Mods / Fauna of the Stone Age: Bovinae
- Tags:
- Author:
- Tentharchitect
- Side:
- Both
- Created:
- Jan 27th 2025 at 9:02 PM
- Last modified:
- Jan 7th at 12:06 AM
- Downloads:
- 157511
- Follow Unfollow 1365
-
Latest release (for Vintage Story 1.21.6, outdated):
FotSA-Bovinae-v0.3.5.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 is missing Bos and Bison species, save for the Eurasian Auroch, the rest will come at a later date!
This mod includes:
| Name | Scientific name | Weight | Health | Height | Damage | Temp | Preciptation | Foliage Needs | Altitude | Group Size | Meat Drops | Fat Drops | Hide Drops | Other Drops | Behaviors | Eats |
| Eurasian aurochs |
Bos primigenius primigenius †
|
800/500/40 | 42/30/10 | 1.8/1.5 shoulder | 17/15 t2 | 2-14 | 25-80 | 0-60% Forest | 1.0-1.3 | 1-6 M&F, 4-10 M&F&B | 48-60/31-37/4-6 | 9-11,6-8,1-3 | 6 H, 5H, 1L | M&F horns | 2 Block step |
Grain, Vegetable, Grass, Nibble crop
|
| Nilgai | Boselaphus tragocamelus | 200/155/30 | 20/18/9 | 1.5/1.25 shoulder | 9 t2 | 24-34 | 40-85% | 40-100% Shrubs | 1.0-1.4 | 2-18 M, 2-12 F&B | 22-26/17-19/4-6 | 4-5,3-4,1 | 4L,3L, 1L | M Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Water buffalo | Bubalus arnee | 900/500/40 | 44/30/10 | 1.9/1.5 shoulder | 17/15 t2 | 20-34 | 50-100% | 0-70% Forest | 1.0-1.3 | 1-10 M, 12-30 F&B | 55-67/31-37/4-6 | 10-12/6-8/1-3 | 6H, 5H, 1L | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Short-Horned Buffalo | Bubalus brevicornis † | 300/260/30 | 24/22/9 | 1.45/1.35 shoulder | 10/11 t2 | 4-22 | 50-100% | 0-70% Forest | 1.0-1.3 | 1-10 M, 12-30 F&B | 27-33/25-31/4-6 | 4-5,1-3 | 5L, 4L, 1L | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Domestic water buffalo | Bubalus bubalis | 450/350/40 | 28/24/10 | 1.45/1.35 shoulder | 14/12 t2 | NA | NA | NA | NA | NA | 31-37/26-32/3-5 | 4-5,1 | 7L, 5L 1L | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Cebu tamaraw | Bubalus cebuensis † | 150/125/15 | 17/16/5 | 0.75/0.7 shoulder | 8 t2 | 24-30 | 85-100% | 60-90% Forest | 1.0-1.3 | 1 M&F, 1-2 F&B | 17-21/15-18/1-2 | 3-4,2-4,1 | 5M, 4M, 1M | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Lowland anoa | Bubalus depressicornis | 225/175/30 | 20/18/5 | 0.9/0.85 shoulder | 10/9 t2 | 22-28 | 75-100% | 40-100% Forest | 1.0-1.4 | 1-2 M&F, 1-2 F&B | 24-30/20-24/3-5 | 4-5,2-3,1 | 4L,3L, 1L | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Groves's Anoa | Bubalus grovesi † | 225/175/30 | 20/18/9 | 1/0.95 shoulder | 10/9 t2 | 22-28 | 75-100% | 40-100% Forest | 1.3-1.7 | 1-2 M&F, 1-2 F&B | 24-30/20-24/3-5 | 4-5,2-3,1 | 4L,3L, 1L | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Chinese Water Buffalo | Bubalus mephistopheles † | 450/350/40 | 28/24/10 | 1.45/1.35 shoulder | 14/12 t2 | 12-22 | 45-85% | 0-70% Forest | 1.0-1.3 | 1-10 M, 12-30 F&B | 30-36/25-31/4-6 | 6-8,4-5,1-3 | 7L, 5L, 1L | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Tamaraw | Bubalus mindorensis | 240/220/30 | 21/20/9 | 1.05/1 shoulder | 10 t2 | 28-34 | 85-100% | 60-100% Forest | 1.0-1.6 | 1 M&F, 1-2 F&B | 25-31/23-29/3-5 | 4-5,1 | 4L, 1L | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| European water buffalo | Bubalus murrensis † | 450/350/40 | 28/24/10 | 1.45/1.35 shoulder | 14/12 t2 | 8-14 | 55-80% | 0-70% Forest | 1.0-1.3 | 1-10 M, 12-30 F&B | 30-36/25-31/4-6 | 6-8,4-5,1-3 | 7L, 5L, 1L | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Mountain anoa | Bubalus quarlesi | 125/100/10 | 16/14/9 | 0.7/0.65 shoulder | 10/9 t2 | 22-28 | 75-100% | 40-100% Forest | 1.3-1.7 | 1-2 M&F, 1-2 F&B | 13-16/12-15/1-2 | 2-3,1 | 4M,3M, 1M | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Saola | Pseudoryx nghetinhensis | 90/85/10 | 15/5 | 0.89/0.84 shoulders | 7 t2 | 22-26 | 75-100% | 75-100% Forest | 1.06-1.55 | 1-3 M&F, 1-7 M&F&B | 12-14/11-13/1 | 2,1 | 4M, 1M | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Giant buffalo | Syncerus antiquus † | 1200/600/50 | 59/34/12 | 1.85/1.5 shoulder | 18 t3/ 17 t2 | 14-34 | 30-90% | 0-60% Forest | 1.0-1.4 | 1-12 M, 20-40 M&F&B | 72-90/43-53/5-7 | 10-12,5-8,2 | 12H, 5H, 1L | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| African buffalo | Syncerus caffer | 750/500/50 | 41/30/12 | 1.7/1.4 shoulder | 16/15 t2 | 14-34 | 30-90% | 10-90% Forest | 1.0-1.8 | 1-12 M, 20-40 M&F&B | 46-56/31-37/5-7 | 6-8,5-6,2 | 5H, 4H, 1L | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Forest buffalo | Syncerus nanus | 300/260/30 | 24/22/9 | 1.2/1.0 shoulder | 11/10 t2 | 22-34 | 75-100% | 20-80% Forest | 1.0-1.5 | 3-10 M&F, 3-30 M&F&B | 31-37/26-32/3-5 | 4-5,1 | 4L, 1L | M&F Horns | 2 step |
Grain, Vegetable, Grass, Nibble crop
|
| Giant Eland | Taurotragus derbianus | 800/450/50 | 42/28/12 | 1.8/1.4 shoulder | 17/14 t2 | 22-34 | 20-75% | 0-75% Shrubs, 40-90% Forest | 1.0-1.85 | 1 M, 15-25 F&B | 48-60/32-40/5-7 | 6-8,5-6,2 | 5H, 4H, 1L | M&F Horns | 3 step |
Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
|
| Common Eland | Taurotragus oryx | 550/390/50 | 32/27/12 | 1.6/1.4 shoulder | 16/12 t2 | 14-28 | 20-75% | 0-75% Shrubs, 40-90% Forest | 1.0-1.85 | 1-10 M, 20-40 F&B | 33-41/32-40/5-7 | 5-6,4-5,2 | 4H, 1L | M&F Horns | 3 step |
Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
|
| Chousingha | Tetracerus quadricornis | 20/4 | 6/3 | 0.65 shoulder | 4t1 | 24-34 | 40-90% | 40-100% Shrubs | 1.0-1.35 | 1 M&F, 2-5 M&F&B | 2-3,0-1 | 1,0 | 1M, 1S | M Horns | 2 step |
Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
|
| Lowland Nyala | Tragelaphus angasii | 110/60/15 | 15/13/5 | 1.1/.9 shoulder | 7 t2/6 t1 | 20-26 | 50-75% | 40-100% Forest | 1.0-1.5 | 1-10M, 1-10F&B | 12-15/8-10/1-2 | 2,1 | 4M, 3M, 1M | M Horns | 2 step |
Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
|
| Mountain Nyala | Tragelaphus buxtoni | 240/175/30 | 21/19/9 | 1.35/1 shoulder | 10/9 t2 | 28-34 | 55-100% | 20-100% Forest or Shrubs | 1.5-1.9 | 1-13M 2-12 M&F&B | 25-31/20-24/3-5 | 4-5,2-3,1 | 4L, 3L, 1L | M Horns | 2 step |
Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
|
| Bongo | Tragelaphus eurycerus | 310/190/30 | 24/19/9 | 1.3/1.1 shoulder | 11/9 t2 | 21-34 | 65-100% | 60-100% Forest | 1.1-1.8 | 1M, 6-8 F&B | 31-37/20-24/3-5 | 4-5,2-3,1 | 4L, 3L, 1L | M&F Horns | 2 step |
Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
|
| Lesser Kudu | Tragelaphus imberbis | 100/65/15 | 15/13/5 | 1.05/1 shoulder | 7 t2/6 t1 | 22-36 | 20-65% | 40-100% Forest | 1.0-1.5 | 1M&F, 2-6F&B | 12-15/8-10/1-2 | 2,1 | 4M, 3M, 1M | M Horns | 2 step |
Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
|
| Harnessed bushbuck | Tragelaphus scriptus | 70/45/10 | 14/12/5 | .9 shoulder | 6/5 t1 | 14-34 | 40-90% | 10-90% Forest | 1.0-1.8 | 1 M&F | 8-10/5-7/1-2 | 2,1 | 4M, 3M, 1M | M Horns | 2 step |
Grain, Vegetable, Nibble Crop
|
| Sitatunga | Tragelaphus spekii | 100/45/10 | 15/12/5 | 1.15/.9 shoulder | 7 t2/5 t1 | 22-34 | 55-100% | All | 1.0-1.5 | 1-2M&F, 2-9 M&F&B | 12-15/5-7/1-2 | 2,1 | 4M, 3M, 1M | M Horns | 2 step |
Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
|
| Greater kudu | Tragelaphus strepsiceros | 230/160/30 | 21/18/9 | 1.6/1.25 shoulder | 10/9t2 | 14-34 | 20-65% | 40-100% Forest | 1.0-1.65 | 1-6M, 6-20F&B | 24-30/19-23/3-5 | 4-5,2-3,1 | 4L, 3L, 1L | M Horns | 3 step |
Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
|
| Cape Bushbuck | Tragelaphus sylvaticus | 70/45/10 | 14/12/5 | .9 shoulder | 6/5 t1 | 14-28 | 30-90% | 10-90% Forest | 1.0-1.8 | 1 M&F | 8-10/5-7/1-2 | 2,1 | 4M, 3M, 1M | M Horns | 2 step |
Grain, Vegetable, Nibble Crop
|
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 and horns 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!
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.
All Rights Reserved. Please contact me if you are interested in making work derived from mine.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.3.5 | bovinae | 34095 | Jan 7th at 12:06 AM | FotSA-Bovinae-v0.3.5.zip | 1-click install | ||
|
Tweak-Meat and fat restored to one entry in drop list for easier config additions | |||||||
| 0.3.4 | bovinae | 16840 | Nov 23rd 2025 at 9:35 PM | FotSA-Bovinae-v0.3.4.zip | 1-click install | ||
|
Added-Russian Translation (Thanks Nikuksis!) | |||||||
| 0.3.3 | bovinae | 10388 | Oct 28th 2025 at 11:07 PM | FotSA-Bovinae-v0.3.3.zip | 1-click install | ||
|
Added-Weighted diet | |||||||
| 0.3.2 | bovinae | 7284 | Oct 15th 2025 at 8:28 PM | FotSA-Bovinae-v0.3.2.zip | 1-click install | ||
|
Fixed-Wild water buffalo horn section malformed, causing semi-tamed and tamed water buffalo to despawn | |||||||
| 0.3.1 | bovinae | 15734 | Sep 25th 2025 at 4:23 PM | FotSA-Bovinae-v0.3.1.zip | 1-click install | ||
|
Fixed-Removed old Animal interaction patches Fixed-Removed redundant CO patches | |||||||
| 0.3.0 | bovinae | 3317 | Sep 22nd 2025 at 4:00 PM | FotSA-Bovinae-v0.3.0.zip | 1-click install | ||
|
| |||||||
| 0.2.4 | bovinae | 32842 | May 12th 2025 at 4:48 PM | FotSA-Bovinae-v0.2.4.zip | 1-click install | ||
|
Added-UK translation (Thanks Deanbro!) | |||||||
| 0.2.3 | bovinae | 4196 | Apr 30th 2025 at 8:12 PM | FotSA-Bovinae-v0.2.3.zip | 1-click install | ||
|
Fixed-Bongo diet not specified, was defaulting to Auroch's | |||||||
| 0.2.2 | bovinae | 2533 | Apr 22nd 2025 at 4:41 PM | FotSA-Bovinae-v0.2.2.zip | 1-click install | ||
|
Fixed-Milking not set up correctly | |||||||
| 0.2.1 | bovinae | 3133 | Apr 17th 2025 at 11:05 PM | FotSA-Bovinae-v0.2.1.zip | 1-click install | ||
|
Tweak-Flee animation speed | |||||||
| 0.2.0 | bovinae | 3424 | Apr 8th 2025 at 10:04 PM | FotSA-Bovinae-v0.2.0.zip | 1-click install | ||
|
Added-The Eurasian Auroch: Bos primigenius primigenius | |||||||
| 0.1.5 | bovinae | 1442 | Apr 4th 2025 at 11:58 PM | FotSA-Bovinae-v0.1.5.zip | 1-click install | ||
|
Added-Worldgen spawn | |||||||
| 0.1.4 | bovinae | 7082 | Mar 10th 2025 at 4:15 PM | FotSA-Bovinae-v0.1.4.zip | 1-click install | ||
|
Added-Thylacoleo interactions | |||||||
| 0.1.3 | bovinae | 5723 | Feb 20th 2025 at 4:33 PM | FotSA-Bovinae-v0.1.3.zip | 1-click install | ||
|
Tweak-Split seek entity when aggressive on damage and aggressive around entity into two separate tasks. | |||||||
| 0.1.2 | bovinae | 2770 | Feb 14th 2025 at 6:08 PM | FotSA-Bovinae-v0.1.2.zip | 1-click install | ||
|
Fixed-Base game animal patch format updated to 1.20.4 | |||||||
| 0.1.1 | bovinae | 3406 | Feb 3rd 2025 at 7:27 PM | FotSA-Bovinae-v0.1.1.zip | 1-click install | ||
|
Added-French Translation (Thanks Laerinok!) | |||||||
| 0.1.0 | bovinae | 3302 | Jan 27th 2025 at 9:03 PM | FotSA-Bovinae-v0.1.0.zip | 1-click install | ||
|
Launch | |||||||
Weird issue probably due to the butchering mod being updated and this one not but with the buffalo i cant seem to pick it up into a butchering bag, theres no option to do it and I havent tried with any other FotSA animals.
