Mods / Fauna of the Stone Age: Pantherinae

Tags: #Crafting #Creatures #Furniture
Author: Tentharchitect
Side: Both
Created: Apr 10th 2023 at 5:09 PM
Last modified: Nov 22nd at 8:30 PM
Downloads: 153440
Follow Unfollow 1119

Recommended download (for Vintage Story 1.21.5):
FotSA-Pantherinae-v1.2.5.zip  1-click install


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

This mod includes:

Stats
Name Scientific Name Category Weight Health Length(Nose to Butt) Damage Temp Preciptation Foliage Needs Altitude Group Size Meat Drops Fat Drops Hide Drops Movement Diet
American Lion Panthera atrox Panthera 256/162/20 34/25/6 2.5/2.25 11/9t2 1-21 10-90% 0-65% Forest 1-1.5 2-8 24+-3,19+-2 2+-0.3 6L, 4L, 1S 3.125 step meat fish
Lion Panthera leo Panthera 186/118/20 27/20/6 2.08/1.84 9/8t2 12-40 10-90% 0-80% Forest 1-1.5 4-16 21+-2,15+-2 2+-0.3 5L, 3L, 1S 3.125 step meat, fish, egg
Jaguar Panthera onca Panthera 95/67/12 18/15/5 1.85/1.6 7t2/6t1 12-40 5-100% 10%+ Forest 1-1.6 1 7+-2 1+-0.3 3L,2L,1S 3.125 step meat, fish, egg
Leopard Panthera pardus Panthera 50/43/10 12/11/5 1.43/1.28 5t1 8-40 10-100% 10%+ Shrub 1-1.6 1 4+-2 1+-0.3 2L, 1S 3.125 step meat, fish, egg
Steppe Lion Panthera spelaea Panthera 208/132/20 29/22/6 2.25/2 10/8t2 -25-11 10-75% 5%+ Forest 1-1.8 1 22+-2, 16+-2 2+-0.3 5L, 4L, 1S 3.125 step meat, fish, egg
Tiger Panthera tigris Panthera 174/116/20 26/20/6 2.65/2.35 9/8t2 -12-40 25-100% 40%+ Forest 1-1.8 1 20+-2, 15+-2 2+-0.3 5L, 4L, 1S 3.125 step meat, fish, egg
Snow Leopard Panthera uncia Panthera 37/10 10/5 1.125 5t1 4-26 0-65% All 1.4+ 1 4+-2 1+-0.3 2L, 1S 3.125 step meat, fish, egg
Sunda Clouded Leopard Neofelis diardi Neofelis 20/5 7/4 1.08/0.94 4t1 26-40 65-100% 65%+Forest 1-1.3 1 2+-1 1+-0.3 2M, 1S Climbing meat, fish, egg
Clouded Leopard Neofelis nebulosadiardi Neofelis 18/5 6/4 1.08/0.94 4t1 14-40 45-100% 45%+Forest 1-1.5 1 2+-1 1+-0.3 2M, 1S Climbing meat, fish, egg



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 sound and which will hunt humans. 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.

When hunting prey, the Pantherines will slowly stalk their target before pouncing once close enough. Evasive and observant players should be able to escape in time and avoid conflict when not equipped to do so. The larger cats are similar in strength to brown and polar bears and players should avoid them when possible. For those determined to face these foes, it is recommended to use strategies early humans employed for hunting large predators.

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. Carcasses can be crafted with bones, meat and cat pelts to place in the world.

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

Links:
https://ko-fi.com/tentharchitect

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*
1.2.5 pantherinae 3650 Nov 22nd at 8:30 PM FotSA-Pantherinae-v1.2.5.zip 1-click install

Fixed-Added missing Pantherninaetag to certain tasks, preventing big cats from being targets
Fixed-Clouded leopards fleeing potential prey animals when hungry
Fixed-Mismatched ai task formats in Neofelis
Fixed-SkipEntityTags mistyped as SkipEntityTag

1.2.4 pantherinae 7576 Oct 30th at 9:18 PM FotSA-Pantherinae-v1.2.4.zip 1-click install

Fixed-Big cats giving birth to only female babies
Fixed-Pantherinaetag not activating, this temporary fix is in place until skipEntity is fixed with the base game, this prevents big cats from attacking/fleeing/seeking each other
Tweak-Big cats extinct at the beginning of the Holocene have their climate conditions shifted 3 degrees cooler

1.2.3 pantherinae 1651 Oct 27th at 3:57 PM FotSA-Pantherinae-v1.2.3.zip 1-click install

Fixed-Disabled lookatentity ai tasks until the refactor fixes them
Fixed-Rolled back seekentity ai tasks until the refactor fixes them
Fixed-Tag has-open-fire was malformed as state-holding-open-fire
Tweak-Added skip predator from preferred prey seek entity ai tasks
Tweak-Added flee entity task when not hungry so they flee potentially dangerous prey animals
Tweak-Raised flee distances greater than their seek distances

1.2.2 pantherinae
1.21.4 - 1.21.5
14183 Sep 25th at 4:17 PM FotSA-Pantherinae-v1.2.2.zip 1-click install

Fixed-Changed jump animation entry to prevent bugs logged

1.2.1 pantherinae 5197 Sep 17th at 3:02 PM FotSA-Pantherinae-v1.2.1.zip 1-click install

Fixed-Removed CO damage change patch
Tweak-HP values recalculated to fit new carnivore hp ratio

1.2.0 pantherinae 1849 Sep 14th at 4:51 PM FotSA-Pantherinae-v1.2.0.zip 1-click install

Added-Ancient Tools Brain drops (Thanks Whiskey Sunshine!)
Added- Creature tags
Added-Oiled, Raw, Salted hides and associated recipes
Added-Weighted diet
Fixed-Animal interaction patches for 1.21
Fixed-Missing closed bracket in animal file
Fixed-Sunda and Mainland clouded leopard had spawn conditions swapped
Tweak-Climate conditions changed due to 1.21 changes
Tweak-Cleaned up audio
Tweak-baby big cats eat from small troughs and can’t use large ones
Updated-Refactored AI tasks to the new versions in 1.21
Updated-Reformatted folders to match base game’s folder layout
Updated-Trappable format for 1.21

1.1.27 pantherinae
1.20.9 - 1.20.10 1.20.11 - 1.20.12
30014 Apr 29th at 8:37 PM FotSA-Pantherinae-v1.1.27.zip 1-click install

Fixed-Missing bracket in Neofelis-adult.json

1.1.26 pantherinae 94 Apr 29th at 7:22 PM FotSA-Pantherinae-v1.1.26.zip 1-click install

Added-Devil interactions
Added-Mihirung interactions
Added-Diprotodon interactions
Refactored-combined male and female entity files into one to adhere to new game standard

1.1.25 pantherinae 4180 Apr 17th at 10:50 PM FotSA-Pantherinae-v1.1.25.zip 1-click install

Fixed-Breeding not working

1.1.24 pantherinae 3951 Apr 4th at 11:39 PM FotSA-Pantherinae-v1.1.24.zip 1-click install

Added-Worldgen spawn

1.1.23 pantherinae
1.20.5 - 1.20.7
6716 Mar 13th at 8:18 PM FotSA-Pantherinae-v1.1.23.zip 1-click install

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

1.1.22 pantherinae 7964 Feb 20th at 4:42 PM FotSA-Pantherinae-v1.1.22.zip 1-click install

Added-Civet and Genet Interactions

1.1.21 pantherinae 3559 Feb 14th at 5:49 PM FotSA-Pantherinae-v1.1.21.zip 1-click install

Fixed-Base game animal patch format updated to 1.20.4

1.1.20 pantherinae 2512 Feb 9th at 5:43 PM FotSA-Pantherinae-v1.1.20.zip 1-click install

Added-Horned turtle interactions

1.1.19 pantherinae 4856 Jan 28th at 12:21 AM FotSA-Pantherinae-v1.1.19.zip 1-click install

Added-Bovine compatibility

1.1.18 pantherinae 2924 Jan 22nd at 8:33 PM FotSA-Pantherinae-v1.1.18.zip 1-click install

Added-Wombat compatibility

1.1.17 pantherinae
1.20.0 - 1.20.1
3714 Jan 17th at 6:35 PM FotSA-Pantherinae-v1.1.17.zip 1-click install

Added-Elephant compatibility
Fixed-Specified male breeding ID to reduce conflicts

1.1.16 pantherinae
1.20.0-rc.8 - 1.20.0-rc.9
2548 Jan 1st at 11:43 PM FotSA-Pantherinae-v1.1.16.zip 1-click install

Added-Felinae compatibility
Updated-1.20 land entity pathfinding
Updated-1.20 blending for movement animations
Tweak-reduced American Lion pride size

1.1.15 pantherinae 2894 Dec 5th 2024 at 7:16 PM FotSA-Pantherinae-v1.1.15.zip 1-click install

Added-Ukrainian translation, thanks Deanbro!
Fixed-Audio bug
Tweak-Combat overhaul damage modifiers

1.1.14 pantherinae
1.20.0-pre.0 - 1.20.0-rc.1
1135 Nov 21st 2024 at 5:59 PM FotSA-Pantherinae-v1.1.14.zip 1-click install

Adjusted-Combat Overhaul damage resists

1.1.13 pantherinae 521 Nov 11th 2024 at 5:57 PM FotSA-Pantherinae-v1.1.13.zip 1-click install

Added-Interaction with Penguins

1.1.12 pantherinae 770 Oct 24th 2024 at 4:31 PM FotSA-Pantherinae-v1.1.12.zip 1-click install

Added-Dinornithidae plus bird interactions

1.1.11 pantherinae 594 Oct 16th 2024 at 3:19 PM FotSA-Pantherinae-v1.1.11.zip 1-click install

Added-Combat Overhaul compatibility (Thanks Maltiez)
Added-French translation (Thanks Laerinok)
Fixed-Elk interaction patch

1.1.10 pantherinae 804 Oct 1st 2024 at 5:42 PM FotSA-Pantherinae-v1.1.10.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

1.1.9 pantherinae 11092 Jun 3rd 2024 at 6:39 PM FotSA-Pantherinae-v1.1.9.zip 1-click install

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

1.1.8 pantherinae 1687 May 18th 2024 at 6:15 PM FotSA-Pantherinae-v1.1.8.zip 1-click install

Added-Crafting recipe for panthera carcass and clouded leopard carcass, placing them will block spawns within render radius
Updated-fly covered carcass look
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 

1.1.7 pantherinae 1130 May 7th 2024 at 4:36 PM FotSA-Pantherinae-v1.1.7.zip 1-click install

Added-Compatibility with FotSA: Manidae
Added-fish to big cat's diet and eggs and fish to clouded leopard's diet
Added-Big cats will be aggressive when their babies are around, even those that don't normally attack humans
Tweak-Reduced audio range of roar
Tweak-increase saturated duration, Clouded leopards should wait a day before hunting again and big cats will wait two days
Tweak-big cats won't wander if they've eaten in the last two days
Tweak-reduced any population scaling with player count, should see lower cat population
Tweak-added emotion state requirements to many aitasks, should see fewer instances of cats doing idle animations during combat
Fix-Big cats shouldn't use both types of attacks when injured
Fix-Cats should eat loose items off ground again
Fix-typo in stay close to entity behavior, cats should now stick close to eachother in family groups

1.1.6 pantherinae 1287 Apr 26th 2024 at 12:32 AM FotSA-Pantherinae-v1.1.6.zip 1-click install

