Mods / Fauna of the Stone Age: Capreolinae
Author: Tentharchitect
Side: Both
Created: May 22nd 2023 at 3:36 PM
Last modified: 6 days ago
Downloads: 31011
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Latest file for v1.20.0-pre:
FotSA-Capreolinae-v1.1.9.zip
1-click install
A collection of deer from the subfamily Capreolinae, these shy animals will act as a challenging prey source and potential danger for players and their crops.
This mod includes:
Alces alces, the moose.
Capreolus capreolus, the western roe deer.
Capreolus pygargus, the eastern roe deer.
Hydropotes inermis, the water deer.
Blastocerus dichotomus, the marsh deer.
Hippocamelus antisensis, the taruca.
Hippocamelus bisulcus, the huemul.
Mazama americana, the red brocket.
Mazama chunyi, the dwarf brocket.
Mazama gouazoubira, the gray brocket.
Mazama nana, the pygmy brocket.
Mazama nemorivaga, the Amazonian brown brocket.
Mazama rufina, the swamp brocket.
Mazama temama, the Central American red brocket.
Mazama tienhoveni, the fair brocket.
Odocoileus hemionus, the mule deer.
Odocoileus pandora, the Yucatan brown brocket.
Odocoileus virginianus, the white-tailed deer.
Ozotoceros bezoarticus, the pampas deer.
Pudella mephistophiles, the Northern pudu.
Pudu puda, the Southern pudu.
Rangifer tarandus, the reindeer.
Name | Scientific name | Category | Weight | Health | Height | Damage | Temp | Preciptation | Foliage Needs | Altitude | Group Size | Meat Drops | Fat Drops | Hide Drops | Other Drops | Behaviors | Movement | Diet |
Moose | Alces alces | Alceini | 500/370/45 | 76/40/9 | 1.8 shoulders | 12 tier 2/9 tier 2 | -20 to 10 | 0.25-1 | 10-90% Forest,10-80% Shrub | .9-1.6 | 1(M) 1.5+-.6(F*B) | 32+-5, 30 +-3,9+-3 | 7+-2 | Huge 6.0+-1 | Antler | Milkable | Step 2.125 |
("Fruit", "Vegetable","fruitmash","sunflower", "sweetBerryBush")
|
Western Roe Deer | Capreolus capreolus | Capreolini | 30/10 | 8/4 | 0.65 shoulders | 5 tier 1 | -2 to 18 | 0.25-1 | All | .9-1.6 | 1 (M) 2.1 +-.6 (F*B) | 6+-2, 2+-1 | 1+-0.3 | Med 2.2+-0.3 | Milkable | Step 2.125 | ("Fruit", "Grain","Vegetable" | |
Eastern Roe Deer | Capreolus pygargus | 50/12 | 12/5 | 1.30 length | 5 tier 1 | -8 to 18 | 0.1-1 | All | .9-1.6 | 1 (M) 2.1 +-.6 (F*B) | 10+-3, 3+-1 | 1+-0.3 | Med 3.2+-0.3 | Milkable | Step 2.125 |
"fruitmash","grass","nibbleCrop", "sweetBerryBush"
|
||
Water Deer | Hydropotes inermis | 14/7 | 5/4 | 0.65 shoulders | 4 tier 1 | 8 to 18 | 0.45-0.8 | All | .9-1.6 | 1(M) 4.5+- 3.5 (F*B) | 3+-1, 1+-0.5 | 1+-0.3 | Med 1.5 | Milkable | Step 2.125 | Except "rice", "parsnip") | ||
Marsh Deer | Blastocerus dichotomus | Odocoileini | 80/60/15 | 15/13/5 | 1.27 shoulder | 7 tier 1,6 tier 1 | 15 to 32 | 0.6-1 | All | .9-1.1 | 1-6 M&F&B | 12+-3,10+-3,2+-1 | 2+-0.3 | Medium 4.5+-0.5 | Milkable | Step 2.125 | ("Fruit", "Grain","Vegetable" | |
Taruca |
Hippocamelus antisensis
|
70/45/10 | 14/11/4 | .8/.7 shoulders | 6/5 tier 1 | 1-20 | 0-0.6 | 0-25% Forest | 1.6-2 | 1-5 M&F&B | 8+-2,5+-2,1+-1 | 2+-0.3 | Medium 4.0+-5 | Milkable | Step 2.125 |
