Mods / Fauna of the Stone Age: Capreolinae

Tags:
Creatures Crafting Food Furniture
Author:
Tentharchitect
Side:
Both
Created:
May 22nd 2023 at 3:36 PM
Last modified:
Jul 10th at 11:40 PM
Downloads:
212429
Recommended download (for Vintage Story 1.22.3):
FotSA-Capreolinae-v2.0.16.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:

Stats
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 635/480/45 36/29/11 2.33/1.85 shoulders 16/14t2 -12-8 25-100% 10-90% Forest,10-80% Shrub 1-1.6 1M 1-2F&B 37-47, 29-37,6-7 7-9,5-6,1 6H,4H,1L M Antler Milkable, Riding, Taming 3.125 Step Fruit, Vegetable, Nibble crop, Berry bush
Stag-Moose Cervalces scotti †   700/500/50 38/30/12 2.1/1.8 shoulders 17/15t2 3-9 60-85% 55-95% Forest 1-1.4 1M, 1-2F&B 42-52,30-37,6-7 7-9,5-6,1 6H,4H,1L M Antler Milkable 3.125 Step Fruit, Vegetable, Nibble crop, Berry bush
Western Roe Deer Capreolus capreolus Capreolini 40/30/5 10/9/3 0.85/.75 shoulders 5t1 2-16 25-100% All 1-1.6 1-30M&F, 2-4F&B 5-6,4-5,1 1-2,0 2M, 1S M Antler Milkable 2.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Eastern Roe Deer Capreolus pygargus   50/40/5 12/11/3 0.95/.9 shoulders 5t1 -6-16 10-100% All 1-1.6 1-30M&F, 2-4F&B 6-7, 5-6,1 1-2,0 2M, 1S M Antler Milkable 2.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Water Deer Hydropotes inermis   14/10/2 5/3 0.65 shoulders 4t1 6-18 45-80% All 1-1.6 1M 2-7F&B 2-3, 0 0 1M, 1S M Antler Milkable 2.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Antifer's Deer Antifer ultra † Odocoileini 200/150/15 19/16/5 1.35/1.2 shoulders 9/8t2 7-21 30-85% 0-65% Forest 1-1.5 1-2 M&F, 2-12 M&F&B 21-26,17-21,2-3 4-5,3-4,0 5L,4L,1M M Antler Milkable 2.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Marsh Deer Blastocerus dichotomus   120/80/10 16/15/4 1.27/1.1 shoulder 8/7t2 15-26 65-95% All 1-1.1 1-2 M&F, 1-6 M&F&B 15-18,9-12,2-3 3-4,2-3,0 4L,3L,1M M Antler Milkable 2.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Dakota Palm Deer Bretzia nebrascensis †   90/70/10 15/14/4 1.05/.9 shoulder 7t2/6t1 3-9 25-45% 0-60% Forest 1.05-1.5 1-5 M, 2-8F&B 11-14,7-9,2-3 2-3,0 3L,2L,1M M Antler Milkable 2.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Taruca
Hippocamelus antisensis
  70/45/10 14/11/4 .8/.7 shoulders 6/5t1 16-28 0-60% 0-45% Forest 1.5-1.8 1-5 M&F&B 9-11,5-7,2-3 2-3,0 2L, 1M M Antler Milkable 2.125 Step Vegetable, Grass Nibble Crop
Huemul Hippocamelus bisulcus   90/70/10 15/14/4 .9/.8 shoulders 7t2/6t1 4-10 20-85% All 1.05-1.8 1-10 M&F&B 11-14,9-11,2-3 2-3,0 3L,2L,1M M Antler Milkable 2.125 Step Vegetable, Grass Nibble Crop
Red Brocket Mazama americana   48/36/5 12/10/3 .8/.7 shoulders 5t1 26-40 25-100% 45-100% Forest 1-1.3 1-2M&F, 1-2F&B 6-7, 4-5, 1 1,0 2M,1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Merida Brocket Mazama bricenii   13/11/2 5/3 .5 shoulders 4t1 28-40 55-100% 5-100% Forest 1.3-1.6 1-2M&F, 1-2F&B 2-3,0 0 2S, 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Small Red Brocket Mazama jucunda   20/16/2 6/3 .45 shoulders 4t1 16-22 50-75% 55-100% Forest 1-1.3 1-2M&F, 1-2F&B 2-3,0 0 2S, 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Pygmy Brocket Mazama nana   20/16/2 6/3 .45 shoulders 4t1 16-22 65-95% 55-100% Forest 1-1.3 1-2M&F, 1-2F&B 2-3,0 0 2S, 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Southeastern Red Brocket Mazama rufa   40/28/3 10/8/3 .8/.7 shoulders 5/4t1 18-26 25-100% 45-100% Forest 1-1.3 1-2M&F, 1-2F&B 5-6,4-5, 1 1,0 2M,1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
North Andean Red Brocket Mazama rufina   15/13/2 5/3 .45 shoulders 4t1 26-40 50-100% 45-100% 1.45-1.75 1-2M&F, 1-2F&B 2-3,0 0 2S, 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Central American Red Brocket Mazama temama   22/20/2 6/3 .7 shoulders 4t1 20-28 60-100% 70-100% Forest 1-1.5 1-2M&F, 1-2F&B 2-3,0 0 2S, 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Fair Brocket Mazama tienhoveni   16/13/2 5/3 .5 shoulders 4t1 24-28 75-100% 70-100% Forest 1-1.3 1-2M&F, 1-2F&B 2-3,0 0 2S, 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Mule Deer Odocoileus hemionus   92/68/10 15/14/4 1.06/.9 shoulder 7t2/6t1 -8-22 5-100% All 1-1.8 1M&F, 1-7 M&F&B 11-14,7-9,2-3 2-3,0 3L,2L,1M M Antler Milkable 3.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
American Mountain Deer Odocoileus lucasi †   270/175/20 22/18/6 1.3/1.1 shoulder 11/9t2 -3-15 5-100% All 1.3-1.8 1M&F, 1-7 M&F&B 25-28,18-22,2-3 5-7,4-5,0 6L,4L,1M M Antler Milkable 3.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Yucatan Brown Brocket Odocoileus pandora   20/17/4 6/3 .7 shoulders 4t1 24-28 65-85% 45-100% Forest 1-1.1 1M 1-2 F&B 2-3,1 0 2S, 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
White-Tailed Deer Odocoileus virginianus   102/65/10 16/14/4 1.2/.95 shoulders 8t2/6t1 -2-40 5-100% All 1-1.8 3-5 M, 2-40F&B 12-15,8-10,2-3 2-3,0 3L, 2L,1M M Antler Milkable 3.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Pampas Deer Ozotoceros bezoarticus   34/29/5 9/8/3 .7/.65 shoulders 5t1 12-26 20-100% 0-65% Forest 1-1.4 2-6 M&F&B, 1-50 M&F&B 3-5,3-4, 1 1-2,0 2M, 1S M Antler Milkable 2.125 Step Vegetable, Grass Nibble Crop
Amazonian Brown Brocket Passalites nemorivaga   16/13/2 5/3 .5 shoulders 4t1 24-40 60-100% All 1-1.5 1-2M&F, 1-2F&B 2-3,0 0 2S, 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Peruvian Yungas Pudu Pudella carlae   9/7/1 4/3 .38 shoulders 3t1 24-32 60-100% 60-100% Forest or Shrub 1.3-1.8 1 M, 1-2F&B 1,0 0 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Northern Pudu Pudella mephistophiles   6/5/1 4/3 .35 shoulders 3t1 24-36 40-100% 40-100% Forest or Shrub 1.3-1.8 1 M, 1-2F&B 1,0 0 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Southern Pudu Pudu puda   10/9/2 4/3 .45 shoulders 3t1 8-12 40-85% 60-100% Shrub 1-1.5 1 M&F, 3 M&F&B 1-3,0 0 2S,1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Arctic Caribou Rangifer arcticus   150/90/10 17/15/4 1.25/1.1 shoulders 8/7t2 -30--8 10-95% 0-60% Forest 1-1.6 20-60 M&F&B 17-21, 11-14, 2-3 3-4,2-3,0 4L, 3L, 1M M&F Antler Milkable 2.125 Step Vegetable, Grass Nibble Crop
Woodland Caribou Rangifer caribou   180/130/10 19/17/4 1.4/1.2 shoulder 9/8t2 -12-4 20-75% 60-100% Forest 1-1.4 2-5 M&F, 12-25 M&F&B 18-22, 15-18, 2-3 3-4,2-3,0 5L, 4L, 1M M&F Antler Milkable 2.125 Step Vegetable, Grass Nibble Crop
Forest Reindeer Rangifer fennicus   200/100/10 19/15/4 1.4/1.2 shoulder 9/7t2 0-4 50-75% 50-90% Forest 1-1.3 3-7 M&F, 7-23 M&F&B 21-26,12-15,2-3 4-5,2-3,0 5L,3L,1M M&F Antler Milkable 2.125 Step Vegetable, Grass Nibble Crop
Greenland Caribou Rangifer groenlandicus   150/90/10 17/15/4 1.2/1.1 shoulder 8/7t2 -16--8 10-75% 0-60% Forest 1-1.5 3-5 M&F, 3-16 M&F&B 17-21, 11-14, 2-3 3-4,2-3,0 4L, 3L, 1M M&F Antler Milkable 2.125 Step Vegetable, Grass Nibble Crop
Svalbard Reindeer Rangifer platyrhynchus   77/60/10 15/13/4 0.9/0.8 shoulders 7t2/6t1 -10--4 20-65% 0-60% Forest 1-1.5 3-5 M&F, 3-16 M&F&B 9-11,7-9,2-3 2-3,0 2L, 1M M&F Antler Milkable 2.125 Step Vegetable, Grass Nibble Crop
Domestic Reindeer
Rangifer tarandus domesticus
  135/90/10 17/15/4 1.2/1.0 shoulders 8/7t2 NA NA NA NA NA 16-20,11-14,2-3 3-4,2-3,0 4L, 3L, 1M M&F Antler Milkable, Riding 2.125 Step Vegetable, Grass Nibble Crop
Tundra Reindeer Rangifer tarandus   105/75/10 16/15/4 1.2/1.0 shoulders 8/7t2 -20-0 5-80% 0-60% Forest 1-1.6 1-10 M&F, 20-40M&F&B 12-15,9-11,2-3 2-3,0 3L, 2L, 1M M&F Antler Milkable, Riding, Taming 2.125 Step Vegetable, Grass Nibble Crop
South Andean Red Brocket Subulo chunyi   11/10/2 5/3 .37 shoulder 4t1 20-24 55-100% 25-100% Forest 1.2-1.8 1-2M&F, 1-2F&B 2-3, 0 0 2S, 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Southern Brown Brocket Subulo gouazoubira   17/2 5/3 .65 shoulder 4t1 16-30 25-90% 25-75% Forest 1-1.3 1-2M&F, 1-2F&B 2-3,0 0 2S, 1S M Antler Milkable 1.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush
Toronto Deer
Torontoceros hypnogeos †
  150/90/10 16/15/4 1.25/1.1 shoulders 8/7t2 -1-5 55-85% 40-90% Forest 1-1.4 1-7 M, 2-40F&B 17-21, 11-14, 2-3 3-4,2-3,0 4L, 3L, 1M M Antler Milkable 2.125 Step Fruit, Grain, Vegetable, Grass, Nibble crop, Berry bush



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 they can be milked, with different species requiring different amounts of food and pregnancy length. Moose and Tundra reindeer can be tamed and ridden, and tamed Tundra reindeer have a chance of birthing domestic reindeer, that grow into semi-tamed adults without needing to go through the taming process.

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.