Added-Rhino compatibility, panthera cats will avoid adults and hunt baby rhinos

1.1.5 pantherinae 950 Apr 19th 2024 at 5:09 PM FotSA-Pantherinae-v1.1.5.zip 1-click install

Added-Killed by strings (Thanks MadGnome)
Added-diet strings
Added-Fall damage multipliers, adult panthera species should die from 20 meter falls
Tweaked-animation transitions
Fixed-Deer interaction IDs

1.1.4 pantherinae 1464 Apr 5th 2024 at 3:51 PM FotSA-Pantherinae-v1.1.4.zip 1-click install

Added-Missing male tiger pelt to hide recipe

1.1.3 pantherinae 792 Apr 1st 2024 at 5:41 PM FotSA-Pantherinae-v1.1.3.zip 1-click install

Added-Compatibility with Casuariidae
Fixed-interactions with baby Canina and saber cats

1.1.2 pantherinae
1.19.4 - 1.19.5-rc.1 1.19.5 - 1.19.7
1761 Mar 12th 2024 at 8:32 PM FotSA-Pantherinae-v1.1.2.zip 1-click install

Fixed- baby clouded leopards not growing into adults
Added- more harvest slots for better mod compatibility
Updated-clouded leopard fall damage system to new version, now they take 1/10th fall damage instead of no fall damage, baby panthera cats do as well

1.1.1 pantherinae 2065 Feb 9th 2024 at 4:08 PM FotSA-Pantherinae-v1.1.1.zip 1-click install

Fixed- Male and Female Panthera members not dropping pelts

1.1.0 pantherinae 468 Feb 8th 2024 at 5:07 PM FotSA-Pantherinae-v1.1.0.zip 1-click install

Updated-All textures are brought in line with the resolution of the base game animals, with their UV maps adjusted to fit the base game
Added-Pelts, wall mounted pelts, head mounts and taxidermy for all big cats
Added-baby cats are basketable and all cats now eat foods tagged as meat
Added-compatibility with FotSA:Machiarodontinae 
Added-correct models and textures showing up when looking for the cats in creative mode and the handbook
Fixed-certain prey and predator interactions using incorrect wildcards
Fixed-some cats not dropping fat
Fixed-some cats incorrectly using bear noises
Fixed-cats attacking other members of their species when injured for any reason

And many other minor art asset and statistic tweaks

1.0.9 pantherinae 4155 Oct 31st 2023 at 6:19 PM FotSA-Pantherinae-v1.0.9.zip 1-click install

Removed-Venison from accepted diets of all cats
Added-compatibility with Biomes mod

1.0.8 pantherinae 786 Oct 18th 2023 at 6:22 PM FotSA-Pantherinae-v1.0.8.zip 1-click install

Fixed-error logs relating to foods

1.0.7 pantherinae
1.18.0 - 1.18.1 1.18.2 - 1.18.5 1.18.6 - 1.18.8-rc.1 1.18.13 - 1.18.15
5736 Aug 1st 2023 at 4:14 PM FotSA-Pantherinae-v1.0.7.zip 1-click install

Tweak: Adjusted spawn rates, increasing them by 60%.
Tweak: Stopped clouded leopards from fleeing panthera carcasses.
Added: Compatibility with FotSA: Caninae

1.0.6 pantherinae
1.18.0 - 1.18.1 1.18.2 - 1.18.5
1560 Jul 8th 2023 at 5:02 PM FotSA-Pantherinae-v1.0.6.zip 1-click install

Fix: Solved issue with mouth inventory.
Tweak: Adjusted spawn criteria so cats will only spawn on soil, sand, gravel, grass and snow.
Tweak: Reduced Steppe Lion's max temperature.
Tweak: Other cats had spawn criteria adjusted to be in line with my other mods.
Tweak: Changed Clouded leopards from climb on any surface to only climbable surfaces.
Tweak: Removed the chance of albino and melanistic cats from spawning with the exception of the black panther. 
Added: Japanese Translation-Thanks macoto_hino!

1.0.5 pantherinae
1.18.0 - 1.18.1 1.18.2 - 1.18.5
1372 May 30th 2023 at 3:56 PM FotSA-Pantherinae-v1.0.5.zip 1-click install

Tweak: Changed model of clouded leopard carcass to a small fly covered carcass.
Fixed: Crash that would occur when harvesting big cat carcasses and clouded leopard carcasses on servers.

1.0.4 pantherinae
1.18.0 - 1.18.2-rc.2
844 May 8th 2023 at 5:45 PM FotSA-Pantherinae-v1.0.4.zip 1-click install

Feature: Added carcasses that will prevent big cats respawning. Carcass entities share the same spawn conditions and spawn cap as the big cats, so will block cats from spawning in the surrounding area until destroyed.
Feature: Behavior interactions with capreolinae deer.
Tweak: Reduced roar frequency, reduced lick animation and loaf animation frequency.
Twear: Reduced roar audible range to 500 meters from 3000 meters.
Tweak: Set Steppe Lion’s group size to solitary males and females in pairs or with cubs.
Fixed: Added precipitation spawn conditions to the panthera cats.
Fixed: Patch for base game animal behavior, wolves and bears should now attack some cats when encountered.

1.0.3 pantherinae
1.18.0 - 1.18.1
1093 Apr 17th 2023 at 4:12 PM FotSA-Pantherinae-v1.0.3.zip 1-click install

Tweak: Removed albino, alternate textures and most melanistic variants to further reduce Entity Texture Atlas usage from 14% to 5%
Tweak: Used the Sunda Clouded Leopard cub for all big cat's creative inventory icons to reduce Item Texture Atlas usage from 14% to less than .25%

1.0.2 pantherinae
1.18.0 - 1.18.1
345 Apr 17th 2023 at 4:10 PM FotSA-Pantherinae-v1.0.2.zip 1-click install

Tweak: Reduced pounce chances by 80% and 90% for attacking prey and retaliating against damage respectively.
Tweak: Reduced spawn chance by 70% to be in line with bear's respawn rates
Fixed: Prevented orphan babies from spawning as often, hopefully
Fixed: Compressed textures to reduce Entity Texture Atlas and Item Texture Atlas usage from 60% to 14% 

1.0.1 pantherinae
1.18.0-pre.0 - 1.18.0-rc.6
458 Apr 14th 2023 at 2:53 PM FotSA-Pantherinae-v1.0.1.zip 1-click install

Hot Fix-
Reduced Texture Atlas usage by 10%

1.0.0 pantherinae
1.18.0-pre.0 - 1.18.0-rc.5
528 Apr 10th 2023 at 5:14 PM FotSA-Pantherinae-v1.0.0.zip 1-click install

Initial Release


200 Comments (oldest first | newest first)

💬 Comradesbrother, 5 days ago (modified 5 days ago)

Rui333 how's the progress so far?

 

 

💬 Tentharchitect , Nov 21st at 4:21 PM

I use average weight and the smaller island tigers bring that down since my animals are representing all subspecies Hotbread100

Sounds good Rui333

💬 Rui333, Nov 18th at 3:41 PM

I'll definitely hit you up, and I'd be willing to work with that (this is just my first time modding entities so I wasn't sure what would work for a pet or what behaviors might conflict with it). Once I have the time I'll send you a message.

💬 Hotbread100, Nov 18th at 1:34 AM

the tiger should weigh more and do more damage than the lion, since in real life they do weigh more and have a stronger bite force

💬 Tentharchitect , Nov 14th at 8:43 PM

Discord is a better way of contacting me for longer conversations, you can find me on the Vintage Story Discord under the same user name. If you're wanting me to integrate Pet AI compatibility into the mod, I wouldn't be will to sign off on a bare bones version for those using Pet AI. When I did my AI overhaul I left tons of notes for where ai tasks should fit and there is a domestic behavior section you could patch AI tasks into so it would work with their hunting, fleeing, melee tasks Rui333

💬 Rui333, Nov 8th at 12:56 AM

Hi Ten, I was actually looking into possibly integrating Pet API and some of the cats from this pack if that's something you'd be okay with.

 

If it is, might there be an alternate way to contact you? I've noticed you put a ton of behavioral AI in (very impressive btw!) and I think the best way for me to do this would be to use the barebones AI more similar to vanilla animals.

 

Of course, only if this would have your blessing. Still loving this mod either way.

💬 Thranos, Nov 7th at 5:45 AM

Somehow, I didn't even think of Siberian tigers. Fair enough!

💬 Tentharchitect , Nov 7th at 12:51 AM

Siberian tigers, their historical range was North of the port city of Yakutsk, which has a modern annual average temp of -8 degrees. From what I found Siberian tigers used to live up to a northern range between -14 and -11 degrees annual average in far Eastern Siberia. Thranos

💬 Thranos, Nov 7th at 12:27 AM (modified Nov 7th at 12:30 AM)

Why on earth can tigers spawn in as low as -12 temps? That seems far too low- Wasn't expecting one to spawn in a temperate forest in the middle of winter, well below zero. 

💬 Comradesbrother, Nov 2nd at 9:32 PM

Okay Gotcha!

💬 Tentharchitect , Nov 2nd at 7:16 PM (modified Nov 2nd at 7:16 PM)

I'm personally not interested in adding that extra RAM cost to my mods and will be reserving the taming to a limited selection of animals outside of commissions Comradesbrother

💬 Comradesbrother, Nov 2nd at 3:33 AM

Are we ever going to be able to tame any of these Big Cats?

💬 Tentharchitect , Oct 29th at 4:36 PM

Thanks for saying so PureWinter! ?

💬 PureWinter, Oct 29th at 4:33 PM

Thank you for continuing to update these, they make the game feel complete and playing without them is surreal.

💬 Tentharchitect , Oct 25th at 9:21 PM

This mod does not enable meat to be placed into troughs. I made a companion mod that does called Diverse Diets, and I believe some other mods also add meat to troughs. JadedCthulhu

💬 JadedCthulhu, Oct 25th at 7:33 PM

I've been having some trouble with the mod, specifically putting meat in the Large Trough; is there something I'm missing? 

💬 Tentharchitect , Oct 24th at 10:41 PM

I've narrowed it down to the seekentity being a bit buggy, I'll be applying what I learned while making the Capreolinae rework to this mod soon! Rui333

💬 Rui333, Oct 24th at 7:30 PM

Sounds good! I've also noticed that the grouping dynamic is off with entities also walking in place (usually when it seems they're trying to return to the target herd/pack animal), but I see this so often even with vanilla creatures I didn't think to mention it.

💬 Tentharchitect , Oct 20th at 11:57 PM

Thanks for the feed back on the new refactored ai, there are still some bugs with it that I'm passing on to the developers as I encounter them and some cases where I've set them up poorly Rui333

My guess is that I didn't give a far enough range for the seek entity when in aggressive on damage and since most other ai tasks are disabled when in that emotion state it had to just jitter between tasks until that emotion state ran out, though you got it below the damage threshold that it switched to flee on damage which was working. They are also set up to flee from projectiles as a way of causing animals to not ignore arrows and spears that land nearby them, and that could have interacted weirdly with the chain of priorities. I'll work through those ai tasks and see if I can spot the logic loop or hole in ai tasks. 

💬 Rui333, Oct 19th at 11:45 PM

So, I have no clue if this is just a Pantherinae problem or that Pantherinae just happens to have something that messes with the already-finnicky movement AI, but I thought I'd mention it.

