Mods / R.Mob Advanced Interactions

Tags: #Creatures
Author: LordOri
Side: Both
Created: Jul 28th at 8:06 AM
Last modified: Sep 11th at 8:13 AM
Downloads: 1119
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Latest release (for Vintage Story 1.21.0 and 1.21.1, potentially outdated):
R.Mob_Advanced_Interactions_v1.0.2.zip  1-click install


R.Mob Advanced Interactions

 

Русский

Мод "R.Mob Advanced Interactions"

В оригинальной игре враги вроде дрифтеров и прочих монстров атакуют только игрока, игнорируя остальной живой мир. Этот мод исправляет нелогичность и добавляет реалистичное взаимодействие между животными и монстрами.

Изменения в поведении:

Враждебные монстры

  • Дрифтер, боуторн, шивер, саранча теперь атакуют обычных животных:

    • заяц, енот, курица, лиса

    • волк, гиена

    • свинья, толсторог, козёл

    • газель, олень, лось (включая приручённых)

Дикие животные

  • Самки (а у толсторогов ещё и самцы) атакуют враждебных монстров.

  • Детёныши убегают от агрессивных монстров.

Хищники и крупные звери

  • Волки и гиены убегают от всех видов медведей.

  • Медведи автоматически атакуют волков и гиен в ближнем бою (не выслеживают).

  • Лоси (и елки) также автоматически атакуют волков и гиен в ближнем бою (поведение по умолчанию).

  • От волков, гиен и медведей убегают:

    • заяц, енот, курица, лиса

    • свинья, толсторог, козёл

    • газель, олень


⚠️ Важно: мод может как облегчить, так и усложнить игру. Всё зависит от того, в какой ситуации вы окажетесь!

 

English

Mod "R.Mob Advanced Interactions"

In the vanilla game, hostile creatures like drifters only attack players, ignoring all other wildlife. This mod fixes that inconsistency and adds more realistic interactions between animals and monsters.

Changes to Behavior:

Hostile Monsters

  • Drifter, Bowtorn, Shiver, Locust now attack regular animals:

    • Hare, Raccoon, Chicken, Fox

    • Wolf, Hyena

    • Pig, Bighorn Sheep, Goat

    • Gazelle, Deer, Moose (including tamed ones)

Wild Animals

  • Females (and also males for Bighorn Sheep) will fight back against hostile monsters.

  • Juveniles flee from hostile monsters.

Predators & Large Animals

  • Wolves and Hyenas flee from all types of bears.

  • Bears automatically attack Wolves and Hyenas in melee (without tracking them).

  • Moose (and Elks) also automatically attack Wolves and Hyenas in melee (default game behavior).

  • The following animals flee from Wolves, Hyenas, and Bears:

    • Hare, Raccoon, Chicken, Fox

    • Pig, Bighorn Sheep, Goat

    • Gazelle, Deer


⚠️ Note: This mod can both make the game easier or significantly harder depending on the situation you find yourself in!

 

My mods: LIST

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.2 627 Aug 30th at 9:03 PM Empty R.Mob_Advanced_Interactions_v1.0.2.zip 1-click install
1.0.1 378 Aug 1st at 7:37 AM R.Mob_Advanced_Interactions_v1.0.1.zip 1-click install

-Fix modinfo.json

1.0.0 114 Jul 28th at 10:07 AM R.Mob_Advanced_Interactions_v1.0.0.zip 1-click install

Первый релиз!