 


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

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

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

A: Get a male and female adult of a given species within 10 blocks, wait until the female is ready to mate and feed her the sufficient number of portions and the male at least one. Different species require different amounts and can be found in the entity file under the multiply section. Animals can be fed either by dropping items on the ground or by using the right trough. Each species diet can be found in this mod's description or in their entity file under the diet section. Only the mother's generation matters for progressing generations.

Q: How do I tame the moose and tundra reindeer?
A: Feed the babies enough portions before they'd naturally grow up, and they will become a semi-tamed adult. Saddle break the sem-tamed adult to get a tamed adult. Breeding semi-tamed or tamed tundra reindeer will occasionally result in domestic reindeer being born.


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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.0.16 capreolinae 3415 Jul 10th at 11:40 PM FotSA-Capreolinae-v2.0.16.zip 1-click install

Fixed-Converted maxFollowTimeSec to maxFollowTime

2.0.15 capreolinae 1234 Jul 8th at 6:34 PM FotSA-Capreolinae-v2.0.15.zip 1-click install

Fixed-Changed case of fleeDurationMs
Fixed-Changed case of MaxCooldownHours
Fixed-Changed case of MaxCooldownMs
Fixed-Changed case of MinCooldownMs
Fixed-Changed case of soundRange
Fixed-Changed case of soundRepeatMs
Fixed-Converted damageWindowMs to damagePlayerAtMs
Fixed-Converted duringDayTimeFramesHours to duringDayTimeFrames
Fixed-Converted maxcooldown to MaxCooldownMs
Fixed-Converted mincooldown to MinCooldownMs
Fixed-Converted tamingGenerations to maxGeneration
Fixed-Removed unneeded mingenerations & maxgenerations
Fixed-Removed unused DontExecuteIfRecentlyAttacked
Fixed-Removed unused Eat after kill
Fixed-Removed unused Herd Alarm Range
Fixed-Removed unused Ignore dead entities
Fixed-Removed unused MaxBlocksChecked
Fixed-Removed unused min and maxduration from non-Idle tasks
Fixed-Removed unused Player is meal
Fixed-Removed unused Range Search Attempts Factors
Fixed-Removed unused Sound volume
Fixed-Removed unused target entity with same herd ID
Fixed-Removed unused target light levels
Fixed-Removed unused wander range vertical max
Fixed-Removed unused when feet in liquid
Fixed-Singular emotion state format

2.0.14 capreolinae 898 Jul 6th at 7:22 PM FotSA-Capreolinae-v2.0.14.zip 1-click install

Fixed-Combat Overhaul patches

2.0.13 capreolinae 5573 Jun 23rd at 4:53 PM FotSA-Capreolinae-v2.0.13.zip 1-click install

Fixed-Malformed hide drop on tamed reindeer
Updated-Changed oiled hide recipe to use rendered fat

2.0.12 capreolinae
1.22.0-pre.4 - 1.22.0-rc.1
21108 Mar 5th at 4:43 PM FotSA-Capreolinae-v2.0.12.zip 1-click install

Added-Slot 1 to melee attacks, should increase attack responsiveness
Removed-Attack for UI display

2.0.11 capreolinae 102 Mar 3rd at 5:45 PM FotSA-Capreolinae-v2.0.11.zip 1-click install

Updated-ai tasks tag formats for adult moose
Updated-changed jump to leap
Updated-min and max durationMs to duration
Updated-Rider offset
Updated-Stayclose to entity format

2.0.10 capreolinae 489 Feb 13th at 8:48 PM FotSA-Capreolinae-v2.0.10.zip 1-click install

Fixed- Male American Mountain Deer oiled pelt recipe

2.0.9 capreolinae 324 Feb 9th at 1:26 AM FotSA-Capreolinae-v2.0.9.zip 1-click install

Fixed-changed swim wander format for pre.2

2.0.8 capreolinae 123 Feb 7th at 10:50 PM FotSA-Capreolinae-v2.0.8.zip 1-click install


Added-Adjusted Frost overlay thresholds for cold weather deer
Added-Antlers appear on ui of deer
Added-Freshwater fish interaction
Tweak-Reindeer click audio synced with foot steps
Tweak-rolled back refactored ai tasks to main ai tasks
Updated-Changed inEmotionStates format
Updated-Change chance and wanderChance to executionChance
Updated-New riding format for moose and tameable reindeer

2.0.7 capreolinae 27044 Jan 7th at 4:32 PM FotSA-Capreolinae-v2.0.7.zip 1-click install

Fixed-Tamed moose being unable to breed with wild moose

2.0.6 capreolinae 519 Jan 6th at 9:14 PM FotSA-Capreolinae-v2.0.6.zip 1-click install

Updated-1 hide is always dropped from killed animals

2.0.5 capreolinae 3940 Dec 30th 2025 at 5:34 PM FotSA-Capreolinae-v2.0.5.zip 1-click install

Fixed-Removed redundant animal patch

2.0.4 capreolinae 14016 Nov 22nd 2025 at 8:57 PM FotSA-Capreolinae-v2.0.4.zip 1-click install

Fixed-Cheeses going into the wrong meal slot in scrambled eggs
Fixed-Moose using huge carcass instead of large
Tweak-consolidated respawns into single entry to reduce spawn checks
Tweak-enabled sitting in shade again for Odocoileini adults

2.0.3 capreolinae 15342 Oct 30th 2025 at 9:21 PM FotSA-Capreolinae-v2.0.3.zip 1-click install

Fixed-Babies not dropping the new raw hide pelt

2.0.2 capreolinae 1702 Oct 27th 2025 at 3:59 PM FotSA-Capreolinae-v2.0.2.zip 1-click install

Fixed-Adult Capreolini deer having mismatched emotion state format for seekentity ai task
Fixed-Carcasses missing tags and spawn conditions for Capreolini and Odocoileini versions
Fixed-Enabled Moose combat seeking behaviors
Fixed-Melee attacks using old ai task cooldown format
Tweak-Added predator tag to close up flee and mid range flee ai task, instead of just ferocious predator
Tweak-Moose and Stag moose adult trot speed raised 40 percent
Tweak-Reduced Moose sprint speed with rider by 10%

2.0.1 capreolinae 1831 Oct 24th 2025 at 11:32 PM FotSA-Capreolinae-v2.0.1.zip 1-click install

Fixed-Missing saddlebreak animation causing crash
Fixed-Semitamed Moose and reindeer not using the correct saddle and bridle models

2.0.0 capreolinae 229 Oct 24th 2025 at 10:19 PM FotSA-Capreolinae-v2.0.0.zip 1-click install

Added-15 new species and taxonomic splits
Added-3 new milk and cottage cheese types
Added-Ancient Tools Brain drops (Thanks Whiskey Sunshine!)
Added-Capreolini and Odocoileini carcasses

Added- Creature tags
Added-Oiled, Raw, Salted hides and associated recipes
Added-Riding to Moose, Tundra reindeer and Domestic reindeer
Added-Taming to Moose and Tundra reindeer
Added-Tundra reindeer that are tamed have a chance to birth Domestic reindeer
Added-Weighted diet 
Fixed-Animal interaction patches for 1.21
Fixed-Antler patches format
Fixed-Missing closed bracket in animal file
Fixed-Spawn blocking patches
Fixed-Small troughs can’t be used for deer feeding
Tweak-Changed spawn conditions to have any amount of artificial light block spawns
Tweak-Cleaned up audio
Tweak-Climate conditions changed due to 1.21 changes
Tweak-Removed minimum altitude from most spawn conditions
Updated-Art for all existing animals, taxidermies, headmounts and pelts
Updated-Refactored AI tasks to the new versions in 1.21
Updated-Reformatted folders to match base game’s folder layout
Updated-Trappable format for 1.21

1.2.9 capreolinae
1.20.11 - 1.20.12
30392 May 15th 2025 at 7:21 PM FotSA-Capreolinae-v1.2.9.zip 1-click install

Fixed-Combat Overhaul moose patch

1.2.8 capreolinae
1.20.9 - 1.20.10
4652 Apr 29th 2025 at 7:33 PM FotSA-Capreolinae-v1.2.8.zip 1-click install

Added-Devil interactions
Tweak-White-tailed deer group ratio
Tweak-spawn group distribution type, switched Odocoileini deer from very narrow gausian to gausian

1.2.7 capreolinae 2035 Apr 22nd 2025 at 3:54 PM FotSA-Capreolinae-v1.2.7.zip 1-click install

Fixed-Milking not set up correctly

1.2.6 capreolinae 6250 Apr 4th 2025 at 11:41 PM FotSA-Capreolinae-v1.2.6.zip 1-click install

Added-Worldgen spawn
Added-Woolandmore drops

1.2.5 capreolinae
1.20.5 - 1.20.7
6461 Mar 13th 2025 at 8:14 PM FotSA-Capreolinae-v1.2.5.zip 1-click install

Added-Thylacoleo interactions
Tweak-Spawn temperature ranges
Fixed-Graze behavior not playing

1.2.4 capreolinae 7777 Feb 20th 2025 at 4:41 PM FotSA-Capreolinae-v1.2.4.zip 1-click install

Fixed-Male Moose Pelt placement

1.2.3 capreolinae 3161 Feb 14th 2025 at 5:52 PM FotSA-Capreolinae-v1.2.3.zip 1-click install

Fixed-Base game animal patch format updated to 1.20.4
Tweak-Doubled Capreolini baby models

1.2.2 capreolinae 6845 Jan 28th 2025 at 12:21 AM FotSA-Capreolinae-v1.2.2.zip 1-click install

Added-Bovine compatibility

1.2.1 capreolinae
1.20.0 - 1.20.1
5420 Jan 17th 2025 at 6:36 PM FotSA-Capreolinae-v1.2.1.zip 1-click install

Added-Elephant compatibility

1.2.0 capreolinae
1.20.0-rc.8 - 1.20.0-rc.9
2243 Jan 1st 2025 at 11:45 PM FotSA-Capreolinae-v1.2.0.zip 1-click install

Updated-Roe deer and water deer models
Updated-Roe deer and water deer grow antlers and tusks over time and will shed their antlers as base game deer do
Updated-Roe deer and water deer placeable items
Added-Felinae compatibility
Updated-1.20 land entity pathfinding
Updated-1.20 blending for movement animations
Fixed-Moose combat overhaul patch
Fixed-Wool and More Patch error

1.1.11 capreolinae 2912 Dec 5th 2024 at 8:19 PM FotSA-Capreolinae-v1.1.11.zip 1-click install

Tweak-Combat overhaul damage resistances

1.1.10 capreolinae
1.20.0-pre.0 - 1.20.0-rc.1
1019 Nov 21st 2024 at 6:07 PM FotSA-Capreolinae-v1.1.10.zip 1-click install

Adjusted-Combat Overhaul damage resistances

1.1.9 capreolinae 510 Nov 11th 2024 at 6:32 PM FotSA-Capreolinae-v1.1.9.zip 1-click install

Added- Wool & More compatibility

1.1.8 capreolinae 753 Oct 24th 2024 at 4:44 PM FotSA-Capreolinae-v1.1.8.zip 1-click install

Added-Combat Overhaul compatibility

1.1.7 capreolinae 553 Oct 16th 2024 at 3:38 PM FotSA-Capreolinae-v1.1.7.zip 1-click install

Added-French translation (Thanks Laerinok)

1.1.6 capreolinae 826 Oct 2nd 2024 at 7:44 PM FotSA-Capreolinae-v1.1.6.zip 1-click install

Fixed-Trough diet tags
Refactored-Taxidermies and headmounts are now items, should reduce mod's texture impact by 33%. Headmounts use antler mounts
Refactored-Pelts are now only items, cuts down on mod size and memory impact. Place pelts on antler mounts or tool racks to get the wallmounted version
Added-Moose antler variants for taxidermy and head mounts
Updated-Animal patches, powdered item in recipe and various tweaks for 1.20's changes

