Mods / Fauna of the Stone Age: Casuariidae Plus

Tags: #Crafting #Creatures #Food #Furniture
Author: Tentharchitect
Side: Both
Created: Mar 31st 2024 at 11:58 PM
Last modified: Nov 23rd at 9:32 PM
Downloads: 110727
Follow Unfollow 858

Recommended download (for Vintage Story 1.21.5):
FotSA-Casuariidae-v1.1.8.zip  1-click install



A collection of flightless birds of the subfamily Casuariidae and other flightless Australian birds, these normally passive animals can be dangerous foes when their eggs or young are near and potentially lethal if agitated.

This mod includes:

Stats
Common Name Scientific name Category Weight Health Height Damage Temp Precip Foliage Needs Altitude Group Size Meat Drops Fat Drops Hide Drops Other Drops Movement Diet
Cape Barren goose Cereopsis novaehollandiae Anatidae 5/4/1 4/2 1m 3t1 10-18 30-60% 0-50% Forest 1.0-1.2 2M&F, 6-40M&F&B 1-2 0 1M 15 +-7 feathers   grass, nibble crop, peanut
Dwarf cassowary Casuarius bennetti Casuariidae 20/24/3 6/3 1.35m 4 18-34 70-100% 60%-100% 1.2-1.73 1-2 M/F 2-3 0 1 M 15 +-7 feathers 2 block step
Berrybush, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Nibblecrop, Peanut, Vegetable
Southern cassowary Casuarius casuarius   31/58/5 9/14/3 1.8m 5/6 26-42 70-100% 50-100% 1.0-1.3 1-2 M/F 3-4/6-9 1+-0.1 2 M/3 M 15 +-7 feathers 2 block step
Berrybush, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Nibblecrop, Peanut, Vegetable
Northern cassowary
Casuarius unappendiculatus
  34/58/5 9/14/3 1.7m 5/6 30-42 70-100% 50-100% 1.0-1.1 1-2 M/F 3-4/6-9 1+-0.1 2 M/3 M 15 +-7 feathers 2 block step
Berrybush, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Nibblecrop, Peanut, Vegetable
Emu Dromaius novaehollandiae   31/37/5 9/10/3 1.9m 5 16-48 0-70% 0-70% 1.0-1.2 5-40 M/F/B 3-4 1+-0.1 2M 15 +-7 feathers 2 block step
Berrybush, Fruit, Grain, Grass, Insect, Nibblecrop, Peanut, Vegetable
Tasmanian Emu
Dromaius novaehollandiae diemenensis
  27/33/5 8/9/3 1.7m 5 10-14 40-100% 0-100% 1.0-1.2 5-40 M/F/B 3-4 1+-0.1 2M 15 +-7 feathers 2 block step
Berrybush, Fruit, Grain, Grass, Insect, Nibblecrop, Peanut, Vegetable
                                   
Newton's Mihirung Genyornis newtoni Dromornithidae 230/20 20/7 2.15m 10t2 12-22 20-70% 20-90% 1.0-1.3 2-5M&F, 2-12M&F&B 21-25/3-4 2-4 2 H 15 +-7 feathers 2 block step Grass, Nibblecrops, Vegetables
                                   
Tasmanian nativehen Tribonyx mortierii Rallidae .28/.01 2 .4L .25 10-28 40-85% 20+Shrub 1.0-1.2 2-5M&F 0 0 1 S 5+-4 feathers  
Berrybush, Fruit, Grass, Insect, Nibblecrop, Vegetable



All of the adult birds can be fed in order to get them to lay eggs. These eggs count as entities and can be picked up with a light tap, while in item form they will slowly rot, but can be used for incredibly satiating meals. While on the ground, they slowly grow and will eventually hatch into baby birds. Cassowary are aggressive and dangerous if injured or around their eggs or babies and extreme care should be taken if a player intends to raise these animals for eggs.

Feature:
Carcasses:  These unique type of fly covered carcasses will occasionally spawn in the area. This is a source of meat and feathers for early game players still in a hunter gatherer stage, and it does nothing to deter cassowary or emu from approaching the area.


All species have a unique pelt that can be used to craft hide, feathers and a taxidermied full body.

 

A big thanks to Endarius for commissioning the Tasmanian Emu, Newton's Mihirung and the Tasmanian Nativehen!
And a big thanks to everyone who gave feedback and assistance!

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

A: The animals in this mod can not be domesticated, as the nest blocks their generation progression. You can breed them however. 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. The female will create a nest that, after a sufficient time will generate babies if loaded in the world, or the nest can be broken for eggs that when placed will guaranteed hatch into babies after a set amount of time.



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*
1.1.8 casuariidae 2230 Nov 23rd at 9:32 PM FotSA-Casuariidae-v1.1.8.zip 1-click install

Added-Russian Translation (Thanks Nikuksis!)

