Mods / Fauna of the Stone Age: Machairodontinae

Tags: #Crafting #Creatures #Furniture
Author: Tentharchitect
Side: Both
Created: Jan 25th 2024 at 9:13 PM
Last modified: 1 day ago
Downloads: 111750
Follow Unfollow 865

Recommended download (for Vintage Story 1.21.5 - 1.21.6-rc.1):
FotSA-Machairodontinae-v1.1.2.zip  1-click install


A collection of big cats of the subfamily Machairodontinae, these powerful predators will act as an elusive danger players will have to avoid, and protect their livestock from.

This mod includes:

Stats
Common Name Scientific name Category Weight Health Height Damage Temp Preciptation Foliage Needs Altitude Group Size Meat Drops Fat Drops Hide Drops Other Drops Movement Diet
American Scimitar Cat Homotherium serum Machairodontinae 190/120/20 27/20/6 1.1/1.0 9/8t2 -11-21 20-100% All 1-1.8 1-4 M&F 8-16 M&F&B 19-23,13-17, 1-2 2-3 6H, 5H, 1M   3 block step eggs, fish,meat
Northern Saber Cat Smilodon fatalis   220/140/20 30/22/6 1.07/0.95 10/8t2 5-44 10-100% 25-100% Both 1-1.5 1-4 M&F 4-16 M&F&B 21-25, 14-18, 1-3 2-3 7H, 5H, 1M   3 block step eggs, fish,meat
Southern Saber Cat Smilodon populator   275/220/20 36/30/6 1.2/1.1 11/10t2 3-44 10-100% 0-75% Both 1-1.5 1-4 M&F 3-13 M&F&B 22-28,21-25,1-3 2-3 8H, 7H, 1M Sabertooth skull 3 block step eggs, fish,meat



Each cat makes loud calls from time to time, acting as an early warning for players who learn to recognize which cats are making the sounds. What’s more, meat can be set on the ground that will temporarily sate predatory cats, making them ignore the player unless they get too close. Or meat can be used to lure them into hazardous terrain.

These large predators are extremely powerful and fast and fighting them head on is not recommended. Using historical hunting tactics is recommended, such as luring them into pit traps, burning the foliage around them, pitting them against other animals and going in for the kill or other indirect methods.

Feature:
Carcasses:  These unique type of fly covered carcasses will prevent big cats spawning in the area around them. They have a chance to spawn when first arriving in an area or when all big cats have been killed off from the area, allowing players to locally wipe out big cats. Destroying the carcass of the respective type will allow more cats to spawn again and some carnivores and scavengers may destroy them as well, so if you want big cat spawns prevented in an area protect these carcasses.


All species have a unique pelt that can be used to craft hide, taxidermized full body and head mounts.

 

And a big thanks to everyone who gave feedback and assistance!

FAQ
Q: How do I domesticate the animals in this pack?

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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.2 machairodontinae
1.21.5 - 1.21.6-rc.1
590 1 day ago FotSA-Machairodontinae-v1.1.2.zip 1-click install

Fixed-Cats dropping old version of their pelts

1.1.1 machairodontinae 1729 Nov 25th at 9:09 PM FotSA-Machairodontinae-v1.1.1.zip 1-click install

Fixed-Oiled hide recipe creating salted hide

1.1.0 machairodontinae 780 Nov 25th at 1:36 AM FotSA-Machairodontinae-v1.1.0.zip 1-click install

Added-Ancient Tools Brain drops (Thanks Whiskey Sunshine!)
Added-Entity state tags
Added-Oiled, Raw, Salted hides and associated recipes
Tweak-Changed spawn conditions to have any amount of artificial light block spawns
Tweak-Cleaned up audio
Tweak-Climate conditions changed due to 1.21 changes
Tweak-Changed despawn conditions to be pitch black
Tweak-Group size based on new research
Tweak-Raised pelt ratio to get closer to irl size
Tweak-Removed minimum altitude from most spawn conditions
Updated-Refactored AI tasks to the new versions in 1.21
Updated-Reformatted folders to match base game’s folder layout

1.0.28 machairodontinae 6886 Oct 27th at 8:22 PM FotSA-Machairodontinae-v1.0.28.zip 1-click install