"fruitmash","grass","nibbleCrop", "sweetBerryBush"
|
||
Huemul | Hippocamelus bisulcus | 90/70/20 | 15/14/6 | .9/.8 shoulders | 7/6 tier 1 | -9 to 5 | 0-1 | All | 1.3-2 | 1-10 M&F&B | 13+-3,8+-2,2+-1 | 2+-0.3 | Medium 4.3+-.5 | Milkable | Step 2.125 | Except "rice", "parsnip") | ||
Red Brocket | Mazama americana | 48/36/10 | 12/10/4 | .8/.7 shoulders | 5 tier 1 | 15 to 34 | .25-1.0 | .50-100% Forest | .9-1.3 | 1.5+-.3(M&F) 1.5+-.5(F*B) | 5 +-2, 4+-1, 1.2+-0.3 | 1+-0.3 | Med 3.2+-0.3 | Step 1.125 | || | |||
Dwarf Brocket | Mazama chunyi | 11/2 | 5/3 | .37 shoulder | 4 tier 1 | 6 to 30 | .5-1.0 | .25-100% Forest | 1.2-1.8 | 1.5+-.3(M&F) 1.5+-.5(F*B) | 1+-1, 0 | 0 | Small 1.2+-0.3 | Step 1.125 | || | |||
Gray Brocket | Mazama gouazoubira | 17/2 | 5/3 | .65 shoulder | 4 tier 1 | 15 to 34 | .25-.9 | .25-.75% Forest | .9-1.3 | 1.5+-.3(M&F) 1.5+-.5(F*B) | 2+-1, 0 | 0 | Small 1.8+-0.3 | Step 1.125 | || | |||
Pygmy Brocket | Mazama nana | 20/16/2 | 6/3 | .45 shoulders | 4 tier 1 | 15-25 | .65-0.95 | .55-100% Forest | .9-1.3 | 1.5+-.3(M&F) 1.5+-.5(F*B) | 2+-1, 0 | 0 | Small 2.1+-0.3 | Step 1.125 | || | |||
Amazonian Brown Brocket | Mazama nemorivaga | 16/2 | 5/3 | .5 shoulders | 4 tier 1 | 20-34 | 0.6-1.0 | All | .9-1.5 | 1.5+-.3(M&F) 1.5+-.5(F*B) | 2+-1, 0 | 0 | Small 1.8+-0.3 | Step 1.125 | || | |||
Swamp Brocket | Mazama rufina | 15/2 | 5/3 | .45 shoulders | 4 tier 1 | 10-20 | 0.5-1.0 | 0.5-100% | 1.45-1.75 | 1.5+-.3(M&F) 1.5+-.5(F*B) | 2+-1, 0 | 0 | Small 1.7+-0.3 | Step 1.125 | || | |||
Central American Red Brocket | Mazama temama | 22/2 | 6/3 | .7 shoulders | 4 tier 1 | 15-34 | .6-1.0 | .65-100% Forest | .9-1.7 | 1.5+-.3(M&F) 1.5+-.5(F*B) | 2+-1, 0 | 0 | Small 2.3+-0.3 | Step 1.125 | || | |||
Fair Brocket | Mazama tienhoveni | 16/2 | 5/3 | .5 shoulders | 4 tier 1 | 28-34 | .8-1.0 | .80-100% Forest | .9-1.3 | 1.5+-.3(M&F) 1.5+-.5(F*B) | 2+-1, 0 | 0 | Small 1.8+-0.3 | Step 1.125 | || | |||
Mule Deer | Odocoileus hemionus | 92/68/20 | 15/14/6 | 1.06/.9 shoulder | 7/6 tier 1 | -8 to 24 | 0.05-1 | All | .9-1.8 | 1-7 M&F&B | 13+-3,8+-2,2+-1 | 2+-0.3 | Medium 4.3+-.5 | Milkable | Step 3.125 | || | ||
Yucatan Brown Brocket | Odocoileus pandora | 20/17/4 | 6/3 | .7 shoulders | 4 tier 1 | 28 to 34 | 0.65-85 | 45-100% Forest | .9-1.1 | 1(M) 1.5+-.6(F*B) | 2+-1, 0 | 0 | Small 2.1+-0.3 | Step 1.125 | || | |||
White-Tailed Deer | Odocoileus virginianus | 102/65/20 | 16/14/6 | 1.2/.95 shoulders | 8 tier 2, 6 tier 1 | -8 to 34 | 0.05-1 | All | .9-1.8 | 3-5 M, 30-40F&B | 13+-3,8+-2,2+-1 | 2+-0.3 | Medium 4.4+-.5 | Milkable | Step 3.125 | || | ||
Pampas Deer | Ozotoceros bezoarticus | 34/29/5 | 9/8/3 | .7/.65 shoulders | 5 tier 1 | 10 to 34 | 0.10-1 | 0-65% Forest | .9-1.4 | 2-6 M&F&B | 4+-1,3+-1, 1+-0.3 | 1+-0.3 | Med 2.2+-0.3 | Step 2.125 | || | |||
Northern Pudu | Pudella mephistophiles | 6/5/2 | 4/3 | .35 shoulders | 3 tier 1 | 1 to 15 | 0.5%-1 | 50-100% Foliage | 1.4-1.8 | 1 M, 1.5F&B | 1+-0.2,0 | 0 | Small 1.0+-1 | Step 1.125 | || | |||