Game also crashes when you try to look at the handbook for huge & medium hides.
Este mod precisa urgente de uma atualização nao está funcionando mais na versão 1.22.x.....❗
Can I not process any hides from this mod, or am I missing something?
The FotSA series seem to be mostly working in 1.22? There are some console errors, mostly about patches to the bear AI (so I guess maybe bears won't properly hunt the FotSA animals):
24.4.2026 15:28:04 [Error] Patch 0 (target: game:entities/animal/mammal/bear-adult.json) in bovinae:patches/animalbehaviors/survival-entities-animal-mammal-bear-adult.json failed because supplied path /server/behaviors/9/aitasks/2/entityCodesByType/*/- is invalid: The json path /server/behaviors/9/aitasks/2/entityCodesByType/*/- was not found. Could traverse until /server/behaviors/9/aitasks/2, but then 'entityCodesByType' does not exist.
But the entities seem to function normally in the world, and I've seen at least some of them spawning naturally. Haven't played for long enough to be sure there's no obscure issues, but nothing seems to be game-destroying so far.
Edit: Found some more console errors, a cluster along these lines:
Amazing Mod
Please update for 1.22
Is it possible to trap an auroch calf in a reinforced wooden crate?
Hello! I wanted to ask, do you have any sort of twitter or similar media that you post progress on these mods from? I love this series of mods, and would like to have some way to see new mods or progress on old ones if it exists. No worries if not! =)
Hey! So my friend and I have been running several of the Fauna mods with little to no issues, but for some reason, the Auroch babies just aren't growing up. Unless, of course, we're just not waiting long enough, but several of our Short-Eared buffalo babies have grown in the time it's taking for our first back of aurochs to mature. They were born June 6, Year 0 and it's currently August 10th, Year 1; is that normal?
Can baby Eurasian Aurochs be captured and transported via reed chests or will something larger be needed?
i think the mod is broken my water buffalo eat food but it wont show how many portion they have been eat
edit: nvm my water buffalo is pregnant now its working
SalazarWindriver and thats for the mob's radar outside of game config file? any idea how id go about finding how to do other mob's match types like equus from the equus mod etc? im really bad at figuring out mod stuffs
Hotbread100
"Cow": {
"Visible": true,
"Icon": null,
"Size": 28,
"Color": "#FF00FF",
"MatchTypes": [
"bovinae-*",
"alceini-*",
"capreolini-*",
"odocoileini-*",
"elephantidae*",
"iniidae-*",
"sirenia*",
"cervini*"
],
"MatchClasses": []
}
I put a bunch in under. but make sure to turn the auto reset off
EeGgTt it is an option till they decide to put a config in. Also, you don't need to turn the bison hide into huge hides to let them rot.
SalazarWindriver you must know that's not a solution at all espacially for servers
one bison gives 12 huge hides that's just ridicolous but this is just the case with all fauna mods.
This is why I wanted a config for it so everyone can have it the way they want.
SalazarWindriver if you figure that out id love to know too. i was able to make an entry in the mobs radar for Smoke from the real smoke mod but cant seem to figure it out for the FOTSA or Equus entities
Void_Queen ah thank you! i was wondering! so im thinking everyone who was saying their cows werent breeding might have just not waited long enough for them to get pregnant then
Hotbread100 It looks like by default ("*") in the code, the pregnancy is 57 days. So Eurasian Aurochs and Short-Horned Buffalo and any others that don't have a unique pregnancy amount is 57 days.
Does anyone know how to correctly add these to Mob's Radar?
SalazarWindriver yeah, i saw all the comments asking about portions and i figured id give people the information since to a lot of people trying to read the portions and pregnancy days can hurt their eyes/brain(it hurts my brain trying to look at it but i did it anyway lol) and thats when i noticed the Eurasian aurochs doesnt seem to have a pregncancy days entry so not sure if its broken or what
Hotbread100 Thank you for the info. Were you poking around cause of the bugs everyone else is having?
SalazarWindriver i found the portions in the entity josn file, ill list them so its easier(they are named the scientific names in the file so its a lil confusing) ive noticed some dont have their code in the pregnancy days by type so im thinking some might be unable to breed due to incorrect code?
Nilgai: 13 portions, 47 days pregnant
Water buffalo: 30 portions, 60 days pregnant
Short-Horned Buffalo: 30 portions, 55 days pregnant
Domestic water buffalo: 18 portions(no pregnancy days code?)
Cebu tamaraw: 12 portions, 60 days pregnant
Lowland anoa: 14 portions, 55 days pregnant
Groves's Anoa: 14 portions, 55 days pregnant
Chinese Water Buffalo: 23 portions, 62 days pregnant
Tamaraw: 15 portions, 60 days pregnant
European water buffalo: 23 portions, 62 days pregnant
Mountain anoa: 12 portions, 55 days pregnant
Saola: 10 portions, 36 days pregnant
Giant buffalo: 31 portions, 54 days pregnant
African buffalo: 30 portions, 54 days pregnant
Forest buffalo: (no portions or pregnancy days code)
Giant Eland: 28 portions, 54 days pregnant
Common Eland: 25 portions, 54 days pregnant
Chousingha: 5 portions, 48 days pregnant
Lowland Nyala: 8 portions, 44 days pregnant
Mountain Nyala: 14 portions, 48 days pregnant
Bongo: 14 portions(no pregnancy days code?)
Lesser Kudu: 8 portions, 42 days pregnant
Harnessed bushbuck: 7 portions, 36 days pregnant
Sitatunga: 7 portions, 48 days pregnant
Greater kudu: 13 portions, 48 days pregnant
Cape Bushbuck: 7 portions, 36 days pregnant
@saorilainen That has nothing to do with the mod. i have the issue as well, but i dont have this mod or any of the other from the series (yet). my solution is to shut down the game anytime i leave the world.
I seem to be having the same issue as some people below - the walking animation freezes, especially when I log into the world again. This happens to apparently all the species. When I hit the bovine it unfreezes.
breeding and gen behaviors are broken atm
weird issue with the aurochs
I captured a female and a juvenile male which then grew into an adult
the male is completely docile but the female runs like crazy and attacks any time I get near, and no matter how much food they eat, they refuse to mate
The Eurasian auroch seems to have an issue running- they sometimes just freeze in place w the run animation. Walking is just fine, tho these cows are gen 15 or so
Random curiosity but will American Bison be added in the future?
hello! been having a bit of an issue with my auroch. i have a pair, first generation. they do not flee from me and they are not aggressive, they are quite docile. but every second generation baby they produced is wilder. flees from me. is very aggressive. and does not breed with the first gen male. im curious if by any chance the auroch have a tamed/semitamed mechanic similar to other mobs? there is clearly a big difference between them, and they will not breed to each other. thanks!
How many portions do these animals take?
Also suggestion: Japanese Cattle, either one to represent all of the meat known as Wagyu or the 6 different breeds. But have them produce more fat and primemeat over redmeat compared to other cattle.
EeGgTt just let them rot once you have all that you need.
Just need to make sure. I can use this with Butchering, right?
Tentharchitect dunno if this helps to get your attention to the not reproducing issue ^_^
Anyone know why my aurochs aren't breeding anymore? All my other animals breed fine, the Aurochs are gen 1 , ate up to 30 portions are ready to mate but don't breed anymore.
https://imgur.com/a/OA0Xo7R
https://imgur.com/a/MHV4YLw
is there a way to reduce the amount of hide these animal drop?