1.1.5 capreolinae 9602 Jun 4th 2024 at 3:36 PM FotSA-Capreolinae-v1.1.5.zip 1-click install

Fixed-Babies only growing up into females
Recalculated-meat drops on all animals over 100kg
Tweaked-female to baby ratio for white-tailed deer spawnings

1.1.4 capreolinae 1603 May 18th 2024 at 7:28 PM FotSA-Capreolinae-v1.1.4.zip 1-click install

Added-Crafting recipe for moose carcass, placing them will block spawns within render radius
Updated-fly covered carcass look
Fixed-Baby odocoileini deer not playing a flee animation
Tweak-Reduced spawn rate considerably
Tweak-adusted walk and animation speeds for some deer
Tweak-Added a 100 minimum distance for spawning near player
Tweak-Added a maximum light level to prevent deer spawning near illuminating blocks
Tweak-readded spawn cap player scaling set to 0, to make sure it isn't scaling 

1.1.3 capreolinae 1098 May 6th 2024 at 4:03 PM FotSA-Capreolinae-v1.1.3.zip 1-click install


Fixed-typo where moose wouldn't become hostile around their young
Fixed-removed a number of errors relating to the change from Pudu mephistophiles to Pudella mephistophiles
Fixed-removed a number of errors about patches being server side only

1.1.2 capreolinae 1027 Apr 25th 2024 at 11:46 PM FotSA-Capreolinae-v1.1.2.zip 1-click install

Added-Compatibility with rhinos, will now walk away from the adults if too close
Tweak-deer will walk away from drifters and bells if too close

1.1.1 capreolinae 819 Apr 19th 2024 at 3:25 PM FotSA-Capreolinae-v1.1.1.zip 1-click install

Added-Killed by text (Thanks MadGnome for figuring that out)
Added-Creature group name for troughs
Fixed-Moose skin drops

1.1.0 capreolinae 887 Apr 12th 2024 at 7:14 PM FotSA-Capreolinae-v1.1.0.zip 1-click install

Update to 1.19
Refactored entity IDs to make antler system work, old deer will disappear
Refactored entity files for faster compatibility patching and updates
Refactored block and item IDs, breaking them into item form will allow them to cure into new versions or bones
Removed - vension, antlers, skulls and skull mounts in preparation for converting over to the new antler system
Added- Antler system to Moose and updated model to basegame version
Added-compatibility with new trough system
Added-behavior interaction with dogs, updated cats and saber cats
Added-fall damage multipliers
Added-block based feeding animations, deer will only graze when on plants or digging into snow
Adjusted - health, weight and other stats to be more in line with base game deer, while keeping nuance across species
Adjusted - spawn conditions to reflect real world habitat conditions of deer more accurately
Many more minor tweaks and adjustments


1.0.5 capreolinae
1.18.13 - 1.18.15
8127 Sep 24th 2023 at 7:48 PM FotSA-Capreolinae-v1.0.5.zip 1-click install

Tweak-Moose max spawning temperature raised to 8
Tweak-Moose speed raised to be in line with irl speed
Tweak-Moose maim attack damages sooner, harder to kite infinitely
Fix-Swim animation fixed on most deer to no longer stop and restart every second

1.0.4 capreolinae
1.18.0 - 1.18.1 1.18.2 - 1.18.5 1.18.6 - 1.18.8-rc.1
4244 Aug 1st 2023 at 4:55 PM FotSA-Capreolinae-v1.0.4.zip 1-click install

Tweak: Increased pelt UI size for some species.
Tweak: Stopped some deer from fleeing from cat carcasses and babies.
Fix: changed baby Capreolini deer from hostile to neutral.
Fix: added missing pie strings.
Added: behavior compatibility with FotSA: Caninae.

1.0.3 capreolinae
1.18.0 - 1.18.1 1.18.2 - 1.18.5
2185 Jul 8th 2023 at 5:05 PM FotSA-Capreolinae-v1.0.3.zip 1-click install

Tweak: Adjusted spawn criteria to only spawn on soil, sand, gravel, snow and grass
Added: Japanese Translation- Thanks macoto_hino!

1.0.2 capreolinae
1.18.0 - 1.18.1 1.18.2 - 1.18.6-rc.1
1556 Jun 6th 2023 at 3:30 PM FotSA-Capreolinae-v1.0.2.zip 1-click install

Fixed: Female deer now recognize male deer as acceptable mating partners and can breed

1.0.1 capreolinae
1.18.0 - 1.18.1 1.18.2 - 1.18.5
886 May 24th 2023 at 3:41 PM FotSA-Capreolinae-v1.0.1.zip 1-click install

Fixed: Cured venison recipe overwriting all base game curing recipes, all should be working properly now.

1.0.0 capreolinae
1.18.0 - 1.18.1 1.18.2 - 1.18.5
697 May 22nd 2023 at 3:46 PM FotSA-Capreolinae-v1.0.0.zip 1-click install

Launch


274 Comments (oldest first | newest first) (threaded | flat)

_Cereal_, 1 day ago

Is there a way to change the taxidermy stances in survival?

King0fSpartan, Jul 12th at 4:34 AM (modified Jul 12th at 4:40 AM)

Tentharchitect It's my opinion that the sprint speed of these animals is too high. I understand the idea behind, but I was hoping for a way to tweak the speed of the animals beyond going into the mod and bringing the values all down manually. I am not a coder or a modder, but I simply ask, Is it possible to add a config that can change the movement speed by percentage?

If not easily feasible then that is okay. I am enjoying trying to get the cold biome animals to spawn in extreme climates. 

Edit: Secondary question. Is it perchance that Moose are just much faster? 

Vinni_Pukh, Jul 7th at 5:48 PM

Since you're updating (absolute legend thank you so much for your hard work!) i thought I'd share some of the errors I've noticed in my main log with ya in case it helps for future patches :) It's a lot so I just threw the whole section of log into a pastebin for ya

 

https://pastebin.com/C50G4ew9

Rhombus, Jul 7th at 8:19 AM

Thank you for updating these😍

Mantismax, Jul 6th at 10:36 PM

So I had 2 mods update this one and better prospecting tried to join my server and crashed..deleted the upated ver of this mod and went back to prev and it worked

 

Got this error msg from the log

System.Exception: Don't know how to instantiate item of class 'dogtoy' did you forget to register a mapping?

 

Let me know if you need the rest of the log

Permarin1, Jul 5th at 11:47 PM (modified Jul 5th at 11:56 PM)

hello Tentharchitect

 

im getting some errors in my server-main.log file. its for the patches with combat overhaul fork by Alodh for 1.22.3

here are the errors im getting;

Spoiler
Line 11614: 6.7.2026 00:24:48 [Error] Patch 0 in capreolinae:patches/combatoverhaul/alceini.json: File capreolinae:entities/land/alceini.json not found
Line 11615: 6.7.2026 00:24:48 [Error] Patch 1 in capreolinae:patches/combatoverhaul/alceini.json: File capreolinae:entities/land/alceini.json not found
Line 11616: 6.7.2026 00:24:48 [Error] Patch 2 in capreolinae:patches/combatoverhaul/alceini.json: File capreolinae:entities/land/alceini.json not found
Line 11617: 6.7.2026 00:24:48 [Error] Patch 3 in capreolinae:patches/combatoverhaul/alceini.json: File capreolinae:entities/land/alceini.json not found
Line 11618: 6.7.2026 00:24:48 [Error] Patch 0 in capreolinae:patches/combatoverhaul/capreolini.json: File capreolinae:entities/land/capreolini.json not found
Line 11619: 6.7.2026 00:24:48 [Error] Patch 1 in capreolinae:patches/combatoverhaul/capreolini.json: File capreolinae:entities/land/capreolini.json not found
Line 11620: 6.7.2026 00:24:48 [Error] Patch 2 in capreolinae:patches/combatoverhaul/capreolini.json: File capreolinae:entities/land/capreolini.json not found
Line 11621: 6.7.2026 00:24:48 [Error] Patch 3 in capreolinae:patches/combatoverhaul/capreolini.json: File capreolinae:entities/land/capreolini.json not found

i saw this was reported on the combat overhaul modpage, but Alodh said this is caused from this mod, so i wanted to ask if its possible to fix this? why? because vintage story servers (MP and SP) will shut down when reaching 10.000 errors. and that can build up fast when having a very large modpack.

 

i have all the latest version of the mods for 1.22.3

nomashawn, Jul 3rd at 6:59 AM

I LOVE your mods! Thanks so much for making them! 

Having a weird issue w/this one: I play on VS vers 1.20.4 (for other mods). I have your mods: Bovinae, Caninae, Casuraiidae Plus, and Pantherinae. They all work perfectly fine and are so lovely! When I tried to download this one for vers 1.20.4 however, it caused weird problems where my shields & antlers (even ones from this mod) became replaced w/square antler mounts? Any ideas on what I can do to fix this? Thanks <33

Sorry if I'm slow to reply, I'm new to this website & not very good at forums in general.

Zombieboy1995, Jun 29th at 3:58 PM

so how long should you wait for animals to get pregnate like white tailed deer ive had them for a few days and they all say ready to mate and i have two males with them and they still havent gotten pregnate

Lonker, Jun 25th at 6:34 AM

Some animals, the moose in particular, like to sprint off of high terrain quickly enough they die to fall damage. This happens a lot.

TheFirehawk, Jun 29th at 7:07 AM
@Lonker: Some animals, the moose in particular, like to sprint off of high terrain quickly enough they die to fall damage. This happens a lot.

It's not just the moose. The way I hunt deer is to just chase them off of cliffs at this point. I always think it's kinda funny when I go out exploring and stumble over random cliffsides with massgraves underneath.

JSigbjorn, Jun 24th at 10:08 AM

I really love this series of mods, but big animals drops SO MUCH hides and meat that kinda breaks a lot a balance. And not that they are really rare too. Like 6 huge hides from a single animal. I wish there was a config to tone it down a bit so that largest were dropping like 1-3 huge hide istead of 6 and those who drop 4-6 large were dropping 1-3 large and so on.

Astyanaxx, Jun 24th at 10:55 AM
@JSigbjorn: I really love this series of mods, but big animals drops SO MUCH hides and meat that kinda breaks a lot a balance. And not that they are really rare too. Like 6 huge hides from a single animal. I wish there was a config to tone it down a bit so that large

There's a mod that more or less halves every FOTSA loot for balance purpose: https://mods.vintagestory.at/show/mod/25526

Outdated but works as intended afaik.

I completely get the author's intent on realistic meat and hide output but I also think it's a bit overkill for some animals.

Foxtrot88, Jun 23rd at 10:47 PM

THE FAUNA MODS ARE BEING UPDATED OH MY GOD YESSSSSSSSS

Beedy, Jun 23rd at 10:15 PM

Thank god you are back updating the mods! Thank you.

AstralAphelion, Jun 23rd at 8:34 PM

Thank you so much for updating your mods! I've been waiting excitedly for your updates since the new update to the game! Welcome back to modding Tenth!!! I look forward to each and every single one of them eagerly, and can't wait to bring our community server into the new update with your full lineup! Thank you for all of your hard work and all that you do!

NotTheGian, Jun 23rd at 6:43 PM

FotSA of the stone age

TheJoyfulBell, Jun 22nd at 5:27 PM

I get many errors (around 5-8) with the combatoverhaul fork by Alodh
Example: " [Error] Patch 3 in capreolinae:patches/combatoverhaul/capreolini.json: File capreolinae:entities/land/capreolini.json not found"

Sankis, Jun 19th at 9:39 PM

Is there a way to turn off the carcass spawn mechanic?