18 Comments (oldest first | newest first)

💬 STK2008, Oct 8th at 12:02 AM

Hi I just updated the server to 1.21.4 and I get this error plus it also mentions other creature.
Thanks in advance

 

Crash Report
7.10.2025 22:50:58 [Error] Patch 0 (target: game:entities/lore/bowtorn.json) in rmobadvancedinteractions:patches/survival-entities-lore-bowtorn.json failed, following Exception was thrown:
7.10.2025 22:50:58 [Error] Exception: Index must be within the bounds of the List. (Parameter 'index')
at Newtonsoft.Json.Linq.JContainer.InsertItem(Int32 index, JToken item, Boolean skipParentCheck, Boolean copyAnnotations)
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddReplace(AddReplaceOperation operation)
at Tavis.PatchDocument.ApplyTo(IPatchTarget target)
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch_Patch0(ModJsonPatchLoader this, Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount)
💬 ChiefKrogan, Sep 11th at 10:31 AM

LordOri the game has a lot more planned if you check the roadmap, but as to when any of that will be implemented remains to be seen - partly becuase the dev team is a small indie studio. So maybe your mod will be obsolete since 1.22 and maybe it will be great for next 4 years. For now I thank you kindly for your hard work and I intend to use it a lot.

Honestly I would love it if you could add integration for Tentharchitect's "Stone Age" series of mobs once they get updated to 1.21~, but he has 19 or so of them so I understand if that's too much work. As it literally would be a lot of work.

Again, thank you very much for this. I love seeing more interaction between the mobs in the world, it breathes a lot of live into the game.

💬 LordOri , Aug 31st at 7:30 PM (modified Sep 2nd at 9:21 AM)

cuttlefly I can say that the game developers have added some variations in behavior in the new version 1.21, as in my mod, so the game is evolving and perhaps soon this mod will be useless.

💬 cuttlefly, Aug 31st at 5:33 PM

Can't believe this isn't in base game. Vintage Story needs more emergent gameplay!! Thank you SO MUCH for making this mod dude, this is definitely up there with expanded cooking

💬 DragonArchangel, Aug 31st at 2:34 AM

@Aceolu, It seems to me that the moment with the temporal storm can be circumvented by moving away from the base as far as possible, that is, it is trivial to disable the spawn of aggressive mobs and thereby save the animals at your base for the duration of the event. The main thing is not to forget to do it at one "wonderful" moment.

💬 Aceolu, Aug 30th at 11:11 PM

This mod is a really cool idea, but I feel like every time there's a Temporal storm, all your livestock would just get slaughtered with you not really being able to do anything about it

💬 LordOri , Aug 30th at 10:36 PM

BulletSponge Already fixed, links on the site have changed

💬 BulletSponge, Aug 30th at 10:13 PM

Great mod!

An fyi, the link to your mods list at the bottom leads to the wrong page

💬 LunaGore, Jul 31st at 12:38 PM

sloppysteev Which mods were you wanting added? FOTSA and Critters both add patches for behaviors for fleeing with vanilla animals and between each other.

💬 LordOri , Jul 28th at 5:33 PM

sloppysteev in the future most likely yes, but for which modifications I have no idea because I have not played on very heavily modified servers

💬 sloppysteev, Jul 28th at 5:19 PM

It would be a huge undertaking, but have you considered looking at doing this with modded creatures?

💬 Tasshroom33, Jul 28th at 4:47 PM

This sounds amazing, going to give it a go later.

💬 LordOri , Jul 28th at 1:45 PM

Kionashi in fashion absolutely all animals are afraid of bears, so a very high mortality rate is unlikely

💬 Kionashi, Jul 28th at 12:10 PM

Advanced interactions? but what kind? I don't quite get what this mod does

 

nvm I just found ot the enlgish section can be oppened. cool mod! 

 

Just one question, I was told that if you break the bones of a creature they stop spawning... do hunter mobs do that to their preys? because I wouldn't want to see the local fauna dissapear because of a bear rampage

💬 LordOri , Jul 28th at 11:50 AM

Caelthran You are right, this is the first version of the mod, so I did not bother with specifying the type of mod, I will fix it in the future

💬 Caelthran, Jul 28th at 11:46 AM

it says that the mod is considered a code mod, but a dll is missing

💬 LordOri , Jul 28th at 10:49 AM

Amarillo everything is correct at the moment only mobs from the original game are patched

💬 Amarillo, Jul 28th at 10:47 AM

Cool! I assume that this mod only handles vanilla mobs, right? For example, it wont change the FOSA mobs?

 (edit comment delete)
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