 

I noticed a jaguar following me and threw a stone spear at it. It hit and the entity seemed to freak out, with the model in a pose like it was trying to run but the entity itself just kind of shaking violently in place as if somehow trapped (and this was at the bottom of a hill, so mostly flat terrain). The movement only seemed to stop after the "run" task had timed out and the jaguar resumed stalking me. I threw a second spear and that time it fled normally.

 

So I'm wondering if this happened because my initial attack interrupted the "stalking" task? That's my current best guess for why things went wonky.

💬 Tentharchitect , Oct 12th at 4:49 PM

Glad to hear it's all working, have fun!

💬 Ravielle, Oct 10th at 3:01 AM

In the process of following your instructions, I realized it was user error! I installed the mod in the incorrect place. I've fixed it. Mobs are spawning now. Thanks for taking the time to reply :) Your mods all work beautifully.

💬 Tentharchitect , Oct 10th at 1:11 AM

Disable all other mods and start a new world, fly around and check with the entity count to see if big cats are spawning appropriately. If they are, enable half your mod list with it and try again and see if they are spawning appropriately. If they are try the other half, if they aren't, halve the mod list to identify where the conflict is. Ravielle

💬 Ravielle, Oct 10th at 12:27 AM (modified Oct 10th at 12:28 AM)

Hello, none of the big cats have spawned in appropriate biomes despite players spending several in-game days there. All we see are hyenas in our deserts and savannahs. Checking with /entity count shows no big cats consistently. We have had success with elephants, dolphins, etc. from other Stone Age mods.

Anything I can do to troubleshoot why the big cats won't spawn?

💬 Tentharchitect , Oct 5th at 3:23 PM

At this point I have no short term plans to do so, as other priorities are higher. If you have the skill and want to make modconfig files for those values and send them my way I'd add them in the next update Kalonie

💬 Kalonie, Oct 2nd at 8:28 PM

can you please add configs to all your mob mods to allow for lower spawn rates or disabling specific mobs? I love your cow and rhyno and elephant mods but they spawn way to commonly in too big of packs. 

💬 Tentharchitect , Sep 19th at 4:01 PM

Oats disabled cross mod compatibilty with Butchery recently due to a rework or something to that effect. It's slowly being readded, and I'm giving them a heads up on changes on my end that might effect Butchery CaptainJake

💬 CaptainJake, Sep 19th at 8:44 AM (modified Sep 19th at 8:45 AM)

Thanks for updating! Are these and your other mods compatible with Butchery mod? (Didn't have time to check yet, but adding it to our server anyway)

💬 Tentharchitect , Sep 18th at 2:49 PM

Thank you both! Things have been busy and weird irl but modding has consisently brought me joy and I'm looking forward to getting through the updates and bringing cool new critters to folk's games. Laukris Nostri

💬 Laukris, Sep 18th at 12:20 PM

Ahhh, I've been excitedly awaiting your updates! Your mods are a big part of my forever world.

Thank you so much for all your hard work and I hope things are going well for you!

💬 Nostri, Sep 17th at 6:20 PM

Just came back to VS and I'm so happy to see that you're updating these mods to 1.21!

💬 Tentharchitect , Sep 16th at 2:39 PM

Thank you for saying so! Flish and I are focusing our Floral Zone and my associated FotSA packs on Eurasia for the time being, but there might be a large South American animal coming soon k0t0

💬 k0t0, Sep 15th at 8:31 PM

Beautiful mods, you really took the time to make these feel alive and special. Can't wait to see more!

Any upcoming South American megafauna perhaps? :)

💬 Tentharchitect , Sep 15th at 4:02 PM

Fixed and will be in the next update. Shouldn't do anything besides report an error in the mean time Damage_Zedd

💬 Damage_Zedd, Sep 15th at 3:40 PM

getting errors while loading on 1.21.1 

Spoiler
15.9.2025 11:28:16 [Error] Patch 4 (target: pantherinae:entities/animal/mammal/pantherinae-neofelis-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-neofelis-adult.json failed because supplied path /server/behaviors/10/aitasks/0/damageType is invalid: The json path /server/behaviors/10/aitasks/0/damageType was not found. Could traverse until /server/behaviors/10/aitasks/0, but then 'damageType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Run",
  "entityCodes": [],
  "skipEntityTag": [
    [
      "carcass",
      "egg",
      "nest",
      "state-sneaking",
      "pantherinaetag"
    ]
  ],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-female-diardi-*": 0.04,
    "*-male-diardi-*": 0.045,
    "*-female-nebulosa-*": 0.04,
    "*-male-nebulosa-*": 0.045,
    "*": 0.5
  },
  "animationSpeed": 2.0,
  "seekingRange": 20,
  "fleeingDistance": 30,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "ferocious",
    "state-moving",
    "state-sprinting"
  ],
  "whenSwimming": false
}
15.9.2025 11:28:16 [Error] Patch 5 (target: pantherinae:entities/animal/mammal/pantherinae-neofelis-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-neofelis-adult.json failed because supplied path /server/behaviors/10/aitasks/0/damageTierByType is invalid: The json path /server/behaviors/10/aitasks/0/damageTierByType was not found. Could traverse until /server/behaviors/10/aitasks/0, but then 'damageTierByType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Run",
  "entityCodes": [],
  "skipEntityTag": [
    [
      "carcass",
      "egg",
      "nest",
      "state-sneaking",
      "pantherinaetag"
    ]
  ],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-female-diardi-*": 0.04,
    "*-male-diardi-*": 0.045,
    "*-female-nebulosa-*": 0.04,
    "*-male-nebulosa-*": 0.045,
    "*": 0.5
  },
  "animationSpeed": 2.0,
  "seekingRange": 20,
  "fleeingDistance": 30,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "ferocious",
    "state-moving",
    "state-sprinting"
  ],
  "whenSwimming": false
}
15.9.2025 11:28:16 [Error] Patch 6 (target: pantherinae:entities/animal/mammal/pantherinae-neofelis-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-neofelis-adult.json failed because supplied path /server/behaviors/10/aitasks/1/damageType is invalid: The json path /server/behaviors/10/aitasks/1/damageType was not found. Could traverse until /server/behaviors/10/aitasks/1, but then 'damageType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Swim",
  "entityCodes": [],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*": 0.02
  },
  "animationSpeed": 1,
  "seekingRange": 120,
  "fleeingDistance": 60,
  "fleeDurationWhenTargetLost": 60000,
  "whenSwimming": true,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "state-feet-in-liquid",
    "state-moving",
    "state-swimming"
  ]
}
15.9.2025 11:28:16 [Error] Patch 7 (target: pantherinae:entities/animal/mammal/pantherinae-neofelis-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-neofelis-adult.json failed because supplied path /server/behaviors/10/aitasks/1/damageTierByType is invalid: The json path /server/behaviors/10/aitasks/1/damageTierByType was not found. Could traverse until /server/behaviors/10/aitasks/1, but then 'damageTierByType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Swim",
  "entityCodes": [],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*": 0.02
  },
  "animationSpeed": 1,
  "seekingRange": 120,
  "fleeingDistance": 60,
  "fleeDurationWhenTargetLost": 60000,
  "whenSwimming": true,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "state-feet-in-liquid",
    "state-moving",
    "state-swimming"
  ]
}
15.9.2025 11:28:16 [Error] Patch 4 (target: pantherinae:entities/animal/mammal/pantherinae-panthera-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-panthera-adult.json failed because supplied path /server/behaviors/10/aitasks/0/damageType is invalid: The json path /server/behaviors/10/aitasks/0/damageType was not found. Could traverse until /server/behaviors/10/aitasks/0, but then 'damageType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Run",
  "entityCodes": [],
  "skipEntityTag": [
    [
      "carcass",
      "egg",
      "nest",
      "state-sneaking",
      "pantherinaetag"
    ]
  ],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-female-atrox-*": 0.085,
    "*-male-atrox-*": 0.09,
    "*-female-leo-*": 0.07,
    "*-male-leo-*": 0.075,
    "*-female-onca-*": 0.061,
    "*-male-onca-*": 0.065,
    "*-female-pardus-*": 0.049,
    "*-male-pardus-*": 0.05,
    "*-female-spelaea-*": 0.076,
    "*-male-spelaea-*": 0.081,
    "*-female-tigris-*": 0.09,
    "*-male-tigris-*": 0.095,
    "*-female-uncia-*": 0.04,
    "*-male-uncia-*": 0.04,
    "*": 0.5
  },
  "animationSpeed": 2.0,
  "seekingRange": 20,
  "fleeingDistance": 30,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "ferocious",
    "state-moving",
    "state-sprinting"
  ],
  "whenSwimming": false
}
15.9.2025 11:28:16 [Error] Patch 5 (target: pantherinae:entities/animal/mammal/pantherinae-panthera-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-panthera-adult.json failed because supplied path /server/behaviors/10/aitasks/0/damageTierByType is invalid: The json path /server/behaviors/10/aitasks/0/damageTierByType was not found. Could traverse until /server/behaviors/10/aitasks/0, but then 'damageTierByType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Run",
  "entityCodes": [],
  "skipEntityTag": [
    [
      "carcass",
      "egg",
      "nest",
      "state-sneaking",
      "pantherinaetag"
    ]
  ],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-female-atrox-*": 0.085,
    "*-male-atrox-*": 0.09,
    "*-female-leo-*": 0.07,
    "*-male-leo-*": 0.075,
    "*-female-onca-*": 0.061,
    "*-male-onca-*": 0.065,
    "*-female-pardus-*": 0.049,
    "*-male-pardus-*": 0.05,
    "*-female-spelaea-*": 0.076,
    "*-male-spelaea-*": 0.081,
    "*-female-tigris-*": 0.09,
    "*-male-tigris-*": 0.095,
    "*-female-uncia-*": 0.04,
    "*-male-uncia-*": 0.04,
    "*": 0.5
  },
  "animationSpeed": 2.0,
  "seekingRange": 20,
  "fleeingDistance": 30,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "ferocious",
    "state-moving",
    "state-sprinting"
  ],
  "whenSwimming": false
}
15.9.2025 11:28:16 [Error] Patch 6 (target: pantherinae:entities/animal/mammal/pantherinae-panthera-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-panthera-adult.json failed because supplied path /server/behaviors/10/aitasks/1/damageType is invalid: The json path /server/behaviors/10/aitasks/1/damageType was not found. Could traverse until /server/behaviors/10/aitasks/1, but then 'damageType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Swim",
  "entityCodes": [],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-onca-*": 0.051,
    "*": 0.04
  },
  "animationSpeed": 1,
  "seekingRange": 120,
  "fleeingDistance": 60,
  "fleeDurationWhenTargetLost": 60000,
  "whenSwimming": true,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "state-feet-in-liquid",
    "state-moving",
    "state-swimming"
  ]
}
15.9.2025 11:28:16 [Error] Patch 7 (target: pantherinae:entities/animal/mammal/pantherinae-panthera-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-panthera-adult.json failed because supplied path /server/behaviors/10/aitasks/1/damageTierByType is invalid: The json path /server/behaviors/10/aitasks/1/damageTierByType was not found. Could traverse until /server/behaviors/10/aitasks/1, but then 'damageTierByType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Swim",
  "entityCodes": [],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-onca-*": 0.051,
    "*": 0.04
  },
  "animationSpeed": 1,
  "seekingRange": 120,
  "fleeingDistance": 60,
  "fleeDurationWhenTargetLost": 60000,
  "whenSwimming": true,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "state-feet-in-liquid",
    "state-moving",
    "state-swimming"
  ]
}
 
...
 