Are the animals in this mod supposed not to be able to eat berry mash? When I put mash in a trough the trough sais cows should be able to eat them. But the Aurochs don't eat it at all.
is there a version with less loud/obnoxious animal noises? i cant have sounds on in my home because the aurochs are too loud.
What are the małe and female spawn chance? So far only found females.
I would love a time till they can mate and gestation time chart cause i cant tell how long it will take in the code if dont know what the type modifier is for them.
"pregnancyDaysByType": {"*": 57},
"multiplyCooldownDaysMinByType": {"*": 8},
"multiplyCooldownDaysMaxByType": {"*": 22},
^This info here is useless if you dont know the type they are classified in the mod.
Would you consider putting gestation time in the stats table?
This is the only FOTA mod where the mobs dont drop any loot
edit: by itself it works, gotta find which mod conflicts and tell yall
edit 2: it was Pelt Remover
Is there a way to disable the spawn-blocking carcasses?
I have a general modded animal question, hope that is okay:
Will modded animals spawn in existing chunks when I add the mod mid-game or do I have to go to new chunks for them to be added to the spawning pool?
I remember you'd expressed positivity if people built farm animal mods out of domesticating your animals, but I wanted to ask:
Is it cool if modders:
-Turn animals from your mod(s) into another self-made entity at a specific generation? In my case, aurochs turning into either dairy or meat cattle at gen 10?
-Use patches to change textures of animals from your mods to add more variations? In my case, as aurochs hit later generations they could turn cattle colors like yellow/white/black/redish variants, and later gens yet, they get white splotches indicating signs of domestication.
I am going to guess this will still be safe on 1.21.5 Tentharchitect ?
considering the previous update was versioned in that.
Thanks <3
_WillowWisp_ that's funny because I have been seeing the exact opposite in my worlds.
females being ready to mate but the males never are? is there a bug? iv given them six stacks of grass etch and thay'v not been producing calfs for at least two months almost three.
I also have a female Eurasian aurochs that still hasn't gotten her weight up, and the male has been "good" for a long time now. It's starting to look like it might have an issue.
Edit: I will report back when she has had 30 and see if it that fixes it.
AzuliBluespots my eurasian Aurochs took 30 portions, i assume the rest are the same
I got a pair of african buffalos in a pen, but the female already ate 22 portions and nothing. How MUCH does she need???
I am also not getting any hide from the Bovinae, nor the elephant mod.
Any way to lower the drop rate of leather ont he huge buffalow etc?
i got attacked by a invisable Eurasian Auroch 😂
Tentharchitect That's fair, I was just wondering as I noticed several antelope are contained within this mod.
Tentharchitect for some reason im getting like no food, hide or fat from any of the cows. the same thing is happening with the elephants as well. do you know what could be causing this?
It would be in the Antilopinae mod eventually, this mod is already pretty large so it'll just be the Bovinae subfamily members once it's all done. Jerno
Are saiga antelope going to be added at some point as a colder climate spawning antelope?
So you are describing two ai tasks, the graze on ground idle animation and the seek food and eat ai task. They'll only seek food and eat once their reproduction cool down is done, which I believe is what you are referring to by growing up DEVILR
Tentharchitect
of almost all species do not eat, but targeting food on ground and play animation. Do you have some solution for this issue?P.S.
It turned out that they needed to be given some time to grow up, even though they were already defined as "adults".Pretty sure it is 30, but you can find the exact amount in their entity files under the multiply section ghjk258
I'm guessing it isn't just you, but you're the only one who has reported it. Are you perhaps using a mod that manually adjusts the texture atlas instead of letting it dynamically raise as more mods are added? JonasQuinn
Hello! New seraph here I'm loving your mods but I found a bug, not sure if it's just me but the Eurasian Aurochs are missing their textures
Is there a list for how many portions any animal needs before it will mate?? i have a aurocs thats at 30 and still nothing?
OK, now I think I understand. I found where the traps are mentioned in some of the entity files. Thanks for the update!
1.21 added a large crate trap and changed the format on how you needed to write the json for animals to be caught by the small trap, thus breaking trapping until I updated it. Now all the animals have a rate of being caught or destroying those two trap categories when they retrieve the food from those traps.
The diet format was also changed, meaning until I changed it they wouldn't seek traps or dropped food. In the new format I can assign different weights to different foods, meaning it'll take more or less time to attract certain animals and they'll prioritize certain foods over others. The various diets is a lot of data for the mod series as a whole so I'm not going to document it and you'll have to use your animal knowledge or trial and error to find it out, but for the most part foods that would be seen as treats or highly nutritious will be sought first. For example, wolves will eat berries and even snack off berry bushes if they are hungry, but they'd prefer raw meat or eggs and will seek those out faster. Echoweaver
Ravielle Thanks for the heads-up on the configurable breeding mod. I've just been starting to realize what more realistic breeding time feels like. I can goingdefinitely imagine playing a game that is scaled to realistic life cyle, but it's not going to be every game.
Tentharchitect, I see your most recent changes reference weighted diet and 1.21 trappable format. Would you be willing to give more info on what that means?
TheTimeLessOne I use this mod Fast Breeding to adjust the breeding rates. It is compatible with FOTSA.
Ah yeah animal pregnancy days don't scale with month length so it'll be a while. You wnat to look in the entity folder, find the adult and change the pregnancy days
Tentharchitect Okay thanks. Im wanting to change gen settings, the 10/20 marks are way too unforgiving. 9 month pregnancy would take 5-6 in game years to cultivate a farm. Im just at a loss on where i can edit these settings.
You need to go into the mod itself to edit the files, no one has sent me any Bovinae configs yet TheTimeLessOne
I have this installed on a community server right now and am having issues with the spawns as well as the gens just being too tough for people to farm. Where do i locate the files to edit these settings? There is no mod data folders for bovinae only Rhinos.
I answered this elsewhere for EJ2u's question but for others riding is currently disabled as I haven't had a chance to fully update all my mods to 1.21's new features including the changes to riding. They will be reenabled once I get to the full update of this mod.
The Butchery compatibility is handled on that mod's end. plantcryptid
I've had inconsistent results with breeding, where it sometimes isn't instaneous and other times the females immediately becoming pregnant once the criteria is met CapnCucknuckles
it seems my eurasian aurocks dont want to breed. Female says ready to mate and has eaten 30 portions but not pregnant. Also second the crash with butchering
Hiii I just wanted to let you know I experianced a crash while trying to put the bovine carcass on a skinning hook from the Butchering mod, sorry if you're the wrong guy to go to about this!
heres the crash report:
Can every cow in this pack be domesticated? Also with wild domestic water buffalo i can put saddles and bridle on them but i cant ride them. Is this a bug or is it only with gen 10 domestic water buffalo?
Glad you found it, long term that info will be available in the handbook traugdor
I'm not quite sure what the issue would be, but I'm no longer maintaining older versions mumbly_joe
There is a thread on the Vintage Story discord for this mod pack if you want to discuss them there! I'm not looking to get into coding new features as I fear it could quickly eat up my modding time with testing and maintenance and my current content takes up about 2-3 months of the year to maintain, but I believe someone else has implemented something like that DrOnion
I enjoy your commitment to realism. This can be said for all of the animals youve added to the game, perhaps you could add a system that damages their run speed as you damage them. When they're on their last leg and too slow to run away they turn around and fight for their life.
Is there a discord server for this mod pack? I really do love the mods youre putting out. These mods make me think of a youtuber called Gneiss Name. I think the amount of materials the animals drop is great. I will say though that some seem too easy to kill, and i dont think the fix is just increasing their health. I'd like to talk further about ideas if youre up for it, i basically use this game as a caveman sim so these mods are great.
having an issue on 0.2.4 where my fenced eurasian aurochs are getting pregnant and producing milk, but not spawning calfs
how much do the females need to eat in order to start breeding? My Auroch cow has consumed like... 23 portions of food now and she still not even interested in the bull I trapped with her.
