Mods / Monoceros: Ancient unicorns

Tags: #Creatures
Authors: Shintharo12, sekelsta, Freakyuser396, safwyl
Side: Both
Created: Apr 27th at 1:57 PM
Last modified: Oct 30th at 8:16 PM
Downloads: 10012
Follow Unfollow 214

Recommended download (for Vintage Story 1.21.0, 1.21.1 and 1.21.2 - 1.21.5):
Monoceros_1.3.1.zip  1-click install


Hello!
This mod currently adds 2 creatures; Monoceros Indicus and Caledonius

This is my first mod so I'm still figuring some stuff out. Currently they spawn in the same places rabbits do (though more rarely).

They eat fruit, grains, grass and veggies. Do note that they are aggressive when there's baby monocerus nearby until gen2.

I've only tested it on version 1.20.7 and 1.20.10, but I assume it works on other 1.20.x versions too

Constructive feedback is appreciated!

Important:
In version 1.2.0 I had to rework the unicorn saddles and bridles so they would work with both species. Unfortunately this change causes the unicorn saddles and bridles crafted before this update to no longer be useable.
As of version 1.2.6-pre.2 this mod now uses Jaunt as a dependency to support multiple gaits, just like Equus

Patch Notes:
v1.2.6-pre.1
Added jump animation, compatibility with blankets, medalions and saddlebags, added turn animations, refined gallop animation, significantly reduced spawnrate.
v1.2.5
Fixed the behaviour issue caused by the Caledonius's newfound hatred for drifters introduced in version 1.2.3
v1.2.4
  • Added new Caledonius colour variants courtesy of @puditto
  • adjusted the default baby caledonius texture a little to better fit with the new ones.
v1.2.3
  • Adjusted step height
  • New recipe for the pelt saddle due to feedback
  • Adjusted the Caledonius behavior to be aggressive to drifters etc
  • Adjusted Caledonius growth times and required portions to breed.
v1.2.2
  • Added configLib support for spawn rates
  • Adjusted spawning so they no longer spawn near artificial light sources
  • Lowered spawnrates slightly
v1.2.1
  • Fixed the charge animation bug for male indicus
  • Fixed indicus from the 1.0.x versions not having textures
v1.2.0
  • Added new entity "Monocerus Caledonius"
  • Fixed saddle and bridle crafting recipe issues
  • Fixed monoceros not aggroing to player properly
  • Reworked trot and charge animations
  • Updated to 1.20.10
  • Lowered spawn chance
v1.1.0
In this update I added riding, custom tack, 2 new colour variants. Monoceros from previous versions should be fine according to the tests I did, but they won't have the new features. However, the babies should grow into the new versions.

For the Biomes mod they now only spawn in the central paleartic region and a bit less frequently.

v1.0.3
Now also supports the Biomes mod; they spawn in the atlantic, central and eastern paleartic regions


Biomes:

spawn regions
Monoceros Indicus: Central Paleartic
Monoceros Caledonius: Atlantic Paleartic



To do:

 

  • Add more sounds
  • Add different species?
  • Add attachments


As of version 1.2.5 I'm temporarily halting adding more content to this mod besides bug fixes, as I start working on a horse mod as requested by some of you. So updates should be a little less frequent.


I also want to thank:

  • Freakyuser396 for helping me figure out the riding stuff :3
  • safwyl for helping with the tack
  • puditto for the textures

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.3.1 monoceros
1.21.2 - 1.21.5
5005 Sep 20th at 2:40 PM Monoceros_1.3.1.zip 1-click install

fixed the spawn conditions by type 

1.3.0 monoceros 945 Sep 11th at 8:30 PM Monoceros_1.3.0.zip 1-click install

Updated for 1.21  and added saddlebreak system

1.2.9 monoceros 432 Aug 15th at 9:07 AM Monoceros_1.2.9.zip 1-click install

updated configlib patch and included uk translation

1.2.8 monoceros 685 Aug 13th at 9:17 AM Monoceros_1.2.8.zip 1-click install

lowered spawn rates, updated lang file

1.2.7 monoceros 534 Jul 22nd at 9:32 PM monoceros_1.2.7.zip 1-click install

If Genelib is installed, you can name the unicorns.