TheBigWorm, Jun 18th at 12:17 AM (modified Jun 18th at 12:32 AM)

I have caught a tundra reindeer and tamed it. I have just finished breaking it and can now ride it freely. Is it possible to claim it with a medallion? Also are they incredibly slow?

Sintobus, Jun 2nd at 8:47 PM

Just noticed you get crash to desktop if you attempt to look at the recipie for moose hide to huge hide. I believe the hides are using the old ID's pre 1.22 versus the new huge hides. Along with the fact you need raw fat and not rendered fat to turn them into pelts.

Vivid_Tallow, Jun 3rd at 10:55 AM (modified Jun 3rd at 10:58 AM)
@Sintobus: Just noticed you get crash to desktop if you attempt to look at the recipie for moose hide to huge hide. I believe the hides are using the old ID's pre 1.22 versus the new huge hides. Along with the fact you need raw fat and not rendered fat to turn them

was about to say this as well just had it happen

edit: To add on to this you cant even look at recipes pertaining to the huge hide it just crashes the game to desktop

TESLAdogcement, Jun 22nd at 2:48 PM
@Vivid_Tallow: was about to say this as well just had it happenedit: To add on to this you cant even look at recipes pertaining to the huge hide it just crashes the game to desktop

same happening to us on a dedicated server. clicking on huge hide in the guide crashes the game instantly

KittyBee, May 31st at 9:56 AM

loving this mod, noticed the moose has pretty big collision, seems to get stuck a lot and cant get past some gates, would love to pen these guys up but dosesnt fit through the two door gate 😭 not sure if thats intentional but it looks like they could fit through. 

TheJoyfulBell, May 30th at 6:21 PM (modified May 30th at 9:46 PM)

I believe the aniamls are broken right now after updating a different mod (since I don't think it's because of an update to this since it hasn't updated since the 7th, unaware of what mod it'd be causing this though.), in my game they're fleeing seemingly infinitely and have a higher detection than they used to, like the moose will run thousands of blocks away from me if they got spooked, and they can detect me from so far away that they can't be snuck up on to be shot with a crossbow. So good luck hunting anything if you aren't one shotting them and if they don't get stuck on something.

KittyBee, May 24th at 1:01 AM (modified May 25th at 2:50 AM)

are the moose able to breed and tame? also do you think maybe one day you would do slight variations of coat colour or even add an albino or melanistic versions of critters that could randomly pop up? would make breeding or encountering these critters more interesting for sure like a shiny pokemon haha! love your mods hope you update to latest soon :)

TheJoyfulBell, May 22nd at 3:27 AM

All the animals from these stone age mods are so stupid that they'll lay down in the water and drown themselves. i've had many many deer come to eat my flax early game and just drown next to my crops.

MrCross, May 23rd at 7:22 PM
@TheJoyfulBell: All the animals from these stone age mods are so stupid that they'll lay down in the water and drown themselves. i've had many many deer come to eat my flax early game and just drown next to my crops.

Pretty sure that's base game AI. during one of the early releases of 1.22 I had deer flee from me into an ocean and lay down and drown when they were sufficiently far.

swindleman, May 13th at 11:00 PM

For some reason, moose and reindeer are SUPER slow on my server, is there any reason why that might be happening? I'm using Orrukin, which requires Overhaul and JSON Lib, is this a compatibility issue?

TheDude, May 11th at 12:50 AM

Hello, is it possible to breed moose stags (Cervalces scotti), or can a moose stag be mated with a moose (Alces alces) in order to domesticate them and then breed them?

MykeEchoes, May 6th at 6:35 PM (modified May 6th at 6:36 PM)

Tentharchitect I fixed the combatoverhaul patch alceini.json and capreolini.json to work with the combatoverhaul fork for 1.22.2. I also fixed the GUI sizes for the hides, etc. If you would like I can send you the files to look over, seems to be working after 6 hours of testing on my server. Cheers!

AzieFrost, Apr 30th at 3:18 AM

How long are the Caribou pregnant for? we have been having some curruption issues with animals on our server and i want to make sure they arent being affected by it. The caribous became pregnant first but still havent had their baby even though all of my other animals have including the cows from one of the other stoneage mods

 

Sahlokhviir, Apr 22nd at 1:23 PM

deer autors please update to 1.22 please and thanks!

IgnisPolonia, Apr 21st at 8:12 PM

dear authors! please update mod to 1.22 stable versio. Thank very much

Zeratir, Apr 14th at 11:26 AM

It seam that the tamed moose take a ridiculous amount of fall damge, and the tamed reindeer speed is very low while riding.

Stelfer, Apr 10th at 7:33 PM

@ioye i am also having the same thing in logs, were you able to confirm if it was indeed this mod?

 

ioye, Mar 25th at 10:49 PM (modified Mar 26th at 7:18 PM)

Hi, I had a crash that might be related to your mod, but while going through my logs i found this, I'm not really familiar with VS logs and how they work, so sorry if it's a stupid question, but is this normal ? (log included in the spoiler tab)

Log
25.3.2026 23:29:51 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-female-rangifertarandus-* in handbook infogame:
25.3.2026 23:29:51 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-male-rangifertarandus-* in handbook infogame:
25.3.2026 23:29:51 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-female-rangifertarandus-* in handbook infogame:
25.3.2026 23:29:51 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-male-rangifertarandus-* in handbook infogame:
25.3.2026 23:29:51 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-female-rangifertarandus-* in handbook infogame:
25.3.2026 23:29:51 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-male-rangifertarandus-* in handbook infogame:
25.3.2026 23:29:51 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-female-rangifertarandus-* in handbook infogame:
25.3.2026 23:29:51 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-male-rangifertarandus-* in handbook infogame:

 

MadScoutie, Mar 25th at 8:36 PM

awsome mod anywy quick question how to keep ur moose stay idle bcs everytime i put a medal on the head its keep following me.... sry for my bad english

Tentharchitect , Mar 3rd at 5:53 PM

There was some different outcomes based on which version you were using as things have changed four times in the last few months, but the current version should usually flee from the player, with a moderate chance of letting the player get close and giving a warning attack, and a rare chance of entering aggressive mode and chasing down the player snailchimera

There should be duplicates of antlers as there are the base game versions and the mods versions. Unfortunately I can't reuse the antlers for animals with different mod domains and IDs Cerre

Cerre, Feb 27th at 2:55 PM (modified Feb 27th at 3:05 PM)

I've had this installed for a long time, but after installing the Rhinocerotidae mod my server started giving out the following warning on a long established save:

Server Warning
[Server Warning] Entity attachable shape game:entity/land/hooved/deer/elk/antlers05 defined in Item game:antler-elk-05 not found or errored, was supposed to be at game:shapes/entity/land/hooved/deer/elk/antlers05.json. Shape will be invisible.

 

I'm unsure what to do now, but all antlers added by the mod are the placeholder blocks. Modded deer still spawn normally.

EDIT: It seems the modded antlers are still there, there's also duplicates, and they are missing. No impact on gameplay.

snailchimera, Feb 19th at 7:08 PM

Hi, sorry for the trouble, but are moose supposed to bolt when in proximity to players? Based on the mod description I was expecting behavior more like the vanilla bighorns or wild pigs. If it's intended behavior that's fine! I was just wondering if it might be a bug.

Tentharchitect , Feb 13th at 8:06 PM

Thanks, fixed LynnMira

Reindeer take a long time to grow due to cold conditions and it is based on in-game hours and does not scale with year length. They'll grow after 700 in game hours have passed, so over 28 in game days SalazarWindriver

SalazarWindriver, Feb 13th at 1:06 PM

This is still on 1.21, but do wild Tundra Reindeer children grow up?  I caught two sleeping several days ago, and they still haven't grown up yet. I am also on 6-day months

LynnMira, Feb 13th at 6:51 AM

Iv noticed that the American Mountain deer (Male) hide is missing the recipe for it's oiled pelt

Tentharchitect , Feb 7th at 11:09 PM

So there was some stuff that was partially implemented in the code for 1.21 that I used that might have been causing issues, hopefully it is now fixed in 1.22 Icedteaman Vandl Exidors Zirogg

There is not a special saddle for the moose, normal ones will work redcerato

I'm not seeing those now, might have been a weird interaction Katzvielle

I think the bone flute is a little hard coded for elk at the moment, but I didn't get a crash in my last test with the moose. As for the pillion, I left it out as the pillion requires unique coordinates for the second person per item and as a result would need a separate version for male and female moose to not cause issues. This would very quickly become a lot of work across all my mods so I'm leaving it out DarkDapp

Cheese is currently hard coded to the base game version, so you can't progress through the crafting process past making and consuming cottage cheese at this time. I have the other cheeses set up in case that is openned up within the game's code TOWTsi

I'm not able to recreate this, but the latest version has cleaned up the antler code a bit so hopefully fixed this in 1.22 Urist_Ozsitmafol

No worries, sometimes I set it up for cross breeding within the same genus MANEL190

Yeah the domestication seems to not work properly for modded entities, but taming should work for moose Kakapo

0 gen so long as you find a wild baby, 1st gen otherwise. Look up elk taming as it functions the same way LynnMira


LynnMira, Feb 3rd at 7:05 PM

At what generation can you start taming the moose/reindeer/giant deer for riding and how do you tame them?

Kakapo, Jan 26th at 4:25 AM

I noticed that moose still get spooked and run away even when reaching gen 10. Havent tried other ones, but it would be cool to be able to make them docile

Zirogg, Jan 15th at 4:07 AM

Hello! I've noticed that the Male raindeer are eating from the trough but the females are not. Could this be a bug? Let me know thanks!

MANEL190, Jan 11th at 8:04 PM (modified Jan 15th at 2:03 PM)

idk if its a glitch but i just discovered (accidentally) that whitetail deer's can breed with mule deer's

 

edit: So i had a lil incident that, it was so snowy that i couldnt see that i had a male whitetail deer inside the enclosure. My bad tenthar 😭

Urist_Ozsitmafol, Dec 29th 2025 at 4:56 PM

Game crashes seemingly due to antler growth on version 1.21.6, here is someone having the same issue as me on the tracker pinpointed to this mod: https://github.com/anegostudios/VintageStory-Issues/issues/6755

Mine was also solved by uninstalling this mod and nothing else.

I would be happy to provide any info about my game if it helps. I love your mods and really hope to reinstall this one :)

TOWTsi, Dec 28th 2025 at 5:49 PM

First of all, I love the different animals in this! Thank you for this =)

I have one issue: I can't use a linen to get moose cottage cheese out of the barrel. Does it need something special? =/

DarkDapp, Dec 24th 2025 at 4:29 AM

Hey all, quick question. I am having 2 issues with this mod. 1st, whenever I use the bone flute for my tamed moose, my game kicks me to the home screen. 2nd, I can't attach the pillion cushion to the saddled moose and was curious if there was a known fix for this. Thank you!

Exidors, Dec 17th 2025 at 9:50 AM (modified Dec 19th 2025 at 12:58 PM)

Is there a known bug of deer just not touching their food at all? My female moose says Ready to Mate but she won't eat at all, neither will the male. Someone is slipping them ozempic. :(

Edit: It appears after multiple server restarts and using the Animal Cages mod to pick up and place the animals several times its fixed?

Katzvielle, Dec 9th 2025 at 5:17 PM

i got some warnings

Spoiler
[Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-female-rangifertarandus-* in handbook infogame:
9.12.2025 10:53:34 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-male-rangifertarandus-* in handbook infogame:
9.12.2025 10:53:34 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-female-rangifertarandus-* in handbook infogame:
9.12.2025 10:53:34 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-male-rangifertarandus-* in handbook infogame:
9.12.2025 10:53:34 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-female-rangifertarandus-* in handbook infogame:
9.12.2025 10:53:34 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-male-rangifertarandus-* in handbook infogame:
9.12.2025 10:53:34 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-female-rangifertarandus-* in handbook infogame:
9.12.2025 10:53:34 [Warning] Failed resolving a blocks item drop or smeltedstack with code capreolinae:pelt-raw-odocoileini-male-rangifertarandus-* in handbook infogame:
redcerato, Dec 8th 2025 at 3:57 AM

is there a special saddle for the moose?