Southern Pudu | Pudu puda | 13/10/2 | 5/3 | .45 shoulders | 4 tier 1 | -5 to 10 | 0.2-1 | 50-100% Forest | .9-1.5 | 3-5 M&F&B | 2+-1,0 | 0 | Small 1.8 +-0.3 | Step 1.125 | || | |||
Reindeer | Rangifer tarandus | 180/110/40 | 19/16/10 | 1.2/1.0 shoulders | 9/8 tier 2 | -40 to -8 | 0-0.8 | All | .9-1.6 | 10-40 M&F&B | 20+-2,14+-2,4+-2 | 4+-0.6 | Large 3.4+-0.6 | Milkable | Step 2.125 | || |
Features:
Deer are faster than most prey animals Vintage Story players are familiar with, many sleeping during the day in thick foliage making them harder to detect and catch. They can be lured with certain crops and berry bushes, as well as filled food troughs with suitable foods. The largest among them are deadly, the moose especially will attack players that get too close and can be hard to take down. Using creative hunting techniques is recommended for deer both big and small.
Base game deer of the same species as these are blocked from spawning, but not disabled. Deer that had already spawned will still exist.
Those who are able to catch a pair of deer 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 deer carcass will spawn, preventing moose spawning in the area around them. They have a chance to spawn when a player first arrives in an area or when all moose have been killed off from the area, allowing players to locally wipe out moose. Destroying the moose carcass will allow more moose to spawn again and some carnivores and scavengers may destroy them as well, so if you want moose spawns prevented in an area protect these carcasses. The carcass can be crafted with a moose pelt, bones and red meat, blocking spawns when placed.
All the animals in this mod have a strict population cap and will only spawn on runtime, not world gen. This is to make the mod more server friendly so as to not add an overwhelming number of entities.
Links:
https://ko-fi.com/tentharchitect
And a big thanks to everyone who gave feedback and assistance!
Thanks for patching with Wool and More mod!
Patiently awaiting the day we are able to tame and ride megaloceros. Love this collection of mods.
Same thing than for Pantherinae, for impatient users. ;)
Voici la traduction Fr du mod (v1.1.6) pour celles et ceux qui ne peuvent pas attendre la prochaine maj ;)
fr.json
I don't actually know about the milking, I just gave them the same milkable attribute as the base game goats and sheep but haven't tested it extensively.
Deer don't currently drop vanilla antler items, as in order for it to work I need to do an art overhaul but it seems that the base game deer are also getting that for 1.20 and I don't want to waste time doing it twice
When milking, how can you tell if you're stressing the animal out too much? I'm not getting that little text indicator to tell me when I'm pushing them too much anymore (trying to milk White-tail Deer)
The FotSA series should work with all the world gen mods I've looked through, unless that specific one messes with entity spawning in a way I'm not aware of.
