Mods / Fauna of the Stone Age: Bovinae

Tags: #Crafting #Creatures #Furniture
Author: Tentharchitect
Side: Both
Created: Jan 27th at 9:02 PM
Last modified: Apr 30th at 8:12 PM
Downloads: 33166
Follow Unfollow 461

Recommended download (for Vintage Story v1.20.x):
FotSA-Bovinae-v0.2.3.zip  1-click install


A collection of Antelope, Bison, Buffalo and Cattle from the subfamily Bovinae, these powerful animals will act as a challenging prey source and potential danger for players and their crops. Currently this mod only has the Eurasian Auroch and the Bongo, the rest will come at a later date!

This mod includes:

Stats
Common Name Scientific name Category Weight Health Height Damage Temp Preciptation Foliage Needs Altitude Group Size Meat Drops Fat Drops Hide Drops Other Drops Behaviors Eats
Eurasian auroch Bos primigenius primigenius Bovini 800/500/40 42/30/10 1.8/1.5 shoulder 17/15 t2 2-14 25-80 0-60% Trees 1.0-1.3 1-6 M&F, 4-10 M&F&B 54+-6, 34+-3, 5+-1 10+-1, 7+-1, 2+-1 10 L, 8 L, 1L M&F horns 2 Block step
Grain, Vegetable, Grass, Nibble crop
Bongo Tragelaphus eurycerus
Tragelaphini
310/190/30 22/18/9 1.3/1.1 shoulder 11/9 t2 15-28 65-100% 60-90% Trees 1.1-1.8 1M, 6-8 F&B 31-37/20-24/3-5 4-5,2-3,1 4L, 3L, 1L Horns 2 step
Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush


Features:

Those who are able to catch a pair of bovines can domesticate them, and the larger species can be milked, with different species requiring different amounts of food and pregnancy length.

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


On occasion a fly covered bovine carcass will spawn, preventing bovines from spawning in the area around them. They have a chance to spawn when a player first arrives in an area or when all bovines have been killed off from the area, allowing players to locally wipe out bovines. Destroying the bovine carcass will allow more bovines to spawn again and some carnivores and scavengers may destroy them as well, so if you want bovines spawns prevented in an area protect these carcasses.



A big thanks to my brother for commissioning the Bongo!
A big thanks to Bram for commissioning the Eurasian Auroch!

And a big thanks to everyone who gave feedback and assistance!

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

A: Get a male and female adult of a given species within 10 blocks, wait until the female is ready to mate and feed her the sufficient number of portions and the male at least one. Different species require different amounts and can be found in the entity file under the multiply section. Animals can be fed either by dropping items on the ground or by using the large trough. The small trough is not supported at this time due to patching formats. Each species diet can be found in this mod's description or in their entity file under the diet section. After 10 generations, entities stop attacking the player and after 10 generations they will no longer flee the player. Only the mother's generation matters for progressing generations.


Q: Why so many animal packs? Can't you make one giant one?

A: The combined size of this series exceeds the Mod data base's file upload size limit and therefore could not be hosted on this site, making it extremely difficult for servers to use. What's more, I don't know just how large certain clade file sizes will get as new features come out and I want to ensure they don't need to be split in the future, as that may cause considerable server issues. Whenever mod packs are implemented, or if there are other resources for creating a more organized bundle, I will do so.



Q: Is this mod safe to add and remove to an existing world?

A: Yes, this mod series is safe to add and remove. Items from this mod that have been placed will be invisible or appear as question blocks if the mod is removed but can be safely broken.

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.2.3 2693 Apr 30th at 8:12 PM Show FotSA-Bovinae-v0.2.3.zip 1-click install
v0.2.2 2225 Apr 22nd at 4:41 PM Show FotSA-Bovinae-v0.2.2.zip 1-click install
v0.2.1 2741 Apr 17th at 11:05 PM Show FotSA-Bovinae-v0.2.1.zip 1-click install
v0.2.0 3076 Apr 8th at 10:04 PM Show FotSA-Bovinae-v0.2.0.zip 1-click install
v0.1.5 1334 Apr 4th at 11:58 PM Show FotSA-Bovinae-v0.1.5.zip 1-click install
v0.1.4 6528 Mar 10th at 4:15 PM Show FotSA-Bovinae-v0.1.4.zip 1-click install
v0.1.3 5466 Feb 20th at 4:33 PM Show FotSA-Bovinae-v0.1.3.zip 1-click install
v0.1.2 2660 Feb 14th at 6:08 PM Show FotSA-Bovinae-v0.1.2.zip 1-click install
v0.1.1 3256 Feb 3rd at 7:27 PM Show FotSA-Bovinae-v0.1.1.zip 1-click install
v0.1.0 3187 Jan 27th at 9:03 PM Show FotSA-Bovinae-v0.1.0.zip 1-click install

59 Comments (oldest first | newest first)

💬 RedKDK, 2 days ago

I cant seem to feed the Auroch. I put grain in a large trough, and it says that cows are able to eat it, but they just dont.

