Mods / Fauna of the Stone Age: Caninae
Author: Tentharchitect
Side: Both
Created: Aug 1st 2023 at 5:49 PM
Last modified: Oct 27th at 8:12 PM
Downloads: 132958
Follow Unfollow 1110
Recommended download (for Vintage Story 1.21.5):
FotSA-Caninae-v1.0.35.zip
1-click install
A collection of dogs from the subfamily Caninae, these animals will act as possible predators for farm animals and the player, elusive prey sources or even pets.
This mod includes:
| Common Name | Scientific name | Category | Weight | Health | Height | Damage | Temp | Preciptation | Foliage Needs | Altitude | Group Size | Meat Drops | Fat Drops | Hide Drops | Movement | Diet |
| Dire Wolf | Aenocyon dirus | Canina | 68/10 | 15/5 | .97/ .9 shoulders | 7 tier 2 | 4 to 28 | .25-1.0 | all | .9-1.62 | 1-2 (M&F) 2-6 (M&F&B) | 6+-2 | 1+-0.3 | 4 Med, 1 s | 2.125 step | Egg, Meat |
| Golden jackal | Canis aureus | 10/9/1 | 5/4/3 | .5 shoulders | 3 tier 1 | 12 to 36 | .1-1.0 | .25-1.0 shrub | .9-1.6 | 1-2 (M&F), 2-6 (M&F&B) | 1+-0.5 | 0 | 1 Med, 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grass, Insect, Meat, Vegetables
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| Dog | Canis familiaris | 40/36/5 | 10/4 | .85/.8 shoulders | 6 tier 1 | N/A | N/A | N/A | N/A | N/A | 3+-1 | 1+-0.3 | 3 M, 1 s | 2.125 step |
Berrybush, Egg, Fish, Fruit, Grain, Grass, Insect, Meat
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| Coyote | Canis latrans | 14/12/1 | 5/3 | .61 shoulder | 4 tier 1 | -14 to 36 | 0.1-1.0 | 0-.75 forest | .9-1.6 | 1 (M&F), 2-6 (M&F) | 2+-1 | 1+-0.3 | 1 M, 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| African wolf | Canis lupaster | 10/1 | 5/3 | .4 shoulders | 3 tier 1 | 14 to 44 | .1-.75 | 0-.45 forest | .9-1.5 | 1-2 (M&F), 2-6 (M&F&B) | 1+-0.5 | 0 | 1 M, 1 s | 2.125 step | Egg, Insect, Meat | |
| Gray wolf | Canis lupus | 40/36/5 | 11/10/4 | .85/.8 shoulders | 6 tier 1 | -22 to 22 | .1-1.0 | All | .9-1.7 | 1-2 (M&F), 4-12 (M&F&B) | 3+-1 | 1+-0.3 | 3 Med, 1 s | 2.125 step |
Berrybush, Egg, Fish, Fruit, Grain, Grass, Insect, Meat
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| Arctic wolf | Canis lupus arctos | 50/46/5 | 13/12/4 | .85/.8 shoulders | 7 tier 2 | -30 to -15 | .1-1.0 | All | .9-1.4 | 1-2 (M&F), 4-12 (M&F&B) | 4+-1 | 2+-0.6 | 3 Med, 1 s | 2.125 step | Egg, Fish, Insect, Meat | |
| Dingo | Canis lupus dingo | 16/14/2 | 6/5/3 | .6/.55 shoulders | 4 tier 1 | 10 to 36 | .1-0.8 | All | .9-1.7 | 1-2 (M&F), 4-12 (M&F&B) | 2+-1 | 1+-0.3 | 1 Med, 1 s | 2.125 step | Egg, Fish, Insect, Meat | |
| Timber wolf | Canis lycaon | 30/23/5 | 8/7/4 | .81/.7 shoulders | 5t1/4t1 | -8 to 6 | .25-1.0 | All | .9-1.7 | 1-2 (M&F), 4-12 (M&F&B) | 2+-1 | 1+-0.3 | 3 M, 1 s | 2.125 step | Berrybush, Egg, Fruit, Meat | |
| Red wolf | Canis rufus | 29/25/5 | 8/7/4 | .66 shoulder | 5t1, 4t1 | 8 to 28 | 0.1-1.0 | All | .9-1.7 | 1-2 (M&F), 4-12 (M&F&B) | 2+-1 | 1+-0.3 | 2 M, 1 s | 2.125 step | Egg, Fish, Insect, Meat | |
| Ethiopian wolf | Canis simensis | 17/13/4 | 6/5/3 | .62/.53 shoulders | 4t1 | 12 to 22 | .25-1.0 | 0-.5 trees | 1.5-1.9 | 1(M&F) 2-20 (M&F&B) | 1+-0.5 | 1+-0.3 | 1 M, 1 s | 2.125 step | Egg, Grass, Meat | |
| Dhole | Cuon alpinus | 18/14/4 | 6/5/3 | .5 shoulders | 4t1 | 12 to 44 | .25-1.0 | .25-1.0 | 1.4-1.9 | 3-5(M&F), 5-12(M&F&B) | 1+-0.5 | 1+-0.3 | 1 m, 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grass, Insect, Meat, Vegetables
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| Sardinian dhole | Cynotherium sardous | 10/1 | 5/3 | .44 shoulders | 4t1 | 16 to 20 | .25-.75 | .25-1.0 | .9-1.4 | 3-5(M&F), 5-12(M&F&B) | 1+-0.5 | 0 | 1m, 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grass, Insect, Meat, Vegetables
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| Side-striped jackal | Lupulella adusta | 12/10/3 | 5/3 | .5/.45 shoulders | 4t1 | 18-44 | .25-.75 | .5-1.0 combined | .9-1.4 | 1(M&F), 2-12(M&F&B) | 1+-0.5 | 0 | 1m, 1s | 2.125 step |
Berry bush, Egg, Fish, Fruit, Insect, Meat
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| Black-backed jackal | Lupulella mesomelas | 12/10/3 | 5/3 | .48/.4 shoulders | 4t1 | 12-44 | .01-.9 | 0-.5 combined | .9-1.7 | 2(M&F), 2-6(M&F&B) | 1+-0.5 | 0 | 1m, 1s | 2.125 step |
Berry bush, Egg, Fish, Fruit, Insect, Meat
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| African wild dog | Lycaon pictus | 32/24/2 | 9/7/3 | .75/.7 shoulder | 5 t1 | 24-44 | .2-0.75 | 0-.9 forest | 1.0-1.8 | 4-9(M&F), 2-20 (M&F&B) | 3+-1, 2+-1, 0 | 1+-0.3 | 3M, 1 s | 2.125 step | Egg, Meat | |
| Short-eared dog | Atelocynus microtis | Cerdocyonina | 10/1 | 5/3 | .225/.3 shoulders | 3t1 | 22-44 | .75-1.0 | .5-1.0 | 1.1-1.8 | 1(M&F) | 2+-0.6 | 0 | 2 m, 1 s | 2.125 step |
Berrybush, Egg, Fish, Fruit, Insect, Meat
|
| Crab-eating fox | Cerdocyon thous | 6/.5 | 4/2 | .4 shoulder | 3t1 | 16-36 | .2-.75 | 0-.75 forest | .9-1.2 | 1(M&F), 2(M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Egg, Fish, Fruit, Insect, Meat
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| Maned wolf | Chrysocyon brachyurus | 23/5 | 7/4 | 1.1 shoulders | 4t1 | 16-36 | .25-1.0 | 0-.5 forest | .9-1.6 | 1(M&F) | 2+1, 1+-0.3 | 1+-0.3 | 2 m, 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grass, Insect, Meat, Peanut, Vegetables
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| Warrah | Dusicyon australis | 20/4 | 7/3 | .6 shoulders | 4t1 | -2-8 | .6-.8 | 0-.1 forest | .9-1.2 | 1(M&F) | 2+-1 | 1+-0.3 | 2 m, 1 s | 2.125 step | Egg, Fish, Insect, Meat | |
| South American Wolf | Dusicyon avus | 35/27/5 | 10/8/4 | .65/.6 shoulders | 5t1 | 4-22 | .1-1.0 | All | .9-1.8 | 1(M&F) | 3+-1, 2+-1, 1+-0.3 | 1+-0.3 | 2 m, 1 s | 2.125 step | Egg, Fish, Insect, Meat | |
| Culpeo | Lycalopex culpaeus | 11/8/1 | 5/4/3 | .55 shoulder | 3t1 | 0-28 | 0.05-1.0 | All | .9-1.8 | 1-2(M&F) | 2+-0.6 | 1+-0.3 | 1 m, 1 s | 2.125 step |
Berrybush, Egg, Fish, Fruit, Insect, Meat
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| Darwin's fox | Lycalopex fulvipes | 3/.2 | 3/2 | .59/.5 nose to butt | 2t1 | 10-14 | .75-1.0 | .5-.75 forest | .9-1.4 | 1 (M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Egg, Fish, Fruit, Insect, Meat
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| Patagonian fox | Lycalopex griseus | 4/.2 | 3/2 | .45 shoulder | 2t1 | 0-20 | 0.1-.5 | All | .9-1.8 | 1-2(M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Egg, Fish, Fruit, Insect, Meat
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| Pampas fox | Lycalopex gymnocercus | 6/5.5/.5 | 4/2 | .4 shoulder | 3t1 | 14-26 | 0.1-1 | All | .9-1.7 | 1(M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Egg, Fish, Fruit, Insect, Meat
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| Sechuran fox | Lycalopex sechurae | 4/.5 | 3/2 | .35 shoulder | 2t1 | 14-36 | 0-.25 | 0-.5 forest | .9-1.4 | 1(M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Egg, Fish, Fruit, Insect, Meat
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| Hoary fox | Lycalopex vetulus | 3.5/.3 | 3/2 | .3 shoulder | 2t1 | 20-28 | .75-1.0 | 0-.5 forest | .95-1.3 | 1(M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Egg, Fish, Fruit, Insect, Meat
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| Greater Bush dog | Speothos pacivorus | 40/35/5 | 11/10/4 | .6 shoulder | 5t1 | 18-38 | .25-1.0 | .25-1.0 forest | .9-1.5 | 1(M&F), 2-6 (M&F) | 3+-1, 1+-0.3 | 1+-0.6 | 3 Med, 1 s | 2.125 step | Egg, Fish, Insect, Meat | |
| Bush dog | Speothos venaticus | 7/6/1 | 4/3 | .3 shoulder | 3t1 | 16-36 | .25-1.0 | .25-1.0 forest | .9-1.6 | 1(M&F), 2-6 (M&F) | 1+-0.3 | 0 | 1 s | 2.125 step | Egg, Fish, Insect, Meat | |
| Gray fox | Urocyon cinereoargenteus | Urocyonini | 6/5/.5 | 4/2 | .43 shoulder | 3t1 | 6 to 36 | All | 0-1.0 forest | .9-1.7 | 1-2 (M&F) | 1+-0.3 | 0 | 1 s | Climbing |
Berrybush, Egg, Fish, Fruit, Grain, Insect, Meat, Peanut, Vegetables
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| Island fox | Urocyon littoralis | 2.5/2/.2 | 3/2 | .15 shoulder | 1t1 | 11-17 | .4-.7 | 0-.6 forest | .9-1.1 | 1-2(M&F) | 1+-0.3 | 0 | 1 s | Climbing |
Berrybush, Egg, Fish, Fruit, Grain, Insect, Meat, Peanut, Vegetables
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| Common raccoon dog | Nyctereutes procyonoides | Vulpini | 6/4/.5 | 4/3/2 | .71 length | 3t1 | -12 to 24 | .2-0.9 | .All | .9-1.6 | 1-2 (M&F) | 1+-0.3 | 1+-0.3 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Japanese raccoon dog | Nyctereutes viverrinus | 6/4/.5 | 4/3/2 | .71 length | 3t1 | -6 to 12 | .25-0.9 | All | .9-1.6 | 1-2 (M&F), 2-6 (M&F) | 1+-0.3 | 1+-0.3 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Bat-eared fox | Otocyon megalotis | 5/.5 | 4/2 | .4 shoulder | 3t1 | 12-44 | 0.1-.5 | 0-.75 forest | .9-1.6 | 1-2 (M&F), 2-6 (M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Egg, Fish, Fruit, Insect, Meat
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| Bengal fox | Vulpes bengalensis | 3/.3 | 3/2 | .46 nose to butt | 2t1 | 18-36 | .25-.5 | 0-.75 forest | .9-1.4 | 1-2 (M&F), 2-4 (M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Blanford's fox | Vulpes cana | .8/.1 | 3/1 | .8 nose to butt | 1t1 | 14-44 | 0.1-.3 | 0-.5 forest | .9-1.45 | 1 (M&F), 1-2 (M&F) | 0 | 0 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Cape fox | Vulpes chama | 4/.3 | 3/2 | .35 shoulders | 2t1 | 12-20 | 0.1-.75 | 0-.5 forest | .9-1.4 | 1 (M&F), 1-2 (M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Corsac fox | Vulpes corsac | 2.5/.2 | 3/2 | .65 nose to butt | 1t1 | -8 to 16 | 0.1-.3 | 0-.5 forest | 1.1-1.8 | 1(M&F), 3-6 (M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Tibetan fox | Vulpes ferrilata | 5/.5 | 4/2 | .7 nose to butt | 3t1 | -12 to 8 | 0.1-.5 | 0-.25 forest | 1.6-1.9 | 1(M&F), 1-2(M&F) | 1+-0.3 | 1+-0.3 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Arctic fox | Vulpes lagopus | 3.5/2.9/.2 | 3/2 | .68/.55 nose to butt | 2t1 | -30 to -4 | 0.1-1.0 | All | .9-1.4 | 1(M&F), 2-6(M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Kit fox | Vulpes macrotis | 2/.2 | 3/2 | .53 nose to butt | 1t1 | 10 to 22 | 0.1-.4 | 0-.25 forest | 1.1-1.6 | 1(M&F), 1-2(M&F) | 0 | 0 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Pale fox | Vulpes pallida | 3/.3 | 3/2 | .55 nose to butt | 2t1 | 22 to 44 | .1-.4 | 0-.25 forest, shrub | .9-1.4 | 1(M&F), 2(M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Ruppell's fox | Vulpes rueppellii | 1.7/.2 | 3/2 | .74 length | 1t1 | 18-44 | .1-.25 | 0-.25 forest | .9-1.6 | 1(M&F), 1-2(M&F) | 0 | 0 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Swift fox | Vulpes velox | 3/.3 | 3/2 | .3 shoulder | 2t1 | 4 to 16 | .25-.75 | 0-.25 forest | 1.1-1.6 | 1(M&F), 1-2(M&F) | 1+-0.3 | 0 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Red fox | Vulpes vulpes | 10/8/1 | 5/4/3 | .5 shoulders | 3t1 | -18 to 28 | .1-1.0 | All | .9-1.8 | 1(M&F), 1-2(M&F) | 2+-0.6 | 1+-0.3 | 1 m, 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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| Fennec fox | Vulpes zerda | 1.5/.1 | 3/1 | .39/.35 nose to butt | 1t1 | 18-44 | 0.05-.2 | 0-.25 forest, shrub | .9-1.6 | 1(M&F), 1-2(M&F) | 0 | 1 s | 2.125 step |
