially with larger aggro ranges at early game.

 

What I'd recommend is to make Skeleton Blackguards more common, increase their movement, damage, seekentity range, and health, and let them be "elites". 40 HP and 0.05 movespeed alongside a 35 seekentity range and 10 damage is more than enough to make them formidible.

💬 Qiri, Aug 17th at 2:06 PM

Thanks for the temp update while we wait for the official update.

Would it be at all possible to had a config file we can edit to increase difficulty of entities? Like their HP and dmg? 

Excited to be able to use this mod again, but they feel rather easy to dispatch, so it would be cool if we could increase difficulty for our saves and servers if we want more of a challenge :) 

💬 FrankieYale, Aug 16th at 9:36 AM (modified Aug 16th at 10:37 AM)

Kiptrix A modder complaining about his mod being modded lel. Just take it as a compliment and stop guilt-tripping the guy when you chose to radio silence a mod people are invested in. Also funny how this mod got a speedy response out of you, but not the "collection of unanswered offers to help".

💬 BloodW0lf, Aug 16th at 3:06 AM

thank you for the temp update, tbh its amazing!

💬 Echoweaver, Aug 15th at 12:31 PM

Kiptrix This is a hobby, and we all get busy. I dropped by your Discord link to offer to help, but when I saw the collection of unanswered offers of help, I didn't bother. It was pretty reasonable to think the mod had been abandoned. 

Swiftthistle made a huge contribution in terms of stability and performance improvements. Perhaps they can assemble these into a pull request against your repository to be sure that you catch all those issues in your official update.

💬 Swiftthistle , Aug 14th at 4:30 AM

Kiptrix Understood, and thank you for your time and I'm sorry to disappoint you. If you have a place where I can contact you, perhaps donate time, money, or effort to the cause, please let me know. I sent you a friend request on discord as a_noble.

I want you to know that your mod is the inspiration that led me to looking into coding and understanding more of the Vintage Story API, and that it's a positive thing you've made here. Before my break from the game, this was a must have in my play throughs. It was only when I returned did I find it caused actual harm to my PC, and seeing no new responses in your comments, your mod page nor a reply on Discord, did I decide to take action.

I made the update public to help other players who had the same issues I did. I'm sorry for the misunderstanding and the waste of your time to come here and make this statement.

💬 Kiptrix, Aug 14th at 4:21 AM

Swiftthistle

I don't want to sound harsh, I just didn't expect anyone to fully commit to doing an update. I'm not mad either, I should have mentioned that. I was just dissapointed. But likewise I know theres a lot of people that have been begging for an update, and while I wanted to do that, life got quite busy. I'm happy there is something players can use in the meanwhile. I know you didn't mean anything malicious by posting this version, and I'm also sorry for the lack responses on discord. I have a lot of mail and not a lot of time.

Again, this can stay up for the time being, I just don't want to encourage a bunch of unnapproved forks of my mod.

💬 Verlia, Aug 14th at 4:16 AM
💬 Swiftthistle , Aug 14th at 4:11 AM (modified Aug 14th at 4:15 AM)

Kiptrix I'm sorry. I didn't know that you were working on an update, I literally just caught up to the point in Jay's stream where you DM'd him an hour ago. I honestly thought the project was entirely dead, as I had even sent you a friend request on Discord - to no response.

If I had known that an update was in the works, I would have asked if I could have made a blunt update to the mod like this just so the stream wouldn't be so unstable. I personally did this because I was using your mod, and this mod + my PC being connected to a power strip, was causing me to experience brown outs and kernel corruption. I didn't want to stop using the mod, because I like what you'd made, and I saw no activity on your end and no response, so I pushed it out so other people wouldn't suffer kernel corruption like I did.

Essentially, the mod would eat up all of my ram and cause a lot of lag spikes on my PC, and with my PC struggling to hold all of the errors with a lot of spawns flooding the log every tick, it'd (to my knowledge) build up junk data that would then lead to a crash and forced restoration. It happened twice in a row to me.

When your update launches, I will remove this mod. I mean no offense, and I did this for my own computer's safety, and thought I would share since other players wanted to use it for their games as well, and I didn't want their computers at risk either. And yes, updating this mod to be a content mod did fix my issues. I tested this mod solo and in a solo-mod environment, it was making my PC unstable.

💬 Kiptrix, Aug 14th at 4:01 AM

I wish you would have asked me first. I have an update on the way. I'm not happy about this. I won't take any other actions, this re-upload can stay up for now. I know there has been demand for an update for some while. I do not approve of any future changes or updates added to this page. Please ask and wait for approval.

To make light of things, I'll share some things coming soon to the actual mod;
-Hobgoblins (meaner, larger goblins)
-Orcs (not 'orks', orcs, big buff monstrous heavily armoured baddies)
-Krakens
-Balgor (totally not that thing from lotr)
-Dragons will actually breath fire
No dates for the release of this/these update(s) yet

💬 Ozyzzyl, Aug 14th at 2:17 AM

can you include a sub-mod to turn the goblins into hot babe goblins

💬 Echoweaver, Aug 13th at 5:43 PM

My prayers are answered! I'm so excited about this update!

💬 Swiftthistle , Aug 13th at 9:00 AM

Cliffrd Hopefully he can use it in his next stream.

 

Etnard I think we all were. :P

💬 Etnard, Aug 13th at 8:29 AM

Thank you for your work! 
Was also using this mod because of his stream haha

💬 Cliffrd, Aug 13th at 7:32 AM

How funny, it was their stream that encouraged me to download the original since it was working at all, so this is perfect! Great work :)

 (edit comment delete)
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