Mods / Fauna of the Stone Age: Casuariidae Plus
Author: Tentharchitect
Side: Both
Created: Mar 31st at 11:58 PM
Last modified: 1 day ago
Downloads: 16087
Follow Unfollow 218
Latest file for v1.20.0-rc.1:
FotSA-Casuariidae-v1.0.14.zip
1-click install
A collection of flightless birds of the subfamily Casuariidae, these normally passive animals can be dangerous foes when their eggs or young are near and potentially lethal if agitated.
This mod includes:
Casuarius bennetti, the dwarf cassowary
Casuarius casuarius, the Southern cassowary
Casuarius unappendiculatus, the Northern cassowary
Dromaius novaehollandiae, the emu
Common Name | Scientific name | Category | Weight | Health | Height | Damage | Temp | Precip | Foliage Needs | Altitude | Group Size | Meat Drops | Fat Drops | Hide Drops | Other Drops | Movement | Diet |
Cape Barren goose | Cereopsis novaehollandiae | Anatidae | 5/4/1 | 4/2 | 1m | 3t1 | 11-17 | 30-60% | 0-50% Forest | 1.0-1.2 | 2M&F, 6-40M&F&B | 1-2 | 0 | 1M | 15 +-7 feathers | grass, vegetable, nibble crop | |
Dwarf cassowary | Casuarius bennetti | Casuariidae | 20/24/3 | 6/3 | 1.35m | 4 | 22-38 | 70-100% | 60%-100% | 1.2-1.73 | 1-2 M/F | 2-3 | 0 | 1 M | 15 +-7 feathers | 2 block step | "Fruit", "Grain", "Vegetable" |
Southern cassowary | Casuarius casuarius | 31/58/5 | 9/14/3 | 1.8m | 5/6 | 32-40 | 70-100% | 50-100% | 1.0-1.3 | 1-2 M/F | 3-4/6-9 | 1+-0.1 | 2 M/3 M | 15 +-7 feathers | 2 block step |
"fish,"grass","insect","nibbleCrop", "sweetBerryBush"
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Northern cassowary |
Casuarius unappendiculatus
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34/58/5 | 9/14/3 | 1.7m | 5/6 | 34-44 | 70-100% | 50-100% | 1.0-1.1 | 1-2 M/F | 3-4/6-9 | 1+-0.1 | 2 M/3 M | 15 +-7 feathers | 2 block step | || | |
Emu | Dromaius novaehollandiae | 31/37/5 | 9/10/3 | 1.9m | 5 | 16-50 | 0-70% | 0-70% | 1.0-1.2 | 5-40 M/F/B | 3-4 | 1+-0.1 | 2M | 15 +-7 feathers | 2 block step | || |
All of the adult birds can be fed in order to get them to lay eggs. These eggs count as entities and can be picked up with a light tap, while in item form they will slowly rot, but can be used for incredibly satiating meals. While on the ground, they slowly grow and will eventually hatch into baby birds. Cassowary are aggressive and dangerous if injured or around their eggs or babies and extreme care should be taken if a player intends to raise these animals for eggs.
Feature:
Carcasses: These unique type of fly covered carcasses will occasionally spawn in the area. This is a source of meat and feathers for early game players still in a hunter gatherer stage, and it does nothing to deter cassowary or emu from approaching the area.
All species have a unique pelt that can be used to craft hide, feathers and a taxidermied full body.
All the animals in this mod have a strict population cap and will only spawn on runtime, not world gen. This is also to make the mod more server friendly so as to not add an overwhelming number of entities.
And a big thanks to everyone who gave feedback and assistance!
Thanks for saying so Crabembix! Glad you're enjoying them!
Can't tell you how jazzed I was to see a little baby emu bouncing around in the desert for the first time! Even if they aren't tameable, I'll enjoy having the little puffballs around.
Which is exactly what happens if a sound file is saved incorrectly. I've checked over the goose sound files and they all seem fine, but something is up.