Berrybush, Crops, Egg, Fish, Fruit, Grain, Grass, Insect, Meat, Peanut, Vegetables
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Features:
Red fox and arctic fox of the base game have their spawning disabled, and in their place the Vulpini tribe members will spawn. Foxes will bite if cornered but will not actively hunt the player. Some will eat berries off of bushes and leaving berries, insects and meats on the ground will attract foxes and can be used to breed and domesticate them over time.
South American dogs will also bite if cornered, though some are unfamiliar with humans and will not run away as a result. They can also be bred and domesticated, with later generations no longer having a chance to bite players.
Wolves of the base game have their spawning disabled, and in their place the Canina sub-tribe members will spawn. Gray wolves, arctic wolves and dire wolves will pursue the player in a similar way to the base game wolves, while the rest of this sub-tribe will avoid or flee the player, only attacking if cornered or hurt. Because of the spawn rates of this mod, you’ll encounter far fewer hostile wolves than the base game, but they can spawn outside of forests.
While all Canina members can be domesticated over generations by dropping meats for them to eat, gray wolves have a chance to grow into a domestic dog when bred. These individuals will follow the player, bark or attack dangerous animals and won’t attack the player unless directly attacked by the player. They aren’t fully domesticated however and will flee players if injured, but will return to following the player when they recover. Treasure hunter merchants also have a chance to sell domestic dog puppies, so you can bypass the process of breeding gray wolves.
All species have a unique pelt that can be used to craft hide, taxidermied full body and head mounts.
On occasion a fly covered dog, southern dog, fox or gray fox carcass will spawn, preventing animals of their respective tribe from spawning in the area around them. They have a chance to spawn when a player first arrives in an area or when all dogs of that tribe have been killed off from the area, allowing players to locally wipe out dogs. Destroying the dog carcass will allow more dogs to spawn again and some carnivores and scavengers may destroy them as well, so if you want dog spawns prevented in an area protect these carcasses.
All the animals in this mod have a strict population cap and will only spawn on runtime, not world gen. This is to make the mod more server friendly so as to not add an overwhelming number of entities.
Links:
https://ko-fi.com/tentharchitect
And a big thanks to everyone who gave feedback and assistance!
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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.35 | caninae | 10015 | Oct 27th at 8:12 PM | FotSA-Caninae-v1.0.35.zip | 1-click install | ||
|
Added-Weighted diet | |||||||
| 1.0.34 | caninae | 14858 | Sep 18th at 4:35 PM | FotSA-Caninae-v1.0.34.zip | 1-click install | ||
|
Fixed-Animal interaction patches for 1.21 | |||||||
| 1.0.33 | caninae | 809 | Sep 17th at 3:02 PM | FotSA-Caninae-v1.0.33.zip | 1-click install | ||
|
Added- Creature tags | |||||||
| 1.0.32 | caninae | 27906 | Apr 29th at 9:48 PM | FotSA-Caninae-v1.0.32.zip | 1-click install | ||
|
Added-Devil interactions | |||||||
| 1.0.31 | caninae | 6299 | Apr 5th at 12:08 AM | FotSA-Caninae-v1.0.31.zip | 1-click install | ||
|
Added-Worldgen spawn | |||||||
| 1.0.30 | caninae | 5838 | Mar 13th at 8:13 PM | FotSA-Caninae-v1.0.30.zip | 1-click install | ||
|
Added-Thylacoleo interactions | |||||||
| 1.0.29 | caninae | 6093 | Feb 20th at 4:41 PM | FotSa-Caninae-v1.0.29.zip | 1-click install | ||
|
Added-Civet and Genet Interactions | |||||||
| 1.0.28 | caninae | 2943 | Feb 14th at 5:53 PM | FotSA-Caninae-v1.0.28.zip | 1-click install | ||
|
Fixed-Base game animal patch format updated to 1.20.4 | |||||||
| 1.0.27 | caninae | 2015 | Feb 9th at 5:44 PM | FotSA-Caninae-v1.0.27.zip | 1-click install | ||
|
Added-Horned turtle interactions | |||||||
| 1.0.26 | caninae | 4933 | Jan 28th at 12:23 AM | FotSA-Caninae-v1.0.26.zip | 1-click install | ||
|
Added-Bovine compatibility | |||||||
| 1.0.25 | caninae | 2745 | Jan 22nd at 8:34 PM | FotSA-Caninae-v1.0.25.zip | 1-click install | ||
|
Added-Wombat compatibility | |||||||
| 1.0.24 | caninae | 3127 | Jan 17th at 6:38 PM | FotSA-Caninae-v1.0.24.zip | 1-click install | ||
|
Added-Elephant compatibility | |||||||
| 1.0.23 | caninae | 2046 | Jan 1st at 11:46 PM | FotSA-Caninae-v1.0.23.zip | 1-click install | ||
|
Added-Felinae compatibility | |||||||
| 1.0.22 | caninae | 3020 | Dec 5th 2024 at 8:42 PM | FotSA-Caninae-v1.0.22.zip | 1-click install | ||
|
Fixed-trader patch to buy domestice dogs | |||||||
| 1.0.21 | caninae | 1023 | Nov 21st 2024 at 6:11 PM | FotSA-Caninae-v1.0.21.zip | 1-click install | ||
|
Adjusted-Combat Overhaul damage resistances | |||||||
| 1.0.20 | caninae | 560 | Nov 11th 2024 at 7:28 PM | FotSA-Caninae-v1.0.20.zip | 1-click install | ||
|
Added-Penguin interactions | |||||||
| 1.0.19 | caninae | 811 | Oct 24th 2024 at 6:49 PM | FotSA-Caninae-v1.0.19.zip | 1-click install | ||
|
Added-Combat Overhaul compatibility (Thanks Maltiez) | |||||||
| 1.0.18 | caninae | 612 | Oct 16th 2024 at 3:42 PM | FotSA-Caninae-v1.0.18.zip | 1-click install | ||
|
Added-French translation (Thanks Laerinok) | |||||||
| 1.0.17 | caninae | 828 | Oct 3rd 2024 at 6:13 PM | FotSA-Caninae-v1.0.17.zip | 1-click install | ||
|
Fixed-Trough diet tags | |||||||
| 1.0.16 | caninae | 9647 | Jun 5th 2024 at 3:20 PM | FotSA-Caninae-v1.0.16.zip | 1-click install | ||
|
Removed-Protein from some diets to make them more precise | |||||||
| 1.0.15 | caninae | 1792 | May 18th 2024 at 8:08 PM | FotSA-Caninae-v1.0.15.zip | 1-click install | ||
|
Added-Crafting recipe for dog carcass and southern dog carcass, placing them will block spawns within render radius | |||||||
| 1.0.14 | caninae | 1374 | May 5th 2024 at 8:56 PM | FotSA-Caninae-v1.0.14.zip | 1-click install | ||
|
Added-Compatibility with Pangolins | |||||||
| 1.0.13 | caninae | 1120 | Apr 26th 2024 at 12:21 AM | FotSA-Caninae-v1.0.13.zip | 1-click install | ||
|
Added-Compatibility with rhinos | |||||||
| 1.0.12 | caninae | 902 | Apr 19th 2024 at 6:40 PM | FotSA-Caninae-v1.0.12.zip | 1-click install | ||
|
Added-Killed by text (Thanks MadGnome) | |||||||
| 1.0.11 | caninae | 1928 | Apr 1st 2024 at 8:18 PM | FotSA-Caninae-v1.0.11.zip | 1-click install | ||
|
Added-Compatibility with Casuariidae | |||||||
| 1.0.10 | caninae | 3433 | Feb 5th 2024 at 5:43 PM | FotSA-Caninae-v1.0.10.zip | 1-click install | ||
|
Fixed-wolf howl not playing | |||||||
| 1.0.9 | caninae | 1039 | Jan 26th 2024 at 12:11 AM | FotSA-Caninae-v1.0.9.zip | 1-click install | ||
|
Added-interactions with saber cats | |||||||
| 1.0.8 | caninae | 1192 | Jan 7th 2024 at 5:36 PM | FotSA-Caninae-v1.0.8.zip | 1-click install | ||
|
Adjusted-audio range for canina sounds, to make them easier to locate | |||||||
| 1.0.7 | caninae | 852 | Dec 22nd 2023 at 9:23 PM | FotSA-Caninae-v1.0.7.zip | 1-click install | ||
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Updated-format of diets to work with latest update | |||||||
| 1.0.6 | caninae | 539 | Dec 11th 2023 at 10:31 PM | FotSA-Caninae-v1.0.6.zip | 1-click install | ||
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Refactored-All entity files to match new animal standards, babies now have genders. Old Canines will disappear and will need creative mod and console commands to replace domesticated ones. | |||||||
| 1.0.5 | caninae | 2209 | Oct 31st 2023 at 7:06 PM | FotSA-Caninae-v1.0.5.zip | 1-click install | ||
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Changed-Updated the fox patch to work with 1.19 | |||||||
| 1.0.4 | caninae | 2094 | Oct 18th 2023 at 6:29 PM | FotSA-Caninae-v1.0.4.zip | 1-click install | ||
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Removed-Butter from Gray fox diet | |||||||
| 1.0.3 | caninae | 480 | Oct 16th 2023 at 1:41 AM | FotSA-Caninae-v1.0.3.zip | 1-click install | ||
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Fixed- Canina pelts not being convertable to hide | |||||||
| 1.0.2 | caninae | 492 | Oct 13th 2023 at 5:01 PM | FotSA-Caninae-v1.0.2.zip | 1-click install | ||
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Fixed-Canina adults now drop pelts. | |||||||
| 1.0.1 | caninae | 3177 | Sep 29th 2023 at 11:09 PM | FotSA-Caninae-v1.0.1.zip | 1-click install | ||
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Fixed: Pelts to hide recipes not working | |||||||
| 1.0.0 | caninae | 302 | Sep 29th 2023 at 10:10 PM | FotSA-Caninae-v1.0.0.zip | 1-click install | ||
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Feature- 16 new species of Canina dogs! Wolves, jackals and wild dogs are added. | |||||||
| 0.2.0 | caninae | 1244 | Sep 5th 2023 at 8:10 PM | FotSA-Caninae-v0.2.0.zip | 1-click install | ||
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Fixed- some fox babies are no longer fearless and will flee predators and large animals. | |||||||