Added-Weighted diet
Updated-Trappable format for 1.21

1.0.27 machairodontinae
1.21.4 - 1.21.5
14868 Sep 18th at 4:36 PM FotSA-Machairodontinae-v1.0.27.zip 1-click install

Fixed-Animal interaction patches for 1.21

1.0.26 machairodontinae 834 Sep 17th at 3:04 PM FotSA-Machairodontinae-v1.0.26.zip 1-click install

Added- Creature tags
Fixed-Animal interaction patches for 1.21
Fixed-Missing closed bracket in animal file
Tweak-HP values recalculated to fit new carnivore hp ratio

1.0.25 machairodontinae
1.20.9 - 1.20.10 1.20.11 - 1.20.12
26287 Apr 29th at 10:09 PM FotSA-Machairodontinae-v1.0.25.zip 1-click install

Added-Devil interactions
Added-Mihirung interactions
Added-Diprotodon interactions
Added-Cetacea interactions
Refactored-combined male and female entity files into one to adhere to new game standard
Fixed-babies not following mothers and adult females not following males

1.0.24 machairodontinae 6414 Apr 4th at 11:42 PM FotSA-Machairodontinae-v1.0.24.zip 1-click install

Added-Worldgen spawn

1.0.23 machairodontinae
1.20.5 - 1.20.7
5685 Mar 13th at 8:11 PM FotSA-Machairodontinae-v1.0.23.zip 1-click install

Added-Thylacoleo interactions
Tweak-Spawn temperature ranges
Fixed-Model issues

1.0.22 machairodontinae 6132 Feb 20th at 4:40 PM FotSA-Machairodontinae-v1.0.22.zip 1-click install

Added-Civet and Genet interactions

1.0.21 machairodontinae 2706 Feb 14th at 5:54 PM FotSA-Machairodontinae-v1.0.21.zip 1-click install

Fixed-Base game animal patch format updated to 1.20.4

1.0.20 machairodontinae 2205 Feb 9th at 5:45 PM FotSA-Machairodontinae-v1.0.20.zip 1-click install

Fixed-Taxidermy being ground placeable

1.0.19 machairodontinae 4367 Jan 28th at 12:24 AM FotSA-Machairodontinae-v1.0.19.zip 1-click install

Added-Bovine compatibility

1.0.18 machairodontinae 2637 Jan 22nd at 8:35 PM FotSA-Machairodontinae-v1.0.18.zip 1-click install

Added-Wombat Compatibility

1.0.17 machairodontinae
1.20.0 - 1.20.1
3069 Jan 17th at 6:42 PM FotSA-Machairodontinae-v1.0.17.zip 1-click install

Added-Elephant compatibility

1.0.16 machairodontinae
1.20.0-rc.8 - 1.20.0-rc.9
1926 Jan 1st at 11:47 PM FotSA-Machairodontinae-v1.0.16.zip 1-click install

Added-Felinae compatibility
Updated-1.20 land entity pathfinding
Updated-1.20 blending for movement animations

1.0.15 machairodontinae 2853 Dec 5th 2024 at 9:31 PM FotSA-Machairodontinae-v1.0.15.zip 1-click install

Added- Ukrainian translation, thanks Deanbro!
Tweak-Combat Overhaul damage resistance

1.0.14 machairodontinae
1.20.0-pre.0 - 1.20.0-rc.1
887 Nov 21st 2024 at 6:13 PM FotSA-Machairodontinae-v1.0.14.zip 1-click install

Adjusted-Combat Overhaul damage resistance

1.0.13 machairodontinae 410 Nov 11th 2024 at 7:40 PM FotSA-Machairodontinae-v1.0.13.zip 1-click install

Added-Penguin interactions

1.0.12 machairodontinae 633 Oct 24th 2024 at 7:29 PM FotSA-Machairodontinae-v1.0.12.zip 1-click install

Added-Combat Overhaul compatibility (Thanks Maltiez)
Added-Dinornithidae plus bird interactions

1.0.11 machairodontinae 443 Oct 16th 2024 at 5:11 PM FotSA-Machairodontinae-v1.0.11.zip 1-click install