💬 bryzgonaut, 4 days ago

Is there any way to herd undomesticated aurochs?

 

Usually if they're prey you can chase them, or if they're predators they'll chase you, but these exist in a weird middle ground where they just attack in place, so I haven't found a good way to move them besides making a really long enclosure and slowly moving the whole thing as they randomly wander in the right direction.

💬 Tentharchitect , Apr 28th at 4:38 PM

Gotten three reports now of aurochs clipping, still haven't been able to replicate it. Though I've heard larger modded dinosaurs have as well so I'm wondering if the game sometimes shifts large animals through walls

💬 Vrael, Apr 28th at 2:44 AM

Eurasian auroch clipped through solid dirt wall and killed me. 1.20.7

💬 Tentharchitect , Apr 24th at 9:56 PM

Aurochs need 26 portions to breed, I'm not sure why but animals will often stop eating right before their final amount and not eat that last one for a while. I've recently tested and confirmed it works but it takes a bit for that last portion.

You could go into the JSON files and alter it, but by default the aurochs are not aggressive. Males below gen 7 will become aggressive when near adult females and females below gen 2 will be aggressive around babies. Keeping them separated will mitigate this.

💬 WOLFmg, Apr 24th at 3:13 PM

is there a way to change the behavior of the animal ? , have 7 of them and as i try to feed them they almost certainely kill me .

💬 Szhival, Apr 23rd at 11:10 PM

Hey there! First of all thanks for the amazing mod. I'm running into a small problem - I managed to fence off a group of three females and a male. Got females fed and ready to mate [according to the UI] with their eaten portion raging from 11 to 25, yet none are getting pregnant.

💬 Tentharchitect , Apr 21st at 4:03 PM

I have no idea how they can clip through a wall, their hit boxes are such that they can get through an open doorway if it is 1 meter wide

💬 Cowabunga1, Apr 20th at 5:17 PM

Firstly I'd like to say this is a great mod! Though I am running into an issue. Managed to lure 2 adult Aurochs and a handful of calves into a building and have locked them within it, but the adults seem to be teleporting out of the enclosed room? At first I thought it might be an issue with them clipping through the doors of the building, but after getting them back inside and blocking off the doors to make the entire structure 1 block wide the entire way around, they still seem to be escaping? Not entirely sure how they are managing to get out. The structure has an internal space of 8 length x 8 width x 4 height with a roof on top, which I figured would be plenty of space.

💬 Ladyhawke, Apr 18th at 6:47 PM

This Auerochsen are so, so beautiful - and deadly, especially the males, but ... gosh they are pretty! They spawn in pretty big herds, we had quite a few in our area. And not easy to catch and not die, but worth it. Thank you a lot, you are amazing, @Tentharchitekt 

💬 ShadowX116, Apr 14th at 8:35 PM

Thanks, Tentharchitect !

I'd forgotten what the proper command for that was and couldn't find it again. 

💬 Tentharchitect , Apr 14th at 4:39 PM

White-tail deer have a much large range of climate conditions than the Auroch, I'd recommend using the in game command /wgen pos climate and checking on the stats chart of the mod description to see if the Aurochs could spawn in a given location. Note that the altitude data given by that command isn't clear on world heights besides 256, so you might have to manually calculate the percentage between sea level and world height.

Thanks Corrmac! They can indeed be milked! I think all the bovines will be except the four-horned antelope, as they are below the weight limit I usually put for the milkable trait

💬 Corrmac, Apr 14th at 1:12 AM

The auroch is absolutely beautiful! Can I milk one?? 0o0

💬 ShadowX116, Apr 12th at 2:48 AM

Is it reasonable to guess that if Whitetail Deer are spawning then we're also in a good area for Aurochs? 

💬 Tentharchitect , Apr 11th at 10:33 PM

They can indeed be milked! I think all the bovines will be except the four-horned antelope, as they are below the weight limit I usually put for the milkable trait

💬 icehorse, Apr 11th at 9:25 PM

Can aurochs be milked?

💬 Zuric, Apr 11th at 8:11 PM

the aurochs look incredible, cant wait to run into em!

💬 Tentharchitect , Apr 9th at 9:16 PM

No riding at this time Yololator

Glad you're enjoying it DarkThoughts!