15.9.2025 11:30:57 [Error] Patch 4 (target: pantherinae:entities/animal/mammal/pantherinae-neofelis-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-neofelis-adult.json failed because supplied path /server/behaviors/10/aitasks/0/damageType is invalid: The json path /server/behaviors/10/aitasks/0/damageType was not found. Could traverse until /server/behaviors/10/aitasks/0, but then 'damageType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Run",
  "entityCodes": [],
  "skipEntityTag": [
    [
      "carcass",
      "egg",
      "nest",
      "state-sneaking",
      "pantherinaetag"
    ]
  ],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-female-diardi-*": 0.04,
    "*-male-diardi-*": 0.045,
    "*-female-nebulosa-*": 0.04,
    "*-male-nebulosa-*": 0.045,
    "*": 0.5
  },
  "animationSpeed": 2.0,
  "seekingRange": 20,
  "fleeingDistance": 30,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "ferocious",
    "state-moving",
    "state-sprinting"
  ],
  "whenSwimming": false
}
15.9.2025 11:30:57 [Error] Patch 5 (target: pantherinae:entities/animal/mammal/pantherinae-neofelis-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-neofelis-adult.json failed because supplied path /server/behaviors/10/aitasks/0/damageTierByType is invalid: The json path /server/behaviors/10/aitasks/0/damageTierByType was not found. Could traverse until /server/behaviors/10/aitasks/0, but then 'damageTierByType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Run",
  "entityCodes": [],
  "skipEntityTag": [
    [
      "carcass",
      "egg",
      "nest",
      "state-sneaking",
      "pantherinaetag"
    ]
  ],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-female-diardi-*": 0.04,
    "*-male-diardi-*": 0.045,
    "*-female-nebulosa-*": 0.04,
    "*-male-nebulosa-*": 0.045,
    "*": 0.5
  },
  "animationSpeed": 2.0,
  "seekingRange": 20,
  "fleeingDistance": 30,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "ferocious",
    "state-moving",
    "state-sprinting"
  ],
  "whenSwimming": false
}
15.9.2025 11:30:57 [Error] Patch 6 (target: pantherinae:entities/animal/mammal/pantherinae-neofelis-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-neofelis-adult.json failed because supplied path /server/behaviors/10/aitasks/1/damageType is invalid: The json path /server/behaviors/10/aitasks/1/damageType was not found. Could traverse until /server/behaviors/10/aitasks/1, but then 'damageType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Swim",
  "entityCodes": [],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*": 0.02
  },
  "animationSpeed": 1,
  "seekingRange": 120,
  "fleeingDistance": 60,
  "fleeDurationWhenTargetLost": 60000,
  "whenSwimming": true,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "state-feet-in-liquid",
    "state-moving",
    "state-swimming"
  ]
}
15.9.2025 11:30:57 [Error] Patch 7 (target: pantherinae:entities/animal/mammal/pantherinae-neofelis-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-neofelis-adult.json failed because supplied path /server/behaviors/10/aitasks/1/damageTierByType is invalid: The json path /server/behaviors/10/aitasks/1/damageTierByType was not found. Could traverse until /server/behaviors/10/aitasks/1, but then 'damageTierByType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Swim",
  "entityCodes": [],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*": 0.02
  },
  "animationSpeed": 1,
  "seekingRange": 120,
  "fleeingDistance": 60,
  "fleeDurationWhenTargetLost": 60000,
  "whenSwimming": true,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "state-feet-in-liquid",
    "state-moving",
    "state-swimming"
  ]
}
15.9.2025 11:30:57 [Error] Patch 4 (target: pantherinae:entities/animal/mammal/pantherinae-panthera-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-panthera-adult.json failed because supplied path /server/behaviors/10/aitasks/0/damageType is invalid: The json path /server/behaviors/10/aitasks/0/damageType was not found. Could traverse until /server/behaviors/10/aitasks/0, but then 'damageType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Run",
  "entityCodes": [],
  "skipEntityTag": [
    [
      "carcass",
      "egg",
      "nest",
      "state-sneaking",
      "pantherinaetag"
    ]
  ],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-female-atrox-*": 0.085,
    "*-male-atrox-*": 0.09,
    "*-female-leo-*": 0.07,
    "*-male-leo-*": 0.075,
    "*-female-onca-*": 0.061,
    "*-male-onca-*": 0.065,
    "*-female-pardus-*": 0.049,
    "*-male-pardus-*": 0.05,
    "*-female-spelaea-*": 0.076,
    "*-male-spelaea-*": 0.081,
    "*-female-tigris-*": 0.09,
    "*-male-tigris-*": 0.095,
    "*-female-uncia-*": 0.04,
    "*-male-uncia-*": 0.04,
    "*": 0.5
  },
  "animationSpeed": 2.0,
  "seekingRange": 20,
  "fleeingDistance": 30,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "ferocious",
    "state-moving",
    "state-sprinting"
  ],
  "whenSwimming": false
}
15.9.2025 11:30:57 [Error] Patch 5 (target: pantherinae:entities/animal/mammal/pantherinae-panthera-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-panthera-adult.json failed because supplied path /server/behaviors/10/aitasks/0/damageTierByType is invalid: The json path /server/behaviors/10/aitasks/0/damageTierByType was not found. Could traverse until /server/behaviors/10/aitasks/0, but then 'damageTierByType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Run",
  "entityCodes": [],
  "skipEntityTag": [
    [
      "carcass",
      "egg",
      "nest",
      "state-sneaking",
      "pantherinaetag"
    ]
  ],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-female-atrox-*": 0.085,
    "*-male-atrox-*": 0.09,
    "*-female-leo-*": 0.07,
    "*-male-leo-*": 0.075,
    "*-female-onca-*": 0.061,
    "*-male-onca-*": 0.065,
    "*-female-pardus-*": 0.049,
    "*-male-pardus-*": 0.05,
    "*-female-spelaea-*": 0.076,
    "*-male-spelaea-*": 0.081,
    "*-female-tigris-*": 0.09,
    "*-male-tigris-*": 0.095,
    "*-female-uncia-*": 0.04,
    "*-male-uncia-*": 0.04,
    "*": 0.5
  },
  "animationSpeed": 2.0,
  "seekingRange": 20,
  "fleeingDistance": 30,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "ferocious",
    "state-moving",
    "state-sprinting"
  ],
  "whenSwimming": false
}
15.9.2025 11:30:57 [Error] Patch 6 (target: pantherinae:entities/animal/mammal/pantherinae-panthera-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-panthera-adult.json failed because supplied path /server/behaviors/10/aitasks/1/damageType is invalid: The json path /server/behaviors/10/aitasks/1/damageType was not found. Could traverse until /server/behaviors/10/aitasks/1, but then 'damageType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Swim",
  "entityCodes": [],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-onca-*": 0.051,
    "*": 0.04
  },
  "animationSpeed": 1,
  "seekingRange": 120,
  "fleeingDistance": 60,
  "fleeDurationWhenTargetLost": 60000,
  "whenSwimming": true,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "state-feet-in-liquid",
    "state-moving",
    "state-swimming"
  ]
}
15.9.2025 11:30:57 [Error] Patch 7 (target: pantherinae:entities/animal/mammal/pantherinae-panthera-adult.json) in pantherinae:patches/combatoverhaul/pantherinae-panthera-adult.json failed because supplied path /server/behaviors/10/aitasks/1/damageTierByType is invalid: The json path /server/behaviors/10/aitasks/1/damageTierByType was not found. Could traverse until /server/behaviors/10/aitasks/1, but then 'damageTierByType' does not exist. Full json at this path: {
  "code": "fleeentity-r",
  "priority": 9.41,
  "priorityForCancel": 9.41,
  "animation": "Swim",
  "entityCodes": [],
  "targetLightLevels": [
    1,
    4,
    22,
    32
  ],
  "movespeedByType": {
    "*-onca-*": 0.051,
    "*": 0.04
  },
  "animationSpeed": 1,
  "seekingRange": 120,
  "fleeingDistance": 60,
  "fleeDurationWhenTargetLost": 60000,
  "whenSwimming": true,
  "whenInEmotionState": [
    "fleeondamage"
  ],
  "tagsAppliedToEntity": [
    "state-feet-in-liquid",
    "state-moving",
    "state-swimming"
  ]
}
💬 Tentharchitect , Sep 15th at 1:33 PM

So they do not have the new taming system implemented, as it is kind of expensive in both dev time and computer resources so I'm using it sparingly. They can be kept by feeding them meat before their saturation timer runs out (96 minutes) and so long as that doesn't run out they will only hunt the player if you enter sprint mode within a certain distance of them, triggering their hunt response. By gen 2, their standard hunting behaviors are disabled towards players, so they can be used as guard animals to drive away other animals from coming into your base, but you'll always be at risk of running near them and triggering that hunt behavior as I set that one to disable at gen 999. jerich0stormpaw

💬 jerich0stormpaw, Sep 15th at 2:21 AM

can you tame them?    i know you can train mountian lions and cheetas irl

 

💬 Sanbella, Sep 14th at 8:34 PM

Thank you very much! I've been waiting ages for this!

💬 ChiefKrogan, Sep 14th at 6:04 PM

NO WAY THE CATS ARE BACK!

💬 Drawsstuff, Sep 14th at 6:00 PM

IT'S HERE!!!

 

Thank you for the amazing worth tenth

💬 Lhosson, Sep 14th at 5:57 PM

Tentharchitect You're most welcome, and it's totally understandable wanting to stay focused on the task in hand. Also great to know that there may be a compatibility patch on the other end with CaptainOats... I'll keep my eyes peeled.

Keep up the great work!

💬 Nalier, Sep 14th at 5:47 PM

Let's go! <3

💬 Abra_The_Cadabra, Sep 14th at 5:42 PM

And so it begins! I am so excited to see all of these updated. Thank you for your hard work and dedication to these mods man.

💬 Tentharchitect , Sep 14th at 5:29 PM

Thank you for saying so Lhosson!
At this point, I've had enough compatibility patch requests I don't think I'd get to new content until 2027 if I fulfilled all those requests, so I'm mostly just adding files folks send to me like with the patches Whiskey Sunshine made for Ancient tools compatibility. That said, I believe CaptainOats is making FotSA compatibility on their end, so I'm giving them heads up about the file format changes as they happen

💬 Lhosson, Sep 14th at 5:22 PM

Tentharchitect Thank you for this! I absolutely loved your animal additions to the game with v1.20. I really want to install this, but I also can't live without butchering. Is it possible to release a compatibility patch that covers each of these mods as they are released, or is that too much work? I totally understand if it would get in the way of progressing with the rest of these Stone Age animal mods. It would be awesome though.

Thanks for all yuour time and effort. It's super-appreciated :) I've missed these in v1.21.

💬 Tentharchitect , Sep 14th at 4:58 PM

The first ai task overhaul version is out! The number of ai tasks is considerably higher than previous versions with a ton more variables to check. I'm slowly working my way through updating and overhauling my creature packs and wanted to release as I go so I can get feedback and discover issues with my behavior flow. If you notice any weirdness with the big cats please take into account things like time of day, current temperature, light levels, whether there are wild animals around or not in your bug reports. All of these and more will influence how the cats now behave and tons of potential emergent behaviors might occur that I won't necessarily anticipate. 

💬 Tentharchitect , Sep 14th at 4:55 PM

The duplicate black panthers are the jaguar version and leopard version tRead

💬 grymmsical, Sep 12th at 6:46 AM

tRead any of the mods with rideable animals is likely going to have the issue, I know rhinocerotidae and bovinae cause issues as well

💬 tRead, Sep 11th at 11:26 PM

The only FOTSA mods I'm having problems with in 1.21.1 are Elephantidae and Pantherinae. 
For some reason I haven't been able to figure out, there are separate instances of some creatures in the creative inventory, such as Black Panther.  They seem fine, though, in-world.