Vandl, Dec 6th 2025 at 4:18 PM (modified Dec 6th 2025 at 6:15 PM)

I'm having the same issue with a pair of Red Brocket deer, the female says "ready to mate" but no matter how much food I give them they don't breed.

Edit: They're the ones from the mod not the vanilla ones that you can't domesticate.

Edit again: I despawned both of them, respawned a male and female from the creative mode menu, fed them both and it worked? Not sure what was going on there.

Icedteaman, Dec 3rd 2025 at 12:18 AM

Im not sure if Wonderboy will respond but his message is about my issue, so i will respond instead, yes im having the issue still.
This is the setup im using, the deer have not eaten or bred in several real life days.

 

Tentharchitect , Dec 2nd 2025 at 11:42 PM

They need to be within 10 meters of each other and sometimes take a day or so for the mating to activate, still having an issue? CutestWonderBoy

Glad you got it working, though just to say it for others chital deer aren't covered by this mod since they are in the other family of deer, so those are always base game Icedteaman

CutestWonderBoy, Nov 28th 2025 at 6:42 AM

We have a pair of mule deer, both have eaten 9 portions but aren't breeding (from what I could tell of the config file, 9 should be enough) Here's a screenshot of the female

Icedteaman, Nov 27th 2025 at 5:20 PM

I now know my issue, i had non modded deer and for some reason modded deer wouldnt spawn

Icedteaman, Nov 26th 2025 at 8:08 PM

I've gotten some pudu and chital deer but they aren't domesticating, they're eating and it says i own them but they arent breeding at all

Icedteaman, Nov 26th 2025 at 1:28 AM

Are chital deer milkable? I've been playing the mod and barely ever find any non vanilla variants, especially not more than one at a time and i really want to make deer cheese.

Tentharchitect , Nov 25th 2025 at 1:46 AM

I'll add it to the bug list Eupaf17Ternine

Thanks ToddlyToad420! Seems that your question has been answered, glad you're enjoying the mods

Eupaf17Ternine, Nov 24th 2025 at 11:59 AM

Mortally wounded tamed moose can't be healed with any healing items (they are used on player instead), same with reindeer

ToddlyToad420 Animal cages mod works

ToddlyToad420, Nov 24th 2025 at 2:27 AM

do your animal packs work with the animal cages mod? love your stuff btw, downloaded almost every pack and having ZERO issues so far!!

Tentharchitect , Nov 23rd 2025 at 9:44 PM

Gotcha, yeah no plans for mod compatibility from my end at the moment. I still have a hundred plus hours of maintenance to do and would like to get to making more fun content QuickdrawMcGraw

QuickdrawMcGraw, Nov 22nd 2025 at 3:25 AM

@Tentharchitect Jaunt also has things like stamina and the ablity to add a gait speed indicator:

image

 

It also may allow for integration with other saddles and bridles such as from the track and equipment mod: https://mods.vintagestory.at/tackandequipment

I believe it could also allow for the configuration of speeds, though I am less confident on that.

Tentharchitect , Nov 21st 2025 at 4:19 PM

Isn't jaunt base game now? I was able to implement toggling between gaits QuickdrawMcGraw

Taming works the same as with the base game elk, feed enough portions to the baby before they'd normally grow up and the mature instantly into a semi-tamed version. This entity can become a tamed version if saddle broken Neocrife

QuickdrawMcGraw, Nov 18th 2025 at 1:42 AM

Love that the moose can be can be tamed and ridden, any chance for jaunt integration? There is a mod that already does this for elk: https://mods.vintagestory.at/elkjaunt which might make it easier to code.

Neocrife, Nov 14th 2025 at 9:04 PM (modified Nov 14th 2025 at 9:05 PM)

Hi guys, never tried to tame animals in this game but I found moose from FOSA mod was tamable as explain in the tabulation. But I can't try to tame it with the saddle. How do we do ? Do I need to make babies first ? Can't we tame wild adult ?  Thanks

Tentharchitect , Nov 14th 2025 at 8:27 PM

Figured out the issue, should be fixed in the next update, Seransei and Sekenneri

Had some medical stuff pop up that pushed by my modding time a week but it will hopefully be out within the week

Seransei, Nov 8th 2025 at 1:28 PM (modified Nov 8th 2025 at 1:29 PM)

Hey, I noticed that when clicking the Moose carcass in the handbook the game crashes with a NullReferenceException. It happens with some other carcasses too, but the problem is prob the same

Crash Report
Running on 64 bit Windows 10.0.26100.0 with 32536 MB RAM
Game Version: v1.21.5 (Stable)
08/11/2025 14:27:18: Critical error occurred in the following mod: extrainfo@1.10.1
Loaded Mods: chiseltools@1.15.3, capreolinae@2.0.1, overhaullib@1.10.2, primitivesurvival@3.9.5, prospecttogether@2.1.0, silentpause@1.0.2, game@1.21.5, attributerenderinglibrary@2.3.0, backpackpackplusexpanded@1.2.5, betterfirepit@1.1.6, betterruins@0.5.0, bettertraders@0.1.0, carryon@1.10.7, combatoverhaul@0.9.4, commonlib@2.8.0, extrainfo@1.10.1, farseer@1.3.2, foodshelves@2.3.0, genelib@2.1.2, jaunt@2.1.1, knapster@3.0.0, maltiezcrossbows@1.5.2, maltiezfirearms@1.3.5, rivers@4.7.2, creative@1.21.5, survival@1.21.5, armory@1.2.1, draconis@1.1.2, equus@1.2.0, playercorpse@1.12.0, quiversandsheaths@0.4.1, stonequarry@3.4.3
Involved Harmony IDs: extrainfo
System.NullReferenceException: Object reference not set to an instance of an object.
at ExtraInfo.HandbookExtensions.AddEntityHealthAndDamageInfo(List`1 list, ItemSlot inSlot, ICoreClientAPI capi) in C:\Users\dana_\Source\Repos\ExtraInfo\ExtraInfo\src\Utility\HandbookExtensions.cs:line 201
at ExtraInfo.GetHandbookInfoPatch.Postfix(RichTextComponentBase[]& __result, ItemSlot inSlot, ICoreClientAPI capi, ActionConsumable`1 openDetailPageFor) in C:\Users\dana_\Source\Repos\ExtraInfo\ExtraInfo\src\HarmonyPatches\GetHandbookInfoPatch.cs:line 12
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch1(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 128
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 348
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 95
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 174
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 446
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 593
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1996
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 52
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2026
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 359
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 921
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 213
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Sekenneri, Nov 7th 2025 at 2:54 AM

This is probably the same crash MushroomDot was having, but I have the traceback from it if it's helpful to you.

 

Crash Report

              21:49:07  [Info] Player Sekenneri got removed. Reason: Threw an exception at the server
            
          
            
              21:49:07  [Error] Exception: Object reference not set to an instance of an object.
            
          
            
                 at Vintagestory.API.Common.Block.IsReplacableBy(Block block) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1846
            
          
            
                 at Vintagestory.GameContent.EntityBehaviorDeadDecay.DecayNow() in VSEssentials\Entity\Behavior\BehaviorDecay.cs:line 61
            
          
            
                 at 
Vintagestory.GameContent.EntityBehaviorHarvestable.Inv_OnInventoryClosed(IPlayer
 player) in VSEssentials\Entity\Behavior\BehaviorHarvestable.cs:line 306
            
          
            
                 at Vintagestory.API.Common.InventoryBase.Close(IPlayer player) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 871
            
          
            
                 at 
Vintagestory.Server.ServerSystemInventory.HandleInvOpenClose(Packet_Client
 packet, ConnectedClient client) in 
VintagestoryLib\Server\Systems\Inventory.cs:line 39
            
          
            
                 at 
Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket
 cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 280
            
          
            
                 at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 934
Tentharchitect , Nov 2nd 2025 at 7:13 PM

Figured out the issue, should be fixed in the next update MushroomDot

Not natively, but there is a community that patches the mods Comradesbrother

Comradesbrother, Nov 2nd 2025 at 6:38 PM

Does this work with the Animal cages Mod?

MushroomDot, Nov 1st 2025 at 5:51 PM (modified Nov 1st 2025 at 5:52 PM)

Unsure if its related to this mod or Cervinae or perhaps actually Butchering mod. But I have an issue. Butchering em causes a quick error message with an alt tab saying I crashed, it doesnt crash the game but just kicks me from the game with just a disconnect message in server logs. Nothing gamebreaking but annoying. I apologize in advance if its not related to this mod. Moose cause this issue, all other FotSA mods work perfectly.

 

EDIT: Its butchering, I apologize. It just had an update. Awesome mods btw! Cant play without em!

Tentharchitect , Oct 30th 2025 at 9:21 PM

Fixed, the babies were still using the old pelts mj_outlaw

mj_outlaw, Oct 30th 2025 at 4:52 PM

mate, I got weird texture on the latest 

https://postimg.cc/F1G21hqj

Skiff1, Oct 30th 2025 at 2:49 AM

thanks for the heads up and thanks again for all those mods i just can't play whithout them great work 

Tentharchitect , Oct 29th 2025 at 4:29 PM

I'm pretty sure some other folks have reported that and it is on the Butcher mod author's radar Skiff1

Skiff1, Oct 29th 2025 at 1:34 AM

hello my friends an i keep gettind disconnected as soon as we butcher a moose from the mods here is the crash report hopefully it helps 

Crash Report
28.10.2025 20:36:28 [Server Warning] Exception at client 3. Disconnecting client.
28.10.2025 20:36:28 [Server Notification] Client 3 disconnected: An action you (or your client) did caused an unhandled exception
28.10.2025 20:36:28 [Server Notification] UDP: client disconnected Nivmizz7
28.10.2025 20:36:28 [Server Event] Player Nivmizz7 got removed. Reason: Threw an exception at the server
28.10.2025 20:36:28 [Server Error] Exception: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.IsReplacableBy(Block byBlock, EnumHandling& handled) in VSSurvivalMod\BlockBehavior\BehaviorFiniteSpreadingLiquid.cs:line 642
   at Vintagestory.API.Common.Block.IsReplacableBy(Block block) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1828
   at Vintagestory.GameContent.EntityBehaviorDeadDecay.DecayNow() in VSEssentials\Entity\Behavior\BehaviorDecay.cs:line 85
   at Vintagestory.GameContent.EntityBehaviorHarvestable.Inv_OnInventoryClosed(IPlayer player) in VSEssentials\Entity\Behavior\BehaviorHarvestable.cs:line 306
   at Vintagestory.API.Common.InventoryBase.Close(IPlayer player) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 871
   at Vintagestory.Server.ServerSystemInventory.HandleInvOpenClose(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 39
   at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 280
   at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 934
Tentharchitect , Oct 27th 2025 at 5:08 PM

I wanted to get these guys and the big cats all polished so I can start moving forward on updating the rest. I really don't want to implement something buggy and make that mistake across all 18 creature mods

MushroomDot, Oct 27th 2025 at 4:33 PM

Tentharchitect, WOW, thank you so much. Such a fast update!!! And sorry for the lack of description, reason was the earlier already mentioned it. You are amazing!