And probably between 6 months and 8 years for the equine pack, I've been waiting for the base game horse to release before making the whole clade since Tyron said it was coming at some point, last summer. MANEL190

💬 MANEL190, Apr 9th at 7:59 PM

when equine mod :( 

💬 DarkThoughts, Apr 9th at 5:35 PM

Aurochs! That one actually makes me very happy.

 

Jerno Afaik Medieval Expansion is pretty much abandoned at this point and some of the temp updates from other people even removed their aurochs because they caused a lot of issues. If it returns, I think the easiest would be to simply ensure to have a config option to disable them.

💬 Yololator, Apr 9th at 4:52 PM

can you ride em?

💬 Tentharchitect , Apr 9th at 3:14 PM

Thanks Evoken!

Yeah, in theory no compatiblity patches will be needed for overlapping animal mods, I developed this particular habit to avoid that XD

💬 Evoken, Apr 9th at 8:20 AM

Amazing update :o

💬 NotQuiteNil, Apr 9th at 12:57 AM

Jerno FotSA mobs always use their scientific names for their file entries, so compatibility patches should never be needed unless another mod author has some very particular habits.

💬 Jerno, Apr 8th at 11:35 PM

MAJOR AUROCHS W. Question tho, will this need a compatability patch for medieval expansion?

💬 FRENKI, Apr 2nd at 3:19 PM

Tentharchitect Well atleast my favorite holocene animal is getting in. YAY.

💬 FRENKI, Apr 2nd at 3:18 PM
💬 Tentharchitect , Mar 31st at 9:07 PM

No plans for Pleistocene animals outside of commissions, but glyptodonts are on my planned roster! FRENKI

💬 FRENKI, Mar 28th at 8:04 PM

Would love to see some of the more crazy mammals from earlier epochs like pleistocene it would be fun to find Giganthopithicus black in a bamboo forest. or fight the last of bone crushing dogs. hunt glyptodonts like native Americans etc. etc.

💬 CaptainGlenn, Mar 21st at 6:33 PM

Can't wait to see this one expanded. A farm just isn't complete without a cow.

💬 CKitt, Feb 21st at 10:35 PM

Personally, I strongly prefer to have discrete mods as you currently have when it comes to adding content like all of the animals. It makes picking and choosing the loadout of animals much simpler!

💬 Tentharchitect , Feb 20th at 11:25 PM

So, short answer is not at this time.

Long answer, the combined size of all the packs exceeds the mod db file size limit, meaning I couldn't upload it here and servers wouldn't easily be able to use the combined version even if I uploaded it elsewhere. I'm also uncertain how many animals I'll make in certain clades and don't want to bundle certain groups together only to need to split it into smaller packs later due to the size restriction, as that could cause servers issues down the line. My hope is the file size is raised, mod packs become a thing soon or there is another solution, as an all in one isn't possible at this moment. Sareus

💬 Sareus, Feb 20th at 10:50 PM

Can we PLEASE just get an all in one pack already?

💬 Tentharchitect , Feb 15th at 5:04 AM

Yep, 1.20.4 just broke most creature behavior compatibility patches, update to the version I'd just posted this morning and it should be fixed. AcaciaGalagr

💬 AcaciaGalagr, Feb 15th at 2:24 AM

Tentharchitect

Lots of Stuff like this.

This one isnt specific to this mod, but one of your other creature packs.

I updated to 1.20.4x  Started the Dedi Server and Got PAGES of this from the Creature Mods.

14.2.2025 21:17:49 [Error] Patch 37 (target: game:entities/land/hyena-pup.json) in caninae:patches/survival_animals_patch.json failed because supplied path /server/behaviors/10/aitasks/0/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/0/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: {
"code": "emotionstates",
"states": [
{
"code": "alarmherdondamage",
"chance": 1,
"slot": 1,
"priority": 1,
"accumType": "max"
}
]
}

💬 Tentharchitect , Feb 15th at 1:19 AM

Must be an incompatibility as I'm running all of them at once in the latest version and getting no errors. Mind checking to see what the error is Nebux

💬 Nebux, Feb 14th at 6:46 PM

loads of error messages when starting a game with this. it doesn't happen with any of the others FOTSA mods

💬 Venator_, Feb 11th at 4:42 AM

When is the Vintage Story team hiring you?

💬 insideandoutside, Feb 10th at 9:35 AM

Ran across a bongo while foraging and promptly got murdered. 10/10

💬 Dwane_Loki, Feb 10th at 8:42 AM

Huge W when this comes out.

💬 BrownishStorm, Feb 7th at 7:15 PM

sweet, as a north dakoten, I am looking forward to the bison.

💬 Tentharchitect , Feb 5th at 4:08 PM

It looks like your comment did go through Big_Bunga.