Tentharchitect I think a more exact way of describing it is that they sound like they're right next to you when they're really far away. It's like the sound is coming from right next to the player
They are supposed to be audible from 120 blocks like the wolves, though I have gotten some similar reports from other folks. Haven't yet figured out what explains these observations but you're not the only one who reports them being audible from 200+ blocks away
Hey loving the mod pack! I've noticed that the Cape Barren Geese are really loud compared to other animals. It feels like I can hear them from more than 200 blocks away. Is that intended?
Sure, you can use the Cassowary animations for a Vintage Story mod!
Hello, I'm making a mount for my first mod and wanted to see if I could use your Cassowary animations as a reference.
They do not sadly, I hadn't realized it at first but the nest system I implemented blocks gen progression. I might have to scrap the nests to get domestication of birds to work, though I'm undecided
So, Do the Emus get more tame if you breed them? Because that would be really nice if they did... instead of them running around like idiots like they do in RL XD
Place them down on the ground the hatch them, or cook them in basegame meals like chicken eggs. The eggs are not compatible with EF recipes
How do i use emu eggs? are they comaptible with EF?
Always for impatient french players...
Voici la traduction fr. pour la v1.0.09 fr.json
And making my rounds to here!
Cuddly_Khan was correct, the mods listed with Plus are those that have animals outside the family or subfamily it is named for.
GracefulCarrot, the small troughs require white listing to get animals to eat from them and I'm admittedly procrastinating on figuring out the patching format. The large troughs are needed to feed FotSA animals
And to Pislikeller, that compatibility will likely have to come from the Butchering mod's side.
Are any of these mods compatible with the Butchering mod? If not, will they ever be made compatible? Having it work with the Fauna of Stone Age animals would be amazing.
This is probably due to my own oversight and the fact that it is incredibly late...however, I cannot for the life of me figure out how to feed the geese. I just want tiny geese, how do I feed big geese T_T
I assume it's because the Cape Barren Goose (Cereopsis novaehollandiae) isn't part of the Casuariidae family, and likewise with the Dinornithiformes mod, there are probably some new zealandic flightless birds that were added to that mod that are from outside of that family of bird as well. TheNiteFox
Just curious, I see a couple of your mods have Plus in the name now. Does it mean anything over those that dont have a plus in the name? Or are you just naming it this way now for update sorting purposes? xD
XD no it wasn't intentional FennecFyre
I forget that a few of the default settings give animals double damage, and left the cassowaries aggro range instead of adjusting it. Should be fixed momentarily.
AlexanderRahl
I do plan on making the great apes at some point but Neanderthals are outside my time range. If you contacted the creators of the bandits mod they might let you reskin the bandits into other hominids
I was listening to a video the other day about Neanderthal's and how they nearly wiped out our species long ago.
Im absolutely flabbergasted that nobody has made a Neanderthal's mod yet for this game. You could probably reskin drifters, give them clubs and spears, 50% more health than the player, a natural 0.5 damage resistance, and have them spawn in caves with campfires, flint tools and hay beds. Make them hostile to the player and have them wander around at night.
Ive caught some kind of bug lol. i NEED this sort of mod in my life, and i wish i knew how to mod to make it happen. But after subbing to several of your prehistoric animal mods, i think it would go great with them.
I'm not sure if it's intentional as a joke, but the new geese are stupidly aggressive, very loud, and seem to spawn in rather large, bloodthirsty flocks : P
That should work well enough, Thanks for the quick reply.
Yeah there isn't a current system to do so, you can go into the entity files and set the spawn chance to 0 for the species you don't want to see though
I don't use the Biomes mod, no. I'd rather not have to start a new world if it could be helped but i understand if disabbling some species wont work.
Are you using the Biomes mod? You could go into the Realms file and make the entire world count as the Australasian realm by deleting the other Southern Hemisphere realms and adding Australasia as the only entry in the Northern Hemisphere. This would let you add mods with content from multiple parts of the world and only have the Australasian content (Ie... Floral Zones Neozeylandic, a few of the Wild craft modules)
Np, I get it. As with a project of this scope it makes drawing a line neccesary. On a side note, I want to add the Dingo but most of the Canine pack wouldn't fit the feel, is there a way to disable some animals in any given animal pack?
