Mods / (DEFUNCT - CHECK MAIN) The Critters Package (Reloaded)
Draft
Set to published to be listed. A draft mod is still visible to everyone via direct linkAuthor: crumps
Side: Both
Created: May 13th at 7:35 AM
Last modified: May 14th at 3:06 AM
Downloads: 607
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Latest release (for Vintage Story 1.20.10, outdated):
thecritterspackage094.zip
1-click install
https://news.kalataka.ru/show/mod/2526
ORIGINAL HAS BEEN UPDATED. THIS VERSION WILL NOW BE DRAFTED. PLEASE HEAD TO LINK ABOVE TO CONTINUE ENJOYING ADORABLE CONTENT
HEADS UP: ORIGINAL MOD CREATOR AND I WILL BE WORKING TOGETHER ON CHANGES. THIS VERSION SHALL REMAIN UP UNTIL THEY ARE READY FOR THE NEXT RELEASE. WE ARE BOTH TAKING IN ALL FEEDBACK :) THANK YOU GUYS AND SEND APPRECIATION TO CHIAPPO
DELETE AND REMOVE PREVIOUS VERSION BEFORE STARTING GAME
Please report any errors from the previous release you may get and I can see about fixing them
Reupload and mild changes to The Critters Package that has not had any changes since March 2024.
Still retains all Biomes compatibility. Backwards compatibile. The only issues I had was my ducks in my yard were stuck in place in an animation. One smack and they were back to normal. Be gentle!
I'm brand new to modding, I have done a few of the patches for Biomes with Golden Wolf, Rustbound Wilderness, and Fantasy Creatures. Fantasy Creatures is one of the next projects I will be tackling to get up to 1.20+ and change certain values
So far in this upload I have nerfed field mouse spawns heavily. They have gone from an average of 300-400 population on my server to now about a stable 45-55. I changed the pregnancy gestation to 5, nerfed the spawn change to 1/10 of its value, and increased pregnancy multiplier from 3-5 day cooldown to 5-10. This has produced far more stable and less black plague levels of field mice. I really like their presence, but they were causing massive FPS drops near my unlit berry farms. They will still be present and a problem, but not nearly the FPS drain.
I will be learning more about animation and modding through this project, as well as fantasy creatures and a few personal plans I have including filling out fish for parts of the biomes mod as I found salmon to no longer spawn and most lakes are dead and empty unless you pack in other mods.
Below is a copy-paste of the original mod. I will be adding a github and more as time goes on for this. I hope to see the original author back!
The Critter's Package
This mod was made before 1.13 and never got released.. (2020) and sorry if some of them already are in other mods these were made awhile ago
The current Creatures in this pack are:
- Hedgehogs
- Squirrels* (Red, Brown, Black)
- Ducks
- Yaks (Bull, Cow, Calf)
- Crows (Land & Air Versions)
- European Robins (Flying only)
- Crabs
- Woodlouses*
2024 UPDATE 1+2
- Waxwings (Land & Air Versions)
- Snails* (Climbing)
- Field Mice
- House Sparrows (Flying only)
- Chipmunks
The animals with * on means theres other mods adding similar things (not sure if any conflicts)
Hedgehogs - will likely eat any kind of worm/snail/slug etc. Hedgehogs will also seek Ducklings & Baby Chicks(Scared by parents)
Ducks - Loves to waddle around water
Crows - can be scared off with Trainning Dummies Or Scarecrow mod - Since they will eat your crops and berries
Yaks - will most likely appear in the further cold areas and higher up at the high mid peaks area
European Robins - will fly around and sing
Waxwing - will be scared off with Trainning Dummies Or Scarecrow mod - Since they will eat your crops and berries
Snails - like to go for vegatables. Hedgehogs can take care of em
Woodlouse - they tend to be near more wet areas Hedgehogs also take care of these