| 0.1.1 | caninae | 1997 | Aug 3rd 2023 at 5:38 PM | FotSA-Caninae-v0.1.1.zip | 1-click install | ||
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Fixed: Tibetan fox's spawn rate too high | |||||||
| 0.1.0 | caninae | 656 | Aug 1st 2023 at 5:49 PM | FotSA-Caninae-v0.1.0.zip | 1-click install | ||
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Launch | |||||||
Apologies for spamming with comments different stuff just kept happening lol. I didn't try small troughs because the FAQ says "The small trough is not supported at this time due to patching formats" but even with the small troughs they aren't eating. On a positive note I do still like this mod and the others and most of the other animals I've tried to domesticate from the packs are eating just fine, just not these ones. My barn is a lot livelier now.
And the thing about the petai patch is totally understandable
There might be a conflict but my current version is my WIP refactor so that'll change soon. Pretty soon they won't eat from large troughs, just small ones since it is closer to a dog food bowl proportions and it'll help when you have mixed animal pens. As for petAI, I've decided I'd rather spend the time it would take on maintaining my mods instead of adding compatibility, but if you want to patch it I'd add those patches. This mod just sets vanilla foxes spawning rate to 0, instead of removing them, so you could spawn in a vanilla one and tame that if you had both mods. JeniBold
Update: The grey foxes will eat food off the floor but their weight does not increase, portion count does not increase, and they won't mate even when it says ready to mate. Do you know any mods that conflict or would break the foxes or are their domestication just broken?
On an entirely different note I have two gray foxes in a pen and no matter what they don't seem to eat from the large trough full of red meat and don't seem to be mating when I throw food on the ground and they eat it despite being ready.
Is there any way you can add support with the tame foxes mod or petAI in general for the foxes added in this mod? Was just curious since I know the mod removes vanilla foxes and fox pups from this cannot be tamed like vanilla fox pups with these two mods.
rebassist It work, as you said. Just let a meat on the ground (dont put it down, just throw it to the floor like trash you don't want). Puppy/dog will sometime eat it very fast, sometime it will take time, that's random in my opinion. To take more chance in your side juste let the puppy in a room closed with the food and do what you need to do, dont worry. Anyway to be sure just check the weight status, it increase everytime he eat (if weak => decent .... )
Tentharchitect Nice, thanks !
Anybody know how to feed the Domesticated Dog pup you gut from the treasure trader?
I saw somene say you can just drop meat and they'll eat it but that isn't seeming to happen.
I'm overhauling Caninae right now, there should be some more options with the domestic dog soon, like I can adjust their generation requirement for being led by a rope among other things Ykulvaarlck
Thanks Nikuksis added for the next release
Currently the puppies can be caught with the basket trap, the adults of many species will be caught by the crate trap in the next update Neocrife
i'm trying to use a rope to lead my *domestic dog* and it says "animal is too wild to attach a rope to"? that doesn't sound right
Hi, here's russian language for this mod, let me know n case of any issues
gdrive
Neocrife The Animal Cages mod has a flexible config file and the code for FotSA animals are listed on the mod page itsself and on the discord. Primitive Survival has several ways to make traps if you want something more passive.
There is still a way to capture any animal of the FOS serie ? I mean with trap.
i wish there was some way to command domestic dogs. mine keeps running in front of me while i'm digging and then gets mad at me and tries killing me. i don't know how to stop it from getting in my way
I'm tweaking the hit boxes in this current update, though my focus is more on making sure they are logical for combat as the hit box determines a few things in that regard. Ykulvaarlck
a bunch of mobs seem to have hitboxes that are exactly or a bit more than 1 block wide, making them unable to walk through normal doors. for example i got a domestic dog but he can't get through a fence gate. i checked the hitbox and it's basically exactly 1 block wide, so you would want to make it smaller?
another example is the warrah (was trying to breed them but they could not move through the gates i set up)
I didn't realize an empty realm list prevents the errors... Thanks for that :)
Seems right, domestic dogs shouldn't spawn in the wild. I guess I'll need to set them to have an empty realm list to avoid errors though. BraniyaKz
Tentharchitect - Was doing a test run in a modded world, and Biomes is reporting the following as unconfigured:
caninae:caninae-canina-adult-male-canis-familiaris
caninae:caninae-canina-baby-female-canis-familiaris
caninae:caninae-canina-baby-male-canis-familiaris
I'll be updating this mod next with the ai overhaul, should clean up the ai tasks to get more consistent results Lupa28
So I bought a domestic dog pup from a trader but when it grew up it flees from me instead of follwing. I don't know/understand what I'm doing wrong...
Thanks very much :)
I'll post in my author's description here and on the Discord threads when slots are open. I'll see about posting something on kofi as well! Herze
Tentharchitect Awesome! And you're very welcome, I love your studied implementations of these animals. Is there anywhere you announce when you open commission slots, a discord or anything? I follow your kofi so if you announce it there I'll see it.
You can still use the Dog taming on the base game wolf which you can still acquire via merchants with this mod. EthelVril
Thanks for saying so Herze my hope had been to open them in September once my summer work season ended, but I want to get all the full 1.21 updates out first. The first pass went smoothly, and now I just need to update 18 more to use all the new features. Once all of them are done save Bovinae I'll open up a few commission slots and negotiate those while finishing Bovinae and make them between the full release of Bovinae and the Circumboreal FZ
Tentharchitect Not directly related to this mod, but do you have plans to open commissions again within the next year or so? Huge fan of your mods and I would be really excited to order a commissioned pack.
Curious if this works with PetAI Dog Taming, I see it disables normal wolves which I assume means no?
They were at one point. I'm not actually sure if it works in the latest version as the format changed for how traps work. When I do the full 1.21 update I'll be reworking that part of the files PandaBearJelly
Can grey wolf pups be caught in basket traps? We've had one trapped in a pit with a basket trap and red meat for a few days, but no luck.
Strange, well I can change how this disables animals from changing their spawn chance to changing their spawn temps, making it where the base game wolves and foxes would only spawn in impossible conditions.
Oof, yeah hopefully that gets fixed because it's kinda the whole reason I also wanted these creatures to make a realistic-ish world with biomes.
Thank you Goateye for testing! Tentharchitect It does seem to be the biomes mod specifically that is the one forcing base game wolf and fox spawns. I will also see about reaching out to the Biomes mod dev to see if this can be fixed on their end ^^
Abra_The_Cadabra did some testing, and its does seem to be the Biomes mod. disabling it fixed the issue
TestTub3 I am also having the problem of the normal foxes/wolves spawning, so if you end up figuring out a link to a specific mod causing it @ me please.
Delete the wolf spawn patch in the patches folder EastboundAura88
Gotcha, I don't know all of what those effect and don't have time to act as tech support for mod interactions so if you figure it out please let me know TestTub3
Tentharchitect Hmmm i dont belive i have any other mods that would modify spawns. The only creature related mods I have are all of your FotSA mods, Biomes, Floral Zones, The Critters Pack, Primative Survival, More Animals, Lichen Continued, (and maybe) Dana's Tweaks
Is there anyway to reenable wolf spawns? I like the dogs added by the mod but also quite like the new wolf models in 1.20.12
Strange, the biomes mod should only disable entities, not enable them in certain circumstances. My guess is that you have another mod that edits spawn rates, like creature config TestTub3
Hello, running your latest update on my server and noticed that the base game foxes and wolfs still spawn in. I suspect this is a conflict with the Biomes mod that was previously compatable, im not sure it's setup to be compatable anymore. Any insite or should i bring this up to the Biomes mod owner?
Maltiez refactored all the ai tasks and gave them all the options previously used for single tasks (like time specific stuff from the Idle Task) or completely new options (targetting dead entities). These refactored ai tasks just barely made it into 1.21 so the base game animals weren't updated to use them as they are time intensive to set up, but now we have the option as modders to come up with novel applications of the new options. What's more, there are now creature tags (huntable, predator, ferocious, state-sneaking, etc..) that can be applied to a creature or during a specific task and ai tasks can interact with entities based off of their comparitive weight and combinations of those tags. This all creates a lot more options for behaviors and I believe I'm one of the few figuring all the new options out at the moment, so I imagine others will come up with new applications as they explore it as well. greatorder
You're welcome! I'm stoked to get to the new content and see how folks react Herze
Thanks for the update. Stoked to see what else you have cooking :)
Out of curiosity, what's being done to the AI?