💬 Tentharchitect , Sep 8th at 4:14 PM

My summer job schedule of 80 hours a week ends on the 26th. Right now I have only 6-12 hours to mod a week and probably 120-200 hours to go on updating the whole FotSA series. I'm currently puzzling out the last issues with the new ai overhaul and should have my first complete entity file today hopefully. My tentative plan is to start releasing the mods I've finished come the 26th one at a time so I have a chance to see if weirdness happens as the new overhaul changes a lot and I expect a bunch of emergent outcomes to occur that I can't test for in that time frame.

💬 Kamulton, Sep 3rd at 9:18 AM
when version 1.21.0
💬 Tentharchitect , Sep 1st at 5:37 PM

Would be awesome to be paid more to do this! Thank you kindly AcidMarxist

💬 AcidMarxist, Aug 31st at 10:36 PM

Tentharchitect

Thanks for the quick update. Just having your Flora mods will have to do for now! You do fantastic work, some of the best, actually. I hope your workload lightens soon, and you spend some time relaxing before you even think about working on this stuff. They should just hire you to do this full time, if you ask me.

💬 Tentharchitect , Aug 31st at 3:15 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.

💬 AcidMarxist, Aug 28th at 8:03 PM (modified Aug 28th at 8:04 PM)

I've mentioned it in a comment on another mod in the series in response to someone else, but I figured I would mention it here as well. There's an entity rendering error stemming from this mod series that is hard crashing my game to desktop every 10-20 minutes approximately. Error logs are sparse on details(It appears to be an in-engine error and won't directly point to any particular mod), but after disabling all your Flora/Fauna mods I have re-achieved stability. Sorry :(

EDIT: This is for 1.21, for the record. I figured this mod might have needed to be patched to work correctly, but I was kinda hoping it wouldn't. Oh well!

💬 StrawberrySoda, Aug 28th at 3:35 PM

Thank you for updating these!!

💬 Greg85, Aug 28th at 2:54 AM

I assume none of these creature packs work for 1.21?   Makes our server fail when they are installed but claiming 1.21 on its download button? 

💬 Tentharchitect , Aug 25th at 11:40 PM

How many irl hours did you wait? Depending on climate conditions and view distance it might be 1 to 24ish hours before a big cat spawns in a given area Tremarctos

💬 Tremarctos, Aug 21st at 2:11 AM

Since I installed the mod, no cats have spawned in my world. I’m not sure if it’s because I’m in chunks that were generated before the mod was installed or if it’s just a bug. Please check this.

💬 Tentharchitect , Aug 17th at 3:21 PM

Last time I checked it was working Sianks

💬 Sianks, Aug 16th at 3:14 PM

Combat overhaul?

💬 Tentharchitect , Jul 29th at 4:07 PM

Thanks for the report, they'll go on my bug list Lantalia

💬 Lantalia, Jul 26th at 11:56 PM

Ok, 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-Pantherinae-v1.1.27.zip_c9d8847ef3c3\assets\pantherinae\itemtypes\animals.json got --> 116:36
|
116 | "rotation": { x: -8, y: -63, z: -7 }
| ^---
|
= expected boolean, null, or string

Failed to parse FotSA-Bovinae-v0.2.4.zip_3ded087450bf\assets\bovinae\itemtypes\animals.json got --> 121:42
|
121 | "rotation": { "x": -8, "y": -63, "z": -7 }
| ^---
|
= expected boolean, null, or string
Failed to parse FotSA-Caninae-v1.0.32.zip_01afc61b9e04\assets\caninae\itemtypes\animals.json got --> 569:42
|
569 | "rotation": { "x": -8, "y": -63, "z": -7 }
| ^---
|
= expected boolean, null, or string
Failed to parse FotSA-Capreolinae-v1.2.9.zip_b74e67134c0b\assets\capreolinae\itemtypes\animals.json got --> 445:42
|
445 | "rotation": { "x": -8, "y": -63, "z": -7 }
| ^---
|
= expected boolean, null, or string
Failed to parse FotSA-Cervinae-v0.1.6.zip_57e3606b03c8\assets\cervinae\itemtypes\animals.json got --> 104:42
|
104 | "rotation": { "x": -8, "y": -63, "z": -7 }
| ^---
|
= expected boolean, null, or string
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

💬 Tentharchitect , Jul 16th at 4:26 PM

That sounds like an issue with the model being rendered. I wasn't able to replicate it but can keep an eye out FluffyTheBeowolf

💬 FluffyTheBeowolf, Jul 8th at 2:02 PM

Btw I'm pretty sure the lion texture is broken, its mouth/ jaw was like floating above its head on the female lion in a game with only fauna and flora loaded

💬 Tentharchitect , Jul 7th at 5:43 PM

They take a lot longer to appear after a chunk is already generated, and never at the same population levels they can achieve if they spawn in newly generated chunks Sashazach

💬 Sashazach, Jul 1st at 9:22 PM

Anybody know why it seems cats don't spawn if I added them after initial terrain gen? (added the mod that is)

💬 B0YAR, May 28th at 3:48 PM

Tentharchitect

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

💬 Tentharchitect , May 28th at 3:41 PM

Certainly, if you want to make translation files and send them to me over Discord that has been how the other folks helping have done it KonanHegel

💬 KonanHegel, May 26th at 6:42 AM

@Tentharchitect is there any way to help you in translation?

💬 Billiam, Apr 29th at 8:41 PM

Thank you! Love these mods

💬 Tentharchitect , Apr 29th at 8:36 PM

Ah thanks, I'd missing a bracket in the group spawning, and it didn't break enough to throw an error. Updating now

 

💬 Billiam, Apr 29th at 7:52 PM

v1.1.26's `pantherinae-neofelis-adult.json` appears to be missing a trailing "}"

💬 Pagan_Sunburn, Apr 21st at 8:41 PM

@Tentharchitect Thank you. That made it work.

💬 Tentharchitect , Apr 21st at 4:00 PM

Check the modinfo json for the modID, as this mod isn't FotSA-Pantherinae it is pantherinae Pagan_Sunburn

💬 Pagan_Sunburn, Apr 20th at 9:52 PM

On my server, using "/moddb install FotSA-Pantherinae" I get back a message saying "No such mod found."

💬 Ladyhawke, Apr 18th at 6:44 PM

Wow, updated so fast! Many thanks to Tentharchitect for an incredible support and for Catmint 

It now worked like a charm, the american lion is pregnant. Looking forward to some sweet kitten soon (or in 8-9 months ingame, rather)

 

 

 

 

💬 Tentharchitect , Apr 17th at 9:52 PM

Looks like the male id for breeding was maleformed, will update soon! Catmint

💬 Catmint, Apr 16th at 6:01 PM

Hi there! I hate to add onto the list of people having issues with breeding, but I'm stumped.

 

My female lion is also stopping at 11 feedings, then even when I enter creative and just float above for days at a time she won't eat anything further. I'm staying right there so she isn't unloading and not eating, she's just....not. I'm unsure how to proceed which is a shame since I really wanted to domesticate big cats in my friend group's server

💬 Tentharchitect , Apr 11th at 8:46 PM

It's still in, they were just converted into items to cut back on memory usage. You can mount the pelts on tool racks and antler mounts to get them on the wall FritzHirsch

💬 FritzHirsch, Apr 11th at 7:36 PM

No more wall hanging pelts for any of the FotSA mods? will we see this feature return? 

💬 Ladyhawke, Mar 30th at 4:14 PM

Hello again, nevermind, I just saw your comment on another mod of yours (related to geese breeding) - the tooltips are wrong and show "ready to mate" when the animal actually isn't ready yet due to realistic cooldown timers - that explains it :) So I will watch the lions closely and try it once every month to see when they are ready. Maybe this helps others aswell.

💬 Ladyhawke, Mar 24th at 10:37 PM

Hi Tentharchitect, well, I've made an experiment in creative with time lapse over a few months (September til end of December) now. Maybe I have to wait a few more month(years), but it's strange really... The female american lion eats regularely up until 14 portions and then stops, with a "ready to mate" tag - how reliable is that? (Because if the cooldown phase is ignoring that and lasts half a year or so, then I didn't ofc wait long enough...) It then approaches the food, sits besides it, and nothing changes, still 14 portions eaten. The male eats regularely. The african lion the same, only that the female stops at 11 portions. I tested it with only the FotSa-Mods installed, and with all my mods, doesn't make any difference. New creative world on 1.20.6 today.

 

Does anybody have a successful breeding going on? If so, an answer would be very appreciated.

 

Thank you :)

💬 Tentharchitect , Mar 20th at 2:49 PM

Yes, the game still remembers animals in unloaded chunks when you aren't there, but they won't perform certain actions until you are nearby. Notably they don't hunt, eat or mate while not loaded in. 
Females won't eat until they are ready to mate, so it sounds like the female hasn't finished the breeding cooldown phase. When entities initially spawn they need to go through the breeding cool down first before they are ready to mate

💬 Ladyhawke, Mar 19th at 7:35 PM

Hi Tentharchitect and thanks a lot for your answer. I admit I don't quite get it... I guess you mean that animals get 'unloaded' from the world when the chunk is not loaded, right? Because all once known animals are still there where they have been when I travel the world. The vanilla goats aswell as the elephants in our far south home.
Well, I tried to follow your lead and stayed for two reallife hours close to the lions - the male was eating the meat almost immediately, the female refused multiple times to do so until the meat despawned after 15 minutes... I give it up for now and do something else and come back to it later. Maybe do some experiments in creative when I find the time to understand the whole process better. Anyway, thanks again for this beautiful mods and your dedication to this amazing animals of our past!

💬 Tentharchitect , Mar 18th at 3:42 PM

Entities despawn when not in the same chunk, including animals and dropped items. You'll need to have them loaded in for those steps of breeding to progress, but the pregnancy and maturation timers can happen off screen

💬 Ladyhawke, Mar 16th at 10:32 AM

Hello @tentharchitect and @all, I'm trying to domesticate American lions at the moment, but I have trouble get them to eat properly... I must have dropped over 150 meat - red meat mostly, but also poultry and bush meat - into the pen, walked away (or above since I use a pine now as a watchtower), only to come back later and found out that the counter didn't raise much or even at all. I have two assumptions: 1) It despawns as soon as I'm leaving the chunk with the lions - that's almost sure because I died once while trying to feed the male, run instantly back and 6 dropped meat were gone. 2) This lion lady needs way more meat - and only red meat - than I thought. She is at 14 portions now.

Can anyone help and confirm or provide some info how you are breeding this animals?

Thank's a lot and a lovely peaceful sunday for all of you! Happy gaming.

 

Oh and tentharchitect: Wow, Thylacoleo`s?! My favourite animal from ... elsewhere. So awesome, hope I can breed them aswell. Will have a look up the trees now...

💬 Tentharchitect , Feb 20th at 1:23 AM

You can now hang them up on tool racks or antler mounts. The previous wallmounted version needed the texture to be stored in a separate place so I made it an item to optimize these mods SheldoFB

💬 SheldoFB, Feb 19th at 11:34 PM

Is there a special method to hanging the pelts on the wall? I can lay them on the floor just fine but im unable to hang them up

💬 Tentharchitect , Feb 5th at 4:10 PM

I wouldn't worry about removing those stats, after their initial spawn they'll never reach the same population levels insideandoutside

💬 insideandoutside, Feb 4th at 7:12 PM

That sounds awesome; I can't wait!