Field mice - such cute things would just love to eat on berries
Id love to add more but for now these are what i got - hope you'll enjoy them
TO OTHER MODDERS: i plan on adjusting the mod so it can be supporting other mods in future (i may remove some things but i will not scrap them)
Thanks to these people who made this pack possible
- Kravity - for their help on SFX, Testing, Copyright, and more
- VS Team - for their awesome game
- Mr. Dischinger (YT) - who was so kind to gave permission to use their Yak sounds
- Taska Raine - for the modconfig setup
- Minnigin - for being really helpful
- Alan Dalton - For recording waxwing & sparrow sounds Alan Dalton :: xeno-canto
- Hydromancerx - For their list of ideas (thank you)
- Laerinok - French Translation
if you do not want X creature of this mod you can Disable it in the modconfig (per animal)
Supported Languages: English - French
Please if you find any bugs/errors put them to me in comments
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.9.4 | thecritterpackreloaded | 399 | May 14th at 3:06 AM | thecritterspackage094.zip | 1-click install | ||
|
Mild Buffs to Duck Male and Female walkspeeds for all states as I found them to be too easy to run laps around, would like to see them be more of a funny nuisance to chase after than a laughable, corrale-able entity you can run circles around Walk speed across the board increase to 0.016 from 0.012 (their seek food behavior was at 0.0065 and buffed fully to 0.012) Slight buff to crab spawns as I have not seen any before, will be tweaking this more to get an occasional crab or two. Will see if primitive survival's crabs overlap | |||||||
| 0.9.3 | thecritterpackreloaded | 23 | May 14th at 2:21 AM | thecritterspackage093.zip | 1-click install | ||
|
Brought back up a few values of the Field Mice as I had a population crashout Rebuffed Mouse spawn chances to a middleground Chucnk spawn chance 0.0005 -> 0.0015
| |||||||
| 0.9.2 | thecritterpackreloaded | 185 | May 13th at 7:53 AM | thecritterspackage092.zip | 1-click install | ||
|
99% the same as original upload
Safe to delete previous branch and carry on. Does not remove animal placements if they were previously there.
Any entity from this may be stuck in an animation. Restart server/game once again or hit them and they'll go back to normal. I suggest a light punch!
Removed the Black Plague - Nerfed field mice spawn rates and pregnancy periods: 0.075 -> 0.035 variance
Pregnancy period from 3 -> 5 days
Multiplier rate changed from 3-5 day cooldown to 5-10 day cooldown
So far this produces an average of approximately 50 mice in an unlit berry field with at least 20-30 bushes
FPS performance in these areas should increase dramatically, esp with other creature mods
Average in a given 512 block radius has gone down from 200-500 to 40-60
Open to boosting these values to possibly attain a fluctuating 50-150 population | |||||||
Yes. Wake me up when you've done the fantasy creatures too. This game needs more enemies that aren't dinosaurs or funky rust creatures. 😂 Maybe even a revamp of entities interact for the modern mob mods.
All in all, thanks for updating, happy to add it to my list.
I am not seeing stuff spawning anymore after the last update. Note i use the biomes mod.
14.5.2025 21:28:52 [Server Debug] thecritterpack:hedgehog-male attempted to play an animation code which its shape does not have: "sniff"
14.5.2025 21:29:00 [Server Debug] thecritterpack:woodlouse attempted to play an animation code which its shape does not have: "hurt"
14.5.2025 21:29:05 [Server Debug] thecritterpack:woodlouse attempted to play an animation code which its shape does not have: "death"
just fyi i know this is 1.20.10 but getting this on 1.20.11 just for future reference.
crumps Error on start up that I missed earlier.