A small update to get it working without crashes in 1.21, the ai overhaul and other 1.21 features will come later.
Sure, you can drop 1.20.x issues on the discord thread ComradeTum
avarage dinosaur mod fan vs chad FotSA enjoyer
Tentharchitect sorry I should have elaborated, Im still running 1.20.12, we haven't upgraded the sever to 1.21 yet. Is it still useful to drop the 1.20.x issues on the discord thread?
Love the mod by the way, not complaining at all just want to help with bug reports if I can.
At this point reports about 1.21 bugs for FotSA mods are not helpful, as I'm aware of what is broken and am slowly updating when I have free time. After the 1.21 update is out, sending them to the discord thread will be useful again ComradeTum
Ive spotted a few error logs about missing behavior 'entitystatetags' across a couple of the FotSA mods; do you have an issue tracker I can log them to?
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.
They changed the file format of where the wolves are placed in the game, this will be fixed in the 1.21 update nuwabi
No clue why but I suspect it'll be solved once the mods are updated to the right version as a lot of things are interconnected Cc8tv
FYI I'm having the same issue as Ferrynn where base game wolves are still spawning on game version 1.20.12, with and without other mods installed.
hey this mod and majority of other mods you make are preventing better ruins from spawning idk what is causing it but if this mod or others are in the same world they just stop spawning
ok ok
I'm currently keeping my models and waiting to see how the devs update the puppies and foxes before making any art updates to this mod. My goal was to have a standardized art style across all mods but unfortunately I started before they changed things up Sianks
Are you going to Keep new Wolf models or replace them with your own? Im asking cause in 1.21 the wolfs look actually really good, but idk if this will break your mod's style
Last time I checked all the FotSA should be Sianks
Good to know that is causing more issues, I have it on my bug list but haven't had a crash on my end when I've tested 1.21. I should be getting to 1.21 updates soon and will fix that then AzuliBluespots
I'm not quite sure then, could be a conflict issue. I'd recommend asking on the Vintage Story discord as my time for troubleshooting is limited Ferrynn
Are any of your mods working with Combat Overhaul?
testing the FotSA mods on 1.21, I think this crashed my whole pc:
12.8.2025 09:09:47 [Warning] Entity with code caninae:caninae-urocyonini-adult-male-urocyon-cinereoargenteus has defined a companion spawn caninae:caninae-urocyon-adult-female-urocyon-cinereoargenteus, but no such entity type found.
12.8.2025 09:09:47 [Warning] Entity with code caninae:caninae-urocyonini-adult-male-urocyon-cinereoargenteus has defined a companion spawn caninae:caninae-urocyon-adult-male-urocyon-cinereoargenteus, but no such entity type found.
Could've been something else too, but too early to say.
Tentharchitect I realized I didn’t word my original comment clearly, so I apologize for that! I’m seeing the base game wolves in Survival, but I haven’t seen any of the modded wolves yet. Both show up in the Creative inventory, but only the base ones seem to be spawning in-game.
The mod patches their spawn rate to 0, but does not remove them to prevent mod conflicts. As such, you should still see the base game wolves in creative mode. If you are seeing the dogs added by this mod in creative mode, it should be working Ferrynn
IM NOT SURE IF THE MOD IS WORKING. THE BASE WOLVES ARE STILL IN THE GAME BUT IN CREATIVE MOOD I CAN ACESS ALSO THE SUBTYPES. HAVE YET TO ENCOUNTER THEM IN THE WILD THOUGH. IS THERE A WAY I CAN CHECK?
Ok, several 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-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
Tentharchitect thank you!
Tentharchitect Thanks for the information! And good luck with your summer job.
That is correct, they'll grow eventually and you could breed them for domesticated dogs to have a chance of being born. I'll be updating that to use the new taming mechanic come 1.21 so you can just tame wolf babies and the grown up forms will have a chance of birthing domestic dogs, but that won't be until I'm done with my summer job. RoseReaper
The pelts need to be processed with a knife to convert them into the base game skins form, then they can be used for leatherworking TheSaltan1312
Are the unique-to-animal pelts added by this mod still okay to be used in leatherworking? How many Warrah pelts for example to a barrel?
Hi, I found four gray wolf pups stuck in a small pit near my base. No trace of the mom (guess she despawned or was able to get out). Are they going to grow up if I leave them here with sufficient light, and I'll be able to breed them to get closer to a chance of tamed puppies?
It hasn't happened again, so I guess I'll file it along with the time a raccoon in the base game ended up in my smithy, which was also enclosed and lit. Maybe it was a loading error and one glitched through the walls when I was travelling. Thanks for confirming it isn't normal, at least!
That shouldn't occur with how it is set up, as they are set not to spawn in enclosed spaces, nor when the area is illuminated with artificial lights. They will spawn in air blocks on the ground level, so they can spawn on bare dirt/rock/sand. If you have at least 4 true foxes loaded in near by no more will spawn in but I'm unsure how they could have spawned in an enclosed space KelpTheShark
Hi! I had a fox spawn inside my animal pen, which I didn't expect. It's a 7x7x4 enclosed pen with packed dirt and cobblestone for walls, packed dirt ceiling and floor, and a fat bowl lamp in the exact center. I was under the impression foxes were only supposed to spawn on dirt blocks with grass, like rabbits, but... now I'm concerned for my sheep's babies. Is this normal? There is no way this fox could have gotten in other than spawning.
You can find all the animals in a given pack by checking the Stats drop down tab, but yes Island foxes are a part of this mod. They come from the Channel Islands off the coast of California and are believed to have been semi-domesticated before going feral on the island and often show no signs of fear around humans. Dragazhar
Quick question. Is the Island fox in your pack? If so.. I have a cute female who let herself in my house... is not afraid of me... and just wanders around in it. She initially scared me with her creepy voice. I thought she was a shiver or something else nasty wandering around my place. Think I'll look for a male maybe lol ..
No naming with this mod, she'll hang out and follow the player if you are nearby. Dogs act as a spawn blocker for other canina dogs, preventing wolves and coyote from spawning so long as you have 2 in render distance, they'll also scare off a lot of animals that might get into your crops or chicken coop. Foxenn
You can renable the vanilla fox and wolf spawning if you'd like, my original goal of this mod was to update the basegame art to be more consistent since the wolf and fox were some of the oldest models at the time. It would just have two different types of animals spawning AlteOgre
The mechanics are in the FAQ, though I personally don't have strategies for domesticating and breeding as I just test that it functions in creative mode MarciMoo
AlteOgre, I don't believe it's advised really, but automatically done by the mod. As for the reason, probably to avoid spawning too many mobs, especially hostile ones. It would probably get laggy and you'd be running into them too often
I am fairly new to the game, could someone tell me the best way on how to breed and domesticate?
Hey Tentharchitect , What is the reason to advise total disabling of vanilla caninae spawning? What happens if you don't entirely disable vanilla fox and/or wolf spawning?
I bought a domestic pup from a trader, placed her in the house and i love her, but can i name her or anything or is she just gonna hang out? :D
kingkimkitz
You don't need to be a plug in every barrel ;) Thank you!
P.S. We have a community on our server - more than 20 people are playing. It is not for you to set conditions for me, on behalf of whom to write to me ;)
Ah nice, good to see those are now reported. I'll make a bug fix note ThisMachineHugs
Hi Tentharchitect, I am getting this pair of errors in the server console occasionally.
29.5.2025 19:50:07 [Warning] Entity with code caninae:caninae-urocyonini-adult-male-urocyon-cinereoargenteus has defined a companion spawn caninae:caninae-urocyon-adult-female-urocyon-cinereoargenteus, but no such entity type found.
29.5.2025 19:50:07 [Warning] Entity with code caninae:caninae-urocyonini-adult-male-urocyon-cinereoargenteus has defined a companion spawn caninae:caninae-urocyon-adult-male-urocyon-cinereoargenteus, but no such entity type found.
B0YAR
Could you kindly stop spamming the same message on all of this user's mods? Thank you.
Also, "We?" who's "we"? Nintendo Wii? Speak for yourself, thank you very much :)
Tentharchitect
Please add compatibility with Butchering mod. We love hunt on this creatures and cook them! Yammy!
The antler mount typically looks better sheesh1991
Darn, it looked so nice on the wall. Putting them on tool racks looks...well let's just say that the wood plank of the tool rack pokes through nearly all of the pelts. Is there anyway to mount them...without the tool rack poking through them? Tentharchitect
That is intentional, they can be placed on tool racks or antler mounts to get them on the wall. The original version had 4 wall blocks and 4 ground versions due to how blocks need a different version for directions, but I switched them to a single item to reduce performance impact sheesh1991
So, the pelts from all the Fauna mods don't...seem to be placeable on walls in my friends server...but are on the ground and tool racks. Any idea on why that might be and any way to...fix it so they are mountable to the wall?
Sadly I don't believe there is. When an animal first uses the stay close to entity ai task it seems to pick a unique entity and keep following that one. You could try having your friend leave their follow radius and see if the puppy will switch to you, but it is a coded aspect of the behavior and outside my projects scope
Hello!
I am playing this with a bounch of friends and when I got a puppy froma trader and put it down it start going towards one of my friends instead of me an now it follows him all the time ;w;! Anyway to change ownership?
So I'm in favor of a more simulation experience over a gameified one if possible, if you want you could increase the scale modifier in the entity file, and you could also set the wolves to be aggressive without a pack mate present. Currently they'll only hunt the player when another adult is near.
The delay between switching AI tasks is a known issue that I've since solved in later mods but have been building towards an overhaul of this mod to fix. Last update I refactored the entity files to make maintaining and updating easier and now I'm waiting for the ai improvements that 1.21 might be bringing before doing an AI task overhaul
another problem is that the animals stay frozen for a while when I approach them
wolves are also very unaggressive and it is too easy to fight themfor me foxes are so small that you can't see them, they are the size of a small rabbit, hunting something that small is practically impossibleI'm not sure what the issue is here, as I scale the animals to an above average size if possible. You're welcome to adjust their scale to be bigger than in real life by modifying the scaling number in their entity file, but my goal is to have the animals realisitically scaled
I don't know, in my opinion some wolf breeds are too small, you can't even see them, but you can hear them, it's possible that they are foxes, I'm not playing this mod for this reason at the moment
Thanks for the clarification, I really appereciate it!
No worries, they do not function with the wolf taming as far as I'm aware, though the author of that mod may have made compatibility at some point.
I'll check the bushdogs, make sure there isn't a broken ID for breeding
Hello! Love your mods, they really add a lot of life to the game!
This may be a stupid question, but are the wolves that replace vanilla wolves compatitble with the Wolf taming mod? I read in the files section that they could still be bought from taders, but am unsure if the pups are directly tamble.
Sorry to bother you.
Hi there, me again!
I'm currently trying to breed greater bushdogs and I'm noticing the female is stopping at 4 portions on gen 2. After that she makes the animation to eat and there are particles but her portions don't go up.