I had another look at the files and compared them to vanilla creatures: this mod uses 0.00001 for the newly added cats while vanilla has 0.0006 for boars and 0.00003 for bears; maybe what I should really do to avoid being swamped by boars everywhere I go is remove their worldgen spawn instead? I only just picked this game up, so I'll hopefully get the hang of playing around with the files soon enough.

💬 Tentharchitect , Feb 4th at 4:16 PM

They don't spawn on worldgen, but they can still spawn less than a second after the chunk is generated. You could go through and add a worldgen section to their spawn, but it may lead to dangerous amounts of entities depending on what you set their spawns to and how many mods you have.

As for future plans, Chelonioidea, Crocodylidae, Pinnipedia, Mustelidae, Alligatoridae, Castoridae, Caviidae, Gavialidae, Hippopotamidae, Platanistoidea and Monotremes are on my list for aquatic or semi-aquatic animals, though some of them are on the back burner while waiting for improvements to amphibious ai insideandoutside

💬 insideandoutside, Feb 4th at 7:05 AM

Hi! I've gotten all of the mods in this series, and I know they work since I saw a tiger prowling in the distance and was at one point held hostage by an irate herd of elephants moving into my backyard where they just decided to stay for a few days, but ever since I decided to go wandering all I encounter are pigs, chickens and the occasional bunny; I assume this is because the newly added beasts don't spawn on worldgen, but is it possible to change that on my end and would it cause issues in a singleplayer game? It would be a lot more exciting not knowing what might lurk on that new island I just landed on, but at this point I already know I won't encounter anything more dangerous than a boar.

 

Also do you have any plans for marine additions like crocodilians? That would be cool to see!

💬 Tentharchitect , Jan 17th at 6:41 PM

I have to manually add entities to their melee, seek, flee and other AI tasks, so I went through and added elephants to the relevant ones. In this case, some big cats will seek baby elephants, flee adults and attack both if in melee range
CKitt

Also to answer your error with the entities I add eggs to their diet, I think some other mod must disable or heavily alter eggs, as I couldn't get that error to occur in my testing

💬 CKitt, Jan 17th at 6:36 PM

"Added-Elephant compatibility"

What... what do you mean?

💬 Tentharchitect , Dec 5th 2024 at 8:13 PM

With runtime spawning it'll check every so often if the criteria is met and if the climate criteria is met and there are fewer members of the group than the group limit, more will spawn. All Panthera cats and their caracass count towards the limit of 1, so if any of them are within render distance/500m if you're render distance is higher than that, no more will spawn. Neofelis cats and their carcass has a separate group. A spawning can exceed the group limit, ie if there are 0 panthera members, a pride of lions can spawn, but all must be killed or beyond the range for more to spawn.

I've fine tuned the frequency they can spawn, technically it could happen the first frame you boot up the game but with the current settings I usually see a big cat after 45-90 minutes in an area, 120-240 minutes in areas where only one or two cat species spawn 

💬 Auro, Dec 5th 2024 at 7:58 PM

How does the runtime spawning works? if there are already other animals nearby does it block the spawn, or can the cats spawn on top of existing spawns?

Also how long does it take to start seeing spawns? I did a bit of exploring using creative mode to test other mods and didn't see any cats (I am aware they won't generate on worldgen, but I have been going back and forth in the same region for a few minutes)

💬 Tentharchitect , Dec 2nd 2024 at 8:23 PM

Yep, all the FotSA mods are safe to intall or remove on existing worlds

💬 wojtek16, Nov 29th 2024 at 1:24 PM

Would this work with installing into existing worlrds? Just wanted to check, thanks! 

 

Your mods look amazing! 

💬 Saiya, Nov 11th 2024 at 11:19 PM

Just got jumpscared by a Tiger while I was watering my crops. Great mod!

💬 Laerinok, Oct 2nd 2024 at 10:04 AM

Hello,
Translation already sent to you on Discord, but I'll post it here in the meantime for impatient users.

Voici la traduction Fr du mod (v1.1.10) pour celles et ceux qui ne peuvent pas attendre la prochaine maj ;)
fr.json

 

💬 Tentharchitect , Oct 1st 2024 at 4:03 PM

And slowly getting back to old mod messages.

CatJoke-Thank you so much for saying so! It's always nice to hear!

Starsis-It should be possible on your end, removing the player from the big cats seek entity list would make them only defensive for example. 

BrownishStorm-It should be perfect safe to do so, MoonlitShade is mostly correct, only the big cats don't have world gen spawning turned on so they'll appear just as fast in old chunks as in new ones. This mod should be safe to add to old saves but the more mods you remove from a save the more bugs will accumulate even without outright save breaking ones.

💬 MoonlitShade, Sep 25th 2024 at 3:09 AM

BrownishStorm Entities are spawned in 2 different ways: during world generation and passively. In new chunks youll see them faster because they're spawned during world generation. In old chunks, it might take a while for enough to passively spawn over time. Of course, it's always recommended to start a new save instead of adding a mod to an existing save - that can cause bugs.

💬 BrownishStorm, Sep 25th 2024 at 2:02 AM

So if I added this to a current save they wouldn't spawn into any location I have already visited?

💬 Starsis, Sep 23rd 2024 at 1:05 AM

I know it's kinda antithetical to the point of the game, but is there any way to make the cats more passive? Like could I potentially just change a value in their behavior settings somewhere or would that break them entirely? I love love love all your mods and would like to use them but the default creature hostility settings don't work for modded creatures :')

💬 CatJoke, Aug 9th 2024 at 8:08 PM

Just wanted to say this is an amazing mod, so good that I'd have trouble playing without it anymore. The models are beautiful and the cats add such a 'wild and dangerous' feel to the wilderness that ninja-jumpscare-bears were not really giving.

Thank you for making and sharing this with us.

💬 Tentharchitect , Jul 5th 2024 at 11:23 PM

No current way to tame them, you can domesticate them but the base game domestication method doesn't remove the seek entity behavior so you'll be stalked by your pet when they get hungry, even if they don't actually attack.

💬 MrJaxDandelion, Jun 27th 2024 at 8:42 AM

is there a way to have one of the big cats as a pet?
i love those slightly bigger house kitties and would love to be able to tame one

💬 Tentharchitect , May 9th 2024 at 12:07 AM

Dageslav
It's on my planned list, but I'm waiting for the animated parts limit to be raised come 1.20 before that. They'd pair well with 4 of the 6 upcoming plant packs so I'll try to get them in when ever 1.20 drops

💬 Dageslav, May 8th 2024 at 10:59 PM

Please tell me that Elephantidae are somewhere in the pipeline; I have the primal desire to domesticate Mammoths 😔

💬 Tentharchitect , May 7th 2024 at 4:38 PM

The latest update should make the big cats interact with the world in very different ways, ideally they'll depopulate local wildlife less and when not protecting their babies will attack the player less often. Please let me know if any strangeness occurs in their behavior however, there might be some combinations I didn't encounter during testing

💬 chisps, Apr 14th 2024 at 6:49 AM

Just had my first tiger encounter, it was terrifying. Loud screeching, footsteps, and then I was dead! Awesome. The tiger drowned itself afterwards, though, lol. Seems like a behavior priority issue like you said. Great mod!

💬 Tentharchitect , Mar 9th 2024 at 11:58 PM

I'll run some tests, have a few other minor fixes I'd been meaning to do so I can hopefully bundle a fix in with those. Might just be a priority issue

💬 Maamessu, Mar 9th 2024 at 11:43 PM

Heya. Coming back again to report another mass-drowning event, this time of a family of American lions.

I haven't come across any other animals, modded or otherwise, that seem to be drowning to death. It seems unique to the big cats from this mod, as your other FotSA creatures seem unaffected.

While I do have the Rivers mod installed, the first instance of reported drowning was in a pond and not a mod-generated River, so I am unsure if that's related. Both events have occured on the same map/save game/server.

💬 Tentharchitect , Feb 17th 2024 at 4:04 PM

Strange, though the swimming behavior occasionally is buggy in the base game and animals won't correctly seek the nearest dry land.

💬 Maamessu, Feb 15th 2024 at 2:13 AM

So I came across a whole familly of dead black panthers in the middle of fairly shallow pond (maybe 5-blocks down at the deepest). With nothing around for them to have fallen from, and nothing indicating they were killed by another creature (myself included), I can only surmise that they somehow drowned, which I am not sure is intended or not. Maybe they currently aren't swimming properly? I'm not sure, but I found it strange enough to report.

💬 Tentharchitect , Feb 14th 2024 at 2:57 AM

I'm glad you're enjoying them! Though I don't intend to spend any more time on the taxidermies than I currently do 😅 every so often I get the urge to give up on them as is and just focus on the animals instead. For the most part I feel the same way for other feature suggestions that aren't just tweaks to the entity files as I'd like to get to all 700 or so large mammals and flightless birds and it'll already be a project a few years in the making without adding any more features.

💬 DrBubba, Feb 14th 2024 at 1:17 AM

I am loving that I can decorate with the heads and even full-body mounts of your amazing critters, but have you considered (or would you consider) adding in the functionality of being able to use a wrench to change the poses?  Closed-mouth vs open-mouth for the heads would be cool, but it would be next-level awesome to be able to change the poses of the full-body mounts.  Seated, laying down, about-to-pounce, claw-swiping, just to name a few of the dozen or so options I could think of just from a Google search of big cat pics.

Thanks for even considering, Tentharchitect

💬 Tentharchitect , Feb 9th 2024 at 4:07 PM

Nice catch, I'd used {genus} instead of panthera in the male and female panthera pelt drops. Publishing a fix momentarily.

💬 An_Sar, Feb 9th 2024 at 3:19 AM

Great group of mods. 🙏

It seems like pelts either drop extremely rarely or not at all. The clouded lepards where dropping but I couldn't really get anything else to drop in testing.

💬 DarkThoughts, Feb 8th 2024 at 8:26 PM

Tentharchitect Well, consensus in regards to how the base game handles things or simply among modders. But yeah, I feared that this is how it works... Unfortunately this makes mixing mods that add creatures, animals and NPCs a pretty big issue. Hopefully VS or a skilled modder can come up with something that helps with this.

💬 Tentharchitect , Feb 8th 2024 at 6:29 PM

Struuudel I'm not aware of any plans to do so, it would be lovely if they were interested and part of my motivation for overhauling the cats was to make it easier to integrate the content into the game if they were to ask me.

💬 Tentharchitect , Feb 8th 2024 at 6:20 PM

If by general consensus you mean how the base game is set up, you have to specify each individual entity, or the base most entity variant you want to specify. It's partially why I've set up the mods by clades, so I can have prey species flee from "panthera-adult-/*" rather than, "lion-adult-/*, "tiger-adult-/*" etc..
The exception is that you can leave some fields blank and it'll target all other entities when that behavior meets it's criteria, which is what I'd had the retalitory attack behavior set to and was causing the issues of attacking others of the same species. This is partially why I've stopped trying to add compatibility with other creature mods, since not only would I need to specify all of them per behavior, I'd need to keep up to date with all other creature mods as if they changed their entity's id it would break all the interactions.

I wrote up a suggestion over a year ago about how we might implement some sort of interaction frame work and looked into implementing it myself and realized how long it would take me just to learn the tools needed to build it. I instead just decided to make lots of content in that time and probably would have lost interest long ago if I'd tried to stick with it. I imagine as more animals are added to the base game the developers will eventually need to make a better system, but for now it requires a lot of entries per behavior.