Added-French translation (Thanks Laerinok)
Fixed-Elk interaction patch

1.0.10 machairodontinae 608 Oct 4th 2024 at 6:20 PM FotSA-Machairodontinae-v1.0.10.zip 1-click install

Fixed-Trough diet tags
Refactored-Taxidermies and headmounts are now items, should reduce mod's texture impact by 33%
Refactored-Pelts are now only items, cuts down on mod size and memory impact. Place pelts on antler mounts or tool racks to get the wallmounted version
Updated-Animal patches, powdered item in recipe and various tweaks for 1.20's changes

1.0.9 machairodontinae 8706 Jun 6th 2024 at 3:10 PM FotSA-Machairodontinae-v1.0.9.zip 1-click install

Fixed-trough diet strings
Removed-protein from diet, cats won't be surviving off nuts and insects anymore
Added-fish to diets
Recalculated-meat to weight ratio on animals over 100kg

1.0.8 machairodontinae 1642 May 18th 2024 at 9:12 PM FotSA-Machairodontinae-v1.0.8.zip 1-click install

Added-Crafting recipe for saber cat carcass, placing them will block spawns within render radius
Updated-fly covered carcass look
Fixed-Cats now can eat loose items off the ground
Tweak-Reduced spawn rate considerably
Tweak-Added a 100 minimum distance for spawning near player
Tweak-Added a maximum light level to prevent cats spawning near illuminating blocks
Tweak-readded spawn cap player scaling set to 0, to make sure it isn't scaling 

1.0.7 machairodontinae 1149 May 4th 2024 at 7:48 PM FotSA-Machairodontinae-v1.0.7.zip 1-click install

Added-Compatibility with Pangolins and Manatees, saber cats will attack both but not actively hunt them
Removed-duplicated roar behavior from males
Tweak-reduced roar audible range from 200m to 120m
Tweak-adjusted multiple ai tasks to not play if fleeing or aggroed
Tweak-adjusted attack tasks so saber cats shouldn't do both types of attacks at once (defensive vs aggressive)
Tweak-adjusted hunting tasks so saber cats shouldn't attack proactively when full
Fixed-removed a number of errors about patches being server side only

1.0.6 machairodontinae 869 Apr 25th 2024 at 11:28 PM FotSA-Machairodontinae-v1.0.6.zip 1-click install

Added-Rhino interactions, will hunt baby rhinos and flee from adults

1.0.5 machairodontinae 822 Apr 19th 2024 at 4:29 PM FotSA-Machairodontinae-v1.0.5.zip 1-click install

Added-Fall damage multipliers
Added-Killed by text (Thanks MadGnome)
Added-Diet strings

1.0.4 machairodontinae 1413 Apr 1st 2024 at 5:33 PM FotSA-Machairodontinae-v1.0.4.zip 1-click install

Added-Compatibility with Casuariidae

1.0.3 machairodontinae
1.19.4 - 1.19.5-rc.1 1.19.5 - 1.19.7
1634 Mar 8th 2024 at 9:07 PM FotSA-Machairodontinae-v1.0.3.zip 1-click install

Removed- population scaling with player count
Added-Additional harvest slots for mod compatibility

1.0.2 machairodontinae 1310 Feb 8th 2024 at 5:43 PM FotSA-Machairodontinae-v1.0.2.zip 1-click install

Added- air blocks as acceptable spawn locations for the male and female cats
Fixed-mod ID for carcass spawn rate, should no longer be defaulting the the game's standard respawn rate

1.0.1 machairodontinae 809 Jan 27th 2024 at 6:28 PM FotSA-Machairodontinae-v1.0.1.zip 1-click install

Added-French Translation (Thanks Laerinok)
Changed-Carcass named Saber Cat instead of Big Cat
Tweaked-lowered carcass spawn rate

1.0.0 machairodontinae 448 Jan 25th 2024 at 9:15 PM FotSA-Machairodontinae-v1.0.0.zip 1-click install

Launch


74 Comments (oldest first | newest first)

💬 Tentharchitect , Sep 23rd at 3:17 PM

It is not a mod API, it's a refactoring of the base game ai tasks that was not yet implemented but made available for modders to use.
https://github.com/anegostudios/vsessentialsmod/tree/master/Entity/AI/Task/TasksRefactored
You can find all the new options at that link Paski

💬 Paski, Sep 23rd at 9:25 AM

@Tentharchitect This refactoring you refer to of AI tasks, is it a Mod API? Where can it be found? Thanks!