I'm not sure what I'm doing wrong or if it's a mod issue
Correct, yes they can eat that stuff but given they really need protein for a healthy diet I decided not to let them reproduce off just a berry diet. I just added a wolf-dog to the array of baby options, if I recall correctly there are 8 wolf entries and 2 wolf-dog entries. So presumably 1/5 unless the calculation is doing something wonky. No guarantee after a certain gen, it is always drawing from the same array. I think I have it set up where canina dogs don't attack each other, though some of the smaller ones flee the bigger ones
In that case for domesticating the animals that eat meat of your packs the only way is throwing the food to them is that correct?
In that case would it be possible to make so at the very least the wolf-dog to be able to eat other foods like berries and stuff since during the process of domestication the wolves evelved to be able to eat the same things we do.
Also what are the chances that a grey wolf will give birth to a wolf-dog? Is it garanteed when they reach the third gen or is it on chance or what?
Also will the wild wolves try to attack the domestic wolves? cuz that can become a problem if the baby is born domesticated but the mom or dad starts to attack them.
It currently isn't without mods. I've considered making a mod to place other foods into troughs but haven't gotten around to it.
As for any feature like that, I'm only sticking to content mods for various reasons, and implementing something like that would break that. Hopefully taming is implemented in the base game soon Stejer
Hello! I am not sure but is it possible to put the meat in the through? Up till now Ive only put grains and stuff in them so I dont know if you can do it in the game.
Also I would really like if in the future a feature that could be added is that after some time feeding a wild animal that is a predator they get a "tamed" modifier that just makes so they wont try to hunt you but will still attack if hungry or hurt and stuff. That way its less of a pain to have multiple wolves in a cage and having to run away from them while still trying to feed them.
Must have been some other kind of big cat then as I only got your mods adding animals
But that just meanas "mod works as it should" I am just not even close to the area climatewise that I thought I was in xD
And to add onto that, I'm not sure where the mountain lion is coming from as I don't have those in my mods, but there are places in the world with mountain lions, culpeo, and some species of penguins, like the Southern cone of South America. Moa live at similar latitudes too, so it's not surprising those four spawn in the same area
HaraiseTenshi
In vanilla, animals spawn based on temperature/humidity/altitude/light parameters; there are no Biomes in the proper sense. It is the same for the mod. Look at the stats (above, in the spoiler) in the description; you will see the spawning conditions for the animals.
Otherwise, there is the Biomes mod that controls this. But be careful to manage the size of your world properly, or you will never see most of the animals.
I am quite confused by your mods to be honest xD
Did I do something wrong or aam I just building in aa weird spot? as I have consistently spawning: Mountain Lion, Penguin, Culpeo and Moa.. do I need some kind of zone/climate mod as it looks to me those animals should not really all spawn in the same area.
It would not, you need to use the ID's which you can find in the animal.json file in itemtypes SapphireBee
I'm trying to make these catchable in my copy of the animal cages mod. For "Name" would it be as simple as "gray-wolf-male"? I'd like to be sure before editing any files. Thanks!
For reference: https://news.kalataka.ru/animalcages
Oh that's awesome!!! Thank you so much!
Yep, I set up the canus genus to be able to cross breed within the genus. The puppies are based on the moher LaurelAurelia
Are domesticated dogs and gray wolves able to create puppies? I got a pack of just male gray wolves and one of my traders is selling a female domesticated dog so that's why I was wondering.
The world gen spawn doesn't effect despawning, they should only despawn if they are killed, or if they are in near complete darkness for a few minutes (night time doesn't count for this) Sixtay
WORLD GEN woooo! thank you so much now im wondering how does this affect the persistence of the animals that spawn in on world gen ? do they stay indefintely until you load new chunks? thanks just curious on how immersive the animals are in the worlds on gen spawn..
I don't know what you mean by regions, but the biomes mod and my animal mods are meant to be compatible. Other mods should work for that combo, my plants work as well and I believe wildcraft's compatibility is up to date with Biomes merryclefairy
There aren't protect tasks set up, but the domestic dog should stay close to the player and can act as a guard, alert, hunting dog. Though be warned, they will chase hares, potentially over cliffs AngliNex
The canina group is pretty rare, though the next update will be adding worldgen spawn which will increase early game encounters Mollycoddle
I'm failing to see any of the wolf subtypes spawning. I've played with this on multiple worlds and while foxes will spawn, no dogs or wolves do except for a single time two direwolves spawned, then never again. (Playing SP)
Can you do anything with them once they hit higher generations? Can they be made to folllow you and protect you?
DOG!!! also can someone inform me about compatability wif these biomes + regions + la creaturas mods? like, if i install the biomes and regions, will other mods not made specifically for these have troubles or is it safeu? i don't have anything in mind rn to know abt asking. OH. LIKE. THE WILDCRAFT/HERBARIUM STUFF? maybe? idk. anyway thank you also i love dogs. i hope this still works lol i'll find oooouuttt
I've never expected to see an Aguará Guazú on a Vintage Story mod yet this also includes the extinct Dusicyon, the pampas fox and the patagonian fox!!! Holy moly I LOVE THIS!!!!!
I'm unsure as to why they despawned, the only trigger would have been insufficient lighting while sufficiently far away from the player
Thanks Velynicus! There is not currently a config for vanilla spawn rates in this mod and no plan to make one
Love the mods! Is their a onfiguration for vanilla wolf spawn rates?
Hello! I am using this mod on a multiplayer server, and I found and bred two wild grey wolves. They had a bunch of puppies, 7 were wild and 2 were domestic dogs. I separated the dogs from the puppies and then got rid of the parents to raise the baby ones; however, when I logged back into the server the next day the 7 wolf puppies had disappeared. Why did this happen? Thank you!
Carcasses shouldn't block breeding, only wild spawning animals.
And thanks Mollycoddle! Folivora is on the planned roster, you can see the whole list in my author description
Question: is there any difference between "spawn" and "breed" when it comes to the dog carcasses? To clarify, what I am trying to ask is if the use of a carcass to prevent spawns will interfere with the domestication process?
God I love your series. Is there a chance of a sloth-pack in the future (giant and otherwise)?
They should have their flee behavior disabled at gen 10, and shouldn't flee from the player unless hurt anyway. I'll tweak something next update and see if it fixes it
Quick question about domestic dogs-- are they meant to run around endlessly at domestication level 10? We can't see any difference in behavior from buying him from the trader, to when we commanded him to max domestic level to see what it was like. Not sure if we're doing something wrong, but all our dog does is run endlessly, can barely get close enough to him to pet and stop him for a sec. Any help appreciated! :D
Tentharchitect
Could you please add a patch with the Wol Taming Mod where your Domestic Dog has a small chance to give birth to a Corgi, Border Colle or German Shepherd from that mod? Thanks!



Intentional, they used to be blocks but that increased the ram usage by saving textures in blocks in addition to items and entities. They can now be placed on tool racks or antler mounts CapnCucknuckles
I can't seem to place skins on walls/verticle surfaces anymore (for any of the FoTSA mods afaik). is this intentional? possibly a mod conflict?
Edit: Love these mods, Thanks Tentharchitect
They don't need to eat when pregnant, and it won't help increase the generation to feed them.
@Tentharchitect
Maybe? The fox is pregnant, but won't eat. I have fed them in the past so my main concern is if it will register as increasing the generation after she gives birth.
Are you encountering the base game issue of females not needing to eat until they are ready to breed perhaps?
Is there something you are supposed to do to get them to eat the meat? I've tried throwing it, and it seems like they're too busy running away to actually eat the meat most of the time.
I have them in a pit, and have tried throwing the meat and then going away several blocks, or even where they can't see me— they still won't eat it four out of five times. They may start the animation, but it won't register.
It should function exactly like the base game domestication, I think it's around gen 3 that attacking the player is disabled
Question do the domesticated Wolves still have the chance to hunt/bite the player? Or does that chance zstop at gen 10 the way the chance to flee does in vanilla animals?
They shouldn't be rotting, I don't have them set up to decay into anything @lII
Do you have any mods that interact with pelts? Could be a change to the pelts effected the decorations in this mod
i dont understand if i can keep the pelts for decoration? they seem to rot but dont display a freshness timer.
I tried to clean server cache and now its okay ;)
Grey wolves are part of this mod, generic "wolves" are base game, so if you are seeing wolves they exist. It's possible it's a texture atlas issue and some of the entities aren't getting their texture assigned, but the attenuation of entity sounds can also be weird at times
Nah i'm sure I got a problem with this because the sound is very close to me, but there is no animal to see. But I dont find any log that can explain why. I dont really know how to search if I got any error.
The only wolf we saw is a grey wolf family but it is vintage vanilla animal isnt it ?
So it means that we can't hunt and track them ? Can we at least see them sometime cause we didnt see them never and we cannot tame them if we dont see them haha ? I didnt know my bad haha but we get the feeling that something going wrong like if they are hunting animals close to us but they dont attack us and act are ghost cause we dont see them but we can hear them all time.
That sounds like usual game play to me Neocrife a lot of dogs will actively avoid players, hunt boars and make noises
I'm in 1.20.3, playing local / LAN game and we hear lot of time dogs but we dont see any. Now we saw a wild boar dead and mentionning killed by animal. I suppose this is from dog cause we have no bear or big boy killing boar. Are we experiencing a bug atm ? Why we never saw dogs but we heared them ?
Have you updated to the latest version? I prevented foxes from being able to eat berry bushes and thus not breed in the wild 10 days ago. Complete_noob
There is a huge problem with japanese raccoon dogs. After spawning, they can breeds uncontrolable, in absurd amounts (you can easy encounter hundred of them in one chunk. It hits server performance badly.
You can drop meat items and they'll pick them up from the ground and eat them. There is a mod that allows troughs to hold meat though the ratio isn't as good as 'hand' feeding them
May be a dumb question but how do i feed the wolves once caught, trough can hold meat? or can they eat other things than meat
Yep, smaller animals of the FotSA can be box trapped FlareFluffsune
Can tiny animals, like coyote pups, be caught using the reed box trap?
Are you saying that if you add those mods to a world that used to be 1.19.8 there is a lighting issue? Both of those mods now have features that are not supported by 1.19 so if you loaded them while a world was 1.19 that may be the cause
This one and Elephantidae make my world from 1.19.8 converted to 1.20.1 all black. If I create new world it seems to be no problem.
So I answered this in the comment below yours, but for now you could delete the patch that sets those animal's spawn rates to 0 in order for them to spawn again. MRGOOSE
is it possible to enable vanilla fox and wolf spawning? and the same for fotsa capreolinae?
It might be possible to set up a config, though I'm not sure how. If you figure out a json friendly method I'd be happy to add it in InsaneLucifer
As for butchery, I don't personally use the mod so I don't know for sure, but I believe it has basic compatibility
Hello, I wanted to ask if the fox taming mod works with the modded foxes since its disables the base game fox spawning. If fox taming is not compatiable is it possible to renable the base game foxes in a config?
One more question is this mod and your other animal mods compatiable with the Butchery mod?
https://wiki.vintagestory.at/Special:MyLanguage/Animal_Husbandry
Almost all species I make are set up to use the base game system of domestication, which I've linked here. Grey wolves have a chance of birthing domestic dog puppies, which have a different texture, strings and set of ai tasks, making them less hostile and follow players. I believe there is already an in-game journal entry on the specifics of base game domestication you could reference as well.