💬 Struuudel, Feb 8th 2024 at 6:18 PM

Do you know if the devs plan to add any more of your mods to the base game? I'd love to see more FotSA content included in vanilla, since it fits the style of VS perfectly.

💬 DarkThoughts, Feb 8th 2024 at 6:07 PM

Tentharchitect I see.

Speaking of other mods mobs. Is there a general consensus on how to make them interact with each other? Does the game have any sort of grouping for mobs that mods can use (like "predators", "humans", "monsters" etc) to flag them for hostilities? Or do mods have to specify each mob from each mod, adding specific compatibilities for them? If it is the latter then maybe there should be some sort of API mod that adds something like that, because seeing creatures and whatnot from one mod completely ignoring those from another, even though they should be hostile towards each other, is really annoying and I don't really know who to hit up for that, if at all.

💬 Tentharchitect , Feb 8th 2024 at 5:28 PM

I didn't think the entity code array allowed for a black list or inverted list? Mind sharing how that is formatted AzuliBluespots? 

💬 AzuliBluespots, Feb 8th 2024 at 5:23 PM

Tentharchitect

Can't you make an exclusion option for themselves and maybe other big felines? (and maybe bears?) That would make them fight anything BESIDES the excluded options I guess?

💬 bringitonwimps, Feb 4th 2024 at 11:08 PM

it loads and stuff in 1.19.3 but all the diets are not specified

💬 Tentharchitect , Feb 1st 2024 at 8:42 PM

That's a bug I've fixed in my updated build DarkThought, I left the retaliate attack target empty so they'd fight back any modded mob but it turns out they fight themselves as well if I do that.

And I'm plugging along, like Laerinok said it's usable but not all of 1.19's features are in yet

💬 Laerinok, Jan 31st 2024 at 12:00 PM

bringitonwimps

You can use it in 1.19.x like others mods from FotSA.

💬 Laerinok, Jan 31st 2024 at 11:59 AM
💬 bringitonwimps, Jan 31st 2024 at 6:00 AM

this moving to 1.19 soon? i know you have a lot of mods

💬 DarkThoughts, Jan 29th 2024 at 2:27 PM

Is it normal for lions to kill each other? I found like 6 female American Lions (with a couple cubs) and they immediately began killing 3 of the other ones.

💬 Tentharchitect , Jan 25th 2024 at 9:26 PM

Yep, I took a few days break from it to make the saber cats, but otherwise I'm focusing on updating this one.

Will be also getting the pelts, taxidermy and head mounts seen in my other FotSA mods and an art rework bringing it in line with the base game art style.

💬 Marlim, Jan 25th 2024 at 9:20 PM

Will this mod be updated to 1.19?

💬 Tentharchitect , Nov 15th 2023 at 4:12 PM

I've had a couple of bug reports from ruins mods lately 35desafe, and I suspect one of them is messing with the code in unintended ways. Which one, I'm not certain but for now it seems like a few mods are just not compatible with that ruins mod.

And you can 'domesticate' the cats like you can with the big horn sheep and pigs Annastasija, but because they'll still hunt the player regardless of generation you can't really be safe from them.

💬 Annastasija, Nov 14th 2023 at 7:23 AM

Can you tame these cats?

💬 35desafe, Nov 13th 2023 at 2:27 PM

Just downloaded and ran the mod with several added ruins mod, and the cats will spawn but wont pathfind or even attack back. Is this something an issue between mods that can be fixed by load order, or are they just not compatible?

💬 Tentharchitect , Oct 31st 2023 at 6:12 PM

No more deer meat for the cats, I'm done fiddling with that 😆

💬 TheNiteFox, Oct 31st 2023 at 12:04 AM

I am currently in 1.18.15 and I get this error on client-side: 

[Warning] Failed resolving a blocks itemdrop or smeltedstack with code faunaofthestoneage:venison-raw in mouth inventory accept stacks

💬 Tentharchitect , Oct 22nd 2023 at 3:34 AM

They don't spawn on world gen as a way of keeping their population down and their spawn rate is low enough that I've had 3 or 4 in-game days pass before a big cat spawns nearby. Usually it is within the first day however.
I've had big cats spawn today during my plant mod testing so I'm sure the latest version has them spawning to some degree.

💬 Tacet, Oct 22nd 2023 at 1:35 AM

Hello! Our server is not able to get these cats to spawn. Thought it might be a mod conflict, so I tested in a single-player game with this as the only mod active. I wiped all the active entities ("/entity wipeall", since the cats don't spawn on worldgen), waited a few minutes, then ran "/entity count" to see what respawned in the world. No big cats. Repeated the process for good measure. Still no big cats. Am I missing something about how spawns work?

💬 Tentharchitect , Oct 20th 2023 at 12:21 AM

It's on the VS discord, the latest poll is on the first post of the FotSA: Caninae mods thread. Looks like Suidae is in the lead for the 3rd base game clade pack!

💬 Bobosaw, Oct 19th 2023 at 11:51 PM

Damn that's cool as hell. Also there's a Discord for your mods? Or is it the within the Vintage Story Discord? I'd love to join

💬 Tentharchitect , Oct 19th 2023 at 5:25 PM

Pretty much all 10kg land animals from the Holocene, until I finish or my life circumstances change. I have a vote on the latest mod's discord thread, so you can see what is upcoming. Currently I'm working through the base game clades, ie.. Caninae, Caprinae, Antilopinae, Ursidae, Hyaenidae, Suidae and Procyonidae. 
The next round of options to vote for I haven't locked down, but I'm considering Bovinae, Camelinae, Elephantinae, Equinae, Felinae, Guloninae and Badgers (the small subfamilies merged into one mod)

💬 Bobosaw, Oct 19th 2023 at 4:42 PM

That sounds awesome! I know you said that it would be difficult to add compatibility with the Pet Taming mod, but the image of having a homotherium as a companion is appealing... Any ideas for other fauna of the Holocene? Truly make a caveman experience perhaps

 

💬 Tentharchitect , Oct 19th 2023 at 3:07 PM

It's not silly at all, I intend to do a Machairodontinae pack at some point, though it would only include the species that made it to the beginning of the Holocene.

💬 Bobosaw, Oct 19th 2023 at 3:46 AM

I know this might be silly. But are there any plans to add other prehistoric big cats? Examples being Smilodon or Homotherium, or maybe even Xenosmilus? Especially since Smilodon existed and went extinct around the same time the two lion species went extint

💬 Aspendosia, Sep 3rd 2023 at 6:21 PM

Fair enough. I took a look and, er, wow, I'm no modder so it was all way above my skills level. Still love this mod, but those kittens are so adorable with their little mews...

💬 Tentharchitect , Sep 3rd 2023 at 4:46 PM

Glad you're enjoying this! No plans to patch compatibility with the Pet Taming mod at the moment, I looked into it and it seems like it will be a time consuming task. If anyone else is willing to undertake it I'd be happy to add it to the mod, but I'd prefer to spend my modding time working on my own content.

💬 Aspendosia, Sep 3rd 2023 at 10:06 AM

Love this but hope a patch to the Pet Taming mod comes along soon. I accidentally wiped a pride of American Lions leaving an aunt and cubs; would have loved to adopt and tame those cubs somehow...

💬 RogueRaiden, Aug 23rd 2023 at 1:35 AM

ahh i gotcha

💬 Tentharchitect , Aug 22nd 2023 at 6:24 PM

Yep, that is leftover from when I had melanistic and albino versions of each. When I learned about the texture atlas I removed those textures and have been slowly phasing them out with each update. 

💬 RogueRaiden, Aug 22nd 2023 at 6:13 PM

looks like a lot of the cats are duplicated in the creative menu, some even three times

💬 Tentharchitect , Aug 13th 2023 at 2:15 PM

Thought I'd gotten that fixed, thanks for bringing it up!
I'll think about making a forum post, though I'm keeping my mod content here and three other places for people to post feedback.

💬 WickedSchnitzel, Aug 12th 2023 at 8:50 PM

I think that's related to your mod(s)?
12.8.2023 20:45:33 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:venison-raw in mouth inventory accept stacks
12.8.2023 20:45:47 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:fish-* in mouth inventory accept stacks
12.8.2023 20:45:47 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:bushmeat-* in mouth inventory accept stacks
12.8.2023 20:45:47 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:redmeat-* in mouth inventory accept stacks
12.8.2023 20:45:47 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:poultry-* in mouth inventory accept stacks
Maybe create a page for your mods in the official forum, so that we can post bugs there?

💬 Tentharchitect , Aug 12th 2023 at 2:36 PM

Fair enough BoogieBrando, though once I finish the base game predator overhauls the number of enemies will be much lower, even with this mod enabled.

And to WickedSchnitzel, you can turn the spawn chance of any cat to 0 in the entity files if you'd like to disable the steppe lion, but even then no species of big cat only lives in the tropics and I'm going for animal's natural ranges.

💬 WickedSchnitzel, Aug 12th 2023 at 2:23 PM

Very nice mod, but i have removed it from my server for now, because these are spawning everywhere - not only in warm regions. I could patch it, but i am a bit lazy right now.

I would suggest to set the spawn settings to
insideBlockCodes: ["game:tallgrass-*"],
minTemp: 32,
minRain: 0.25,
maxForest: 0.4,

or something similar. This will only make them spawn in tropical regions. Although it seems like it was intended to let them spawn in the whole world.
edit: yeah, i just read it.. european steppe lion... did not even know something like that exists, lol. Maybe a config file to disable certain types.

💬 BoogieBrando, Aug 11th 2023 at 8:30 AM

wolves are already bad enough! hesitant on this extra challenge lol

💬 Tentharchitect , Aug 7th 2023 at 6:33 PM

Ah gotcha, I've been meaning to go through and add that, might as well now

💬 WickedSchnitzel, Aug 7th 2023 at 2:30 PM

prefixandcreature seems to be missing in this and probably your other mods? like when someone is getting killed.. the death message

💬 FinkThinker, Jul 21st 2023 at 1:58 AM

These guys are nasty looking, makes the wolves look like puppies!

💬 Tentharchitect , Jul 10th 2023 at 7:12 PM

Yeah, I'm optimistic this will be fixed in the dejank 1.19 update, but if it isn't I'll go through and make all my animals not breath until the water behavior is better.

💬 Kara, Jul 10th 2023 at 10:36 AM

Big cats drown in water if they swim into it. may want to do w/e vanilla did with bears, to make them not drown. unless this was fixed in v1.0.6

💬 Tentharchitect , Jul 9th 2023 at 4:04 PM

Not currently, I intend to add pelts and other animal related items like in the Capreolinae mod but I'm waiting a bit to see if the texture atlas is reworked. If it isn't soon I might need to reduce the texture size on the cats so they use up less resources

💬 DragonRelic, Jul 9th 2023 at 3:43 PM

Do these drop specific pelts like the Capreolinae mod?

💬 Tentharchitect , Jul 3rd 2023 at 2:30 PM

Thank you for not only bringing this to my attention but finding the solution as well!

💬 GalahadLafayette, Jul 2nd 2023 at 10:06 PM

Hello!