💬 Tentharchitect , Sep 18th at 2:50 PM

Maltiez refactored all the ai tasks and gave them all the options previously used for single tasks (like time specific stuff from the Idle Task) or completely new options (targetting dead entities). These refactored ai tasks just barely made it into 1.21 so the base game animals weren't updated to use them as they are time intensive to set up, but now we have the option as modders to come up with novel applications of the new options. What's more, there are now creature tags (huntable, predator, ferocious, state-sneaking, etc..) that can be applied to a creature or during a specific task and ai tasks can interact with entities based off of their comparitive weight and combinations of those tags. This all creates a lot more options for behaviors and I believe I'm one of the few figuring all the new options out at the moment, so I imagine others will come up with new applications as they explore it as well. Echoweaver

💬 Echoweaver, Sep 17th at 11:29 PM

Yay! The updates are coming! I don't know what the revised AI will look like. I'm just happy to be able to install these in my new game.

💬 HistoryMarshal, Sep 17th at 4:01 PM

We are Barack.

💬 greatorder, Sep 17th at 4:00 PM

Oh we are so back.

💬 Tentharchitect , Sep 17th at 3:04 PM

A small update to get it working without crashes in 1.21, the ai overhaul and other 1.21 features will come later.

💬 Tentharchitect , Sep 8th at 4:11 PM

No chance for me to make it for 1.20.12, though if you want to come up with a compatibility file I'd be willing to add it to the next release Dragonchampion

💬 Vinter_Nacht, Sep 4th at 4:51 AM

Tentharchitect - I figured that's why they were built that way, sound-wise.  Gotta be some middle ground though, right now they're annoying, though I love their sound.  I should never get to the point where I'm shouting "Oh shut up!" at them. XD

 

💬 Dragonchampion, Sep 2nd at 11:46 PM

Any chance to add PetAI compat with this so that you can command and use the cats in battle? 1.20.12, if that's okay.

💬 Tentharchitect , Sep 1st at 5:34 PM

They are ambush predators, the call was intended to mitigate player frustration of being ambushed without any warning but with the AI task updates I can give alternative options and just have them be almost silent Vinter_Nacht

💬 Vinter_Nacht, Aug 31st at 8:16 PM

Hello,

About those loud calls... Is there any way to turn down the frequency with which they emit them when they're nearby?  They do it a *lot* for an ambush predator ;) (I assume they're ambush predators?)

💬 Tentharchitect , Aug 31st at 3:19 PM

I unchecked the box saying they are 1.21 compatible. I suspect it relates to the antler system in addition to the riding system. 
I'm just now finishing the 1.21 update of the FZ series, starting on the animal series now but it will likely be a while before the update as I'm still in my 80 hours a week summer schedule until September 26th. The updates will probably come out after then.

The new ai overhaul should address some of this as I have more options to play with, but if you can confirm it was 200+ blocks please let me know. The call range is set to 120 blocks and while I've had folks claim it was farther, when tested it always follows the number set Coleroni

💬 Coleroni, Aug 29th at 6:04 AM (modified Aug 29th at 6:07 AM)

these things are hunter killer drones that spawn in groups and kill u in 3 hits.
they have a scream u can hear from 200+ blocks away
otherwise they are completely silent until they are attacking you
they can hide easily in tall grass 
they are faster than you and can take multiple hits from a spear before leaving you alone. 
playing on a 10- 15 population server with this mod between mid fall and mid spring these things can spawn in groups of 10 or more - based on in game experience
they do not seem to rest after a kill, they will continue to chase prey until there are none left in sight

💬 AcidMarxist, Aug 28th at 8:01 PM

Skrug

Glad I'm not the only one that pinpointed my random crashes to this mod. Something is wonky, definitely not compatible with 1.21 just yet. Huge bummer. The crash is seemingly happening in-engine as well so it's difficult to pinpoint which mod(or mods) in the series are causing it. 

💬 Skrug, Aug 28th at 9:29 AM

I'm getting a load of errors from all these Mods unfortunately. "Entity rendering crashes" mostly.