1.1.7 casuariidae 6550 Oct 27th at 9:49 PM FotSA-Casuariidae-v1.1.7.zip 1-click install


Added-Weighted diet
Fixed-Cape Barren Goose, Mihirung and Tasmanian Nativehen eggs not showing up in creative mode
Fixed- Mihirung and Tasmanian Nativehen eggs malformed and not placeable
Updated-Trappable format for 1.21

1.1.6 casuariidae
1.21.4 - 1.21.5
11861 Sep 25th at 4:19 PM FotSA-Casuariidae-v1.1.6.zip 1-click install

Fixed-Combat Overhaul patches
Fixed-Malformed entity code preventing nests being ‘born’
Fixed-Meal patches for 1.21
Fixed-Rail fall damage multiplier

1.1.5 casuariidae 4014 Sep 18th at 4:38 PM FotSA-Casuariidae-v1.1.5.zip 1-click install


Added- Creature tags
Fixed-Animal interaction patches for 1.21
Fixed-Birds nest causing errors due to missing animation
Fixed-Exposed empty face in Mihirung’s neck
Fixed-Knockback resistance
Fixed-Male Mihirung pelt recipe

1.1.4 casuariidae
1.20.11 - 1.20.12
22835 May 15th at 7:24 PM FotSA-Casuariidae-v1.1.4.zip 1-click install

Added-New FR translation (Thanks Laerinok!)

1.1.3 casuariidae 1269 May 12th at 4:16 PM FotSA-Casuariidae-v1.1.3.zip 1-click install

Added-UK translation (Thanks Deanbro!)
Fixed-Missing Biome whitelisting for nests

1.1.2 casuariidae
1.20.9 - 1.20.10
3045 Apr 29th at 11:18 PM FotSA-Casuariidae-v1.1.2.zip 1-click install

Added-Devil interactions
Added-Diprotodon interactions
Fixed-Tasmanian nativehen not dropping pelts
Fixed-Tasmanian nativehengrowth and breeding
Fixed-Pelts not placeable on toolracks
Fixed-Mihirung pelt faces swapped

1.1.1 casuariidae 3029 Apr 20th at 5:12 PM FotSA-Casuariidae-v1.1.1.zip 1-click install

Fixed-Spelling error in dead female Mihirung string
Fixed-Birds not spawning with Biomes due to refactor
Tweak-Raised Tasmanian Nativehen's spawn conditions to historical range

1.1.0 casuariidae 1163 Apr 17th at 9:25 PM FotSA-Casuariidae-v1.1.0.zip 1-click install

Added-Tasmanian Emu, Newton's Mihirung and the Tasmanian native hen
Refactored-Entity files split between adults and babies

1.0.23 casuariidae 3615 Apr 4th at 11:46 PM FotSA-Casuariidae-v1.0.23.zip 1-click install

Added-Worldgen spawn

1.0.22 casuariidae
1.20.5 - 1.20.7
5701 Mar 12th at 7:06 PM FotSA-Casuariidae-v1.0.22.zip 1-click install

Added-Thylacoleo interactions
Tweak-Spawn temperature ranges
Tweak-Male follow distance

1.0.21 casuariidae 6205 Feb 20th at 4:38 PM FotSA-Casuariidae-v1.0.21.zip 1-click install

Added-Civet and Genet Interactions
Fixed-Pelt placement on antler racks

1.0.20 casuariidae 2726 Feb 14th at 5:56 PM FotSA-Casuariidae-v1.0.20.zip 1-click install

Fixed-Base game animal patch format updated to 1.20.4
Fixed-Changed the geese habitat from sea to land

1.0.19 casuariidae 2322 Feb 9th at 5:47 PM FotSA-Casuariidae-v1.0.19.zip 1-click install

Tweak-Reduced Goose call range to match rooster

1.0.18 casuariidae 2412 Feb 3rd at 7:34 PM FotSA-Casuariidae-v1.0.18.zip 1-click install

Added-Rope attachments to Geese

1.0.17 casuariidae 4898 Jan 22nd at 8:37 PM FotSA-Casuariidae-v1.0.17.zip 1-click install

Tweak-Standardized sounds to cap at 60% max audio output

1.0.16 casuariidae
1.20.0 - 1.20.1
2837 Jan 17th at 6:43 PM FotSA-Casuariidae-v1.0.16.zip 1-click install

Added-Elephant compatibility

1.0.15 casuariidae
1.20.0-rc.8 - 1.20.0-rc.9
1779 Jan 1st at 11:49 PM FotSA-Casuariidae-v1.0.15.zip 1-click install

Added-Felinae compatibility
Updated-1.20 land entity pathfinding
Updated-1.20 blending for movement animations
Tweak-Goose call range

1.0.14 casuariidae 3001 Dec 5th 2024 at 9:54 PM FotSA-Casuariidae-v1.0.14.zip 1-click install

Added-Ukrainian translation, thanks Deanbro!
Tweak-Combat Overhaul damage resistance
Tweak-Reduced Cape Barren Goose call range by 40 meters