As for guides on strategies, I've never personally done it in game, just tested that it works mechanically. I'd personally trap a wolf in a pen with a gate/chiselled exit that puppies could potentially walk out of and lead any domestic dog puppies out of the pen once they are born, since they will come check out the player with the seek entity ai task
Can someone please make a guide on how exactly do I tame wolves/ strategies/tactics etc.
I am kind of confused on how to make so the grey wolves become wolf-dogs, mainly if its through breeding (like do I need to trap generations of wolves in a pit and give them meat so with time they become dogs?) or can I just tame individuals, how do I make so the wolves dont get hungry when Im out for too long, do I just throw the food for them to eat or do they also need food throughs? stuff like that.
I was hoping if someone could explain it to me or maybe (and it would be more helpful imo) if the developer could make a guide in the in-game journal on the specifics
thnx
Also I am confused on how they say pretty much all species can be domesticated but only grey wolves will turn into dogs. what is the difference between domesticated wolves of other species and domesticated dogs (as in their use/mechanics/etc) also what is the difference between a domesticated fox and a domesticated wolf in terms of mechanics etc
So some entities won't spawn if your view distance is below their minimum distance from player to spawn, some will take hours to spawn and most spawn in fairly low numbers. As such when you first start a world you'll likely not see many, especially not in as little time as 20 minutes. Their population is also capped, so if one player has a tiger nearby, other players won't have big cats spawn near them for example.
Once you settle down and are in an area for a while you'll almost assuredly see them spawn around your base, though you can use the command /entity count to see if they are spawning in out of sight. I've been testing them in rc6 today and while I didn't see all species, I saw some from quite a few of the mods.
Silvyy
my firends and I are testing mods for our next playthrough and after a hour of searching together on the map all 4 of us running in separate directions some down at the quarter some at spawn we have not found a single entity added by any of your fauna mods? we re in 1.20 rc6 and even tested for another 20 minutes with only your mods loaded and otherwise just vanilla and we still could not find anything could it be a issue with rc 6?
It will prevent new base game wolves from spawning, but won't delete or replace existing ones sgtmcdude
I have a few wolves in my game I'm trying to tame. Will installing this mod replace them with new wolves?
That sounds like a server management issue, which I don't really have experience in. This mod should function like any other mod in that regard, so I'd suggest going on the Discord's multiplayer section and asking about mod removal.
Tentharchitect ok cool. i have another question. so i deleted all the fotsa packs and when i go to load my server it still shows all the entities from your modpack trying to load. is there something else i have to do to get rid of the mod packs completely?
Yep, entities will spawn in old and new chunks so long as their spawn criteria is met
if i delete this mod after i have already generated a world will the vanilla mobs spawn in chunks i have already rendered still?
Same thing than for others mods, for impatient french players ;)
Voici la traduction Fr du mod (v1.0.17) pour celles et ceux qui ne peuvent pas attendre la prochaine maj ;)
fr.json
Thanks Yelb!
Unfortunately combining them would cause some logistical challenges when updating and their combined file size is approaching the database's max file size. For stability reasons, I'm going to stick with the mod being in a series rather than one big bundle
Hello, your mods are greatly great. Could you make a single mod with all your animals ? It would be easier to follow.
And making my rounds here:
SoulReaperz: there isn't a config for spawns, you'll have to go into the mod's files to edit it. There are some mods out on the DB that create a dynamic config file if you're not feeling comfortable editing the spawn rate. Was it literally a thousand or something else? There are a couple rare occurances where raccoon dogs have the opportunity to breed unhindered, they have one of the highest litter size, shortest pregnancy times and can breed off of berries so some folks have reported population booms where a hidden pair of raccoon dogs were able to breed near their bases.
Eightbarnes: Some of those config mods will superscede the patch this mod adds, causing the base game dogs to spawn again. You'll have to manually disable it in those mods. The dogs in this mod have a much lower rate of spawning to compensate for the sheer number of them and in certain climates will result in long delays between sightings.
Hi, I've still got normal base game wolves spawning in my world, and I only super rarely see any creatures added by this mod. Have I installed incorrectly? Or do I just need to modify the config?
not sure whats causing it but i can not find the config for the raccoon dogs spawn rate
i just had like a thousand raccoons in one small spot out of the blue today
They weren't considered as for the most part I'm avoiding subspecies. Far too many to make
I have a Question/Suggestion could New guinea Singing dogs be added? or were they cut because of the relative similarity to Dingos?
Hey thanks Longinus_Prime! This mod doesn't break wolf taming, so you could still buy a wolf pup from the trader and tame it with that mod, but I've not gotten to making this mod compatible with wolf taming/pet AI yet. If anyone is willing to do it sooner than later though, I'd be happy to incorporate it into the mod
Real quick question. Does this mod work with the wolf taming mod? I know this mod has its own form but I just wanted to check if its compatible in anyway. Thanks for your hard work!
I won't write a whole list of them but I will point you in the right direction! Go into the mod's assets folder, the domain (caninae in this mod's case) and then itemtypes and find the animals.json file. There you'll find a list of all the entity IDs for that mod Theisgood
May I ask a favour? See I wanna add your creatures to mobs radar mod, but I can't seem to find your creatures ID's
Would there be a way you could make a ID list? For like all your creatures from each mod. IF its not asking to much I know you are probably busy :)
Ah gotcha! Thanks so much for the help! It would be really cool if troughs held more food items in general. But thanks again and keep up the great work!
Thanks! Glad you're enjoying them Keltic_Alpha!
They should be, last time I checked they'll eat loose items off the ground. I'm going through and doing some updates and will be adjusting their diets in the next couple of days so the foxes should be able to eat raw meats, insects, eggs and such. In theory if those items were added to troughs it would automatically work with them, but currently those can't be used in troughs.
Hello! I love all your animal mods! Great work and the models are really nice too. My question is: do the foxes actually eat dropped meat itmes on the ground, or do they need a trough to eat it out of? Do they eat any meat item or only a certain meat? I keep throwing red meat in with them and when I come back its gone, but I can't tell if they ate it or if it just despawned. Thanks so much for the help!
So to answer Stejer, 1: correct, all creatures in this mod can be domesticated just like any base game animal that can eat food. 2: only the domestic dogs have the follow behavior and the defensive targets, since I can't switch those via generational change. Some canines do have a follow behavior where they will check out a player from a distance and flee if the player gets too close, but as they are domesticated this distance gets smaller until they only follow the player. 3: It is the same as the base game, I don't do code mods so check what it is for the sheep/goats/chickens etc.. as of last time I checked I believe they'll disable the attack player behavior at gen 3 and the flee behavior is completely disabled at gen 10 but that could be tweaked in the future of the base game. 4: foxes are creatures in this mod that can eat, therefore are domesticatable and behave the same way as wild ones, but with the base game domesticated animal changes as generations progress. 5: I consider them to be their own animals, though I advise you to check the entity files AI tasks to get an idea on the differences between behaviors. Domestication is identical for all animals, but their base behavior is slightly different with most animals having dozens of slight differences in their stats and behaviors I don't want to list out here.
For Dnd, I check Discord more often, and have the same user name there and is better for back and forth communication. That said, I'm only editing Json files and mixing and matching existing behaviors, so the underlying code isn't my forte. All the stuff I'm using is built into the game, so you just need the right json lines to get it working. As such, I don't have a meaningful answer for any of your questions unfortunately.
Tentharchitect I hope you don't mind a few questions. In the future is there a better medium to communicate with you or is this fine? I am working on making all of my creature mods compatible with your three creature mods, and so far I have the Aurochs from Medeival Expansions, the birds from More Animals and some of the selected animals from The Critters Package compatible with all of your mods.
How do wild creatures gain Saturation, is it linked to their weight or is there a hidden value somewhere? I see predators eat protein on seekfoodandeat and they do eat items listed as such, but I am assuming dead creatures are not converted to a food type and am wondering if there is a way to link corpses to that keyword. If I could get them to gain weight after eating a corpse, they wouldn't just kill everything indiscriminately, but rather have a better seekentity behavior for hunting when they are hungry/low weight. One thought I had was rabbits eat crop-blocks with the keyword nibblecrop and wondered if there was a way to make dead animals a food-block with a tag like nibblecorpse or something. Another thought I had was perhaps if a wild animal kills another animal, they could drop something like 'small-guts, medium-guts' linked to protein, but I don't know if the game would recognize what kills what or if that is something that would need to be added.
Is the EmothionState AlarmHerdOnDamage a function built into the game, and does it just work with this line of code or is there an extra step to make each entity in a group a herd? A couple times I noticed that when I shot at a sleeping lion, he and his group swarmed towards me but wasn't able to really grasp how that is working by code.
The horses in Feverstone Horses are not an EntityAgent, rather they are EntityMount/EntityPet and your creatures as well as base game creatures don't recognize the horses at all. Do you know of a workaround for that offhand? If not that is fine, I can get the horses to run away from threats since they recognize other creatures.
I guess my last question doesn't have much to do with your mod. If I start a multiplayer server, would I be able to modify the files myself after getting it setup and would players joining be able to see the changed behavior of creatures? Or is this not how it works and the files they get are downloaded straight from this website? Sorry for the long post and hope it isn't a bother. I only ask you because creature mods, and your mods in particular, really change the game for the better and I absolutely love them!
I asked similar questions before, it might be cuz im dumb and im not understanding or it could be cuz of my personal assumptions but i have a few questions
1- I understood that all of the creatures of this mod can be domesticated but is it only the grey wolf that can turn into a dog?
2- will the other canine species that were domesticated behave like how it was described or only the dogs?
3- how many generations is it needed to demstica the canines? is it the defalt 3/5 gens or is it different? also is it possible to make it faster?
4- are the foxes also domestacable or only the wolves and how will they bahave?
5- do you consider animals like the maned wolf or japanese racoon dog to be wolves, foxes or something different (since they arent vulpus nor lupus)? and how does that afect their behavior when domestacated?
thnx for reading, this is an amazing mod and I love it!
PS: Will your other mods like the capricolinae be added to the main game in the future as well? and if they are will that make those mods obsolete?
Another test world and the first wolves I encounter once again are a pack of 10 grey wolves... T_T
At least it was just a creative test flight but still...
Yep, that's how quickly they'll respawn
Tentharchitect Thanks for the response! I am not very experienced with code, but I am assuming the spawn rate is the line of chanceByType?
Mythimna There shouldn't be any problems with adding it mid save.
Maamessu
So I did a bit of a work around for both this mod and the Wolf Taming mod. I catch and have the Gray Wolves breed and have puppies. Then when the puppies are born I go into creative mode and replace them with the vanilla "Wolf" puppy. This allows the Wolf Taming mod to work and when you feed them enough they will be tamed and turn into "Wolfdog" pups that can be further trained for obediance. In short I think both mods are great and have their stregths. So unless there is some patch made between the two mods, I think this is a good work around that still make the game feel balanced for all the work put in.
Can this mod be added mid-save to an existing world?
Maamessu correct, the PetAI system requires either the mod to be a dependency or have extensive patching to work together. If someone wants to take the time to come up with those patches I'd be happy to add them to the mod but I'd prefer to use my modding time making new content or keeping my stuff updated.