Tentharchitect , Oct 27th 2025 at 3:59 PM

Should be fixed now MushroomDot and Sekenneri

MushroomDot, Oct 27th 2025 at 11:43 AM

errors

Sekenneri, Oct 26th 2025 at 8:00 PM

Getting frequent initilization failures on capreolinae entities:

 

Spoiler

15:52:53  [Warn] An entity capreolinae:cervidae-capreolini-adult-female-capreoluspygargus failed to complete initialisation, will not be physics ticked.

15:52:57  [Error] Failed to parse task config 'seekentity-r (Vintagestory.API.Common.AiTaskBaseConfig)' for entity 'capreolinae:cervidae-capreolini-adult-female-capreoluspygargus'. Exception:

Newtonsoft.Json.JsonSerializationException: Error converting value "fleeondamage" to type 'System.String[]'. Path 'whenNotInEmotionState', line 50, position 41.

---> System.ArgumentException: Could not cast or convert from System.String to System.String[].

at Newtonsoft.Json.Utilities.ConvertUtils.EnsureTypeAssignable(Object value, Type initialType, Type targetType)

at Newtonsoft.Json.Utilities.ConvertUtils.ConvertOrCast(Object initialValue, CultureInfo culture, Type targetType)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType(JsonReader reader, Object value, CultureInfo culture, JsonContract contract, Type targetType)

--- End of inner exception stack trace ---

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType(JsonReader reader, Object value, CultureInfo culture, JsonContract contract, Type targetType)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType)

at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings)

at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings)

at Vintagestory.API.Common.AiTaskBaseR.LoadConfig[TConfig](EntityAgent entity, JsonObject taskConfig, JsonObject aiConfig) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\TasksRefactored\AiTaskBase.cs:line 581

15:52:57  [Error] Task with code 'seekentity-r' for entity 'capreolinae:cervidae-capreolini-adult-female-capreoluspygargus': failed to instantiate task, possible error in task config json.

15:52:57  [Error] Couldn't add entity type capreolinae:cervidae-capreolini-adult-female-capreoluspygargus at 511206.5, 185.01, 510805.5 due to exception in code. Will remove from chunk, sorry!

15:52:57  [Error] Exception: Exception has been thrown by the target of an invocation.

---> Newtonsoft.Json.JsonSerializationException: Error converting value "fleeondamage" to type 'System.String[]'. Path 'whenNotInEmotionState', line 50, position 41.

---> System.ArgumentException: Could not cast or convert from System.String to System.String[].

at Newtonsoft.Json.Utilities.ConvertUtils.EnsureTypeAssignable(Object value, Type initialType, Type targetType)

at Newtonsoft.Json.Utilities.ConvertUtils.ConvertOrCast(Object initialValue, CultureInfo culture, Type targetType)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType(JsonReader reader, Object value, CultureInfo culture, JsonContract contract, Type targetType)

--- End of inner exception stack trace ---

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType(JsonReader reader, Object value, CultureInfo culture, JsonContract contract, Type targetType)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)

at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType)

at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings)

at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings)

at Vintagestory.API.Common.AiTaskBaseR.LoadConfig[TConfig](EntityAgent entity, JsonObject taskConfig, JsonObject aiConfig) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\TasksRefactored\AiTaskBase.cs:line 581

at Vintagestory.API.Common.AiTaskBaseR..ctor(EntityAgent entity, JsonObject taskConfig, JsonObject aiConfig) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\TasksRefactored\AiTaskBase.cs:line 416

at Vintagestory.GameContent.AiTaskBaseTargetableR..ctor(EntityAgent entity, JsonObject taskConfig, JsonObject aiConfig) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\TasksRefactored\AiTaskBaseTargetable.cs:line 335

at Vintagestory.GameContent.AiTaskSeekEntityR..ctor(EntityAgent entity, JsonObject taskConfig, JsonObject aiConfig) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\TasksRefactored\AiTaskSeekEntity.cs:line 217

at System.RuntimeMethodHandle.InvokeMethod(Object target, Void** arguments, Signature sig, Boolean isConstructor)

at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)

--- End of inner exception stack trace ---

at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr) at System.Reflection.MethodBaseInvoker.InvokeWithFewArgs(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)

at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)

at Vintagestory.GameContent.EntityBehaviorTaskAI.Initialize(EntityProperties properties, JsonObject attributes) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 46

at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 645

at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 128

at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) in VintagestoryLib\Server\ServerMain.cs:line 2398

15:52:57  [Warn] An entity capreolinae:cervidae-capreolini-adult-female-capreoluspygargus failed to complete initialisation, will not be physics ticked.

Tentharchitect , Oct 25th 2025 at 9:25 PM

Thanks all! Glad you're enjoying it and have fun encountering, riding, milking and hunting deer!

I don't test older versions, but in theory they might be compatible if nothing applicable to this mod has changed WormGang

No plans to add Megaloceros to this mod, as it is not a Capreolinae deer. In case you are not aware, Megaloceros was commissioned last winter as a ridable animal, and is currently the only animal in the FotSA: Cervinae mod SnowTitan

SnowTitan, Oct 25th 2025 at 8:49 PM

Are there any plans to add the Irish Elk (Megaloceros) to this mod, they were alive during the stone age and were a bit bigger than a modern day moose, with a much more deer shaped body. I would love to see them as either a ridable mount, or just something very challenging to hunt. No worries if it can't happen

Kaihautu, Oct 25th 2025 at 1:40 PM

Legit just cheered when I saw the available update. Thanks for all your hard work!

j0h_, Oct 25th 2025 at 11:58 AM

this is my favorite pack out of all the FotSA <3 (2. elephantide, 3. penguines lol) but i also use an antler and horns cosmetic so i am very happy you could update everything here, really really great work!

Shadowise, Oct 25th 2025 at 12:34 AM

Tentharchitect, your work is always so impressive!

WormGang, Oct 25th 2025 at 12:20 AM

stupid question but does the 1.21.5 version work okay on older versions?(like 1.21.1) or is it JUST for that specific version of the game? i assume it doesn't but cant hurt to ask lol

Tentharchitect , Oct 24th 2025 at 10:41 PM

That you can! 

MANEL190, Oct 24th 2025 at 10:25 PM

we can ride moose's now >:D

Tentharchitect , Oct 21st 2025 at 9:40 PM

Yeah I'd tried to be optimal with the mod by reusing base game textures but they moved the texture files and changed some other things with the deer. So instead of redoing part of it to temporarily fix it and then redoing it again, I decided to do my art rework now since it has been on my backlog list for 20 months. I'm about 90% done now Anotzibartschad

Anotzibartschad, Oct 21st 2025 at 8:15 PM

Hey friend, I'm having an issue where the textures from some of the animals are missing. 
image

Tentharchitect , Oct 9th 2025 at 5:35 PM

I'm about 100 hours into the update, have maybe 40-60 more hours to go. Like EnsouldedSteel said, you can follow the progress on my kofi page or on the FotSA discord thread Kamulton

EnsouledSteel, Oct 9th 2025 at 12:31 PM (modified Oct 9th 2025 at 12:32 PM)

@Kamulton Check out the kofi, looks like its in the works

Kamulton, Oct 8th 2025 at 9:54 PM

What will happen with this mod? Will there be an update?

Tentharchitect , Sep 27th 2025 at 10:12 PM

You're welcome, thanks for saying so Yelb! Today is the first day of my off season so hopefully progress can soon be made on the Capreolinae rework

Yelb, Sep 26th 2025 at 5:08 PM

Hi, i was counting the miiatures to check if anything was missing from my world, and i found that was the one !

Thanks for your mods, they are all awesome.

 

Tentharchitect , Sep 26th 2025 at 4:28 PM

Thanks for saying so isaydefy! Happy to bring them to the Vintage Story community

isaydefy, Sep 26th 2025 at 6:02 AM

Thank you on all your hard work! These mods are beautiful and improve my enjoyment of the game greatly, I just love seeing all the animals as I wander about. 

Tentharchitect , Sep 25th 2025 at 5:50 PM

A few weeks minimum, my summer job is over tomorrow so that should speed up my modding but I'll need to re-do a ton of art assets in this mod VrillMaxxer

VrillMaxxer, Sep 25th 2025 at 4:28 PM

Ay mon, any word of an ETA for this woderful piece of art ? Its prolly my most most anticipated one out of de bunch!

 

Tentharchitect , Sep 21st 2025 at 4:13 PM

Sounds about right, 1.21 broke a lot of ways this mod functioned and I haven't updated it yet ArsStels

ArsStels, Sep 20th 2025 at 9:28 PM

I launch my world (1.21.0) on a local dedicated server and see this message in the logs:

Logs
21.9.2025 00:06:47 [Error] Entity shape for entity capreolinae:cervidae-capreolini-baby-female-capreoluscapreolus not found or errored, was supposed to be at game:shapes/entity/land/hooved/deer/taruca/baby.json. Entity will be invisible!
21.9.2025 00:06:47 [Error] Entity shape for entity capreolinae:cervidae-capreolini-baby-male-capreoluscapreolus not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/taruca/baby.json. Entity will be invisible!
21.9.2025 00:06:47 [Error] Entity shape for entity capreolinae:cervidae-capreolini-baby-female-capreoluspygargus not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/taruca/baby.json. Entity will be invisible!
21.9.2025 00:06:47 [Error] Entity shape for entity capreolinae:cervidae-capreolini-baby-male-capreoluspygargus not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/taruca/baby.json. Entity will be invisible!
21.9.2025 00:06:47 [Error] Entity shape for entity capreolinae:cervidae-capreolini-adult-female-hydropotesinermis not found or errored, was supposed to be at game:shapes/entity/land/hooved/deer/water/adult.json. Entity will be invisible!
21.9.2025 00:06:47 [Error] Entity shape for entity capreolinae:cervidae-capreolini-baby-female-hydropotesinermis not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/taruca/baby.json. Entity will be invisible!
21.9.2025 00:06:47 [Error] Entity shape for entity capreolinae:cervidae-capreolini-adult-male-hydropotesinermis not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/water/adult.json. Entity will be invisible!
21.9.2025 00:06:47 [Error] Entity shape for entity capreolinae:cervidae-capreolini-baby-male-hydropotesinermis not found or errored, was supposed to be at shapes/game:entity/land/hooved/deer/taruca/baby.json. Entity will be invisible!

 

In the game, they're also really textless. I met one, but it disappeared while I was writing this comment.

Tentharchitect , Sep 8th 2025 at 4:09 PM

I really appreciate that comment cowdragons Love all the excitement about my mods but the excitement has been a little overwhelming XD

cowdragons, Sep 5th 2025 at 5:56 AM (modified Sep 5th 2025 at 7:03 AM)

thank you so much for your work on these amazing mods! and for your patience with dealing with some less than patient fellow commenters :T

Kamulton, Sep 3rd 2025 at 9:38 AM
Currently the question marks don't show up, the game just freezes ;) When will version 1.21.0 be released for all animals ? ? ;) Tentharchitect
Tentharchitect , Aug 31st 2025 at 3:12 PM

Not at this time Swerve

And thank you for saying so! FeeDaFox

Swerve, Aug 31st 2025 at 4:42 AM (modified Aug 31st 2025 at 4:50 AM)

Can you saddle the larger species when fully domesticated?

FeeDaFox, Aug 29th 2025 at 7:12 AM

While I do wish for things to be updated soon, I am Thankful that Tentharchitect has made these mods and is willing to work on it when they can. So Thank you for all the hard work and all the time you have put into these mods

Tentharchitect , Aug 27th 2025 at 3:41 PM

Please don't upload a log. I'm aware that they changed some things with both riding and the base game file formatting, which broke this mod, the other deer mod and the elephants. I'm still on my 80 hour work week schedule, and bug fixing in between.
The rest should be fine to use in 1.21 Chardok

Chardok, Aug 26th 2025 at 1:16 PM (modified Aug 26th 2025 at 1:27 PM)

I'm getting a bunch of errors and warnings from this mod since the newest update, it all looks like it can't find the required shape for the entities, sorry if that makes no sense. is there someay i can easily upload my log file for you?