1.0.13 casuariidae
1.20.0-pre.0 - 1.20.0-rc.1
773 Nov 21st 2024 at 6:18 PM FotSA-Casuariidae-v1.0.13.zip 1-click install

Adjusted-Combat Overhaul Damage Resistance

1.0.12 casuariidae 488 Nov 11th 2024 at 10:05 PM FotSA-Casuariidae-v1.0.12.zip 1-click install

Tweak-Reduced geese aggressive around entity duration from 60 sec to 5 sec
Tweak-Reduced geese aggressive on damage duration from 30 sec to 10 sec
Tweak-Reduced geese aggressive on damage chance from 50% to 25%

1.0.11 casuariidae 767 Oct 24th 2024 at 7:30 PM FotSA-Casuariidae-v1.0.11.zip 1-click install

Added-Combat Overhaul compatibility (Thanks Maltiez)

1.0.10 casuariidae 563 Oct 16th 2024 at 5:20 PM FotSA-Casuariidae-v1.0.10.zip 1-click install

Updated-French translation (Thanks Laerinok)

1.0.9 casuariidae 551 Oct 7th 2024 at 3:45 PM FotSA-Casuariidae-v1.0.9.zip 1-click install

Fixed-Trough diet tags
Refactored-Taxidermies 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
Updated-Added new water ai task settings to goose AI, should bob in the water less

1.0.8 casuariidae 5482 Jul 25th 2024 at 4:40 PM FotSA-Casuariidae-v1.0.8.zip 1-click install

Tweak- Reduced geese aggro range from 20 meters to 2 meters

1.0.7 casuariidae 1564 Jul 8th 2024 at 5:59 PM FotSA-Casuariidae-v1.0.7.zip 1-click install

Added-Cape Barren Goose

1.0.6 casuariidae 1724 Jun 9th 2024 at 10:07 PM FotSA-Casuariidae-v1.0.6.zip 1-click install

Added-Females now give birth to nests, which can be broken to acquire eggs or left to mature where they will spawn a clutch of chicks
Added-Incubating nests will now spawn in the world, occasionally with a male guarding it
Fixed-Babies only growing up into females

1.0.5 casuariidae 1760 May 18th 2024 at 9:33 PM FotSA-Casuariidae-v1.0.5.zip 1-click install

Added-Crafting recipe for cassowary carcass, placing them will block spawns within render radius
Updated-fly covered carcass look
Tweak-Reduced spawn rate considerably
Tweak-Added a 50 minimum distance for spawning near player
Tweak-Added a maximum light level to prevent birds spawning near illuminating blocks
Tweak-readded spawn cap player scaling set to 0, to make sure it isn't scaling 

1.0.4 casuariidae 1242 May 4th 2024 at 6:27 PM FotSA-Casuariidae-v1.0.4.zip 1-click install

Added-"egg" food tag to the animal egg item
Added- insects and fish to the animal's diets
Fixed-removed a number of errors about patches being server only

1.0.3 casuariidae 965 Apr 25th 2024 at 11:13 PM FotSA-Casuariidae-v1.0.3.zip 1-click install

Fixed-Pelts not dropping correctly

1.0.2 casuariidae 881 Apr 19th 2024 at 4:12 PM FotSA-Casuariidae-v1.0.2.zip 1-click install

Added-Missing killed by strings
Added-Missing diet strings
Tweaked-Animation transition speeds
Fixed-Emotions not using same slot, hunger will no longer be reset by getting hurt, aggroed or startled

1.0.1 casuariidae 1452 Apr 3rd 2024 at 1:49 PM FotSA-Casuariidae-v1.0.1.zip 1-click install

Fixed-Animals missing from creature tab in creative mode

1.0.0 casuariidae 707 Apr 2nd 2024 at 12:36 AM FotSA-Casuariidae-v1.0.0.zip 1-click install

APR-F0015 serum has worn off, we've won!
French translation added!

0.9.0 casuariidae
1.19.6 - 1.19.7
317 Mar 31st 2024 at 11:59 PM GreatEmuWarII.zip 1-click install

Launch


99 Comments (oldest first | newest first)

💬 Tentharchitect , Oct 14th at 5:35 PM

Yeah that should be covered by the ai interactions once I implement them, since I don't need to specify each individual entity anymore. I probably missed hyenas in the last go through and it is still using the old format, so they don't interact. Should be fixed come November when I get to this AI overhaul AzuliBluespots

💬 AzuliBluespots, Oct 14th at 10:00 AM

Since there's stuff coming for the next big update, I'll have to mention that emus are being destroyed by a single hyena when they spawn, leading to a dozen dead ones in the same area since they don't fight back or run from the hyenas. Feels like most big birds are doing that too.