💬 Lantalia, Jul 26th at 11:58 PM

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-Machairodontinae-v1.0.25.zip_441e6c04b8bf\assets\machairodontinae\itemtypes\animals.json got --> 85:36
|
85 | "rotation": { x: -8, y: -63, z: -7 }
| ^---
|
= expected boolean, null, or string

💬 AlexIsAce, Jul 16th at 5:30 PM

Tentharchitect
Love to hear it! I'm amused to report four more deaths to the Scimitar Cats. I did manage to trap a male. Then I ended up getting him a steppe lion roommate. Then they both died to a mammoth. Mistakes were made. 😂 Someday I shall domesticate a large cat!

💬 Tentharchitect , Jul 16th at 4:36 PM

Some of them are, but only the smaller animals and I don't have a compiled list of which of the 600+ entities are trapable. That said, I'll be updating the trapable section come fall and more animals will be trapable in the new large trap AlexIsAce

💬 AlexIsAce, Jul 11th at 11:28 PM

Loving all of your mods, they are so fun. 10 / 10 would die to a Scimitar Cat again.

I saw what you said about the animal trap mod compatibility patch and plan to go looking for it. But I wanted to ask about the vanilla game reed basket trap. Are any of your animals trapable with that one? 

💬 B0YAR, May 28th at 3:48 PM

Tentharchitect

Please add compatibility with Butchering mod. We love hunt on this creatures and cook them! Yammy!

💬 THECREATURE1116, May 10th at 2:20 PM

Okay nw, I found them in game but they killed me instantly so I didn't get a good look haha. Was just going off the screenshots. Thanks for the reply, and great mod :)

💬 Tentharchitect , May 9th at 5:05 PM

So the Homotherium does have slightly longer limbs, and a different set of hunting behaviors to represent its cursorial habits. That said, this is one of my earliest mods and at the time the art updates to the base game animals hadn't started, so it was more informed by the blocky style of the current bighorn sheep and boars and such. If the base game ever adds big cats I'll probably go through and update their art assets, I just don't want to do it twice in case they make any big stylistic changes compared to my take on cats. Mauricio Anton was one of my main art references with these

💬 THECREATURE1116, May 9th at 4:21 AM

I know this is super pedantic but I think possibly Homotherium should have slightly longer limbs and be a little more gracile? From what is known it was more of a pursuit predator and had stronger, shorter canines compared to its dirk-toothed relatives, making it hunt more like modern cats (chasing down prey, clamping on their neck and suffocating it). This means it was less robust and had diminished forelimbs compared to other Machairodonts; these traits were used to ambush wrestle down their prey and deliver slashing bites (a distinct hunting strategy requiring different morphology). Homotherium generally more lightly built with longer and comparitively more proportionate limbs.

I don't mean to talk bad about the mod, I love it and all others and I really appreciate your work. Just trying to be constructive. I'm just going off the images here so if I misjudged and this is already accounted for my bad completely! Mauricio Anton has really amazing images of Homotherium and Smilodon species to see the difference, I think it would be good reference. He's a very skilled artist and has collaborated with researchers to produce reconstructions, I've referenced him myself for Machairodont paleo art.

💬 Tentharchitect , May 3rd at 4:36 PM

That's outside the scope of this mod, but there is the animal cages mod and some folks have made compatibility files with this mod series

💬 Pizzaboy_666, May 2nd at 6:14 PM

hello, Is there a way to trap the cubs so i could move them into a more controled pen? 

💬 Tentharchitect , May 2nd at 3:24 PM

Certainly! Translations are welcome erjiango

💬 erjiango, May 1st at 11:35 AM

Hi, tentharchitect ,may I translate your mod into Chinese?

💬 Tentharchitect , Apr 14th at 4:41 PM

I'm not sure, that isn't a base game feature. You should check which ever mod adds that feature, I'm guessing butchering

💬 Damonicus1986, Apr 11th at 11:21 PM

how do i pickup the dead body ??? 

💬 Steele_Rex, Feb 24th at 9:34 PM

Tentharchitect I apologize, I'm realizing I'm having issues across a few mods and I believe a mod updater I'm using isn't behaving properly. Sorry again!