Hydromancerx Glad you found it!
Tentharchitect
Sorry for all the questions but i cannot seem to find the answer. So i managed to trap a male and female gray wolf in a pit and the female is now pregnant. How long is the pregnancy?
Thanks in advance!
EDIT:
Finally found it in the code "pregnancyDays". Looks like Canis lupus = 13 days. Wow i have a bit of waiting ahead of me then.
I assume this probably wouldn't be compatible with the PetAI Wolf Taming mod, right?
You can find the temp ranges in the animal's entity files. I believe it is -12 to 24 celsius. The dingos and red wolves are domesticatable, and neither has the hunting player behavior so I didn't see the need to give them a unique domestic variant that was required to stop the domestic gray wolves from still hunting the player.
Tentharchitect
What is the Gray Wolf's temperature spawing range? Also could you make Dingos and/or Red Wolves a chance to grow into a domestic dog when bred? I started in the warm climate and I am having trouble finding Gray Wolves to breed into Domestic Dogs. Thanks in advance!
Thanks so much for the quick update! It does improve significantly the Hunter Gatherer playstyle i am after using the hunter character. Tentharchitect
So did some testing and not only were my dogs double attacking but the black, brown and polar bear are as well. I'm guessing this isn't intentional so I filed a bug report and hope the devs fix multiple attacks using the same attack slot being used. If they don't do it soon I'll rework all my animals to only have only one attack action, though it'll lose some of the intricacy I built into the mod so I'll wait a bit.
Thanks Dnd, you are welcome to tweak the spawn rate in entity files or the pack sizes, but I'm not planning on learning the tools for config files.
The bears are set up the same way PetMudstone, but I'll poke around and see what's up.
Strange TobyGentlemane, let me know if things change again but the texture atlas fix shouldn't be relevant post 1.19.x
Edit: Just had to untick it go into the world and renable the mod again for it to work as normal
Hey, all the wolfs/dogs that this mod is invisible in my game, playing 1.19.3, if looking at the mobs in the guide book they are just none textured, have tried with old and new world but same problem. Using 1.0.9 and have updated the atlas to 8192 but it did nothing sadly
It seems like gray and dire wolves at least can attack the player twice in rapid succession, possibly due to there being two "meleeattack" tasks in the relevant .json that have the player as a target. This might be making them noticeably more lethal compared to vanilla wolves as in practice this means they can attack twice as fast while doing similar amounts of damage per hit. I've been having various frustrations with the aggressive wolves from this mod due to feeling like they were somehow overly dangerous compared to vanilla and I figure this might be a major part of it.
Your mods have made the game amazing! There are quite the intense moments between vicious dogs, cats and sabers.Figured I would lead with that because they really do make the game better.
Any chance we can get a config file for spawn frequency and/or pack sizes? I am constantly culling large packs of wolves and cats to the point where I just leave corpses rotting everywhere.
Oh interesting, I bet they changed the file name of the wolf howls in the latest version.
Anyone seeing this in their logs? Doest cause a crash, but dont hear the howls anymore.
4.2.2024 11:46:19 [Warning] Audio File not found: game:sounds/creature/wolf/howl.ogg
4.2.2024 11:46:54 [Warning] Audio File not found: game:sounds/creature/wolf/howl.ogg
4.2.2024 11:47:10 [Warning] Audio File not found: game:sounds/creature/wolf/howl.ogg
4.2.2024 11:47:18 [Warning] Audio File not found: game:sounds/creature/wolf/howl.ogg
All good things to know, I'd raised the minimum number of canina members to be in line with the base game's limit, but I suspect it is dramatically increasing the chance of large packs being encountered, since you could get 1-3 solitary canina members spawning and still get a large pack. I might do some more testing and tune it down to a minimum of 2 instead of 4 if this persists.
Echoing DarkThoughts because I've rather frequently running into huge packs of wolves of upwards of 10 members. It's nbd when it's just the red wolves, but a friend on my sever has seen several large packs of greys spawn, one instance resulting in her getting spawn camped by them. I've only seen one pack of 2, all others have been anywhere from 6-10. Way more than we did in the 1.18 version and it's more frequent than the base game packs when we didn't have the mod. One such pack was a group of all gray males that she was unfortunate enough to see spawn in and mob her.
Tentharchitect Alright, thanks. Guess I'm just unlucky constantly running into such big packs. Quite the moment when there's some critter sprinting past you, followed by a horde of angry lightspeed traveling wolves. lol
That's the upper range of the wolf packs yeah, their frequency is lower than base game but their max pack size is 2 or 3 higher than the base game.
You can delete the patch that patches out base game wolf spawning Dnd
Is this mod compatible with Wolf Taming or is there an easy way to enable the base game wolf spawning in addition to these guys?
https://news.kalataka.ru/show/mod/1520
Are wolf pack sizes of like ~10 wolves intended?
I'm only aware of the saber cats I posted today, those are the ones they'll now interact with. And the pop cap is increased from 1 across the board, now a single lone member of that tribe won't block any more from spawning.
Even the new saber cats?
Also, is the pop cap alignment an increase or a reduction to the previous versions?
All the species are technically domesticatable, some of them follow the players while others just tolerating them and acting as alert dogs or pest repellents. They use the same domestication system as the base game animals, so they follow the same number of generations before the flee behavior is disabled (10 last I checked, with the distance getting shorter each prior generation) and the attack behavior being disabled (3 last I checked)
Grey wolves are the only ones that can give birth to domestic dogs, though because I set them to be able to crossbreed within the same genus, you can have a grey wolf mother and any other canis father. Each wolf puppy has a 10% chance of being a domestic dog if I recall correctly and they'll follow the player from gen 1
hello just one question, is it only grey wolves that are domesticable or the other species are also tameable? It would be nice if others were too. Also the tamed foxes do the same functions of the tamed wolves (attacking enemies and following the player) or do they have other functions?
I'd also like to know how many generations does it take to tame them because it gets kinda expensive meat wise to do 3 gens
thank you
They don't currently until adulthood. I'd left them out since the base game babies don't eat but considering this is the third comment about puppies not being able to eat I might need to add it so people can feed treats to their pup.
I am curious. I recently bought a domestic pup from the treasure hunter and now I have her running around the place. I've tried to feed her by throwing meat on the ground but she doesn't seem to eat anything. Does the domestic pups not eat like the normal wolves/foxes?
No tameable species or sled pulling as I'm only using vanilla behaviors and attributes but if those are added to the base game I'd like to implement them. You can domesticate the dogs however and breeding gray wolves will eventually result in a domestic dog being born
are there tameable species within or planned? I'd really like a sled dog...
Gryfang It will not, and will likely crash Vintage Story since it uses some new 1.19 features
will the latest updates work on 1.18?
1.19 changed how the fox file was formatted, and in the latest update of this mod I changed how I formatted the patch preventing them from spawning to work with 1.19. It will no longer prevent foxes from spawning with 1.18 but otherwise works.
Hi, i've noticed that despite having this mod installed, red foxes still spawn along with your modded foxes, could you look into that?
All the base game meats work, as do bones, insects and berries for some of the cannines. The reason for this is that meat can't be placed into troughs in the base game, and rather than patching the troughs and risking compatibilty issues I went with just using the same behavior that raccoons use to pick up food off the ground. The canines that can eat berries can eat them from troughs however.
So when taming the animals all you need to do is throw meat on the ground? Does it matter what kind of meat? Do bones work? Super interested in the process and would love to learn more. Thanks!
thanks for reply! good to know, and interesting to know!
Oh I think I know what happened MentallyWill. I made the bengal fox first and derived the other decoration items from that one and I probably left a line in there for the bengal fox texture so it's looking to see where in the model needs that texture and none of it does. It shouldn't cause any issues but doesn't look nice in the error log. I'll try and get to that as I finish my 1.19 updates.
Hey! Im currently troubleshooting my game for probably unrelated issues, but I had a BIG wall of text that was erroring- is this supposed to happen? this happens for nearly all the animals in this mod
6.11.2023 19:16:42 [Error] Missing mapping for texture code bengalensis-adult during shape tesselation of item caninae:pelt-canina-female-canis-aureus using shape caninae:item/canina/floorpelt-aureus-female
6.11.2023 19:16:42 [Error] Missing mapping for texture code bengalensis-adult during shape tesselation of item caninae:pelt-canina-male-canis-aureus using shape caninae:item/canina/floorpelt-aureus-male
6.11.2023 19:16:42 [Error] Missing mapping for texture code bengalensis-adult during shape tesselation of item caninae:pelt-canina-female-canis-lupastor using shape caninae:item/canina/floorpelt-lupastor-female
6.11.2023 19:16:42 [Error] Missing mapping for texture code bengalensis-adult during shape tesselation of item caninae:pelt-canina-male-canis-lupastor using shape caninae:item/canina/floorpelt-lupastor-male
6.11.2023 19:16:42 [Error] Missing mapping for texture code bengalensis-adult during shape tesselation of item caninae:pelt-cerdocyonina-female-dusicyon-australis using shape caninae:item/cerdocyonina/floorpelt-australis-female
6.11.2023 19:16:42 [Error] Missing mapping for texture code bengalensis-adult during shape tesselation of item caninae:pelt-cerdocyonina-male-dusicyon-australis using shape caninae:item/cerdocyonina/floorpelt-australis-male
6.11.2023 19:16:42 [Error] Missing mapping for texture code bengalensis-adult during shape tesselation of item caninae:pelt-cerdocyonina-female-lycalopex-culpaeus using shape caninae:item/cerdocyonina/floorpelt-culpaeus-female
6.11.2023 19:16:42 [Error] Missing mapping for texture code bengalensis-adult during shape tesselation of item caninae:pelt-cerdocyonina-male-lycalopex-culpaeus using shape caninae:item/cerdocyonina/floorpelt-culpaeus-male
6.11.2023 19:16:42 [Error] Missing mapping for texture code bengalensis-adult during shape tesselation of item caninae:pelt-cerdocyonina-female-lycalopex-griseus using shape caninae:item/cerdocyonina/floorpelt-griseus-female
You're welcome, happy to make it!
Thanks you for your contribution, this is insane !
You can set the carcass spawn rates to be lower or zero and it will disable them in their entity file.
Can you add an option to disable the carcass mechanic? Sometimes I find myself in an area, and all of a sudden nothing seems to spawn at all. Then I have to go on a pretty harsh hide and go seek game to get my region filled and dangerous again.
Yes, you increase the max group size in all the entity files. That said, the growth isn't linear so if you raise it too high you'll get a pretty dramatic increase in dogs
Hello! This mod looks very interesting, but I'm having trouble finding the new dogs. Is there a way I can increase the maximum number that spawn in?
You're welcome, happy to answer questions about the mod. There are plenty of features I could learn C# to implement... but I'd rather get all the animals done in the next few years instead of a decade. 😅
Cheers!
Thanks for all the replies Tentharchitect, very informing. I''ll take a look at the C# part but I'm dumb and learning slowly.
Cheers.
I have no idea how to do such a thing unfortunately, but if anyone proficient with C# is willing to do it and maintain it I'd add it.