💬 Tentharchitect , Oct 7th at 6:00 PM

Yep, that'll come in the full 1.21 update. I'd just done a quick and dirty update so crashes wouldn't occur, I'll still need to spend 10+ hours on each pack implementing all the new features Shazza

💬 Shazza, Oct 7th at 5:29 PM

Hey, just a head's up! I was trying to catch a pair of Tazzy nativehens, and I think their catching code is nonfunctional. No matter what bait I tried, or between the reed/papyrus chest traps, they never attempted to take it.

"basketCatchable": true,
"trapChance": 0.5,
"trapDestroyChance": 0.15,

Might need to be (from Chickens):

trappable: {
"small": { trapChance: 0.5, trapDestroyChance: 0.15 }

And if that's the case it'll probably need to be done for all of them! 😅

💬 Tentharchitect , Sep 19th at 3:59 PM

Thanks for saying so Fantast it's nice to hear my work is appreciated!

💬 Fantast, Sep 18th at 9:59 PM

thank you for the update!! i really appreciate all the work you put into your mods <3

💬 Tentharchitect , Sep 18th at 4:38 PM

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

💬 Sianks, Aug 17th at 1:54 AM

 Cassowary... brings back bad memories from Rimworld...

💬 Tentharchitect , Jul 7th at 5:42 PM

I've got that on my bug report list Will go through and fix once my second job season is done Zinn

💬 Zinn, Jul 1st at 4:41 AM

Newton's Mihirung Pelt(Male) cannot be converted to raw hide like the female version, though it still can be used for taxidermy

💬 B0YAR, May 28th at 3:47 PM

Tentharchitect

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

💬 Tentharchitect , May 19th at 3:33 PM

Thanks for the bug report

 

💬 Scorives, May 19th at 9:25 AM

[Combat Overhaul] [EntityDamageModelBehavior] Entity 'casuariidae:dromornithidae-baby-female-genyornisnewtoni' does not have colliders behavior

 

same error for genders and adults as well.

 

8.6.2025 18:21:25 [Server Warning] [Combat Overhaul] [EntityDamageModelBehavior] Entity 'casuariidae:dromornithidae-adult-male-genyornisnewtoni' does not have colliders behavior
8.6.2025 18:21:25 [Server Warning] [Combat Overhaul] [EntityDamageModelBehavior] Entity 'casuariidae:dromornithidae-adult-female-genyornisnewtoni' does not have colliders behavior

💬 Tentharchitect , May 11th at 6:52 PM

That's due to the new Biomes update, know how to fix it and should have the fix posted on my next modding day!

💬 Kasel, May 10th at 8:26 PM

Server console spam

Spoiler!
10.5.2025 20:07:23 [Server Debug] Entity casuariidae:rallidae-nest-tribonyxmortierii-incubating is not blessed
💬 Tentharchitect , Mar 31st at 9:15 PM

Thanks Bleuzenn! The satiety and protein levels are very high for these birds, to the point it is better than a slow trickle of calories through the year, just all at once when they lay their eggs. Talked with some folks who have done emu farms on servers and I think I'll keep it as is for now.

Glad you're enjoying it and had a pleasant surprise Litesalt!

💬 litesalt, Mar 22nd at 2:28 PM

Downloaded this for the cassowaries and emus, but came across a cape barren in the wild and now I can never play without this mod. I work with them irl and it was a nice surprise (I didn't view the spoiler for sp list, wanted to find out for myself haha) 

Thank you for making these mods! Love this one especially- waterfowl included, 10/10 🦆

💬 Bleuzenn, Mar 21st at 6:34 AM

That might be simplest. For a full year, the payoff of those eggs would need to be large to justify keeping vs normal hens, though I do like seeing them in the wild.

Thank you for your mods, by the way, they add a lot of life and variety to the game. The server I'm playing on also uses them. 💟

💬 Tentharchitect , Mar 18th at 3:45 PM

I'll think about it, though might just set everything to 1-2 weeks instead of calculating anything special since realistic times aren't really celebrated

💬 Bleuzenn, Mar 15th at 8:57 AM

If the real cooldown can't be displayed or the false one hidden in the tooltip, I would at least mention the breeding method and yearly schedule here on the mod page, and ideally in the handbook too.

💬 Tentharchitect , Mar 12th at 7:14 PM

My main idea is that I'm waffling between keeping animals have an accurate breeding cool down or just having it be a week or two like the base game animals. As it is now, the Cape Barren Goose only breed yearly, but because there isn't a tool tip indicating longer than those two week cool down folks get confused when it takes so long

💬 Bleuzenn, Mar 12th at 10:40 AM

The Cape Barren Goose won't seem to breed or build a nest. I have a pair fenced in far enough away that my presence shouldn't interfere, but near enough that they're loaded in. The female has shown "several days left before ready to mate" for a whole season, and both her and the male have been fed a mixture of onions and dry grass from a large trough. Any ideas?

💬 Tentharchitect , Feb 18th at 6:36 PM

Noted!