1.2.6-pre.3 monoceros
1.20.11 - 1.20.12
605 Jun 22nd at 8:05 AM Monoceros_1.2.6-pre.3.zip 1-click install

updated for Jaunt 1.1.5, fixed parenting issue with the lantern, added lantern and bridle animations, adjusted stamina for balance

1.2.6-pre.2 monoceros
1.20.11 - 1.20.12
160 Jun 19th at 2:21 PM Monoceros_1.2.6-pre.2.zip 1-click install

Added Jaunt functionality and woundable behaviour.

1.2.6-pre.1 monoceros 129 Jun 3rd at 8:45 AM monoceros_1.2.6-pre.1.zip 1-click install

Added jump animation, compatibility with blankets, medalions and saddlebags, added turn animations, refined gallop animation, significantly reduced spawnrate.

1.2.5 monoceros 659 May 11th at 5:54 PM Monoceros-v1.2.5.zip 1-click install

Fixed the behaviour issue caused by the Caledonius's newfound hatred for drifters introduced in version 1.2.3

1.2.4 monoceros 63 May 11th at 9:09 AM Monoceros-v1.2.4.zip 1-click install
  • Added new Caledonius colour variants courtesy of @puditto
  • adjusted the default baby caledonius texture a little to better fit with the new ones.
1.2.3 monoceros 87 May 9th at 5:03 PM Monoceros-v1.2.3.zip 1-click install
  • Adjusted step height
  • New recipe for the pelt saddle due to feedback
  • Adjusted the Caledonius behavior to be aggressive to drifters etc
  • Adjusted Caledonius growth times and required portions to breed.
1.2.2 monoceros 81 May 8th at 4:39 PM Monoceros-v1.2.2.zip 1-click install
  • Added configLib support for spawn rates
  • Adjusted spawning so they no longer spawn near artificial light sources
  • Lowered spawnrates slightly
1.2.1 monoceros 50 May 8th at 6:48 AM Monoceros-v1.2.1.zip 1-click install
  • Fixed the charge animation bug for male indicus
  • Fixed indicus from the 1.0.x versions not having textures
1.2.0 monoceros 65 May 7th at 9:16 PM Monoceros-v1.2.0.zip 1-click install
  • Added new entity "Monocerus Caledonius"
  • Fixed saddle and bridle crafting recipe issues
  • Fixed monoceros not aggroing to player properly
  • Reworked trot and charge animations
  • Updated to 1.20.10
  • Lowered spawn chance
1.1.1 monoceros 200 May 1st at 7:01 PM Monoceros-v1.1.1.zip 1-click install

Adjusted monoceros hitbox, added 2 new skin variants for adults, lowered hp a little, fixed animation bug when jumping during gallop, removed adult female monoceros running after males, lowered spawn chances slightly

1.1.0 monoceros 93 Apr 30th at 3:19 PM Monoceros-v1.1.0.zip 1-click install

added new ridable version of the monoceros indicus, 2 new colour variants, 2 sets of custom tack, adjusted spawn rates, adjusted spawn regions for Biomes mod.

1.0.3 monoceros 86 Apr 28th at 8:31 AM Monoceros-v1.0.3.zip 1-click install

Adjusted the biomes patch so they actually spawn properly now, you'll find them in the atlantic, central and eastern paleartic :3

1.0.2 monoceros 46 Apr 27th at 8:17 PM Monoceros-v1.0.2.zip 1-click install

Added a patch for the Biomes mod

1.0.1 monoceros 37 Apr 27th at 5:20 PM Monoceros-v1.0.1.zip 1-click install

I adjusted the spawn rates to make them a little more common, let me know if it's too much though :3

1.0.0 monoceros 50 Apr 27th at 2:18 PM Empty Monoceros-v1.0.0.zip 1-click install

58 Comments (oldest first | newest first)

💬 Eha, Nov 24th at 12:49 AM

Hi, thank you for the mod, it's always a pleasure to see more mythical creatures in VS!