Recently I lowered the spawn chance such that it usually takes an hour or so for a given animal to spawn into the world, to accomodate for how many entities have been added
Howdy, appretiate the mod as well, had a question as im new to moding the game, would the "Fauna of the Stone Age" mods be compatatable with Conquest Reforged Landform Overhaul? I see hat inthe description it says they spawn on runtime and not the world generation, so maybe they are just rare?
I love your mods so very much! They've turned vintage story into the perfect game for me, thank you for creating these little critters and sharing them with the rest of us <3
You're welcome Lacero!
And it will stop the base game moose from spawning but not delete existing ones, in their place the moose from this mod will spawn Failsmore
Will installing this mod override stats on the moose or add new moose variant? Base game moose are pathetic.
thanks for the fix :)
another moose typo, the male babies grow up into female adults
in "grow"
"adultEntityCodes": [ "capreolinae:cervidae-alceini-adult-female-{type}", "capreolinae:cervidae-alceini-adult-female-{type}" ]
1-So the models in this are currently the ones I made (except the moose) and don't yet use the antler system (except the moose) I'll be going through and updating the art style of the deer that didn't make it into the base game so they all match, though based on recent devlogs it looks like the art style is in flux so I'm going to wait a bit longer.
2- That's up the developers. They bought the license to use the assets of this mod. They didn't use all of the species in it, and the only ones I may add down the line are the extinct members (and the newly discovered puda deer species) and I doubt they'll add extinct deer
3- That's up to the developers. I haven't been approached about any of the others and my understanding is that the deer took long enough to incorporate that it might not be worth it to buy from modders in the future. That said, I'm trying my best to emulate their art style and design standards so future packs could be integrated more smoothly into the game.
4- While I had thought it would be cool, they certainly didn't get the idea from me. I intend to add the ability to ride the animals large enough to support a human in my mods going forwards though.
Glad you're enjoying them!
I would like to ask some questions
1- what exactly are the differences between the animals added by this mod and the ones added by the vanilla (since the vanilla ones are based on yours)
2- will moving forward the vanilla deer updates have the same updates as this mod? (if for exemple you add another deer will vanilla VS also add it, or something?)
3- will more mods of FotSA be added into vanilla VS in the future? (I saw the news posts showing the new wolf models and I got confused if they were going to use all your mods in the future or just some I dunno how the deal was)
4- I also saw in the news post a new feature of riding some of the deers, will this also be used by the mod/was it part of this mods idea or something?
thnx love the mods
Thank you kindly for pointing that out!
You have a typo in drops for Mooses (alceini), so there are no pelts drops now:
"code": "capreolinae:pelt-alecini-{gender}-{type}",
Butchery does support vanilla deer at least, but not all of them. Apparently its a lot of work to make each animal supported, work that balloons with variants and different ages involved too
It does not, I don't think I'll look into much compatibility until after I finish all my animal and plant mods
Does this support the butchery mod?
Yep, they've been removed from the mod since I'll need to patch the base game antler item for the antler system to work. For now, only the modded moose has them but that'll change as I rework the art assets.
Also Perdous, I wasn't able to recreate that bug except when you first load in animals sometimes are missing their animations. This seems to be a base game bug however as base game animals also experience this with or without mods.
Hey man, did you remove antlers?
Ah thanks Perdous! I switched to the base game moose model, they probably used a different animation name for those and I missed that
First of, great mod! Makes the forest feel a lot more alive. I have encountered some bugs right now. Apparently mooses lack animations in my game. They missed the walking and dying animation. Hope that can help you :)
And the 1.19 refactor is here! Please let me know if you encounter any bugs, a lot of things changed and while I tested quite a bit some niche errors might have been missed
Yep, they changed how the diets worked in 1.19 so you'll get this error until I refactor the mod for 1.19
7.4.2024 09:43:44 [Server Warning] Creature capreolinae:cervidae-baby-capreolini-capreolus-pygargus has SeekFoodAndEat task but no Diet specified
7.4.2024 09:43:45 [Server Warning] Creature capreolinae:cervidae-baby-capreolini-capreolus-pygargus has SeekFoodAndEat task but no Diet specified
7.4.2024 09:43:45 [Server Warning] Creature capreolinae:cervidae-baby-capreolini-capreolus-pygargus has SeekFoodAndEat task but no Diet specified
7.4.2024 09:43:45 [Server Warning] Creature capreolinae:cervidae-male-capreolini-capreolus-pygargus has SeekFoodAndEat task but no Diet specified
7.4.2024 09:43:45 [Server Warning] Creature capreolinae:cervidae-baby-capreolini-capreolus-pygargus has SeekFoodAndEat task but no Diet specified
7.4.2024 09:43:45 [Server Warning] Creature capreolinae:cervidae-female-odocoileini-pudu-puda has SeekFoodAndEat task but no Diet specified
7.4.2024 09:43:45 [Server Warning] Creature capreolinae:cervidae-baby-odocoileini-pudu-puda has SeekFoodAndEat task but no Diet specified
7.4.2024 09:43:45 [Server Warning] Creature capreolinae:cervidae-male-odocoileini-pudu-puda has SeekFoodAndEat task but no Diet specified
7.4.2024 09:43:45 [Server Warning] Creature capreolinae:cervidae-male-odocoileini-pudu-puda has SeekFoodAndEat task but no Diet specified
Tentharchitect
Oooo! I am excited for the marsupals! I LOVE kanagroos!