EDIT: nevermind I found it buried deeeep within the json file.
*-bosprimigeniusprimigenius": 30
I'm assuming you mean the male aurochs, which in their flee speed get to 75% their irl max speed. This is in fact higher than the max game elk speed which can travel at about 50% an irl elk's max speed DUCATISLO
are the cows suppose to be faster than a fucking elk?
Riding implementation will come with the full 1.21 update for certain species. Implementing riding and all the attachments takes a lot of time and memory, so I won't make every species ridable.
Prawn covered it, but you need to put them in the crafting grid with a knife PlinioJRM
PlinioJRM I believe you can turn them into regular hide - I think a cow's skin can turn into something like 10+ vanilla hides? I don't remember precisely, though! I think if you add a knife to the crafting grid (if not by itself). Try in different positions. Sorry for the lackluster response, it's been a while since I've tried the mod out, redownloading it today :)
is the Hide drop categorized the same as the the vanilla Hide?
What i meant is: Can i use it to process it to Leather?
Mountable Bisons would be absolutely AMAZING.
you sould make them mountable with a saddle and bags
That will be part of the full 1.21 update, working on it slowly AzuliBluespots
That's how many blocks they can step up vertically, just how bears can step 3 blocks Haskins
In the Behaviors column of the stats, does "2 block step" refer to how high they can step, or how far horizontally, or both?
Just trying to understand how my crop protection strategy will need to change.
Thanks
King Arthur! The people demand a mod for Crowdin!
Are there plans to making the FotSA animals capturable via the new vanilla traps, considering there's small and large variations now? Or are they already compatible?
arz Check the animal cages description, there are instructions for adding compatibility with mods including this one!
is this mod compatible with animalcages ?
Thanks for saying so Yunan
At this moment you cannot, but most of the work is done to do so. I just hate making the riding attachments that I've been procrastinating on that step XD
I just want to say I love your mods so much!
I have question though
Can we ride water buffaloes? Irl its possible, I remember seeing photo. Maybe you could consider adding it in the future :3
yukichan274 quoting the FAQ section above:
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.
so i found a small herd of Eurasian Aurochs (1 male, 2 female), I'm just wondering if i can breed them and tame them and what do i need to do so?
Dragonchampion I also had this problem, so I wrote a small patch for it that I haven't published, but have been using on my server. Iirc it just turns down their max speed when around cows. However they still get zoomies when there are calves nearby, which I'm thinking about fixing.
Note that my patch was made for 1.20.x, plus I have no clue how "safe" it is :0
I've had my aurochs penned outside with fences, and even before patching it I never had issues with clipping and escaping, so I idk if it actually fixes that issue
Lmk if you're interested in getting it and I might polish it and post it if I get permission. Not sure if I'll be testing it for 1.21 tho
Btw does anyone know if the new update is compatible with 1.20 still? I love cows so much but my modlist isn't ready to be updated yet methinks :(
Tysm to Tentharchitect for their amazing mods :D
Thanks Kerynean! If you have any cool encounters please share them!
So happy to see this update to the Bovid roster!! Looking forward to finding all of these guys in-game. Amazing work as always.
Good to know, should have a fix soon, guess I need to format the non-tamed stuff slightly differently. Duckmau
Yeah I don't personally find the riding system fun to implement so keep it limited to a few animals. Though if someone wants to make that an add-on they are welcome to do so BlackMoonHowling
I am noticing some odd error messages in my server:
24.9.2025 18:57:01 [Error] Misconfigured entity. Entity with code 'bovinae:bovinae-baby-female-synceruscaffer' is configured (via Grow behavior) to grow into 'bovinae:bovinae-adult-female-synceruscaffer-semitamed', but no such entity type was registered.
Seems like it is failing to grow up.
I know it would likely be too much of a pain to be worth it but it would be cool if you could use the giant eland as a mount
Ah, I forgot to remove the old ones. I refactored them into a different folder set, looks like I left the old version in those three mods. Thanks SkidInc
I think you forgot to update patch/behavior_animals.json, all of them are pointing to the wrong locations.
23.9.2025 09:49:01.951 [VerboseDebug] Patch 0 in bovinae:patches/behavior_animals.json: File game:entities/land/bear.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 1 in bovinae:patches/behavior_animals.json: File game:entities/land/bear.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 2 in bovinae:patches/behavior_animals.json: File game:entities/land/bear.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 3 in bovinae:patches/behavior_animals.json: File game:entities/land/bear.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 4 in bovinae:patches/behavior_animals.json: File game:entities/land/fox.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 5 in bovinae:patches/behavior_animals.json: File game:entities/land/hyena-female.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 6 in bovinae:patches/behavior_animals.json: File game:entities/land/hyena-female.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 7 in bovinae:patches/behavior_animals.json: File game:entities/land/hyena-female.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 8 in bovinae:patches/behavior_animals.json: File game:entities/land/hyena-male.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 9 in bovinae:patches/behavior_animals.json: File game:entities/land/hyena-male.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 10 in bovinae:patches/behavior_animals.json: File game:entities/land/hyena-male.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 11 in bovinae:patches/behavior_animals.json: File game:entities/land/hyena-pup.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 12 in bovinae:patches/behavior_animals.json: File game:entities/water/salmon.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 13 in bovinae:patches/behavior_animals.json: File game:entities/land/wolf-female.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 14 in bovinae:patches/behavior_animals.json: File game:entities/land/wolf-female.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 15 in bovinae:patches/behavior_animals.json: File game:entities/land/wolf-female.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 16 in bovinae:patches/behavior_animals.json: File game:entities/land/wolf-male.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 17 in bovinae:patches/behavior_animals.json: File game:entities/land/wolf-male.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 18 in bovinae:patches/behavior_animals.json: File game:entities/land/wolf-male.json not found
23.9.2025 09:49:01.951 [VerboseDebug] Patch 19 in bovinae:patches/behavior_animals.json: File game:entities/land/wolf-pup.json not found
Rather then posting in each mod, I'm also seeing the same kind of errors in the following:
chelonioidea
elephantidae
viverridae
Ah thanks for catching that, fixed and will have in the next update NukoSan
Got some server/client errors (path issues):
22.9.2025 17:17:03 [Error] Patch 5 (target: bovinae:entities/animal/mammal/hooved/bovinae-semitamed.json) in bovinae:patches/combatoverhaul/bovinae.json failed because supplied path /server/behaviors/- is invalid: The json path /server/behaviors/- was not found. No such element 'server' at the root path
22.9.2025 17:17:03 [Error] Patch 6 (target: bovinae:entities/animal/mammal/hooved/bovinae-semitamed.json) in bovinae:patches/combatoverhaul/bovinae.json failed because supplied path /server/behaviors/- is invalid: The json path /server/behaviors/- was not found. No such element 'server' at the root path
22.9.2025 17:17:03 [Error] Patch 7 (target: bovinae:entities/animal/mammal/hooved/bovinae-semitamed.json) in bovinae:patches/combatoverhaul/bovinae.json failed because supplied path /client/behaviors/- is invalid: The json path /client/behaviors/- was not found. No such element 'client' at the root path
You've convinced me, I'll try to fix this by Monday Dragonchampion
The Auroch bulls when penned keep getting "zoomies" that cause them to rush around the pen. I believe this causes them to then phase through 1 block holes, fences, or something where they keep disappearing and running off. This is not only for me, but the entire server. Is there any advice you can give about penning Aurochs, maybe a hotfix or something? It's very frustrating to have to wait 60 days of ingame time (which is around 48 real life hours) to have them breed for husbandry when they keep disappearing.