Unfortunately, I experience the same issue as FennecFyre. I got my unicorns down to 15 rides, missed and hour and they're back to 24 breaks needed. I can't leave the base and have to basically sit near them 24/7 to even attempt to saddlebreak them. One is with saddle and bridle, the other is completely bare, both have the same issue.

Also I am playing on a small world and had to up the spawn rate by enormous magnitude (from 0.00000001 to ~0.001) to even start seeing them anywhere as I travelled the world. Is it expected of them to be so rare? I understand those are unicorns and are legendary creatures which are supposed to be on a rarer side, but this feels like a little bit of an overkill maybe? 

💬 Zalea, Nov 19th at 12:24 AM

This seems to fix biomes compatibility for the latest version of Monoceros, in patches/biomes.json:

 

Spoiler
[
      {
      "file": "monoceros:entities/wildmonoceros.json",
      "op": "addmerge",
      "path": "/attributesByType",
      "side": "Server",
      "value": {
        "*-indicus": {
          "biorealm": [
              "central palearctic"
          ]
        },
        "*-caledonius": {
          "biorealm": [
              "atlantic palearctic"
          ]
        }
      },
      "dependsOn": [
        {
          "modid": "biomes"
        }
      ]
    }
]
💬 Zalea, Nov 18th at 10:00 PM

I think the compatibility patches for this mod haven't been updated since I'm seeing references to monoceros:entities/monoceros.json which I'm assuming is the old way entities used to be organized?

💬 FennecFyre, Nov 7th at 7:17 AM

Shintharo12 At first I thought that might be the case, but I've seen it go up during one session without turning the game off and back on. I'm using a saddle when I try to ride them, but no bridle.

💬 Shintharo12 , Nov 6th at 7:20 PM

FennecFyre

I believe there was a vanilla issue with saddlebreaks not saving properly upon relogging or restarting the game/server. that might be what's going on here?

💬 FennecFyre, Nov 6th at 6:14 AM

Is it intended for saddle breaks to go up if you don't ride them as soon as their next saddle break is available? I managed to corral a trio of Indicus but I feel like I'm never making any actual progress towards taming them.

💬 Faeldray, Sep 20th at 4:18 PM

Shintharo12 No problem, thanks for fixing it so fast!

💬 Shintharo12 , Sep 20th at 2:29 PM

Faeldray

you'd be correct, ty for bringing it to my attention I forgot to fix it after fixing it in equus and draconis

💬 Faeldray, Sep 19th at 6:12 PM

I think there may be an error in spawning the unicorns for version 1.3.0. I was testing a patch I made for personal use (to get unicorns spawning in hot climates) and so I cranked up the amount of spawns in the config but I couldn't find them anywhere.

Then I noticed in wildmonoceros.json, spawnconditionsByType is within spawnconditions and I think it's suppose to be at the same level instead. At least when I checked wildhorse.json for Equus, spawnconditionsByType and spawnconditions are on the same level and I'm having no problem getting horses to spawn.

💬 Shintharo12 , Sep 11th at 8:27 PM

Xsarda

yeah the 1.20 version doesn't support 1.21, I'll upload a new version soon though that won't have that issue 

💬 Xsarda, Sep 10th at 9:08 PM (modified Sep 11th at 12:13 PM)

Hey, as i updated the mod to the 1.2.9 i cannot ride my unicorn untill i take off the saddle ( which kinda defeats the purpose of riding a unicorn as i cannot move with it) The cue to ride him doesnt show up untill i take off the saddle. Any help? 