"code": "emotionstates",
"states": [
{
"code": "aggressiveondamage",
"duration": 15,
"enabledByType": {
"*-pup-*": false,
"*": true
},
"chance": 0.6,
"slot": 0,
"priority": 2,
"accumType": "noaccum"
},
{
"code": "fleeondamage",
"duration": 10,
"chance": 1,
"slot": 0,
"priority": 1,
"accumType": "max"
},
{
"code": "saturated",
"duration": 1200,
"chance": 1,
"slot": 0,
"priority": 1,
"accumType": "sum"
}
]
}
13.5.2025 20:00:20 [Error] Patch 22 (target: game:entities/land/fox.json) in thecritterpack:patches/entities/PatchEntities.json failed because supplied path /server/behaviors/11/aitasks/5/entityCodes/0 is invalid: The json path /server/behaviors/11/aitasks/5/entityCodes/0 was not found. Could traverse until /server/behaviors/11, but then 'aitasks' does not exist. Full json at this path: {
"code": "emotionstates",
"states": [
{
"code": "aggressiveondamage",
"duration": 15,
"enabledByType": {
"*-pup-*": false,
"*": true
},
"chance": 0.6,
"slot": 0,
"priority": 2,
"accumType": "noaccum"
},
{
"code": "fleeondamage",
"duration": 10,
"chance": 1,
"slot": 0,
"priority": 1,
"accumType": "max"
},
{
"code": "saturated",
"duration": 1200,
"chance": 1,
"slot": 0,
"priority": 1,
"accumType": "sum"
}
]
}
13.5.2025 20:00:21 [Notification] JsonPatch Loader: 8712 patches total, successfully applied 8645 patches, missing files on 113 patches, unmet conditions on 2473 patches, had errors on 2 patches
crumps Haha, all good. I'll post any others I find but otherwise everything appears to be functioning for the most part with no errors aside from those few. Yeah, it's all good on the time, this is still unstable so I don't expect much, if any, support until its released to stable. :)
Awesome, thank you for the update. Kinda relieving to also see a default entity (the drifter) struggling to pull up an animation so they may have changed some base line code in the game. I'd give it some time but I will look into this and please feel free to post any other animal that is having this error and it's relevant animation call
Kasel forgot to add an @ for the ping lol
crumps Yeah, they must have changed something with the animations because:
crumps I went ahead and installed the mod just to see what happens and it appears to be functioning with minimal impact on TPS. I'll let you know how it continues to go. :D
Birds don't seem like they wanna fly away though. XD
Kasel good to know that you for the info!!! I'll look into getting the newest unstable set up locally and test this out. I def feel the ram needs, 10-20% is massive and exactly why I branched. My servers performance has massively increased when it doesn't have to keep track of 400 mice! I'll let you know soon what the results are, probably tonight usa time or tomorrow
crumps Well I know the Detailed Animals mod GeneLib errors out on the latest, doesn't let the player join at all. I know they made some changes to the animals in regards to their spawning and performance leading to massive TPS gains. My server is running much better with it.
^ This was a huge boon. 10-20% may not seem like much, but oh man. You can feel it.
Kasel I haven't played on any version newer than latest stable release. Are there upcoming AI changes?
Possibility of it working on the unstable revision? I know Wethology does, but others do not.
For those of you who install and move over let me know how the new mouse rates feel and if any other entity should be more or less common. I may touch crabs next up
wojtek16 I'm not 100% sure but i believe the major overlap is creatures and critters. The one that introduces hippos, crocodiles and more. It's actually a dated list as Primitive Survival as crabs. I'll go through when I can and edit this
I'll look around nd see if I can figure it out. What I can tell you is I run fauna of the stone age, this, dinos, creatures and critters, and primitive survival and there are no issues with one mod preventing the other from spawning their creatures
Exmortis can do!
Do you know which creatures with * are in which mods? Sorry just wanted to check in case my friend's server doesn't have it, we are running 1.20.7 and were wanting to add this mod to it, but wanted to make sure it was safe haha
Appreciate you doing this addition! This is amazing!
Thank you very much for doing this mod update! It's good to get some more critters around to make the world feel alive!
Any chance you can talk to CaptainOats and his Butchering Mod to get the carcass of at least the Yaks compatible?
Hey all! Its 2 am here where I am. I have work tomorrow but about a day or two from now I'll figure out how to upload all this to github to provide evidence of my changes and track the changelog. If anyone knows a good place to learn how to do this let me know. As well, I have some issues with unzipping and recompiling this. If any other modmakers can reach out I'd appreciate it!