And the diet is listed in the stats, those should work Khana

💬 Khana, Feb 5th at 10:51 AM

what do we feed these? i got carrots and hay in troughs

💬 Tentharchitect , Feb 4th at 4:18 PM

I haven't heard anything in particular about bovines, but with their new artist hires they are redoing a lot of animal art assets and making new ones. For the most part that isn't an issue, but with the bovines it would be potentially 4 or more months of redundant work if they did make an alternate style of them Big_Bunga

💬 Big_Bunga, Feb 4th at 9:56 AM

Tentharchitect if i had the money for it id shower you in it dog. your work is impeccable. And stylistically i think they match the vibe perfectly. With your mods, the only things that feel out of place are the player models lmao. Have the devs said anything about bovines in the near future?

💬 Tentharchitect , Feb 1st at 5:19 PM

Thanks Big_Bunga! As for an eta, I don't have anything solid. Barring more commissions like the Bongo, I think they won't come out for over a year, as the next 7 animal packs I have at least 3 other clades I think are more fitting or would prefer to do, and this pack will probably take the longest of any I have planned. I'm kind of intimidated by the prospect and a little worried I'll start, spend a third of a year making it and then cows will drop in the base game and stylistically conflict with mine 😅

💬 Big_Bunga, Feb 1st at 12:14 AM

love your mods, been looking forward to this one for a long time tbh. Any eta when youll get this one filled out? its such a shame cows of some variety arent base game

💬 EDKE, Jan 31st at 5:21 PM

Tentharchitect I understand, no worries. I will update to 1.20 once I finish my current adventure. Thank you for all your work!

💬 EDKE, Jan 31st at 5:20 PM
💬 Tentharchitect , Jan 31st at 4:46 PM

No plans to backport, it would be a lot of work for diminishing returns EDKE Though you could test them in a creative world and see which ones just give lots of errors. The elephants and penguins use 1.20 base features and will definitely cause crashes, but the others should just have a wall of error messages that don't cause issues

💬 EDKE, Jan 30th at 11:08 PM

I love your mods! Can't play without your fauna and flora anymore. But I'm still on 1.19.8 and I was wondering if you would backport some of your new 1.20 ones? That would be awesome.

💬 tomislav, Jan 30th at 1:41 AM

thanks for taking the time to answer my questions! that's an impressive goal, but you're managing to put out quality work at a swift rate so i wouldnt be surprised to see you achieve it. hope things continue to go smoothly for you going forward, it's always a joy to see you've posted a new addition.

💬 Tentharchitect , Jan 29th at 12:53 AM

Thanks for saying so! As for your questions, I plan to add aurochs to this pack eventually which can be bred into cattle. They likley won't be mounts, but I might put storage slots on them. I use the regular Vintage Story model creator, but use krita for texturing. As for clades, I have a list of 61 clades I intend to make at some point, but I don't give out my short term plans any more as they've been subject to change multiple times due to new game play features, news and such. I'm currently making animals that work with my floral zone series with Flish, and the current plan for that is to get all the Eurasian packs done next, so Australian, Oceanic, and American only clades likely won't be made for a while. 

That said, make what is fun. I'm eventually going to make my full 1200 animal roster assuming my life circumstances don't change but you might have your own unique twist on things folks prefer. tomislav

💬 tomislav, Jan 28th at 11:58 PM

thank you for your continued fantastic work on creating Pleistocene fauna and flora! i admire your hard work and craftsmanship :)

i have a few questions, if that's ok.

  1. do you plan cattle will be able to be domesticated as oxen, for working animal duties or as mounts?
  2. do you just use regular ol' VS modelcreator and go straight in to model these, or do you use any other program as part of the process?
  3. what clades do you plan to create in the near future, if you have any in mind? i wanna dip my toe in modding some animals but dont want to step on your toes so to speak.
💬 tomislav, Jan 28th at 11:58 PM

thank you for your continued fantastic work on creating Pleistocene fauna and flora! i admire your hard work and craftsmanship :)

i have a few questions, if that's ok.

  1. do you plan cattle will be able to be domesticated as oxen, for working animal duties or as mounts?
  2. do you just use regular ol' VS modelcreator and go straight in to model these, or do you use any other program as part of the process?
  3. what clades do you plan to create in the near future, if you have any in mind? i wanna dip my toe in modding some animals but dont want to step on your toes so to speak.
💬 Psyborg, Jan 28th at 7:40 PM

Bos primigenius! Bos bonasus!

💬 PrivatePretzel, Jan 27th at 11:13 PM

So beautiful! Thank you for making our worlds feel alive.

💬 Sqweeb, Jan 27th at 9:53 PM

Fantastic work, as always. 

💬 CKitt, Jan 27th at 9:29 PM

What did the buffalo say to his son?

 

Nothing, buffalo can't talk.

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