 

Edit 11.09 I reverted to the 1.2.5 version and everything works properly, altho without the Jaunt functions

💬 Shintharo12 , Aug 27th at 8:44 PM

Potke

Yeah we're in the process of updating all our mods :3

 

💬 Potke, Aug 27th at 9:18 AM

Hellooo, will this mod also be updated alongside Equus: Wild Horses? :]

💬 KashaDatWolf, Aug 16th at 5:06 PM

I was curious if they had the same running sounds as the Elk or is my footsteps mod just breaking that soundbit xD Ive been playing without it and dont need it, was just curious tho

💬 Stantis, Aug 3rd at 12:43 AM

Somehow the unicorn always escapes from any room or pen you make even if it is impenetrable. 

💬 Xsarda, Jul 7th at 10:28 PM

Hey! great mod

 

I wonder about traveling with a unicorn. When i use sprint mounted on my unicorn - i get a lot of speed and i always fear that i ll kill my unicorn by fall damage. Are unicorns more resistant to fall damage? 

💬 PureWinter, Jul 7th at 6:42 AM

Warning ya'll that the Indian unicorns are freakin' escape artists. This one casually walked up 3 blocks high to sit on top of the stone for my doors (you can ride horses in and out of double doors, just not fence gates) and with 1 block high fences somehow still escaped so I added another row. MAYBE IT WILL STAY IN. (This isn't a complaint, one of my favorite mods of all time. So well made!!)

ETA: The flat land is from terra pretty 7.0.3 befefore .4 which added lots more mountain formations. The background ruins are from better ruins I think- I restored one of the homes form surrounding dilapidated buildings, kind of early-mid in the game on this playthrough!

💬 Scorives, Jun 21st at 3:38 AM

Shintharo12 

 

All fixed appreciate it thanks for the hard work. :)

💬 Shintharo12 , Jun 19th at 2:23 PM

Scorives

Hi there, this issue should be fixed in v1.2.6-pre.2
Sorry about that ^^;

💬 Scorives, Jun 8th at 11:39 PM

8.6.2025 18:21:28 [Server Warning] Shape monoceros:entity/land/indicus/adult-female: Two or more animations use the same code 'turn-right'. This will lead to undefined behavior.
8.6.2025 18:21:28 [Server Warning] Shape monoceros:entity/land/indicus/adult-male: Two or more animations use the same code 'turn-left'. This will lead to undefined behavior.

 

Hid Dev thank you for mod and your work i know updates take time was wondering if this will be a quickl one or not as it is clogging up my server log contantly with the warnings making troubleshooting other issues a problem not trying to rush just wondering if it will be a quick and easy fix otherwise ill have to uninstall till its updated as the amount of warning spam from the errror is to much hassle to deal with. agian apoligize if i am coming of as pushy thank you for you time and work.

💬 Shintharo12 , Jun 4th at 7:54 AM

Stejer
Are you using any other mods that affect harvesting dead entities? I was unable to reproduce this issue in my own testing so it'd be helpful if I could see if it might be a mod conflict somewhere?

💬 Stejer, May 30th at 5:16 PM

Hello! Loving the mod however Ive got a problem. When I killed the unicorn nor only did it not drop anything (meat, fat, hide etc) but also I was unable to remove its body, it did not become a pile of bones and I couldnt remove it

💬 B0YAR, May 28th at 11:46 AM

Shintharo12

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

💬 eerino, May 19th at 8:06 PM

Shintharo12

Nope! Just got him a few days ago :) 

all good! 

Just didn't expect her to care about a different calf, its sweet. 

💬 Shintharo12 , May 19th at 6:39 PM

eerino

Hi there!

That is intended behaviour if they're below a certain generation, the game still considers them wild (and until the game gets a taming mechanic that won't change)
If it was a fully domestic unicorn do let me know, since that would be a bug

💬 eerino, May 19th at 1:46 AM

My own horse attacks me when we are near a another unicorn's calf! 

💬 Shintharo12 , May 11th at 5:57 PM

metasynthie

Yeah there seemed to be a an issue introduced in version 1.2.3 of the mod, oops. They should be a little less crazy now in v1.2.5 XD
My tip for catching one would probably to try and seperate them from their foals, as their intended behaviour is to be aggressive around them. This behaviour should stop at generation 2 once you start breeding them.