Thanks tRead! I'm wrapping up another Central Australian themed animal pack and the East Asiatic Floral Zone, and then I'll be fully focusing on the 1.19 version of this mod. Still haven't solved all the issues but I'll figure something out
looking forward to a 1.19 version of this! but happy to see your other projects in the meantime. <3
The mod still works, last test I've heard of was for 1.19.3
I'd like to update it to use the new 1.19 features and make them compatible with new food system, but there are a few conundrums holding me back until I've solved them so I've been working on other stuff in the mean time.
is there plans to update for 1.19? or will this still work?
That's fair enough, Tenth. Got any suggestions on how I could perhaps Chisel in a shield mount? Do they mount on any surface or only strictly block faces? Like, would it mount on a chiseled down block that's like 1/8th the thickness of a regular block?
Probably not, as getting a system that works with all the animal head sizes, wood types and adjusting the placement would be a couple weeks of my modding time I'd rather not do. That said, you can chisel a mount behind it with clever block placements, and if I find an efficient way of doing it I still might.
Heya Tenth, if you do update this mod, do you think you could add mounts for the taxidermied heads? Like an actual back to it rather than a bare head like currently. I'd love to be able to mount a deer head on a shield mount kinda like what we now have in vanilla.Something similar to how they do it in hunting games.
It's something I've considered doing more and more, though I wouldn't be coding in a new riding mechanic
Tentharchitect
Please do a Camelidae mod such as ...
- Wild Bactrian Camel
- Bactrian Camel (Rideable)
- Domedary Camel (Ridable)
- Camelops (Extinct)
- Guanaco - Breeds into -> Llama
- Vicuña - Breeds into -> Alpaca
- Paleolama (Extinct)
Thanks in advance!
Oh absolutely. All of those and more are animals I'd like to bring to Vintage Story!
Thank you as well!
Tentharchitect
Have you considered making ice age megafauna such as mammoths, wooly rhinos, ground sloths, etc?
Thanks in advance and keep up the great work on these animal mods!
Not all of the features and animals of this mod were implemented when the devs bought it, once I'm finished updating the big cats mod I'll move on to updating this mod for 1.19 so it adds the missing deer and integrates the missing pelts, taxidermy and head mounts for the base game ones. I don't believe the base game deer are domesticatable at the moment but I haven't poked around their files yet.
As of 1.19 are all the features of this mod already in the base game? So I dont need this mod anymore? Also are all of the species tameable or only the deers? (that is can the moose also be domesticated) and how many gens do I need to domesticate them?
That it is!
this already in-build in version 1.19 gratsn tyron alr include deers in their recent version
That's a bug I've had a couple reports on but haven't been able to replicate PlaguedMongoose. I'll check over it again soon and see if I can fix the cause for 1.19
Does anyone know what the various deer types eat so I can tame and domesticate them? I got some mule deer fawns but so far they haven't eaten anything I have provided.
Edit: None of the deer are eating anything. I found the text about what they should eat further down in the comments but doing some testing with only these fauna of the stone age mods and only the domestic dog will eat. Nothing else will eat nor breed.