Yes, dire wolves are faster than humans, though I made all the animals about half their maximum irl speed. That said, every time an animal steps up a block they have about a quarter second delay that you can bypass with a well timed hop. Running up hills or over lots of low barriers will let you outpace pretty much anything. I also made them flee at 75% health, so with the strongest animal in this mod you only need to do 3.75 damage for them to flee, which is pretty much one hit with all but the weakest weapons.
Any chance on a json config for the range and pitch/volume of all the sounds?
I swear sometimes they are barking when nothing is happening and sometimes they are eating me before they ever seemed to bark. Also are they intentionally faster then any class can sprint?
At this point if one is locked on and you have many terrain conditions you either die or kill it, you can never flee from it. Tentharchitect
My understanding is that Accessibility Tweaks won't be updated until Apache is back, so I'm not certain if I'll spend the time making compatibility with it at this time.
In the mean time you could reduce the audible range of sounds, I'm expecting you are talking about the dogs alarm barks which are set to be audible over 100 meters away. Simply reducing this range should reduce the audio
Any chance to get your mod to register within (Accessibility Tweaks). I would love to lower the sound since it can be annoying at times when its constantly going off.
Tentharchitect
Awesome, exactly what I was hoping for 😆
I was able to find some audio for dogs, but quite a few my family and I made the noises for. Was a lot of fun making silly animal noises.
Thanks!
I want to say your sound design is top notch. It makes the world feel so alive. So many times I've just been wandering around and think "What the hell just made that sound?!" And run around looking for the source. Then I stumble on a fox and it bites me. 10/10.
Ah nice! Thanks for tracking those down. Not sure why butter is causing an issue either, I might just remove that one since it would be a rather expensive treat.
Back again! We're still getting the same errors when the server runs.
Ket did some searching and found that the wildcards still remain in pantherinae-neofelis-male.json on line 574. Then she found that "butter" was referenced in urocyonini-female.json and urocyonini-male.json in several places. Though she is confused about why "venison-raw" would be causing any issues.
That's very kind of you to say, thanks!
The animals in the FotSA series use the same spawning as the base game butterflies. Groups of them have a shared spawn pool that once the limit is reached, no more will spawn from that spawn pool, but the limit can be overshot if a herd or pack spawns all at once. In order for more to spawn, the existing ones will have to be killed, or you'll have to get far enough away that they aren't loaded into the world. There are currently 7 spawn pools between my current mods, clouded leopards, panthera cats, deer, true foxes, gray foxes, South American dogs and canina dogs, which can result in anywhere from 7 animals to 70 or so animals depending on the spawn group size. If you aren't seeing many, it's quite possible you just have some solitary species tucked away in a hidden valley or hard to reach spot that is using up the spawn pool of that category.
Fly covered carcasses and dead animals also use up the spawn pool, so if you want to find more of that type of animal make sure to destroy them.
Hello
This is a fantastic mod and probably one of the best out there
Please explain how spawning mobs works if all your mods for adding mobs are installed
I rarely meet wolves, foxes and other fashionable animals in the world
Does it depend on the total number of mobs present? For example, if there are many buffaloes, deer, bighorns in the nearby regions
In the current game world, I met two pairs of wolves and they were all female. Is it supposed to be like that or I just didn't find the whole game?
Thank you
Nope, you didn't miss anything. I think when I was finishing this up I didn't transfer my pelt and hiding polishing to the final build. Should have a new version up shortly!
Can't seem to be able to turn the dire wolf pelt into a standard pelt, just tried with the japanese raccon and that worked fine, am I missing something?
I'll look it over, but I'm really not sure what's going on with those wild card sections. Thanks for sending all the details.
If it helps, I'm using all three of the FotsA mods. I double checked the files and they're all the latest release versions of the three. I've checked with my admins and no one has tried to edit anything.
Oh right! I posted in Caninae because at the moment, I have a fox penned up and was trying to feed it by throwing raw red meat on the ground. But when we were getting spammed this error, no one was trying to feed the fox so I'm not sure if it had anything to do with the errors or not.
Here's a list of our installed mods: A Culinary Artillery, Ancient Tools, Better Drifters, Bricklayers, Bullseye, Carryon, Clay Mold for Nails and Strips, Expanded Food, Expanded Matter, Primitive Survival, Still Necessaries, Stone Quarry, Th3 Essentials, The Basics, Vinconomy, Wildcraft, Common Lib, Acorns, Advanced Smithing, Alchemy, Animals Cages, BackpackPack, Bed Respawnner, Better Firepit, Better Jonas Devices, Better Moisture, Better Stepping, Colored Jugs, Cooperative Combat, Cottage Windows (performance edition), Eternal Butterflies, Fields of Gold, From Golden Combs, Hanging Oil Lamps, Kiln Time Viewer, Less Bears, Lichen, Metal Tongs, Meteoric Expansion, Millwright, More Backpack Colors, Mortal Damage, Multiblock Crate, Ochre, Pumpkin Patch, Rope Bridges, Scarecrow, Scythemore, Shelfish, Sliding Doors, Stone Back Oven, Stone Tablets, Storage Options, Wood Chests, Ancient Dungeons, Better Ruins, Eternal Butterflies, Hide and Fabric, No Bear Jet Packs, Dana Tweaks, Stone Path Variants, Cairns, FotSA Pantherinae, FotSA Caninae, FotSA Caproaelinae, Mr Mannequin
Glad to hear you're loving it!
That is strange, it looks like an old bug I patched out of the FotSA: Pantherinae mod. None of the dogs use wildcards for foods, I just went through and double checked. Did someone edit the mod to try and accept wildcard meats as food or are you using an old version of the Pantherinae mod?
Hello! Thanks for this mod, we're loving it so far. My multiplayer server is having this spammed for awhile and I'm not sure what it means or how to fix it.
10.10.2023 20:58:33 [Server Warning] Server overloaded. A tick took 832ms to complete.
10.10.2023 20:59:29 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:butter in mouth invento
Dang, I was expecting people to say 5 hp, 4 dmg and 80% the speed of the base game wolves to be too low. If that's not what you are seeing from the coyote let me know, cause in testing they didn't pose much of a threat.
(EDIT) Ah that makes more sense, no worries! The dire wolves have the same hp and dmg as the base game wolves but have a larger aggro range and have realistic movement speed. They will however bark at the player from a slightly larger range, so learning to identify their warning bark is helpful. I also have them wander more than the base game wolves, so hopefully they won't camp bodies quite as much. Any other large dog will prevent dire wolves from spawning in an area, so they are a good reason to either buy a domestic dog puppy from a trader or breed gray wolves to get a domestic dog in your home to act as a spawn blocker.
coyotes are so busted, they are the fastest, most deadly creature.
be warned eveyone, you will hate them
I WAS WRONG. DIRE WOLVES are very strong, I completely mixed these two up, my bad!
I don't think there will be any code conflicts, haven't heard any reports of that and the foxes had already been disabled. Though yes, until the authors of that mod add a compatibility patch it would mean you can't butcher any of the dogs.
Since you disabled base wolf spawns, does this mean it will conflict with the butchering mod?
Finally done with the dogs!
This is possibly the largest mod I've ever made so I expect there will be plenty of minor issues here and there. Please let me know if you encounter any!
You can domesticate the foxes and other canines in this mod like you can the base game big horn sheep and pigs. You'll need to use berry mash or toss meats, insects or berries on the ground near by them to breed them and over the generations they'll attack and flee the player less.
Does this make foxes tamable or do I need a seperate mod?
This is very cool. Thank you
Those are all the items for the upcoming updates. I decided to have them all in advance since the game will split them up in the menu if added later. They should be getting art assets in the coming weeks, and for now you can see what dogs will be arriving later!
There seem to be a lot of items not displaying correctly in the creative menu when looking for caninae.
And this is why I wanted to get help play testing while finishing up the rest of the dogs! The pelt drop line is incorrect, fixed now and getting ready to push the first bug fix update. Thanks again!
No problem! Also, quick question, are pelts supposed to not drop in this version when killing any kind of fox? Running .net7 1.18.8-rc1 with HideAndFabric if that info is of any use.
Ah, thank you for bringing that to my attention! Fixed and will be implemented in the next update.
The mod is missing the floorpelt-lagopus-male.json file from shapes > items > vulpini. Other than that, you did an amazing job, like all your other mods!
ProlePal It isn't too hard to start but there are a lot of ins and outs to making creatures. Making my first mod took an afternoon, my first published animal mod took six months of learning the various tools and files. Perhaps down the line you'll give it a shot again but in the mean time I have tons of animal coming soon to continue making the world more diverse!
@wXDogeKingXw, thank you so much! I really enjoy making these mods and I'm excited to hear how people engage with the animals within!
A new masterpiece arrives! thanks for making our gameplay experience better! and for all players on atlas too!
Well I tried the model creator, way over my skillset. I'm glad you and people like you are doing the work you're doing modding the game! It's great seeing it grow! And the mods make the game way better and more ecologically diverse!
Oh I see cool! I am excited for more ursidae! I wonder how hard it is to make a mod for this game, I've never done it before for any game, is it accessible for someone unfamiliar with the api?
Not to worry! I don't have a plan to do any of those in the next few months, as I'm going through the base game clades first (finishing up this one, then Caprinae. The order of the rest is being determined by votes over on this mod's discord thread of Antilopinae, Hyaenidae, Procyonidae, Suidae and Ursidae)
After those are all done, a number of the ones you listed will be in the next round of mods, I just haven't settled on an exact order yet. Will be holding a vote on Discord whenever I post a new creature mod though!
Well I have some ideas for terrestrial mammals. Pangolins (the only scaled mammal), monotremes (platypus and echidnas), marsupials (pouched mammals like kangaroos and possums), large mammals like elephants, hippos, and rhinos, anteaters, and xenarthra (sloths and armadillos). And I don't know if these are possible in the game's current state but mammals that swim like walruses, otters and seals. Sorry for the spam I was just looking through orders on wikipedia.
No owls yet that I'm aware of, most of animal modders I've talked with are waiting to add birds until flying AI is improved. Would be awesome to see though!
There shouldn't be any compatibility issues with Hide and Fabric but I don't intend to add sheering to dogs. That said, once I make my goat and sheep pack I intend to have those utilize the mechanics from Hide and Fabric.
Hell yeah, can't wait to try this. Has anyone added order: strigiformes(owls) yet?
Is this compatible with Hide and Fabric?
The domestication works just like the base games. Feeding an animal and having them nearby a mate will eventually cause them to breed, and with each generation they become more domesticated. In the case of the foxes, that means they will flee from a shorter and shorter distance with each generation and after a few generations no longer wake up when a player approaches, or bite them if the player gets too close. Because meat and insects can't be placed in a trough, you instead have to drop them on the ground nearby a fox for them to eat in order to mate. Bat-eared foxes only eat insects, but the rest will eat meat, berries and berry mash from troughs.
Both wild and domestic foxes will occasionally follow a player, but wild foxes will flee if the player gets too close. Once they are sufficiently domesticated however, foxes will just stick close to the player if nothing else catches their interest.
Hey I was going to install the mod but didnt quite understand the domesticating mechanic that was mentioned
from what I could understand you throw the insects/berries/meat on the ground and that may attract the foxes but I didnt quite understand what type of animals you can domesticate, what they will do when domesticated or if you need to separate those foxes so they will breed over time.
If you could answer id appreciate thx