💬 metasynthie, May 11th at 1:38 PM

Just want to report that the monceros "aggressive towarsd players" patch definitely seems to be working; I now have a lot of unicorn spawns wandering up to my front door, aggroing on me from 4-5 blocks away and goring me! Not even sure how I'm going to capture them as it now seems hard to sneak up on them even while asleep.

💬 crumps, May 9th at 1:29 PM

I'll def join the discord here in a min and post in your thread when i see things I have points of feedback for!!

 

I think the way around the ride check would probably be putting a single crafted item from late stage vintage story, like an iron or steel rod. This would ensure that people could only hop on the animals like in other mods without being able to control them, and also push back the ridability to further along the game and more in line with getting an elk. In fact I personally don't mind if you get a rideable mount slightly before the elks in the story (which i haven't even gotten to yet LMAO) but I do want it "late" and not like, in the stone age just beginning copper like I am on my server currently.

💬 Shintharo12 , May 9th at 7:39 AM

crumps

Hi there! I very much appreciate the feedback it was very insightful

You make good points and I am going to implement what I can (and also fits within my vision for this mod).
Ideally the riding shouldn't be possible until gen2, but the rideable code doesn't do a generation check at the moment unfortunately. 

So until I learn how to make code mods or it gets fixed in a future basegame update that's not going to change for the time being.
Their current behaviour towards the player however is intentional, they do quite a bit of damage so imo it felt a bit too punishing to have them be more aggressive unprovoked until a proper taming mechanic is implemented.

The recipe for the pelt saddle is going to be adjusted in version 1.2.3 :3

If you're on the VS discord I also have a mod thread there where you can share feedback/screenshots/report issues/whatever, I'll see it faster there


💬 WolfWarrior, May 8th at 9:06 PM

🎉yipee!

💬 crumps, May 8th at 6:51 PM

Yo! I love the mod overall. I have a few points of possible feedback for you depending on the angle you're planning for the mod :)

I have a lot of other mods installed, for this case the mod in question is Primitive Surivival which has the ability to make Weir traps for catching fish. Somehow, either this unicorn spawned literally inside it (this happened once with an orc too) or wandered in. Either way, it was stuck here and I got a free horse. I just updated a bit ago to this very recent version and think I got lucky with the spawn on my server.

But I realized a few things things. One, they aren't really aggressive at all when alone. Or at least this scottish one isn't. I got right up to it and wasn't attacked at all, nor did it go into a running animation. Its just fully calm and collected as though it was a late bred one. Would it be possible for you to add mild to moderate either aggression or fleeing as so they aren't as easy to just walk up on and ride? Similar to how Fauna of the Stone Age's Deers run when they detect a player, or the cockatrice from feverstone wilds that swipes players when they're close but is otherwise passive unless hit. Or maybe periodically buck the player off esp with no saddle?

 

Two that the saddles are relatively easy to craft esp early on in the game. I'm not sure if you're planning to keep it relatively easy to make, but could I suggest making it more difficult to craft? Maybe adding something liek a late stage metal like bronze, copper, or other metals so as to bottleneck the saddle? Even real life saddles have metal and string, so maybe some flax string or linen as well?

 

And lastly, it being caught in this 1.5 block high area seemed a little silly given horses and unicorns are very nimble. Would it be possible to give these guys the ability to walk up like, 1.8-2.5 blocks as the wild variant? It did walk up it when i was riding. Probably play around with the numbers but at least to get out of a normal short fence. That way players have to make taller fences (2 of them stacked or more) to keep them in and if they do happen to wander in to a smaller one they can hop out and run away, adding to the fleeing mechanic mentioned.

Thanks for all the work in the mod!!! Super appreciate having these around. Just offering some feedback to make capturing, keeping, and breeding more difficult than walking up with a saddle and running off into the sunset.