💬 Tentharchitect , Feb 24th at 9:26 PM

This bug was fixed in 1.0.20, have you updated to the latest version? Steele_Rex

💬 Steele_Rex, Feb 24th at 9:01 PM

Hello! I have found an issue with the full body taxidermy with all saber cats. They can not be placed on the ground.
I discovered this in a survival world with the male northern saber cat, tested all three species (male, female, and cub varients) on different blocks in a creative world, and then went to go file sluething when none of them worked.

I have an extremely surface level knowledge of coding but comparing to the pantherinae taxidermy file, the saber cats are missing a ground storage tag at the beginning of the file. I tried a copy and paste fix, started the game and still was unseccessful placing the saber cat taxidermy on the ground. I created new items in the creative menu and it still failed. I started a new world and it still failed to place.
That is what I have tried and believe is wrong, but I don't have the knowledge to fix it. Would love to get this working so I can make a proper hunter's lodge!

💬 Nahmy, Feb 24th at 4:15 AM

The meow, tho

💬 Khana, Feb 4th at 1:31 PM

can i pet that daw... i mean cat.

 

 

💬 tsukiouji, Oct 18th 2024 at 6:32 PM

Fantastic! Thank you for the answer

💬 Laerinok, Oct 5th 2024 at 7:49 AM

Voici une amélioration de mon ancienne traduction. fr.json

💬 Tentharchitect , Jul 25th 2024 at 4:44 PM

All animals in this series are domesticable, just got to breed enough generations so the attack and flee behaviors are disabled. This is coded so it'll be whatever the current base game generation count is

💬 tsukiouji, Jul 17th 2024 at 4:10 PM

Are the critters in your mods domesticable, or any plans to make them such if not?

💬 Marcel_1977, May 6th 2024 at 4:06 PM

Tentharchitect

Thanks for the clarification!

💬 Tentharchitect , May 6th 2024 at 3:36 PM

That's all fine, the Entities interact mod was patching in a fix I've since fixed in the mod itself, I imagine whenever DnD updates their mod they'll remove that patch causing the warning

💬 Marcel_1977, May 6th 2024 at 10:58 AM

I get a server warning with the newest version:

6.5.2024 12:42:09 [Server Error] Patch 6 (target: machairodontinae:entities/land/machairodontinae-male.json) in entities interact:patches/big_cats_roar_range/reduced_roar_range.json failed because supplied path /server/behaviors/9/aitasks/11/soundRangeByType is invalid: The json path /server/behaviors/9/aitasks/11/soundRangeByType was not found. Could traverse until /server/behaviors/9/aitasks/11 but then 'soundRangeByType' does not exist. Full json at this path: {
"code": "wander",
"priority": 0.95,
"priorityForCancel": 1.35,
"movespeedByType": {
"**-fatalis": 0.0069,
"**-populator": 0.0083,
"**-serum": 0.0083
},
"animationSpeed": 0.95,
"animation": "Walk",
"preferredLightLevel": 10,
"whenNotInEmotionState": "aggressiveondamage|fleeondamage"
}

I have installed the most recent enentities interact mod.

Do you know, if this is relevant/game braking?

💬 Drawsstuff, Mar 25th 2024 at 6:29 PM

I love smilodons so much it's actually unreal. Fantastic mod!!

💬 Tentharchitect , Feb 13th 2024 at 5:23 PM

Hmm, I'll look into locking the group spawn cap at 1 instead of scaling with player population next update. I'd had a couple similar reports on small servers early on with the pantherinae mod but was never able to replicate it. If the group spawn cap rounds up, a spawn cap of 2 while 2 players are online might create the circumstances you've been seeing 

💬 Snowfall94, Feb 12th 2024 at 8:40 PM

We're running 3 people, server stops when no ones on, Usually there's only 2 of us on at a time, weekends its all 3

Tentharchitect

💬 Hydromancerx, Feb 12th 2024 at 5:27 PM

If i knew how to I would. But if any other modder wants to I would be very happy to see it (and/or the sabtertooth club).