💬 Nebux, Feb 18th at 4:25 AM

BUG: emu pelts hang one block lower from antler mounts

💬 Tentharchitect , Feb 10th at 4:45 PM

Elephant birds are already on my planned roster, but they'll be in their own pack so folks can be more selective with them Sulka21

💬 Sulka21, Feb 9th at 9:07 PM

It would be awesome to see Elephant birds added to this list (even though they are Aepyornithiformes, but a close cousin to Casuarifomes) It could serve somewhat like one of your Rhinos, being a very large source of meat and resources, but also being dangerous to fight due to its sheer size

💬 Tentharchitect , Feb 3rd at 7:24 PM

In theory they should be, though I may have missed some rope attachment points on all the birds. 

💬 Combat_Wombatz, Feb 3rd at 12:08 AM

Is it intended that geese cannot be roped like other animals and dragged to a pen? I tried earlier and was unable to rope them either while they were awake and walking around or while sleeping.

💬 Tentharchitect , Jan 7th at 11:42 PM

Very strange, I've reduced their audible range down to 80 meters and reduced their idle call frequency in the recent updates. I'm not sure why only the geese are producing these results, though I do wonder if there is some sort of audio bug causing these issues that I'm not testing for, like if a certain combo of view distance, server situation or setting, or some other factor is at play. Could be other sounds have this issue but it's more noticable with the geese

💬 AynRandFan, Jan 7th at 8:04 PM

I'm having the same problem with the sound of geese. They're super loud and they CONSTANTLY make sounds, it's like nonstop chatter when they're loaded. I am sure it's bugged because I once left an area with geese, and the game kept playing the sound files. Only a restart fixed it.

💬 Tentharchitect , Dec 5th 2024 at 10:30 PM

Thanks for saying so Crabembix! Glad you're enjoying them!

💬 Crabembix, Dec 5th 2024 at 9:30 PM

Can't tell you how jazzed I was to see a little baby emu bouncing around in the desert for the first time! Even if they aren't tameable, I'll enjoy having the little puffballs around.

💬 Tentharchitect , Nov 25th 2024 at 9:36 PM

Which is exactly what happens if a sound file is saved incorrectly. I've checked over the goose sound files and they all seem fine, but something is up. 

💬 dangerousb, Nov 24th 2024 at 10:24 PM

Tentharchitect I think a more exact way of describing it is that they sound like they're right next to you when they're really far away. It's like the sound is coming from right next to the player

💬 Tentharchitect , Nov 24th 2024 at 5:48 PM

They are supposed to be audible from 120 blocks like the wolves, though I have gotten some similar reports from other folks. Haven't yet figured out what explains these observations but you're not the only one who reports them being audible from 200+ blocks away

💬 dangerousb, Nov 23rd 2024 at 6:10 PM

Hey loving the mod pack! I've noticed that the Cape Barren Geese are really loud compared to other animals. It feels like I can hear them from more than 200 blocks away. Is that intended?

💬 Tentharchitect , Nov 14th 2024 at 8:21 PM

Sure, you can use the Cassowary animations for a Vintage Story mod!

💬 Keye, Nov 14th 2024 at 6:24 PM

Hello, I'm making a mount for my first mod and wanted to see if I could use your Cassowary animations as a reference.

💬 Tentharchitect , Nov 14th 2024 at 4:12 PM

They do not sadly, I hadn't realized it at first but the nest system I implemented blocks gen progression. I might have to scrap the nests to get domestication of birds to work, though I'm undecided

💬 Annastasija, Nov 14th 2024 at 5:42 AM

So, Do the Emus get more tame if you breed them? Because that would be really nice if they did... instead of them running around like idiots like they do in RL XD

💬 Tentharchitect , Oct 22nd 2024 at 8:15 PM

Place them down on the ground the hatch them, or cook them in basegame meals like chicken eggs. The eggs are not compatible with EF recipes

 

💬 SturgeonFish, Oct 22nd 2024 at 7:55 PM

How do i use emu eggs? are they comaptible with EF?

💬 Laerinok, Oct 7th 2024 at 7:09 PM

Always for impatient french players...
Voici la traduction fr. pour la v1.0.09  fr.json

💬 Tentharchitect , Oct 7th 2024 at 3:47 PM

And making my rounds to here!
Cuddly_Khan was correct, the mods listed with Plus are those that have animals outside the family or subfamily it is named for. 

GracefulCarrot, the small troughs require white listing to get animals to eat from them and I'm admittedly procrastinating on figuring out the patching format. The large troughs are needed to feed FotSA animals

And to Pislikeller, that compatibility will likely have to come from the Butchering mod's side. 

💬 Pislikeller, Sep 2nd 2024 at 4:21 PM

Are any of these mods compatible with the Butchering mod? If not, will they ever be made compatible? Having it work with the Fauna of Stone Age animals would be amazing.