 

 

I will give 100% props i put the horse in that fence there and it began eating the berries from a Wildcraft: Fruits and nuts pack elderberry bush so it was wonderful seeing that interaction (tho i was like wtf horse those are mine)

💬 Shintharo12 , May 8th at 9:43 AM

TakeoTheWolf
Currently looking into supporting configlib for spawn rates

💬 WolfWarrior, May 8th at 8:00 AM

is there a config? I kinda only want the monoceros indicus spawning. apologies.

💬 Hollowstyx, May 8th at 5:43 AM

I absolutely love these, the new species is gorgeous!

💬 Shintharo12 , May 7th at 8:13 PM

Oftu

Hi, I'm glad to hear that :D
I hope you'll continue to enjoy the mod as it grows :3

💬 Oftu, May 7th at 5:11 PM

Hi! I usually install only realistic mods for my modpack, but I've installed yours because it's so well-made! Absolutely love it, they look gorgeous and being ride-accesidble earlier and being able to fight with rust creatures makes them much better than the default deer!

💬 Shintharo12 , May 5th at 10:51 AM

safwyl

Hi there! I'm glad you're enjoying the mod

 

I'm definitely approaching this as a more of "what if these were real animals" kinda vibe. But I get your concern about the spawnrates and I'll tone it down a bit more in the next update.

 

As for the other 2 points, this mod is a content mod, meaning it doesn't add any new code to the game. As such I'm limited to already existing mechanics for the time being.

 

I very much do want to add genetics and more complex behaviours in the future though when I get to actually making code mods :3

 

Feel free to share your feedback/opinions/whatever in the mod's thread on discord though! I'll see it faster there than here.

💬 safwyl, May 4th at 4:24 PM

Love this mod, couple things I would tweak personally.

1. Spawn rate seems a bit high for a mythical creature, I've found I think 3 herds within a couple hundred blocks of spawn. If your intent was to make them less mythical and more of a standard creature then its fine. Perhaps a configurable spawn rate option would be nice.

2. I personally would like to see taming them be more difficult, they seem extremely docile and dont run away from the player. I'm not sure how difficult it would be but it might be cool to make it so they tend to trot away if the player is walking towards them, but if the player sneaks and approaches from from the side or slightly behind (similar to wild horses) then reduce the chance of spooking them off. A mechanism for breaking might be cool but I have no idea how complex that would be to code up.

3. I haven't bred them yet but would be curious to know if breeding different colors impacts baby coloration.

💬 safwyl, May 4th at 1:33 AM

Not sure if a bug or intentional but wild unicorns don't seem to resume their normal roaming behavior if you put a bridle on them and remove it. They are basically frozen in place

 

Edit: After a couple days they seem to have resumed their behavior, maybe not a bug

💬 Shintharo12 , May 3rd at 7:21 PM

KrystianMajster

Right so you're going to need some pelt and rope to craft the bridle and the saddle, you can look those up in the handbook (default button H)
Then you can go up to a unicorn with the saddle and bridle and when you mouse over the head and back you should get like little button prompts to equip it, like ctrl rmb or something. After that you can ride them no problem.

There's no real taming mechanics yet, but they do get more 'tame' after like 2 generations of breeding. (like you can pet them, lead them with a rope etc)
Breeding is the same as other animals, takes like 10 portions of food to get them to breed.

💬 KrystianMajster, May 3rd at 9:05 AM

Shintharo12 I'm a new player and I haven't found a detailed guide, could you please tell me how to tame a unicorn?

💬 James122603, May 2nd at 5:04 AM

Shintharo12 Thank you very much!

💬 Zuric, May 1st at 7:39 PM

nice fixes! Awesome to see you fixed that jump bug so quickly, Really liking the direction you are taking this mod in so far!

 

💬 Shintharo12 , May 1st at 5:51 PM

James122603

Hi there, I'll look into it for sure! ^^

💬 Shintharo12 , May 1st at 5:50 PM

crumps

Thanks for the explanation!