Yep, I'm aware and slowly updating all the mods Bobosaw
The carcasses have a chance to spawn anywhere in the climate range their associated animals can, and block more members of their spawn group from spawning due to existing and taking up a slot in the spawn group maximum, which blocked further members from spawning whenever the game tries to spawn them. However, due to only two members of Bovinae being in the game, there are climate conditions that neither the bongo nor auroch can spawn, but the carcasses can. This will be addressed whenever the full roster is out Calbain
All mods that add any headgear like horns or antlers currently break all vanilla antlers. I just did some tests with my modlist and discovered this. This included Bovinae, Elephatidae, Cervinae, Rhinocerotidae, and Legacy of Phanerozoic mod. Hopefully this can be fixed soon!
I keep getting and breaking carcasses around one spot but oxen never spawn. There's no predators around anymore, either. How exactly does this mechanic work?
I believe the Butchery mod has a patch to work with these ones, I won't be patching it on my end Dragonchampion
when version 1.21.0 ? :)
I noticed that this mod does not have inbuilt support for Butchery. Any chance we could get a 1.20.12 patch before you move on to 1.21?
No need to report further 1.21 crashes, I'm aware of the cause and will update when I can!
Thanks, I'm currently not accepting commissions but will be opening up three slots once I finish the next Cosmopolitan animal pack. I give an estimate based on how many hours I think it'll take and eat the loss if it's longer than expected Cuiwi
Joining in to mention that I also seem to be getting the same crash! Take your time of course, I just want to also echo the sentiment others have stated about how invaluable your mods are and how sorely they're missed after big updates. I'm glad they're so painless to add to existing worlds though, I'm very eager to have my vintage moo-cows again!
Out of curiosity, are you still accepting commissions for creatures? Do you take pay by the hour or is it a one-and-done deal?
Thanks for your understanding and support! cyberian
Tentharchitect Take your time on the update man, you earned it, i love your mods, they add so much to vintage story and make the game feel more alive, cheers.
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.
Confirming the same crashes as the other comments
Yup same here, rhino and this mod causing crashes.
As mentioned already, definitely getting crashes with at least this mod and the Rhino one as well! I left a report on the rhino page but deleted it when I thought I had mistakenly found the wrong culprit after getting crashes with this one (whoops..)
Just tested this updated version and is causing crashes when I am near a moose. Capreolinae, Elephantidae and Rhinoceritidae were also causing this issue, but I assumed this was due to them not being updated and used in 1.21.0
Thank you kindly! Glad you're enjoying these mods, I'm rather excited that some folks commissioned the bovines they did otherwise I wasn't sure when I'd get to them luxuriademoscene
Realizing I didn't write a proper review/comment on the mod proper!
I really really love basically all of the FOTSA mods, and in particular, I deeply, deeply appreciate the QOL feature the mods have with the carcasses that deny spawns. All of the models you've done for animals are very cute with a nice level of accuracy in shape and design, but the aurochs and bongos are some of my favorites, which is why I'm commenting on this mod first.
(Also appreciate the insight on the decisions for hp values and stuff, since while I overall think the mobs are balanced well from a standardization with vanilla, I was a little curious about some of the decisions re: large herbivores! Thank you so much for clarifying.)
Glad you're enjoying it MischievousCloud I'm excited to get to the rest of the pack whenever it fits with the FZ rosters. My summer work season still has up to 6 more weeks but after that I should be fully focusing on updating my mods to 1.21
I'm hoping the 1.21 ai task refactors will largely solve this, I suspect there was some weird task priority set up given how many folks have encountered this Jenpai
Without addressing all the examples listed, I want to give more context to how I chose the HP and damage for animals. My goals were to ensure there wasn't power creep over time as I made more of my planned 1200 animals, there weren't weird match ups where much smaller animals consistently killed larger animals of similar body types, predators could engage with their usual prey and win, the stats were in line with the base game and whatever system I used could scale from tiny animals to the largest potential living animals.
Early base game animals actually had fairly consistent stats, and I graphed the animals average weight to damage, HP, meat drops and more and found pretty consistent lines of best fit, with slightly different ratios of weight to hp for herbivores and carnivores. So I created a series of ratios to hold all my animals to, as it was impossible to play test every match up in a meaningful way at the rate I wanted to make my mods. Both started at 3 HP at 5kg of weight, while Carnivores hit 15hp around 65-70kg and Herbivores hit 15hp around 80-100kg, after which point I have Carnivores gaining 1 hp every 5kg, up to 500kg at which point they only gain 1 hp every 25kg. Herbivores gain 1 hp every 25kg above 100kg, until 1000kg at which point they only gain 1hp every 50kg.
Both Carnivores and Herbivores follow a similar ratio for damage, with a modifier for certain things like aquatic combat, a natural weapon and such I apply after calculating the weight to damage ratio.
Nothing I do will ever fully capture the intricacies of real combat, especially with Vintage Story's slug-em-up sort of combat. The way I did it should stop a 20kg fox from killing an 800kg bull and stop that bull from killing a 4000kg elephant, while also making match ups between a group of 76kg wolves and that bull able to go either way. The 1.21 update includes ai interactions based off of weight, so I should be able to further refine interactions to avoid weird conflicts or behaviors. My preference would be that player weapons do damage over time to animals to represent how much of hunting has been injuring an animal and letting them succumb to their injury while removing yourself from danger range, but that is outside my scope to implement. Hopefully this explains why things are like they are, so you all can understand the reasoning.
@ComradeShiro
The examples you have given are in the first case, actual literal bullet wounds in domestic animals
(I will also add that if you are referring to the Thompson-LaGarde tests, you also are literally incorrect about every single thing about the contents thereof; most of the animals had to be manually killed even after multiple lung shots with .476 caliber, with those shots being done from around three feet away no less, and many of said animals had this be done after six minutes. There's other specific comments I could say specifically about the contents thereof and just how terribly that specific set of tests was carried out methodology-wise, but I'm not really interested in litigating violent cow death in the comments of someone else's mod, but almost everything involving these tests also specifically mentioned that a large portion of these animals were still moving around rapidly after the damage was done, which is Notable when we're discussing game logistics, where an animal at death's door is still fully capable of killing you horribly.)
and in the second case, a knife company that specializes in stainless steel + is literally advertising their products, and the person in the video specifically states that they stabbed the animal multiple times in the lungs, not 'a single strike', if you are referring to the first result on youtube (vid id Aot5PjjAntc).
Vintage Story as-is (i.e, without any combat overhaul materials) is not able to make any distinction between a stab to the heart, lungs, or less vital parts of the body, and this is always going to be a problem when deciding the hp values of given animals. PixalPromethean may be incorrect about the impact of blood loss/vital organ injuries on large animals (which tbf, will kill most things), but you are also deeply incorrect about how fast that can happen, and also deeply deeply incorrect regarding the idea they 'arent even dangerous to competant(sic) people'. You may have noticed that a nonzero amount of Tim Well's hunts involve tree cover, if not actively being in trees. This is on account of the fact that sometimes, the most competent thing to do is... not being in goring distance of an animal that /is/ very capable of killing you.
I specified the material of the knife to point out another aspect of this; almost every example you are giving of animals going down for the count quickly are not only hits to vital organs when anyone does the most basic amount of research, but they are also specifically what would be considered the final tier of gear in vanilla Vintage Story. In the in-game terms, a stainless steel combat knife would be either a steel knife or falx. So, 4 to 5.25 damage.