Fine. I'm a big fan of high quality mods. This prevents me from using most mods, even the ones that are very popular. But your modifications are of unsurpassed quality, and they are the only ones that contain something that diversifies the fauna. I wish you good luck, strength and success in your endeavors.
Thank you! And of course, Tyron had approached me months back about it. I have an educated guess as to why the developers decided not to add the other animals.
I'm not currently working on the Caprinae mod, been taking a short break from it while waiting to see what relevant features are implemented in 1.19 so I don't have to redo work. You can however see my animal models on my kofi, no donation required.
Congratulations on having this mod integrated into the original game.
Have the developers contacted you about this? Do you have any idea why the developers decided not to add animals from your other mods to the game?
Are you currently working on the Caprinae mod and it's not ready yet? Or is it available somewhere only to donaters?
Thanks, it's exciting having it come together!
And to post it here, I'll be refactoring this mod soonish to adapt to the deer in the base game, but might wait a bit to see how the antlers will be implemented.
Hi Tentharchitect
Saw on the recent news update about 1.19 that they are working your models in with the base game! That's super awesome! Grats on getting this mod into the base game! :D
That's high praise! Your mod was part of my inspiration for making these, I'm excited to see you update it 😊
thank you for your absolutely wonderful wildlife mods. when i eventually end up updating my mod I will be removing my deer and instead patch recipies for yours
Yeah this has been something I've struggled with as well. All the deer are sized to their average or their largest known size depending on what info I could find on them. The Seraph is massive, at 2 meters tall and the blocky proportions make them seem even bigger. My hope is that either a human model version is added via the base game or a mod at some point.
If you really do want to increase the size, you'll need to increasing their scaling modifier in their entity file, though if you do more than a slight increase you'll likely want to increase their hit box and adjust their movement speed or animation speeds so they don't look off. Your best bet might just be to mod the player to be smaller.
Hi again. I was noticing that the deer in the mod seem a bit small. Unless the Seraph is just bigger than the average human which could be the case. Is there a way for me to increase their size personally? I love this mod and all the mods you use that add fauna into the game. Thank you!
Very strange, I double checked and they all seem to be working with the mod in isolation. Is it all pelts and antlers or only some?
Running a survival mp server on 1.18.14 Updating to the latest version (1.05) left pelts, antlers as broken items. They did not seem to remap after a server restart. I reverted for now to 1.04
No plans to make compatibility for the foods at the moment, but a Cervinae mod is planned. I have a poll going on my latest FotSA mod's thread on the Vintage Story discord to decide which clade to do next. Right now the votes are for the base game animal clades, then there will be another batch of 8 clades to vote on and so on. I haven't decided if Cervinae will be in the second or third round, but not too far off.
Also, Tentharchitect any chance of us getting a Cervinae mod? :D
I wanna populate a server with Red Deer and Elk
Love this mod, any chance of getting it compatible with Primitive Survival? I'd love to be able to get smoked venison.
Expanded foods would also be good but I know that one is tough.
Thanks! As do I, I love what Vintage Story allows us to do and I really enjoy expanding on the early human history survival aspect. Can hardly wait to get to the South American taxa for that reason
Tentharchitect thank you! love your work by the way! i have a great intrest in the cenozoic and early human history, and seeing mods like this makes me happy.
No need to apologize, I appreciate the feedback. The latest update yesterday was building towards what you described, I just didn't jump straight to full 35mph charge speed and greater aggro range as both have had technical issues in the past. If no notable problems come up, I intend to raise the moose aggro range and movement speed further.
Tentharchitect hey! sorry if im bothering you, you dont need to make this change if you dont feel like it, or dont wanna. But, i did have the idea of making moose alot more aggressive, becuse, well, in real life, they are REALLY volient most of the time. the main thing that would intale, is making moose ALOT faster when running to attack you, and attack much faster. this would make it so you would need to avoid moose, like you do bears in vintage story, becuse when you encounter one, the AI flips a coin (1/2) chance to attack you, or just move away from you. and you DONT want to mess with somthing that can flatten you like a pancake, unless you have a really good plan in-mind.
Sort of, in the subtropics you'll get tropical deer in the summer and temperate deer in the winter, but tropical deer shouldn't be spawning in the temperate regions, even in summer. With how VS's climate zones vary however there will be exceptions.