 

update: I disabled this one and was getting the same issues with another one of your animal mods.

Tentharchitect , Aug 25th 2025 at 11:38 PM

You reduce the group size, as this can exceed the spawn limit maxsteele

Though I intend to remove white tailed deer herds due to folks thinking they are a bug and reporting it regularly

maxsteele, Aug 22nd 2025 at 2:42 AM

Love this mod!  However, I've noticed the "White Tailed Deer" have a spawn amount of 30-40 for females and babies.  This is quite excessive and has made finding meat trivial in my game.

I looked in the odocoileini.json file, and the only spawning entry I was able to find is:

"spawnQuantityMaxByType": {
"*-hippocamelusbisulcus": 1,
"*-odocoileushemionus": 3,
"*-odocoileusvirginianus": 3,
 
How can I reduce the maximum spawn amount for the White Tailed Deer females and babies?
El_Neuman, Aug 17th 2025 at 5:44 PM

Amazing mod, thank you very much!

Lantalia, Jul 27th 2025 at 12:00 AM

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-Capreolinae-v1.2.9.zip_b74e67134c0b\assets\capreolinae\itemtypes\animals.json got --> 445:42
|
445 | "rotation": { "x": -8, "y": -63, "z": -7 }
| ^---
|
= expected boolean, null, or string

Rui333, Jul 20th 2025 at 2:40 PM

Came back to say: yeah, you're probably right, lol. My bad!

Tentharchitect , Jul 16th 2025 at 4:39 PM

I'll add that to the bug list, though that sounds to be normal gameplay for an icy experience. This mod series only adds a few animals to the icy climate range, so if none spawn right away it might be hours before they fill in the missing slots Rui333

Rui333, Jul 13th 2025 at 1:29 AM

Hi! A couple things with this mod.

 

  1. Caribou are unable to attack the player. When they aggro they will press up against the player but cannot deal damage.

 

2. I have a few of these mods installed, I can get the exact ones if needed, and I have noticed something. When playing Icy on my fiance's game (which does not have any FotSA mods inistalled), there are quite a few animals around. However when I play on my single game with the FotSA mods enabled, I can go as long as five minutes irl without seeing one animal and constantly running which is a bit of an issue in an Icy game.

 

I do have some other mods installed that add entities (horses, primitive survival), but my fiance has those added too to his game.

Tentharchitect , Jul 7th 2025 at 5:51 PM

Baby odocoileini and capreolini deer have a 30% chance of being captured, and a 5% chance of destroying the baskets Azurekitsune

Azurekitsune, Jul 7th 2025 at 7:31 AM

which of these deer are catchable with a basket trap?

Tentharchitect , Jun 23rd 2025 at 4:43 PM

Some of the deer of this mod were indeed added to the base game. Not all the features and species of this mod were incorporated however, so this mod still has use, which is why I'm continuing to maintain it merryclefairy

B0YAR, May 28th 2025 at 3:48 PM

Tentharchitect

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

Yvanortra, May 4th 2025 at 6:09 PM

well, i have no knowledge of code in any way ^^ 

just thought this mod is the only one i use that has any form of carcass. might have been an answer but no, back to zero, still dont know what it is.

much thanks for the explanation ^^ funny thing is, it does not only act like an entitiy but actually does take over, i found a 3rd one around my base xD 

Tentharchitect , May 4th 2025 at 4:22 PM

So the carcass system in these mods isn't coded or anything like that, I just manually add new entities that don't have any pathfinding ai and use a carcass as the shape file. There's no way that could alter other mods, it's something they'd have to add themselves. 

Though now I'm getting the humorous image of a broken entity mod turning all the other mods into more of it's own type XD Yvanortra

Yvanortra, May 4th 2025 at 10:59 AM

first: gread mod(s)! i love it.

sadly i have a problem:

i found a carcass or two around my base, but the animals they belong to are from another mod (Legacy of the phaneozoic series)

those mods dont have the carcass system (i think, mod page doesnt say they have) so i figured the mods might interfere with each other?

...and i cant remove the carcass. i can kill the carcass and the "dead carcass" is not removeable.

 

Vari_Ares, Apr 24th 2025 at 10:19 PM

Okay thx that nice to see, that helped me a lot because I traped some mom and a LOT of babies just run into the trap from FAR away lol 

Tentharchitect , Apr 24th 2025 at 10:05 PM

Baby deer try to follow their mom. Large herds of white-tailed deer will be made up of moms and babies, and sometimes RNG makes the ratio such that the herd is almost all babies

Vari_Ares, Apr 24th 2025 at 4:13 AM

Hi, do the babies dears are attracked by their mom or dad or both ? Because I came across a lot and the babies followed them from faaaarrr lol, I captured 15 of them ! 

Tentharchitect , Apr 17th 2025 at 9:30 PM

You can adjust the range by editing the json files if that is the only barrier to you using this mod! Kayouh

Kayouh, Apr 14th 2025 at 5:44 PM

It can't only be me but I don't see anyone mentionning it. The mod seems cool and very well made, but the breathing of the deer is driving me up a wall. I can hear them as if they were breathing down my neck even if they are 50+ blocks away. Couldn't play with this honestly

Tentharchitect , Apr 6th 2025 at 4:20 PM

https://discord.gg/dkzwBurPnW
Here you go TigerLillian

TigerLillian, Apr 6th 2025 at 12:29 AM

Oh nice, I didn't know there was a discord! Where can I find the invite link? Here's my google doc if anyone needs it, but the discord will be a better place to go FotSA Capreolinae Animal Cages Compat - Google Docs

Diurach, Apr 5th 2025 at 4:30 PM

thats great! i was curious which pack to comment on

Tentharchitect , Apr 5th 2025 at 3:02 PM

Not to this pack, I'll be adding the red deer to the Cervinae pack whenever I finish that pack's roster Diurach

Diurach, Apr 5th 2025 at 10:28 AM

is it possible that red deer (cervus elaphus) can be added to this mod? Tentharchitect

Tentharchitect , Mar 31st 2025 at 8:48 PM

That's fine with me TigerLillian are you aware of the discord group that has something similar?
The moose have a long breeding cool down, they might not be done with that yet

TigerLillian, Mar 30th 2025 at 7:12 PM

Hi! I made a google docs with code for compatibility with the Animal cages mod. As well as a guide to add in any entity that I didn't. Would you mind if I posted a comment with the link for others to see? Completely okay if not.

Taeo, Mar 27th 2025 at 2:46 AM

The moose doesn't seem interested in the sunflower cereal I put in the trough. As far as I know, the "Art of Growing" mod I have installed just renames sunflower grain to sunflower cereal but it should be the same item (game:grain-sunflower). The moose walk up to the trough, act like they're eating, but the portion never goes down. Very strange!

EliasBrannigan, Mar 24th 2025 at 9:05 PM

I'm a huge fan of all these prehistoric animal mods, I really love how it adds to the prehistoric & neolithic vibes of the early game, even the dinosaurs lol.

I'd like to second someone else's suggestion about a camel pack. I'm a huge fan of camels and would love to see them, especially with the quality you put into these animal packs.

Tentharchitect , Feb 17th 2025 at 11:09 PM

Looks like something else is up, will trouble shoot it and have it out in the next update Rakshasa

Rakshasa, Feb 17th 2025 at 12:00 AM

Tentharchitect Ive increased the size of the width and height to 16384 and still nothing has changed. I tried disabling every mod that would effect animals and animal items in a singleplayer test and nothing has worked which is weird.

Tentharchitect , Feb 16th 2025 at 6:02 PM

I'm not sure what you mean BlueSteel, are they floating in air?

The atlas settings depend on your mod list, but can be alterred in multiples of 2. I'd recommend doubling the width or height Rakshasa

BlueSteelAU, Feb 15th 2025 at 9:31 PM

Something happened to Moose getting Errors to do woth adults and babies floating  in latest version of vs .. before this update of this mod  everything seemed to work fine

Rakshasa, Feb 15th 2025 at 8:06 PM

Hey Tentharchitect, sorry to get back to you so late. I did disable butchering, but nothing seemed to change. The item DOES exist when placed, it's just invisible. What block atlas settings do you suggest using? I already had to change it once to 8192x8192 for some visiblitiy issues pertaining to butchering, but im not exactly sure what im doing here. I only changed it to these settings because of a comment recommendation.

Tentharchitect , Feb 5th 2025 at 4:18 PM

Thanks, and thanks for pointing that out, looks like the capreoline baby size multiplier adjustments I made didn't make it into the updated. Will get those updated soon LordReems

LordReems, Feb 5th 2025 at 7:01 AM

Could the sizes of these models be revised in a future update? They're so tiny! The baby roe deer look like they could fit in the palm of my hand. Great mod regardless!

Tentharchitect , Feb 1st 2025 at 5:21 PM

Do they still exist and are invisible or delete themselves? It could be that your texture array has exceeded the x4 limit you set and things beyond that are disappearing, especially if it is just Odocoileini deer as they still use the block atlas, while I've updated the roe deer and the moose to use the item atlas instead. The other theory I have is that butchery or another mod adds a rot timer

Rakshasa, Feb 1st 2025 at 6:29 AM

Tentharchitect It just seems to be all the time anytime it's placed down on the ground. That's all Ive noticed with it. It's also not all the models it seems? Could it have to do with a texture array thing that I had to increase earlier? Im also running mods like butchering if that adds any importance.

Tentharchitect , Jan 31st 2025 at 4:47 PM

Strange, any consistency with it? Time until it happens, when not loaded, stuff like that? Rakshasa

Rakshasa, Jan 31st 2025 at 8:49 AM

I love these mods so far, but im having issues with some of the models disappearing? Specifically hide models when placed on the ground?

Tentharchitect , Jan 28th 2025 at 12:39 AM

Thanks for saying so!

Megaloceros is in my time range, and I actually made a model back before I started publishing the FotSA mods. It needs an overhaul now that I've found my style, but it'll be making a come back whenever I make the Cervidae pack, along with a couple other recently extinct large deer. Xyconis

Xyconis, Jan 27th 2025 at 11:15 PM

I'm a huge fan of your mods, they're incredibly high quality and I quite literally refuse to play without your whole suite! 
That being said I was curious if you had plans to add the megaloceros? I'd love to run into an irish elk in the wilds but I don't know if they are in the age range you're going for in your mods.

Either way, huge fan, awesome work!

Tentharchitect , Jan 17th 2025 at 8:47 PM

This mod does not replace all deer in game, only members of Capreolinae. The elk, chital deer and fallow deer still spawn and this mod shouldn't impace elk taming as a result MRGOOSE

MRGOOSE, Jan 17th 2025 at 8:26 PM

when elk taming gets added. i dont think it would work because the mod replaces all deer in the game

TheChickenWizard, Jan 2nd 2025 at 8:57 AM

Yup that was me, thanks! 

Tentharchitect , Dec 29th 2024 at 4:04 PM

They did add my deer to the game TheChickenWizard
Thank you kindly! It was a big highlight of my year, and I'm intending to update this mod to the base game's art style so folks can get those missing species as well. 

Also, assuming you're the same person who posted on reddit, beautiful work on the unicorn!

Tentharchitect , Dec 29th 2024 at 4:02 PM

Thanks for puzzling that out Desthion
Much appreciated!

TheChickenWizard, Dec 27th 2024 at 12:40 AM

Greetings, out of the loop but i've gotta ask: did the devs make your mod official and add it to the game? can help but notice how many of the recently added deer are near identical to those in your mod. If so then congrats! your critters absolutley deserve to be in the base game, would love it if they finshed up adding mule deer and the other missing species too. 