💬 Tentharchitect , Feb 12th 2024 at 3:16 PM

And back from vacation!
Snowfall94 A big cat spawning every 15 meters sounds like something is going on. The Pantherinae spawns don't impact the Machairodontinae spawns, eventually there will always be at least one panthera, machairodont and neofelis member if the climate conditions are right what with the spawn limit being 1. I can't really lower that, just make the delay of respawning longer. Is the server running constantly or is there a large number of players? I might have set the spawn cap to scale with player population and had the amount low, but now that I think about it the number might be rounding up.

Hydromancerx I don't have any plans to do a new type of item/clothing, but you'd be welcome to do an add-on mod!

DrBubba
That they are! Would love to hear if folks are able to hunt them successfully, I did a couple tests using controlled brush fires and tiger pits but wasn't able to kill them in 1:1 duels as intended. And that is a feature of all placed object piles unfortunately, I haven't been able to get the hit box to be smaller than what it is, though I can make it bigger.


💬 DrBubba, Feb 11th 2024 at 4:52 PM

Tentharchitect

Just an FYI, your cat skins look fantastic on floors as rugs, but if you put one in front of a door, you can't get out.  The skin raises you up too high to fit through the opening. :(

💬 DrBubba, Feb 10th 2024 at 11:58 PM

Hoooooooly crap, Tentharchitect 

You were NOT kidding when you said these things are mean and nasty.

💬 Hydromancerx, Feb 10th 2024 at 9:58 PM

Tentharchitect

Could you please add a Saberooth Skull Helmet?
Thanks in advance!

💬 Snowfall94, Feb 10th 2024 at 11:19 AM

I've got both of the big cats mod on our server and they're spawning like everywhere. Like we constantly hear them roaring, they're terrorizing us and we barely made a log hut to hide in. Is there a way to make them like more rare? I thought they'd be a little more harder to find than they are (at least in my server, and I didn't touch any settings for it, idek if there's a config for this tbh)

For example, we are in a chunk, there is like 4 big cats next to our crappy little log hut thing. If I jump across the river and run like 10~ blocks east, there's 2-3 more cats over there, if I run south from there a good 20~ blocks, there's another group of 3-4 cats. Could the issue be that I have both the big cats mods? I mean the Pantherinae and Machairodontinae mods. I also have the dogs one of your mods installed too, but they spawn pretty decently

💬 Tentharchitect , Feb 8th 2024 at 5:48 PM

Thanks for bringing the issue to my attention, seems like it was a weird combination of things that meant that when I used my testing set up the bug wasn't present.
The saber cats weren't spawning in air blocks, only grass/snow/gravel while the carcasses could spawn in air blocks as well, dramatically increasing the number of places they could spawn, and the carcasses' spawn rate was misformatted so it was defaulting to a much higher spawn rate than intended. Between those two changes I was seeing the saber cats spawning before the carcasses 3 out my 4 tests. Please let me know if you continue seeing carcasses spawn more frequently than that, I might add variant carcasses so they stop spawning in the gap of climate conditions where neither smilodon nor homotherium spawn if needed.

💬 LyingSheep, Feb 8th 2024 at 5:23 PM

I have the same problem as Bringitonwimps and PetMudstone. I have only seen carcasses (without actual mod texture, just bones)

Edit: mod looks great!!

💬 PetMudstone, Feb 8th 2024 at 5:14 PM

I can confirm what bringitonwimps says. Have been roaming about and only found saber cat carcasses with no actual sign of proper saber cats.

💬 Tentharchitect , Feb 7th 2024 at 6:51 PM

Thanks, and that it would. I don't have plans to make either of those in the near term, but long term it might happen!

💬 Odisurin, Feb 7th 2024 at 6:23 AM

I really like these creature mods, It'd be cool if there was a Terrorbird/Elephant bird mod

💬 Tentharchitect , Jan 31st 2024 at 6:12 PM

I'm not planning on doing any weapons Hydromancerx, but you'd be welcome to make an add-on mod if you're inclined!

Maybe, though I'm realizing with so few species there are certain climates where only the carcasses can spawn. I might need to do something tricky so they only spawn in the climate conditions of each species, rather than the min and max of all species combined.

💬 bringitonwimps, Jan 31st 2024 at 5:59 AM

so not sure if there is an explanation.... but we only find cat carcasses, we have not found any of the cats alive.  maybe bad luck?