While using your modification, I noticed one small error that is very easy to fix. In the server logs I noticed the messages:

2.7.2023 21:59:05 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:fish-* in mouth inventory accept stacks
2.7.2023 21:59:05 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:bushmeat-* in mouth inventory accept stacks
2.7.2023 21:59:05 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:redmeat-* in mouth inventory accept stacks
2.7.2023 21:59:05 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:poultry-* in mouth inventory accept stacks

Unfortunately, it appears that the "mouthinventory" attribute does not accept the universal expression '*'. All you need to do is replace "mouthinventory" code with this:

{ "code": "mouthinventory", "acceptStacks": [ { "type": "item", "code": "fish-raw" }, { "type": "item", "code": "bushmeat-raw" }, { "type": "item", "code": "redmeat-raw" }, { "type": "item", "code": "poultry-raw" } ] }
 
For a test I replaced all 6 json files:
 
pantherinae-neofelis-cub.json
pantherinae-neofelis-female.json
pantherinae-neofelis-male.json
pantherinae-panthera-cub.json
pantherinae-panthera-female.json
pantherinae-panthera-male.json
 
with the corrected code and it seems to work and the server no longer throws errors. As a reference, I checked other modifications adding animals and I don't think I noticed the universal expression "*" in "mouthinventory" anywhere.
💬 Tentharchitect , Jun 25th 2023 at 5:27 PM

Thank you so much! I'll add this one and the deer translation next time I update them!
And yeah, the big cats can be quite elusive.

💬 macoto_hino, Jun 25th 2023 at 1:39 AM

I haven't met any of the added creatures yet since I installed the mod, but I'm excited to explore where they live.

I made a Japanese file, so please use it if you like.😄

FotSA-Pantherinae-v1.0.5_ja.json

💬 Burneddi, Jun 13th 2023 at 3:54 PM

The black panther sounds don't seem to have any attenuation. They're audible and loud from very far away, but then suddenly go completely silent.

💬 Tentharchitect , Jun 6th 2023 at 3:28 PM

No plans to have them tameable now, but I will be making the canids tameable. I'm also happy if folks want to make a compatibility patch or version with the animal taming mod, I just don't want my mods depending on another mod staying active and up to date.

💬 Sallem, Jun 5th 2023 at 10:29 AM

I would looooove for this to have an option to tame these big cats :D

💬 Zorf, May 22nd 2023 at 8:46 PM

Great to hear!!!! I just couldn't help but imagine having the bloodcurdling banshee howls of my adorable local lions in VS :3 Glad to hear it's on your mind!

💬 Tentharchitect , May 22nd 2023 at 5:03 PM

Thanks Zorf!
I won't add mountain lions to this mod, but I have plans to do a Felinae mod eventually and have them and all their family members there. 

💬 Zorf, May 22nd 2023 at 4:42 PM

I love this! I know they're a different family, but do you think you'd ever add mountain lions?

💬 Tentharchitect , May 15th 2023 at 9:58 PM

Thank you so much for testing it and listing out the steps you took!
I still wasn't able to induce the exact same error, but I believe I've figured out the cause. I had removed the decayedBlock value so the carcass wouldn't just become an ordinary carcass after you harvested it, but it seems under certain conditions the game doesn't like that. Putting carcass-medium in the quotes seems to have fixed it. 
I'll include this in the next round of bug fixing, thank you for bringing this to my attention.

💬 bluelightning32, May 15th 2023 at 5:51 PM

I removed all other mods, and I was still able to reproduce it.

Repro steps.
1. Go into creative mode.
2. Spawn a big cat carcass
3. Hit it until it dies (the flies drop).
4. Harvest it with a knife
5. Take out the bushmeat from the contents window.
6. Close the contents window.

On a multiplayer server, you will get disconnected. In single player, the exception is printed to the console, but you won't get disconnected.

💬 Tentharchitect , May 15th 2023 at 3:19 PM

Strange, I tested all the cats and the cat carcasses and couldn't get the error to reproduce. 
Are you using any mods that edits how bushmeat, fat or hides work? Those are the potential drops and might lead to a NullReferenceException if they were removed or edited.

💬 bluelightning32, May 15th 2023 at 4:40 AM

When I harvest a cat carcass with FotSA-Pantherinae-v1.0.4.zip, the server kicks me off temporarily. This error is shown on the server console:

14.5.2023 21:38:13 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object
at Vintagestory.API.Common.Block.IsReplacableBy (Vintagestory.API.Common.Block block) [0x00055] in <ac8f793f72eb491b9577378f83f29660>:0
at Vintagestory.GameContent.EntityBehaviorDeadDecay.DecayNow () [0x00133] in <e3e95c8f905742c6b130bc8ef1849c64>:0
at Vintagestory.GameContent.EntityBehaviorHarvestable.Inv_OnInventoryClosed (Vintagestory.API.Common.IPlayer player) [0x00025] in <e3e95c8f905742c6b130bc8ef1849c64>:0
at Vintagestory.API.Common.InventoryBase.Close (Vintagestory.API.Common.IPlayer player) [0x00029] in <ac8f793f72eb491b9577378f83f29660>:0
at Vintagestory.Common.PlayerInventoryManager.CloseInventory (Vintagestory.API.Common.IInventory inventory) [0x0001a] in <7dc1ecd263244f3984ddc1d2817eedfa>:0
at Vintagestory.Server.ServerSystemInventory.HandleInvOpenClose (Packet_Client packet, Vintagestory.Server.ConnectedClient client) [0x00045] in <7dc1ecd263244f3984ddc1d2817eedfa>:0
at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <7dc1ecd263244f3984ddc1d2817eedfa>:0
at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00151] in <7dc1ecd263244f3984ddc1d2817eedfa>:0

💬 Tentharchitect , May 9th 2023 at 2:52 AM

I made certain to use a unique ID for my animals that others had also made, so there shouldn't be any mod conflict with using both. If you'd like to prevent one of the two from spawning you can try the mod Spawn Conditions which allows you to configure any base game or modded creature to your liking, or you can go into the entity files and adjust the spawn chance near the both of the json file. The former is better as it shouldn't disappear when the mods update.

💬 bringitonwimps, May 9th 2023 at 1:24 AM

i like this mod, but i also use the kritters and creatures mod and it  seams there may be some conflicts, like it also has  tiger.  idk if there is a way to set which big cats are available.. also seeing if i can do the same with kreatures and critters.  but really like the big catws and the models are nice.

💬 Tentharchitect , May 8th 2023 at 11:39 PM

Fair enough, if you would like to play it without sounds you can either go into the animal entity files and set the roar behavior chance to 0.0 or delete the sound folder completely.

💬 1618, May 8th 2023 at 11:32 PM

I enjoyed the mod but deleted it because they wouldnt shut the hell up. The constant animal sounds in this game really annoy me; the drifters, the wolves, etc.

💬 Tentharchitect , Apr 30th 2023 at 7:04 PM

Thanks! Glad you're enjoying it!

And I know exactly what happened XD I set all of the cat's roar sounds to be audible from the realistic range, ie lions can be heard from 3 km away, but because I tested sounds in single player I could only hear them when they were loaded in near me which is capped at .5km away. I'll tweak that next time I update it, have a few bug fixes already lined up.

💬 Frepo, Apr 30th 2023 at 7:28 AM

Awesome mod!! Love big dangerous animals, just what the game needs, some REAL threats! Thx for this man!

One thing though, their sound seems to be broadcasted server wide. So if one player is near one when it growls, another player 50 km away deep down in a mine will hear it too.
Funny nobody has mentioned this, maybe its only a problem for us, some other mod or something messing with us.

💬 Tentharchitect , Apr 27th 2023 at 3:56 AM

Sorry to hear that, if you could tell me which cat is the one that was giving you issues I'd be happy to look into rebalancing it.

And when you mean spawning every where do you mean there is more than one instance of cats/pride of cats spawning per square kilometer?

💬 AmenoS, Apr 26th 2023 at 11:42 PM

Bad enough that a server of 5 all came to the conclusion that this mod is very badly balanced. They keep spawning everywhere and they do way too much damage. We have to get rid of it. We're in the metal age and we can't even deal with it.

💬 Tentharchitect , Apr 17th 2023 at 4:15 PM

I was recently made aware of the Texture Atlases being a shared resource for all mods, and that my textures were using up most of that resource. I've since compressed them down to take up a more reasonable amount for what this mod adds. To further reduce it I've removed some features so players can have more space for other mods, but will restore them if the Texture Atlas system is reworked to be less of a limiting factor. If you'd like to keep the albino, melanistic and other color variant versions, you can use v1.0.2, but it will use slightly more texture space.

💬 Tentharchitect , Apr 15th 2023 at 5:26 PM

Thanks for providing feedback Yelb, it's given me some good info to work with. I'll be incorporating it in the next update within a week.
And if the experience I'm creating isn't quite what you're looking for, Craluminum's new mod Spawn Conditions should allow users to fine tune things themselves. For those wanting to remove the extinct animals or reduce the pride sizes this should make it possible without editing the mod itself.

💬 Yelb, Apr 15th 2023 at 10:14 AM

Hi again. I’ve removed the mod for now. Cats are everywhere, another pack of steppe lions spawned 60 blocks from home, only two nights after i killed the first group. Also, they are very noisy, they growl very often. So, i still love the idea of the mod, but at the moment the balance or behavior is unfun.

💬 Tentharchitect , Apr 14th 2023 at 9:26 PM

That is bad luck with spawning. The lion prides appear half as often as the solitary males or female with babies do, and a pride of steppe lions are meant to be the second toughest challenge in the game. My thought with them is that you need to work with others, pick them off one at a time, lure them away, use modded weapons, traps or just avoid the area. I'll reduce the pounce rate in the next update, but challenge wise those seem on par with what I was going for, the Homo sapien mode equivalent of a end game drifter swarm. 

💬 Yelb, Apr 14th 2023 at 8:44 PM

The last encounter, really a few blocks away from my home, was about steppe lions. A pack with 5 adults and 7 kitten !

I could take the adults one by one with precise spears. About the kids... They were cute while i was murdering them in melee.

Really it may be bad luck with spawn, but it’s way too much, too often.

💬 Tentharchitect , Apr 14th 2023 at 6:57 PM

Thanks for the feed back! Sadly the animal ai isn't complicated enough for them to fall back to a certain distance and attack again but I can fiddle with the pounce chance.

Which species were they? The lions all spawn in groups so it could have been a single spawning. Otherwise once one instance has occurred no more of the same genus is supposed to spawn in the same area. And their health is varied by species as well, the smaller ones are weaker than wolves while the largest is comparable to a polar bear in health and damage. 

💬 Yelb, Apr 14th 2023 at 6:17 PM

Now i played with them, and if i like the idea of the mod, i find the cats waaay too common. In only a few days in my current game (first year, august), i’ve seen six or seven of them only around my home, one kitten. I’ve killed two of them and it was weird, they acted like crazy, jumping on me. It would feel much better if they jump once, run away, come back later, etc. So, same attack behavior, but with more delay between attacks, and fleeing further after each attempts. Also, they die after throwing only 3 flint spears i think ? Anyway, i like these cats, but they need tuning IMO.

💬 Yelb, Apr 14th 2023 at 4:02 PM

Excellent ! Didn’t meet these cutties ingame yet, but i can’t wait to be eaten alive by a big cat, thanks !

💬 Tentharchitect , Apr 10th 2023 at 8:33 PM

Thanks Moby!

💬 Moby_, Apr 10th 2023 at 6:29 PM

These new animals look amazing!

💬 DanaCraluminum, Apr 10th 2023 at 5:43 PM

Could you add me in discord?

Craluminum#9038

💬 DanaCraluminum, Apr 10th 2023 at 5:42 PM

Source code?

 (edit comment delete)
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