Ah so they're temperature bound, does that mean you get like jungle deer in the summer?
They can in winter for temperate climates. They'll spawn when the temp gets to -2 celsius, had to keep it low so they stopped showing up in subtropic winters.
Do moose spawn in temperate climates?
No worries, that's good information to have as well. I recommend sending the dev team a bug report.
Im back with an update to the problem, the female still wouldnt eat, and i decided to do a test on a newly created creative world, with every deer i was able to get the males to eat, but not a single female would eat anything no matter how much or what was around them, even tried growing crops near them, wild berry bushes, seeing if somehow throwing it on the ground would work, nothing, its so weird that the males would but not a single female, even if left alone or in a group
(edit) ok even weirder, the female rams and boars and chickens arent eating at all either? ill check my mods incase its a conflict or something is messing up
(edit 2) ok, it seems it is actually a issue on my end, i have disabled all mods and only have the base game stuff and yet still the males are the only ones eating, sorry to have wasted any of your time with something on my end, have a good rest of your day
ah ok, thank you very much, ill progress to the press and see if they will eat whatever mash i can scrounge up, thank you again and great mod
The food is tricky to list out and read honestly which is why I haven't made the effort to write it all out.
Capreolini, Odocoilieini deer eat flax, rice, rye, spelt, cabage, carrots, parsnip, pumpkin, peanuts and turnips.
All deer eat sunflowers, soybeans and pressed mash.
I checked through the patches, the females should go for them with time but let me know if that problem persists.
Hi, i really love the mod and it makes the world feel much more alive, but i have a problem being i cant find out what the deer eat, it does say "certain crops and berry bushes" but i cant seem to find out what crops they (specifically the reindeer and moose) will eat as im doing a game in the cold north and those are the only two i have seen, sorry for any inconvenience
(edit) so i found out the male reindeer will eat cabbage and carrots, but not the female reindeer and both moose genders wont eat any crop.
Thanks for keeping me updated Vallen!
Can verify no time skips. We'll update shortly and report back. Thanks for helping!
I was just curious if the meat was some hold over from an ancient version or something, it isn't a problem at all, I just had assumed that it had to be cooked several times or watched, like in the oven, but in the firepit!
That's more animals than a single spawning, since the white-tailed deer and reindeer cap out at 30 and those are the biggest herd sizes. Some of the bugs you've described have been fixed in later version, but I'm strongly suspecting certain commands/logging in and out quickly and time skips cause the spawn criteria to be ignored.
Sorry for the delayed response--I've been on a trip and just returned to my main machine. The server is running FotSA-Capreolinae-v1.0.0.zip, so looks like maybe we need to update that! I also had a LARGE herd just pop up in front of me in the wild, between a 2 minute logout/log back in. Like 40+ animals, both adults and fawns.
Partially it is because I was using SpearandFang's crab meat as a base, but irl it is possible to bake meat and I saw no reason not to give players the option since it was only a couple more seconds of work on my end.
Absolutely enjoying this mod, but I am very curious about Venison... How come it can be baked in an oven? No other meat in the game can be put in the oven to bake. Is this a hold over from an older version or some feature I am not aware of?
Thank you! So glad you're enjoy it! Thanks for the heads up about the pies, I'll try to fix that in the next round of bug fixes. And yeah... I'll need to go through all my old audio at some point. I've learned a lot since I started and not all of the animal sounds are consistent with audio level.
Only been using this for a little while, but it's seeming like a keeper for sure! I LOVE the new decorations! One thing I've noticed is that when using the venison in pies, the item's name gets all wonky as if there's no actual name for 'venison pie' and it gives a string of text of sorts instead. Still functions as needed so it's nothing game breaking, but thought I'd mention it!
Edit: My one real complaint is that the roe deer scream gives me an absolute heart attack every time LOL... I'm never expecting it and it's so, so loud
Latest version of this mod, what you are observing is a bug from a previous version that I had fixed. I want to make sure the problem isn't that your server is still using the old version
The server is running 1.18.6, so yes.
I double checked and it looks like I used the same conditions for lights as pigs and goats, so technically that concentration of lanterns satisfied the light requirement. I still don't understand why they spawned on wood, since I just prevented that two days ago.
And I'm assuming the server is using the latest version?