💬 Hydromancerx, Jan 28th 2024 at 6:29 AM

http://frostburn.pbworks.com/f/1188245700/weapons2.jpg
An idea from Frostburn having a Sabercat Skull Club as a weapon. Also a Sugliin (an anter polearm) made from antlers.
Thanks in advance!

💬 DarkThoughts, Jan 27th 2024 at 8:09 PM

Bobosaw Agreed. Although I also think the game lacks more critters too, like insects and birds (actually flying ones, not just ground walking). Imagine forests having singing birds hopping through the trees and in the sky you could hear and see predatory birds eyeing for bunnies or whatever in the open plains while various little insects (besides Butterlfies) zip around.

💬 Mobius, Jan 26th 2024 at 8:47 PM

Super exciting! Your models are always beautiful

💬 Tentharchitect , Jan 26th 2024 at 4:18 PM

Procyonidae indeed needs some love! We'll see how long it takes for me to get around to them but I suspect it'll be sooner than later.

I totally agree Bobosaw, the isolation of Homo sapien mode was cool to explore but I feel like having the world be teeming with animal life will only make the experience better.

💬 Bobosaw, Jan 26th 2024 at 8:35 AM

I'm genuinely very excited for the additions of Holocene fauna. Honestly Vintage Story was missing the vibrancy that Fauna can bring to the world especially in the Human setting. Adding more danger and diversity can only be a plus in my eyes. Keep up the great work and I will refrain from any kisses in the future ;)

💬 Hydromancerx, Jan 26th 2024 at 4:48 AM

"The cave bear (Ursus spelaeus) is a prehistoric species of bear that lived in Europe and Asia during the Pleistocene and became extinct about 24,000 years ago during the Last Glacial Maximum."
Looks like it was Late Pleistocene, but just barely (pun intended).But yeah I understand things getting out of hand. I am looking forward to the Short Faced Bear though. Also I was going to ask about Chapalmalania which is related to pandas and raccoons. But that went exinct in the early Pleistocene. So that much too old to include.That being said living relatives like coatis, ringtails, kinkajous, etc. Would be cool. The Procyonidae need some love too!

💬 Tentharchitect , Jan 26th 2024 at 4:27 AM

All of those are likely except the Cave Bear. To prevent my scope getting out of control I'm keeping to the Holocene and the occassional Late Pleistocene animal that died off just before the Holocene if I like it enough to make that exception

💬 Hydromancerx, Jan 26th 2024 at 2:29 AM

Tentharchitect

Ooo Cave Hyena sounds cool!! I hope you do other hyenas like the Striped Hyena (Hyaena hyaena), Brown Hyena (Parahyaena brunnea) and Aardwolf (Proteles cristatus). Also will you be doing bears? Such as the Sloth Bear (Melursus ursinus), Spectacled Bear (Tremarctos ornatus), Cave Bear (Ursus spelaeus) and Short Faced Bear (Arctodus simus)?

💬 Shadowise, Jan 26th 2024 at 1:59 AM

Another awesome fauna mod, thank you, Tentharchitect!

💬 Tentharchitect , Jan 26th 2024 at 12:29 AM

It might, I made it during 1.19.1 and nothing changed for 1.19.2

💬 Rsp, Jan 26th 2024 at 12:20 AM

im guessing this wont run on 1.19.0

💬 Tentharchitect , Jan 26th 2024 at 12:15 AM

😂 Glad you're all enjoying it, I'm sure my partner would appreciate you not kissing me as well Bobosaw.

I'm almost done with all the dangerous terrestrial predators now, so this'll be as bad as it gets save for maybe a cougar here, or cave hyena there. Then we have the dangerous herbivores to look forward to!

💬 Bobosaw, Jan 25th 2024 at 11:56 PM

LET'S FUCKING GOOOOOOOOOOOOOOOOOOOOOOOO. I could kiss you right now (I won't out of respect for my wife)

💬 DarkThoughts, Jan 25th 2024 at 11:31 PM

Oh great, even more brutally dangerous predators. Just what we needed...

And I will download it anyway because I'm that masochistic!

💬 Hydromancerx, Jan 25th 2024 at 11:22 PM

So awesome! Thank you for making these!!! <3

💬 Moonbyes, Jan 25th 2024 at 9:33 PM

holy!! i just refreshed... no way!! awesome!

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