💬 GracefulCarrot, Aug 25th 2024 at 8:51 AM

This is probably due to my own oversight and the fact that it is incredibly late...however, I cannot for the life of me figure out how to feed the geese. I just want tiny geese, how do I feed big geese T_T

💬 Cuddly_Khan, Aug 8th 2024 at 8:05 AM

I assume it's because the Cape Barren Goose (Cereopsis novaehollandiae) isn't part of the Casuariidae family, and likewise with the Dinornithiformes mod, there are probably some new zealandic flightless birds that were added to that mod that are from outside of that family of bird as well. TheNiteFox

💬 TheNiteFox, Aug 3rd 2024 at 1:46 AM

Just curious, I see a couple of your mods have Plus in the name now. Does it mean anything over those that dont have a plus in the name? Or are you just naming it this way now for update sorting purposes? xD

💬 Tentharchitect , Jul 25th 2024 at 4:39 PM

XD no it wasn't intentional FennecFyre
I forget that a few of the default settings give animals double damage, and left the cassowaries aggro range instead of adjusting it. Should be fixed momentarily.

AlexanderRahl 
I do plan on making the great apes at some point but Neanderthals are outside my time range. If you contacted the creators of the bandits mod they might let you reskin the bandits into other hominids

💬 AlexanderRahl, Jul 24th 2024 at 10:30 PM

I was listening to a video the other day about Neanderthal's and how they nearly wiped out our species long ago.

Im absolutely flabbergasted that nobody has made a Neanderthal's mod yet for this game. You could probably reskin drifters, give them clubs and spears, 50% more health than the player, a natural 0.5 damage resistance, and have them spawn in caves with campfires, flint tools and hay beds. Make them hostile to the player and have them wander around at night.

Ive caught some kind of bug lol. i NEED this sort of mod in my life, and i wish i knew how to mod to make it happen. But after subbing to several of your prehistoric animal mods, i think it would go great with them.

💬 FennecFyre, Jul 23rd 2024 at 2:19 AM

I'm not sure if it's intentional as a joke, but the new geese are stupidly aggressive, very loud, and seem to spawn in rather large, bloodthirsty flocks : P

💬 Endarius_Termina, Jul 7th 2024 at 11:45 PM

That should work well enough, Thanks for the quick reply.

💬 Tentharchitect , Jul 7th 2024 at 11:37 PM

Yeah there isn't a current system to do so, you can go into the entity files and set the spawn chance to 0 for the species you don't want to see though

💬 Endarius_Termina, Jul 7th 2024 at 11:25 PM

I don't use the Biomes mod, no. I'd rather not have to start a new world if it could be helped but i understand if disabbling some species wont work.

💬 Tentharchitect , Jul 7th 2024 at 11:19 PM

Are you using the Biomes mod? You could go into the Realms file and make the entire world count as the Australasian realm by deleting the other Southern Hemisphere realms and adding Australasia as the only entry in the Northern Hemisphere. This would let you add mods with content from multiple parts of the world and only have the Australasian content (Ie... Floral Zones Neozeylandic, a few of the Wild craft modules)

💬 Endarius_Termina, Jul 7th 2024 at 11:09 PM

Np, I get it. As with a project of this scope it makes drawing a line neccesary. On a side note, I want to add the Dingo but most of the Canine pack wouldn't fit the feel, is there a way to disable some animals in any given animal pack?

💬 Tentharchitect , Jul 6th 2024 at 2:08 PM

Maaaybe, I would really like to add the extinct Vombatiformes but the Holocene and up rule is more to keep me from endlessly expanding my scope. I might do those after the 700ish Holocene animals I have left but I am open to commissions to bring certain clades up to the front of the list. My irl work hours are flexible and being paid to mod means I can take time off of that and get more modding done overall, so the more folks commission to have stuff made early the faster animals could come out over all.

Nice to hear you are going for an Australian play through! Got a couple more critter's you'll be able to add soonish before Australia won't get much content for a while

💬 Endarius_Termina, Jul 6th 2024 at 3:37 AM

Hey Tenth, i was wondering if you could bend your 'Holocene and up' rule just a little and make a mini species pack with just Diprotodon and Thylacaleo in it so i could do a Australia pack and still have an animal that loosely fits the big 'cat' and 'rhino' niches? Although they could just be added into a Vombatiformes pack to be fair as they are both related ironically. I am very excited to see your future Animal and biome packs. (So far my main gimmick with the packs has been to treat vintage story as if it was set in australia)

On a side, "The emus are set to only lay a bunch of eggs once a year" That explains SO much of the issues i've been having trying to get them to breed . . .

💬 CKitt, Jun 9th 2024 at 10:08 PM

Looking at the v1.0.6 patch notes...

Spawn nests with eggs, you say? I suddenly need to go play VS.