Pretty sure there wasn't any skip time, as I was the only person on, both "before" and "after" and the logout time was less than about 15 minutes. There's a chance someone popped on, but unlikely. Vallen is also a Vintage Story support person, and the server admin, and is aware of this issue. Based on the fact it has happened 3 times, I'm pretty sure it will happen again. I do have a windmill shaft coming through the "ceiling". I wonder if that's enough to satisfy the sunlight requirement. Certainly no soil, sand, snow, gravel or grass inside.
Photos of two events:
#1 White-tailed deer spawning inside
1-zoom: White-tailed deer inside zoom view
#2: White-tailed Deer Bucks spawning inside (event 2)
Very strange, the spawn conditions require sunlight, natural blocks (soil, sand, snow, gravel or grass) and shouldn't continue spawning once one group is present within render distance. Given that three conditions were ignored I'm wondering if another mod on the server messes with the spawning condition code.
The other thing I can think of is if someone used a time skip command on the server. For some reason when those are used animals will sometimes spawn in areas they normally don't, my guess is that the condition checks are ignored during the time skip, but thus far I've never seen more than one condition ignored.
FYI, I built a large house, fully enclosed it in Granite Stone Bricks, with Cobblestone roof, initially had a grass floor. No white-tailed deer in sight. I swapped out the grass floor for Oak Planks, and suddenly, I've had 3 separate spawns of groups of deer. 1st time was 35 animals (all in 1 "chunk"), then 3 bucks, then 1 buck. It seems wrong that these animals should be able to spawn on "modified"/crafted blocks--especially in an enclosed space (no way to see air/sunlight).
Photos available if needed. This is on the Mischief of Mice (Vallen & Kashcah) supporter server.
They already attract the cats, though I decided not to spend too much time patching all the base game animals. My overhauls will have bears, wolves, jackals and hyenas going for carcasses
Suggestion: The fly covered carcass should attract predators (bears wolves cats) as well as prevent deer spawns
Unlike the vanilla bighorn sheep, they are very good at escaping on quick feet.
And there are so many species that it will be hard to see all the added deer, but I am looking forward to it.
I made a Japanese file, so please use it if you like.😄
FotSA-Capreolinae-v1.0.2_capreolinae_ja.json
FotSA-Capreolinae-v1.0.2_faunaofthestoneage_ja.json
Gotcha, I'd been hoping to add some compatibility patches for just that purpose but didn't get to it before my season started. I'll be doing so in the fall.
Tentharchitect I just meant that you can't do all the things with venison as what you can do with redmeat in primitive survival
@RobertS42, you could go through the entity files are replace vension with redmeat. What do you mean by clashing with primitive survival?
Is there a way to remove the venison, just so it won't clash with features from primitive survival?
Self resolved.
I entered the following command that SpearAndFang gave us in the Medieval Fashion comments section and the funny textures are gone.
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
I thought it was a very apt mod and created the Japanese file along with Fauna of the Stone Age: Pantherinae, but I am happy to report that when I installed this mod in my environment, several existing textures went wrong.
For example, a flower in a flowerpot, a tapestry with 3 horizontal squares, a bookshelf where books can be placed, shoes on the ground, etc.
Yes, I need to fix the ID so male deer are an acceptable mate for the female deer 😅
Thanks for bringing that to my attention Hexedian, will have a fix posted momentarily.
Do you need to do anything to breed mule deers? They eat the food, but don't seem to get pregnant at all, while other animals go through several generations.
Thanks! Once I made the worldgen mods I knew I wanted to make some new creatures to fill the landscape!
Damn, this is some A+ stuff. Found this on accident through your excellent worldgen mods.
Venison, fat, a unique pelt that can be used for decor or crafted into the base game hide with a knife and for those that have them, antlers or tusks. The carcass drops a small amount of venison.
What drops do these have?
Reworded a couple things in the description, had copied and edited from my Pantherinae mod and missed them, thanks for pointing it out.
Tentharchitect
This part isn't clearly written: "a unique type of fly covered carcasses will prevent deer spawning in the area around them"
Possibly better: "fly-covered carcasses will prevent deer spawning in the area around them"
Gah! My reaction to the first screenshot above was "Gorgeous!" Then I switched to cussing.
Great job!!