Desthion, Dec 26th 2024 at 7:15 PM

Hi, I managed to fix the issues with javelins. The problem was in the patch jsons. First they were pointing to the wrong files "caninae:entities/land/alceini" instead of "capreolinae:entities/land/alceini". Secondly in some cases there were key errors in the arm and leg elements with "L lower arm" and "L lower arm" being in both of those elements which seemed to be causing issues, by changing them to "L front lower arm" in the arm element and "L back lower arm" in the leg element. After making these changes when i hit a moose for example with a projectile like a javelin it now properly falls to the ground to be picked back up instead of just disappearing.

Tentharchitect , Dec 23rd 2024 at 6:56 PM

I'd recommend checking in with Maltiez about that, I don't know all too much about how CO works, just what Maltiez showed me about the patching format

Desthion, Dec 23rd 2024 at 5:48 AM

Hi, there seems to be an issue with this mod when combat overhaul is installed. For some reason if you hit any of these deer with a projectile like a javelin the projectile will all ways disappear after hitting. It only seems to happen with the deer, if i try it for example on the wooly rhino the projectile drops to the ground after hitting like its supposed to do.

Tentharchitect , Dec 6th 2024 at 9:45 PM

The elk wasn't touched by this mod so should still be the same as basegame

Aphelion, Dec 6th 2024 at 9:24 PM

do the ridable elk in the latest patch still spawn and function normally?

Tentharchitect , Dec 6th 2024 at 3:06 AM

Potentially, but not soon. I want to try making a new animal clade with riding first before adding it to this one, so I can get an idea of how much goes into it. It will require making new entities, but those can likely share the same model, texture and most of the existing behavior

Auro, Dec 6th 2024 at 2:07 AM

Now that mounts are a thing, are you going to update your mods to allow mounting the larger animals of each mod? it is understandable if you don't, the elk mount seems to behave very differently from other animals, so maybe it is not the same kind of entity, I would assume.

Hydromancerx, Nov 12th 2024 at 1:08 AM

Thanks for patching with Wool and More mod!

SturgeonFish, Oct 16th 2024 at 11:23 PM

Patiently awaiting the day we are able to tame and ride megaloceros. Love this collection of mods.

Laerinok, Oct 3rd 2024 at 8:19 AM

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

Tentharchitect , Jul 25th 2024 at 4:43 PM

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

chkdsk, Jul 9th 2024 at 10:04 AM

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)

Tentharchitect , Jun 19th 2024 at 4:14 PM

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

Cadge, Jun 18th 2024 at 9:04 PM

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?

chkdsk, Jun 16th 2024 at 5:09 AM

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

Tentharchitect , Jun 9th 2024 at 3:27 PM

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

KarinaWinsmore, Jun 9th 2024 at 3:44 AM

Will installing this mod override stats on the moose or add new moose variant? Base game moose are pathetic.

Lacero, Jun 5th 2024 at 11:19 AM

thanks for the fix :)

Lacero, Jun 2nd 2024 at 2:44 PM

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}" ]

Tentharchitect , May 19th 2024 at 5:41 PM

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!

Stejer, May 19th 2024 at 4:21 PM

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

Tentharchitect , Apr 19th 2024 at 3:17 PM

Thank you kindly for pointing that out!

 

Rhoun, Apr 19th 2024 at 12:01 AM

You have a typo in drops for Mooses (alceini), so there are no pelts drops now:

"code": "capreolinae:pelt-alecini-{gender}-{type}",

VaelophisNyx, Apr 14th 2024 at 1:00 AM

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

Tentharchitect , Apr 13th 2024 at 9:24 PM

It does not, I don't think I'll look into much compatibility until after I finish all my animal and plant mods

EaNasir123, Apr 13th 2024 at 8:41 PM

Does this support the butchery mod?

Tentharchitect , Apr 13th 2024 at 7:46 PM

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.

pyrix0, Apr 13th 2024 at 6:22 PM

Hey man, did you remove antlers?

Tentharchitect , Apr 13th 2024 at 3:19 PM

Ah thanks Perdous! I switched to the base game moose model, they probably used a different animation name for those and I missed that

Perdous, Apr 13th 2024 at 2:51 PM

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 :)

Tentharchitect , Apr 12th 2024 at 7:15 PM

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

Tentharchitect , Apr 7th 2024 at 5:06 PM

Yep, they changed how the diets worked in 1.19 so you'll get this error until I refactor the mod for 1.19

Bazim, Apr 7th 2024 at 7:46 AM

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

Hydromancerx, Mar 17th 2024 at 6:07 PM

Tentharchitect

Oooo! I am excited for the marsupals! I LOVE kanagroos!

Tentharchitect , Mar 17th 2024 at 5:59 PM

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

tRead, Mar 17th 2024 at 9:29 AM

looking forward to a 1.19 version of this!  but happy to see your other projects in the meantime. <3

Tentharchitect , Mar 2nd 2024 at 2:05 AM

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.

BHamma15, Mar 2nd 2024 at 1:48 AM

is there plans to update for 1.19? or will this still work?

pyrix0, Feb 17th 2024 at 4:47 PM

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?

Tentharchitect , Feb 17th 2024 at 4:06 PM

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.

pyrix0, Feb 15th 2024 at 10:15 PM

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.

Tentharchitect , Feb 12th 2024 at 3:17 PM

It's something I've considered doing more and more, though I wouldn't be coding in a new riding mechanic

Hydromancerx, Feb 11th 2024 at 9:23 PM

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!

Tentharchitect , Jan 23rd 2024 at 4:51 AM

Oh absolutely. All of those and more are animals I'd like to bring to Vintage Story!
Thank you as well!

Hydromancerx, Jan 23rd 2024 at 4:39 AM

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!

Tentharchitect , Jan 23rd 2024 at 3:55 AM

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.

Stejer, Jan 22nd 2024 at 5:21 PM

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?

Tentharchitect , Nov 23rd 2023 at 2:11 AM

That it is! 

Botaxalim, Nov 18th 2023 at 5:11 PM

this already in-build in version 1.19 gratsn tyron alr include deers in their recent version

Tentharchitect , Nov 15th 2023 at 4:16 PM

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

 

PlaguedMongoose, Nov 11th 2023 at 9:15 PM

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.

TwoF, Nov 9th 2023 at 7:05 AM

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.

Tentharchitect , Nov 7th 2023 at 3:36 PM

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.

TwoF, Nov 7th 2023 at 7:40 AM

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?

Tentharchitect , Oct 29th 2023 at 4:41 AM

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.

PhoenixMastM, Oct 29th 2023 at 2:11 AM

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

Tentharchitect , Oct 27th 2023 at 2:39 PM

That's high praise! Your mod was part of my inspiration for making these, I'm excited to see you update it 😊

Lich, Oct 27th 2023 at 1:28 AM

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

Tentharchitect , Oct 19th 2023 at 3:12 PM

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.

Bobosaw, Oct 19th 2023 at 3:50 AM

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!

Tentharchitect , Oct 5th 2023 at 7:00 PM

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?

PeterSanderson, Oct 5th 2023 at 6:35 PM

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

 

Tentharchitect , Oct 2nd 2023 at 2:44 AM

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.

PhoenixMastM, Oct 2nd 2023 at 1:10 AM

Also, Tentharchitect any chance of us getting a Cervinae mod? :D

I wanna populate a server with Red Deer and Elk

PhoenixMastM, Oct 1st 2023 at 10:04 PM

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.

Tentharchitect , Sep 30th 2023 at 6:05 PM

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

NeanderthaI, Sep 30th 2023 at 4:00 PM

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.

Tentharchitect , Sep 25th 2023 at 4:45 PM

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.

NeanderthaI, Sep 25th 2023 at 3:29 PM

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.

Tentharchitect , Sep 10th 2023 at 9:02 PM

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.

Ramoneos, Sep 10th 2023 at 7:07 PM

Ah so they're temperature bound, does that mean you get like jungle deer in the summer?

Tentharchitect , Sep 10th 2023 at 4:04 PM

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.

Ramoneos, Sep 10th 2023 at 1:26 PM

Do moose spawn in temperate climates?

Tentharchitect , Aug 31st 2023 at 3:50 PM

No worries, that's good information to have as well. I recommend sending the dev team a bug report. 

SoullessArk, Aug 30th 2023 at 10:57 PM

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

SoullessArk, Aug 30th 2023 at 5:27 PM

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

Tentharchitect , Aug 30th 2023 at 4:45 PM

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.

SoullessArk, Aug 30th 2023 at 8:04 AM

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.

Tentharchitect , Jul 21st 2023 at 10:30 PM

Thanks for keeping me updated Vallen!

Vallen , Jul 21st 2023 at 8:02 AM

Can verify no time skips. We'll update shortly and report back. Thanks for helping!

Thauma, Jul 19th 2023 at 5:24 PM

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!

Tentharchitect , Jul 18th 2023 at 8:35 PM

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.

 

Astrobirder, Jul 18th 2023 at 8:03 PM

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.

Tentharchitect , Jul 17th 2023 at 3:36 PM

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.

Thauma, Jul 17th 2023 at 2:41 PM

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?

Tentharchitect , Jul 14th 2023 at 4:04 PM

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.

Chiralitty, Jul 13th 2023 at 1:57 AM

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

Tentharchitect , Jul 11th 2023 at 3:58 PM

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

Astrobirder, Jul 11th 2023 at 2:52 PM

The server is running 1.18.6, so yes.

Astrobirder, Jul 11th 2023 at 2:52 PM
Tentharchitect , Jul 10th 2023 at 9:40 PM

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?

Astrobirder, Jul 10th 2023 at 8:59 PM

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 

1-zoom:

#2:

Tentharchitect , Jul 10th 2023 at 7:11 PM

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.

Astrobirder, Jul 10th 2023 at 6:43 PM

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.  

Tentharchitect , Jul 9th 2023 at 6:32 AM

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

PeterSanderson, Jul 8th 2023 at 10:49 PM

Suggestion: The fly covered carcass should attract predators (bears wolves cats) as well as prevent deer spawns

macoto_hino, Jun 25th 2023 at 1:37 AM

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

Tentharchitect , Jun 12th 2023 at 10:11 PM

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.

RobertS42, Jun 12th 2023 at 7:48 PM

Tentharchitect I just meant that you can't do all the things with venison as what you can do with redmeat in primitive survival

Tentharchitect , Jun 12th 2023 at 5:45 PM

@RobertS42, you could go through the entity files are replace vension with redmeat. What do you mean by clashing with primitive survival? 

RobertS42, Jun 12th 2023 at 4:39 PM

Is there a way to remove the venison, just so it won't clash with features from primitive survival?

macoto_hino, Jun 10th 2023 at 4:15 AM

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

macoto_hino, Jun 10th 2023 at 3:04 AM

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.

Tentharchitect , Jun 6th 2023 at 3:26 PM

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. 

Hexedian, Jun 6th 2023 at 1:37 AM

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.

Tentharchitect , Jun 3rd 2023 at 3:50 PM

Thanks! Once I made the worldgen mods I knew I wanted to make some new creatures to fill the landscape!

Burneddi, Jun 1st 2023 at 2:16 PM

Damn, this is some A+ stuff. Found this on accident through your excellent worldgen mods.

Tentharchitect , May 26th 2023 at 5:54 PM

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.

Praal, May 26th 2023 at 5:16 PM

What drops do these have?

Tentharchitect , May 26th 2023 at 2:53 PM

Reworded a couple things in the description, had copied and edited from my Pantherinae mod and missed them, thanks for pointing it out.

tRead, May 25th 2023 at 9:56 PM

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"

tRead, May 25th 2023 at 9:52 PM

Gah!  My reaction to the first screenshot above was "Gorgeous!"  Then I switched to cussing.
Great job!!