💬 Tentharchitect , Jun 3rd 2024 at 4:59 PM

@TorbusB 
The emus are set to only lay a bunch of eggs once a year, so they have a long down time between

💬 Zevon, May 30th 2024 at 12:50 AM

When I was young I lived by a farm that had an Emu on it to protect the cows. I had never seen one before and my first introduction to it was it coming out of the bushes while snarling at me. Being young, not getting a good look at it (my flight reflexes kicked in immediately), and having just watched Jurassic park, I thought it was a raptor, so I sprinted in the other direction. Mind you I'm American and we aren't used to seeing things like that, especially in Alabama. It took months to convince my parents that I even saw something in the first place. They finally asked the owner of the farm and it was indeed an Emu. 

 
 
 
💬 TorvusB, May 27th 2024 at 4:57 AM

Hello, love your mods!  I'm not sure if I'm having problem or if this is proper behavior, but my emus absolutely refuse to lay eggs!  I've had them for over half an in-game year now and they're still "Several days until ready to mate" with no end in sight.  Do they simply have a very long growth period or are they bugged?  I've tried several methods of "fixing" them but with no luck, so I figured it was time to come back to the source.

💬 Endarius_Termina, May 25th 2024 at 11:28 PM

Understandable, the only subspecies i think might be worth adding of the three is the Tasmanian Emu anyway. Thanks for responding

💬 Tentharchitect , May 25th 2024 at 10:40 PM

Endarius_Termina
I was on the fence about adding them, but decided against it as getting into subspecies will wildly expand my scope. As for the Vombatiformes pack, that is exactly the roster I intended to do whenever I get to it. It'll likely be one of the two animal packs that goes with the North East Australian Floral Zone

💬 Endarius_Termina, May 25th 2024 at 10:33 PM

Will the three Extinct subspecies of Emus be added eventually? and I've been wondering if a marsupial pack could be done, maybe Vombatiformes (Koalas, Wombats, Northern Hairy Nose Wombat, and Southern Hairy Nose Wombat)

💬 Tentharchitect , May 10th 2024 at 9:07 PM

No plans to do terror birds as they died out too far back for my scope. I'm on the fence about seriemas

💬 OnionStu, May 10th 2024 at 8:33 PM

Any plans to do Cariamiformes? Would love to have terror birds and seriemas running around the steppe, maybe even domesticateable as well.

💬 TheNiteFox, Apr 26th 2024 at 1:56 PM

I had to double take the third photo. Thought the bird had it's head in the ground lol xD

💬 Tentharchitect , Apr 24th 2024 at 3:16 PM

Just checked it, looks like it's bugged, I'm a couple days away from finishing the next animal pack, I'll do a bug sweep and fix that then!
Thanks for pointing it out corny

💬 corny, Apr 23rd 2024 at 10:51 PM

Is there a special way to get the pelt off these? I've noticed emus aren't dropping them, though I haven't checked with other birds yet.

💬 Tentharchitect , Apr 12th 2024 at 4:50 PM

Thank you for saying so! :) Glad you're enjoying them!

💬 dumfuu, Apr 12th 2024 at 4:02 PM

Oh that's great, I was worried that would mean I wouldn't see new animals in new areas. Thank you so much, loving all your mods :) Tentharchitect

💬 Tentharchitect , Apr 12th 2024 at 2:57 PM

dumfuu It works just like the base game population caps since 1.19. The population cap is only relevant to entities loaded in, so if you're on single player and you have a flock of 8 emu nearby you just need to walk around .5 to 1km away and another flock can spawn. Killing them until the local population is below the spawn limit (2 for emu 1 for cassowary) will allow more to spawn again locally as well.

💬 dumfuu, Apr 12th 2024 at 1:29 PM

Hi, I'm curious on how the population cap works. Does a population cap mean that if I find a certain amount of these birds and they're not killed, I will never find them spawning anywhere else assuming the cap is met? They'll only respawn if they somehow die?

Or is the population cap based on how many are loaded at a certain moment? Or location based? Thank you.

💬 Tentharchitect , Apr 8th 2024 at 8:40 PM

Sorry yapludepatte, I am HR! Bwuahaha!

But yes, I'd like to do the Moa at some point. They are pretty much guaranteed whenever Flish and I do the Neozeylandic plants and I do two animal packs to go along with them.

💬 yapludepatte, Apr 8th 2024 at 8:17 PM

now do new zealand birds like the moa and familly, or... i... hmmmmm i will call HR !

💬 Tentharchitect , Apr 7th 2024 at 4:24 PM

All of them are compatible, though as more come out you might want to be selective based on your computer hardware and personal preference. I have 70-72 planned, so later on you might only choose a couple flightless bird packs, a handful of herd animals, one or two predators and so forth. With the Biomes mod enabled, they'll be more reasonably balanced across the world however, so from a gameplay perspective you could have all of them.

💬 Bazim, Apr 7th 2024 at 7:04 AM

Can I use all of your fauna mods together?