If you land each hit on the strongest auroch listed, the 42 hp one, it would take 11 hits with the steel knife, or eight with the steel falx. For sake of completion, this also means it would take four hits in combat range to kill the strongest bongo with a steel falx. This sounds rough, but then you unfortunately get to remember that the vanilla hp values for enemies is also busted.
... All that being said, I will agree that the damage scaling Specifically on this mod can feel a little rough, if only because I do think the male eurasian auroch having 1 point of damage above the polar bears in basegame is a bit much, but I would argue that the hp aspect of this is incredibly reasonable by that comparison as well, considering that the polar bears in-game have 66 hp, a full 24 more than these guys, despite being a far smaller animal than general estimates for Eurasian Aurochs.
Like to put it another way : if the damage and hp scaling is wrong on this mod, it is also deeply incorrect in the actual vanilla of the game, where Elk have 30 hp while MOOSE have 21. Comparing these numbers to the bears is... baffling, honestly. If we were deciding this by your own arguments, bears in the basegame should have their hp reduced drastically because tim wells has videos of one-shotting a bear with an arrow. It's a silly argument that gets nowhere.
Having the same issue getting Euasian Auroch eating from troughs as well; we where able to breed our first batch from wild ones using grass; but they don't seem to have any intrest in any other foods.
Out of all the Fauna, Bovine is my favorite! I look forward to seeing more variants, and also seeing this work on 1.21. Currently doing some testing on 1.21.rc6 and this one sadly is not loading.
Good to know that's a mod conflict issue, I can reach out to the creator of genelib and ask if they know why that might be case Forko
And by these things, I assume you mean the bull Eurasian aurochs? They are full of hate too KalmiaLatifolia
Herding dogs would be pretty sweet, some animals will flee the domestic dog so they can sort of be used that way. PureWinter
Good to know about that issue, let me know if you identify why Psiterrific
Is it the Eurasian Auroch bull or the Auroch Bull from the Medieval mod? I've heard reports those specifically are causing game CTD Brother_Stooly
I've been having issues breeding the eurasian aruochs, as a few others have noted. They seem to eat 2 portions and then never any more. They do walk up to the trough and do their animation for eating from it, but the portion remains in the trough instead of the animal. I suspect this is caused by a mod incompatibility, possibly genelib?, since other people seem to be able to breed their cows just fine.
The stone age mods are great and love having them in my game. Only expressing how much I hate these things.
Also I wish I could show you a grand montage of how many times an auroch bull has killed myself or my hubby over time, it would be pretty hilarious. Instead, play Vengaboys 'We Like to Party" and imagine horns jamming seraphs into a gradually increasing in complexity series of pits with changing climates and backgrounds, and falling off mountainsides trying to herd them. :)
I've made so many 'cattle runs' using fence or dirt to get them from capture point to domestication point lol
Edit: I need a herding dog.
Looking forward to bison. :)
Thank you for the excellent mod content from all your animal packs!
I'm having an issue with this specific mod, and none of your other packs - the babies from the mod do not spawn in the wild or when the adults give birth.
On giving birth, both species do not spawn babies and in creative mode I cannot place either species' babies or the taxidermy of the babies.
Ive reinstalled the pack multiple times, but so far no luck. It is literally only this fauna pack with the issue. Im trying to figure out if theres a mod conflict, but I have seen nothing that would interfere with the actual placement of the babies and theres no errors being thrown up on load or otherwise.
- Found it! For some reason the Butchering mod seems to prevent spawning of babies in just this pack. Now to dig into those .jsons and figure this out.
Game CTD When I have the Auroch bull on screen
ah, I understand
aurochs and domestic cattle have several physical differences, and this mod feels more wild than domestic hehe
You are welcome to message me, but I am not interested in adding reskins of the aurochs to the mod. Whenever I make domestic cattle they'd have their own model and skins, and a number of those will require custom horn models or even custom models to create. With this mod, I'll likely bump into the mod file size limit and wouldn't want to add domestic breeds even if folks make them for me. However, I'd encourage folks to make their own add-on with domestic cattle breeds that could be derived from mine, so the file size limit isn't a concern and I'm not adding more to my maintenance plate. Ving
Tentharchitect I can make domestic cattle textures from those aurochs with lots of different varieties (jersey, holstein-friesian, hereford, simmental, etc) would you be interested? I don't have much experience in modding VS, but I've made some resourcepacks and mods for the other block game (mostly animals)
also, can I message you in discord?
I'm planning on adding all the species of bovinae, as well as the North African and Indian aurochs, as well as 3 basal domestic cattle to pair with the three aurochs subspecies. I think there was also a forest buffalo subspecies that I was considering making as it's status was debated. All of this will be coming whenever I make the full Bovinae pack to go along side a Floral Zone Region, unless someone commissions specific animals first Ving
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-Bovinae-v0.2.4.zip_3ded087450bf\assets\bovinae\itemtypes\animals.json got --> 121:42
|
121 | "rotation": { "x": -8, "y": -63, "z": -7 }
| ^---
|
= expected boolean, null, or string
this mod is amazing, mainly the models!
do you plan to add domestic cattle? I think it would be interesting
similar model to aurochs, but lots of different textures... bos primigenius namadicus (indian aurochs) can also be interesting (as well as lots of other species, such as gaurus)
I'm excited to make them as well! Though unless someone commissions them like with the bongo and aurochs, they will come to this mod when the full roster is made Petroniusz
Would be cool if you added wisent/european bison which were specific for central and eastern europe until they extinct during ww2, now there are breeds of common bison and other cow like animals or something to imitate its original speciment and kept in nature reserves in Poland, they are 99% simmilar but its not the same thing. So i think it would be nice to honor these Biiiig hairy creatures.
All the FotSA mods a meant to work together, just not required. As for the Equus mod I see no reason why they wouldn't work together, I avoid messing with things that would cause conflicts MidOrange
Is this safe to use with Equus mod? And other related FoTSA mods ?
Added to the bug list Sophron
I'm not sure what's going on in that case, it seems like the ai task is working, though maybe there is something in the area that keeps triggering a higher priority task before they can get to their feeding behavior, like a dangerous rust monster just beneath them Will_Treaty011
Tentharchitect well, i was just a bit concerned considering that i got them enclosed in like february, but now it's august and they haven't eaten anything asides from these few portions at the start, it just feels a bit weird
Please correct the spelling of aurochs
It is like the English word ox; the -s sound at the end is part of the singular. The singular form is aurochs, not auroch.
Various plural forms are attested, and the most common is identical to the singular: aurochs.
Thank you
I think you are answering most of your own question, but they do eat grain. They have the tendency of not eating for long chunks of time, then eating a bunch at once in my experience Will_Treaty011
I don't have any plans to add Bison latifrons to this pack, as it died before my cut off point, but I would accept it as a commission. Once my summer job ends I'll make a post on the FotSA discord thread and in my author description when commissions are open again, at which point you could shoot me a message if you are interested in commissioning them at that time Penacle
This has been my favorite mod of your so far! Much love ❤️
Ghebi321 Yeah I've also had my bull(specifically) running around my pen like a blender blade set on puree. Glad to hear Tentharchitect is already aware of the problem and has fixed it in the next update!
Tentharchitect I was wondering if you'd be interested in adding 'Bison Latifrons' to this pack at some point, and how I could go about commissioning it myself?
Thank you so much for these amazing animal mods!!!