I already had them set up to spawn in the central paleartic region of the Biomes mod ^^

💬 Shintharo12 , May 1st at 5:47 PM

KrystianMajster

Heya, you can domesticate them like the other animals. For riding you just need to make a unicorn saddle and a unicorn bridle (you can find the recipes in the handbook) and put it on them (currently this can be done with wild indivuals as well)

💬 Shintharo12 , May 1st at 5:44 PM

Vilderos

Hi there, I do intend to add a more classical white/grey unicorn as a seperate species from this one later on.
But I'll definitely add more colours for the indicus soon as well :3
I'm always open to sugestions for colours ^^

💬 KrystianMajster, May 1st at 4:15 PM

Shintharo12 How to tame them and ride them?

 

💬 James122603, May 1st at 4:04 PM

Might I suggest of adding support for the Fast Breeding mod?

💬 crumps, May 1st at 1:51 PM

Shintharo12 so here's the basic template for making every entity spawnable in people's worlds who use biomes

 

[
{
"file": "wrustbound:entities/wthrownrot.json",
"op": "addmerge",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"atlantic afrotropic",
"atlantic palearctic",
"central palearctic",
"eastern afrotropic",
"eastern palearctic",
"pacific palearctic",
"pacific nearctic",
"atlantic nearctic",
"pacific neotropic",
"atlantic neotropic",
"australasian",
"oceania"
]
}
},
"dependsOn": [
{
"modid": "wrustbound"
}
]
},

 

I did this for the rustbound mod myself. You can see most of it is decently self-explanatory, you mostly would need to change the file subsection to the relevant details of [MOD NAME]:[LOCATION OF JSON] You repeat this in between the primarly {} brackets, separated by a comman, for each JSON entity you have

 

under the biorealms section i have every biome present currently in the Biome mod. Thse are the various subsections where NPC critters can spawn. You can set them to be all, as I have there, or any combination wher eyou feel like they would be present

 

and then lastly would be changing modid to your mod's id

 

this can then be submitted to Biomes github, or in my case I custom dropped it into the AppData\Roaming\VintagestoryData\Mods zip itself. You open the zip, go to assets, patches, and drop this patch in. This then allows the critters to spawn in the relevant biomes!

💬 Vilderos, May 1st at 1:35 PM

will they have more colors? need a classic all white/grey fairytale unicorn <3

💬 Shintharo12 , Apr 28th at 7:39 PM

Zeekakkeloebes

Well it still allows you to harvest a dead one the old fashioned way (my mod uses vanilla drops so no issues there) but as the Butchering mod states:

"Does this work with animal mods?

Currently it works with other animal mods installed but doesn't change or apply to those creatures. This is due to having to manipulate each animal individually to make them hang."

I'll look into it, but I think it might require a patch for the butchering mod instead of this one

💬 Zeekakkeloebes, Apr 28th at 2:02 PM

Aspiring unicorn farmers would like to know... is this Butchering compatible?

💬 Hydromancerx, Apr 27th at 7:40 PM

Shintharo12

Adding it to the biomes mod is not that difficult. Check other animal mods like ones from FotSA or the Dino mods. They all have support for them. Or check out the thread on offical VS.

Probbly would be something like Atlantic Palearctic, Central Palearctic and Eastern Palearctic.

💬 Shintharo12 , Apr 27th at 6:28 PM

crumps Hey there, I've personally never used the Biomes mod so I'm not sure. How would I go about fixing/supporting that?

💬 crumps, Apr 27th at 6:14 PM

Do you know if this is compatible with Biomes? If not I can cook up a quick patch for you so this mob will spawn in all biomes, or whichever you think it should go in based upon the Floral Zones mods

💬 Asil, Apr 27th at 3:18 PM

Unicorns? !!!COOOOOOOL!!! How about Monoceros Sumatran, Whytes Rhinocerous, or that awesomely terrifying Elasmotherium? Oh, and a wooly rhinocerous for the arctic regions. 

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