💬 Tentharchitect , Apr 3rd 2024 at 8:09 PM

Thanks itinerare, I agree, spending time to make 3-6 small packs versus one big one is probably a better use of my time as well. With how the spawn groups go it'll be more impactful to game play that way, and should fill out the world's animal diversity faster

💬 itinerare, Apr 3rd 2024 at 5:04 PM

I suppport more smaller packs that spread the variety out a bit! As cool as it is to see the big packs that cover large clades in depth, I also think it makes a lot of sense to favor a wider variety of animal life overall, and it definitely makes sense to go about all of this in whatever way reduces the risk of burnout.

💬 Tentharchitect , Apr 3rd 2024 at 1:49 PM

And it's fixed!

💬 Laerinok, Apr 3rd 2024 at 7:24 AM

No need to be sorry ;)

I guess I could switch to the english version before giving you the name tab... ^^

💬 Shunte, Apr 3rd 2024 at 6:46 AM

@Laerinok

Ah. Yeah no, mines does not show it for some odd reason so I am just waiting for the mod author to update when they have the chance. Again sorry I have no idea how to highlight names. 

💬 Laerinok, Apr 3rd 2024 at 6:33 AM

Shunte

Sorry, I thought it was named "objects" in english, but it is "items". But I can see them in anyway

 

💬 Shunte, Apr 2nd 2024 at 10:53 PM

@Laerinok 

I am not sure what you mean by objects list but when I search under the everything tab they are not there either. I already let the mod author know on the discord and provided snap shots so it will be fixed in the next update. Also forgive me I do not know how to highlight names lol.

💬 Tentharchitect , Apr 2nd 2024 at 3:28 PM

Aepyornithiformes, Dinornithiformes, Rheidae and Struthionidae are on my long list. I had been doing votes but was getting burned out after so many huge clades were leading the list, now I'm doing two animal packs after every plant pack I make with Flishster. For the most part those animal packs will have animals native to the same area the plant pack covers. The upcoming plant pack is the East Asiatic region, followed by the Neozeylandic and Mediterranean, so that should give you some idea of what's coming!

💬 RobertS42, Apr 2nd 2024 at 2:35 PM

Ooooh, I love paleognaths. 
Any plans for the other groups of paleognaths that existed during the holocene?
Namely these:
Dinornithiformes (Moas)
Apterygidae (Kiwis, may not be varied enough)
Tinamidae (Tinamous, may have a bit too many species)
Struthionidae (Ostriches, may have a bit too few species)
Aepyornithiformes (Elephant birds)
Rheidae (Reahs, may have a bit too few species)

💬 Tentharchitect , Apr 2nd 2024 at 2:06 PM

I'll get the bug where they are missing from the creature tab in the next update!
No plans for Phorusrhacidae, they died out a good while before my criteria but I do have some giant extinct birds on my planned list!

💬 Stahl, Apr 2nd 2024 at 11:00 AM

Any plans for Phorusrhacidae? 😄

💬 Laerinok, Apr 2nd 2024 at 7:32 AM

Shunte

I can confirm. But you can find them in the "objects" tab.

💬 Shunte, Apr 2nd 2024 at 2:57 AM

OMG Yes!!! I was hoping for an Ostrich so you can ride on them like mounts. Maybe a future update?? But this is definitely going in my single player game I love these mods keep up the good work. 

Edit: Testing on my singleplayer world and I do not see them listed under creatures in creative?

💬 Tentharchitect , Apr 2nd 2024 at 12:47 AM

Thanks for the translation Laerinok!

Thankfully the APR-F0015 serum wore off and they are back to their usual selves

💬 BoogieBrando, Apr 1st 2024 at 5:06 PM

with the firearms mod, it is finally time for revenge

💬 ASkeleton, Apr 1st 2024 at 4:07 PM

and we're without even a single truck mounted LMG, this will be no fair fight. But we didn't expect the birds to fight fair.

💬 OmegaHaxors, Apr 1st 2024 at 4:07 PM

Finally. Real dinosaurs.

💬 Bunker, Apr 1st 2024 at 12:37 PM

˙˙˙˙ǝlqɐʎɐld sᴉ ʎɹoʇS ǝƃɐʇuᴉΛ ˙˙˙˙ʎllɐuᴉℲ

💬 Laerinok, Apr 1st 2024 at 9:14 AM

Hello.

Glad to see another animal life in game !

This is the fr.json

It is a personal thought, but I find the shape is a little too big. I know they are very big birds, but more than twice trader's cart height I find it's quite unreal 😅 (Althought we are in an unreal world ^^)

💬 Bobosaw, Apr 1st 2024 at 12:38 AM

I can't wait to avenge our fallen brothers. YOU MAY HAVE WON LAST TIME YOU DAMN BIRDS, BUT THIS TIME YOU WILL KNOW MY WRATH!

💬 Cassandra, Apr 1st 2024 at 12:18 AM

The only good emu is a dead emu! Distant Klendathu noises

 (edit comment delete)
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