Do Aurochs eat flax grain? Or maybe why don't they eat? They have three large throughs full of it but somehow they don't really eat any of it, one somehow got pregnant but the other ate only two portions and refuses to eat more
Thanks for the compliments! As for those two things, I've reduced their speed in the currently WIP update, just holding off until I have more time to mod and update things. I'm still not sure what was causing the phasing, but I've cleaned up their entity file a bit and bulked up their hitbox, so hopefully addressed that Ghebi321
Hi so the mod is amazing, however there are a few things that i noticed about the Aurochs. Firstly, their speed is unmatched. The male's been running around in circles at mach 2 inside my animal farm. Secondly, they seem to sometimes pass through my closed 2x2 gate and i saw one pass through a leaded glass pane.
I'm not quite sure what you mean by two types of cows. The auroch has a male, female and baby model and there is the Bongo antelope as well, but they've all been in game for a few months. I'm aware of another mod that adds aurochs, Medieval Expansion, which was having crash reports around their aurochs. Is this what you are referring to?
Glinomess
hi!
after an update there are now seems to be two types of cows, if i get to close to the newer one my game crashes, could it be related to this mod or its some update feature
I would like to imagine our ancestors had the same response to aurochs that Ricwi did 😆
So that's intentional for their pregnancy duration. 9 months in days divided by 5 is just under 57 days. With 9 day months, you'll still have animals give birth in fewer months than they do in real life. This is the time ratio earlier animals used when I first established by standards to hold all animals to _Moth
Sounds like you've had a rough encouther, hope it wasn't too frustrating. Yes, the bull auroch hits harder than the base game brown bear. This is intentional, as the base game brown bear seems to be an average of both male and female and all subspecies of brown bear, rather than a large male that my bull auroch is supposed to represent. When I first started, I set a number of ratios of weight to health points for herbivores and carnivores, weight to damage and certain multipliers based on anatomy to apply to all my 1000+ planned animals, so they wouldn't undergrow power creep nor have weird situations where similarly sized animals had wildly different stats. If you think you know a good weight to damage, weight to hp and modifiers based on clades that more elegantly represents human vs animal, animal vs animal and animal vs gravity situations and are willing to calculate and test the 1,400 existing stats, I'd be happy to implement it. I'd rather change it earlier than before I have 7,000 combat stats to balance Ricwi
Thanks for saying, as it stands I'm just using the base game milking behavior so any thing you see is likely the default base game behavior. I believe they don't reliable give milk until a few generations in but you can likely find out an exact number from the wiki or discord PixalPromethean
Also Ricwi, have you met cows in real life? Not only are Auroch taller, and more primevil than their modern relatives - but even a normal dairy cow that's been de-horned, like most Holstein, can easily put you in a coffin if you aren't careful. Are we forgetting they are nearly a metric ton of meat???
And also, as noted before, don't be rude. These people release their mods for free to the public for OPTIONAL use and engagment. Be better.
Hey! Amazing mod!
Love the model and the extra challange of domestication compared to other vintage story farm animals! Darn hard but well worth it!
I'm a few generations in now and have attempted to milk them a few times - but they don't get the "too stressed to be milked" message or seem to produce milk, and every one I try it on goes on to have the post-milking status (e.g. still lactacting for x days, even though they didn't give milk).
Just wondering if it's a bug or a certain generation limit is required? I'm used to 3rd and 4th gen normally giving a few buckets from the herd.
Once again, love the mod! Just wanna check I'm not crazy lmao!
Ricwi you dont have to use the mod, no need to be rude..
always amazes me modders inability to balance anything. ahh yes the cow is more dangerous then a fucking brown bear.
First off I love the mod thank you so much!
I was also curious about pregnancy duration. The only answer I could find on google was 9 months which divided by 5 is 1.8 months, but it's been well over 3 months in my game and they haven't given birth yet. In the entitiy file looks like you have the pregnancy by days set to 57 but the default time for a month is very short like 9 days, each season is 27 days. So it takes 2 seasons not 2 months with the default that you have set currently. If this is intentional no worries but I wanted to post here incase others wanted to know what it is set to and where to change it.
The is the line to update if you want to shorten it
"pregnancyDaysByType": {"*": 57},
Tentharchitect
Thank you for answer!
Thanks for showing an interest in this mod series, though posting the same message on all of my mods is not helpful nor motivating. I intend to save new compatibility efforts for when this series is finished, as often times compatibility is a constant effort and slows down progress on the mod series itself. If you'd like to make compatibility files, feel free to send them my way after testing and I'd incorporate them into the mods. B0YAR
Tentharchitect
Please add compatibility with Butchering mod. We love hunt on this creatures and cook them! Yammy!
If I recall correctly the calves have a really low chance, given that they are so large and are more likely to destroy the trap than be captured. The exact values are near the top of their entity file Michievous
Thanks! You should be able to find the values in the entity file, or by googling pregnancy duration and dividing it by 5, all my entities have 1/5th irl pregnancy length in days. GayrCoochiesmith
Amazing mod/series! one question though, how long does it take for the Eurasian Auroch to give birth?
Thank you so much for making this mod! We got it on a multiplayer server and its very funny to have so much chaos around the cows. The models are excellently made.
I am trying to bring them to my base, are the calves catchable by basket trap? I have already tried wooden cages from xskills but they dont work
I'll play around with it, see if increasing their hit box size reduces clipping occurences.
No chance for compatibility coming from me personally until the main series is done, though sometimes folks make compatibility files. I think butchery has a generic way of handling animals.
Would there be a chance to have compatablility with the butchering mod?
The aurochs definitely clip. Put them in a pen with a barn, i use pine plants as the barn, 3 high.. then go survival mode, attack them then let them run. do this more than a few times and you will see then clip through stuff
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.
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.
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
Eurasian auroch clipped through solid dirt wall and killed me. 1.20.7
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.
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 .
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.
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
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.
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
Thanks, Tentharchitect !
I'd forgotten what the proper command for that was and couldn't find it again.
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
The auroch is absolutely beautiful! Can I milk one?? 0o0
Is it reasonable to guess that if Whitetail Deer are spawning then we're also in a good area for Aurochs?
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
Can aurochs be milked?
the aurochs look incredible, cant wait to run into em!
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
when equine mod :(
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.
can you ride em?
Thanks Evoken!
Yeah, in theory no compatiblity patches will be needed for overlapping animal mods, I developed this particular habit to avoid that XD
Amazing update :o
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.
MAJOR AUROCHS W. Question tho, will this need a compatability patch for medieval expansion?
Tentharchitect Well atleast my favorite holocene animal is getting in. YAY.
No plans for Pleistocene animals outside of commissions, but glyptodonts are on my planned roster! FRENKI
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.
Can't wait to see this one expanded. A farm just isn't complete without a cow.
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!
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
Can we PLEASE just get an all in one pack already?
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
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"
}
]
}
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
loads of error messages when starting a game with this. it doesn't happen with any of the others FOTSA mods
When is the Vintage Story team hiring you?
Ran across a bongo while foraging and promptly got murdered. 10/10
Huge W when this comes out.
sweet, as a north dakoten, I am looking forward to the bison.
It looks like your comment did go through Big_Bunga.
And the diet is listed in the stats, those should work Khana
what do we feed these? i got carrots and hay in troughs
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
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?
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 😅
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
Tentharchitect I understand, no worries. I will update to 1.20 once I finish my current adventure. Thank you for all your work!
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
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.
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.
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
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.
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.
Bos primigenius! Bos bonasus!
So beautiful! Thank you for making our worlds feel alive.
Fantastic work, as always.
What did the buffalo say to his son?
Nothing, buffalo can't talk.