Maaaybe, I would really like to add the extinct Vombatiformes but the Holocene and up rule is more to keep me from endlessly expanding my scope. I might do those after the 700ish Holocene animals I have left but I am open to commissions to bring certain clades up to the front of the list. My irl work hours are flexible and being paid to mod means I can take time off of that and get more modding done overall, so the more folks commission to have stuff made early the faster animals could come out over all.
Nice to hear you are going for an Australian play through! Got a couple more critter's you'll be able to add soonish before Australia won't get much content for a while
Hey Tenth, i was wondering if you could bend your 'Holocene and up' rule just a little and make a mini species pack with just Diprotodon and Thylacaleo in it so i could do a Australia pack and still have an animal that loosely fits the big 'cat' and 'rhino' niches? Although they could just be added into a Vombatiformes pack to be fair as they are both related ironically. I am very excited to see your future Animal and biome packs. (So far my main gimmick with the packs has been to treat vintage story as if it was set in australia)
On a side, "The emus are set to only lay a bunch of eggs once a year" That explains SO much of the issues i've been having trying to get them to breed . . .
Looking at the v1.0.6 patch notes...
Spawn nests with eggs, you say? I suddenly need to go play VS.
@TorbusB
The emus are set to only lay a bunch of eggs once a year, so they have a long down time between
When I was young I lived by a farm that had an Emu on it to protect the cows. I had never seen one before and my first introduction to it was it coming out of the bushes while snarling at me. Being young, not getting a good look at it (my flight reflexes kicked in immediately), and having just watched Jurassic park, I thought it was a raptor, so I sprinted in the other direction. Mind you I'm American and we aren't used to seeing things like that, especially in Alabama. It took months to convince my parents that I even saw something in the first place. They finally asked the owner of the farm and it was indeed an Emu.
Hello, love your mods! I'm not sure if I'm having problem or if this is proper behavior, but my emus absolutely refuse to lay eggs! I've had them for over half an in-game year now and they're still "Several days until ready to mate" with no end in sight. Do they simply have a very long growth period or are they bugged? I've tried several methods of "fixing" them but with no luck, so I figured it was time to come back to the source.
Understandable, the only subspecies i think might be worth adding of the three is the Tasmanian Emu anyway. Thanks for responding
Endarius_Termina
I was on the fence about adding them, but decided against it as getting into subspecies will wildly expand my scope. As for the Vombatiformes pack, that is exactly the roster I intended to do whenever I get to it. It'll likely be one of the two animal packs that goes with the North East Australian Floral Zone
Will the three Extinct subspecies of Emus be added eventually? and I've been wondering if a marsupial pack could be done, maybe Vombatiformes (Koalas, Wombats, Northern Hairy Nose Wombat, and Southern Hairy Nose Wombat)
No plans to do terror birds as they died out too far back for my scope. I'm on the fence about seriemas
Any plans to do Cariamiformes? Would love to have terror birds and seriemas running around the steppe, maybe even domesticateable as well.
I had to double take the third photo. Thought the bird had it's head in the ground lol xD
Just checked it, looks like it's bugged, I'm a couple days away from finishing the next animal pack, I'll do a bug sweep and fix that then!
Thanks for pointing it out corny
Is there a special way to get the pelt off these? I've noticed emus aren't dropping them, though I haven't checked with other birds yet.
Thank you for saying so! :) Glad you're enjoying them!
Oh that's great, I was worried that would mean I wouldn't see new animals in new areas. Thank you so much, loving all your mods :) Tentharchitect
dumfuu It works just like the base game population caps since 1.19. The population cap is only relevant to entities loaded in, so if you're on single player and you have a flock of 8 emu nearby you just need to walk around .5 to 1km away and another flock can spawn. Killing them until the local population is below the spawn limit (2 for emu 1 for cassowary) will allow more to spawn again locally as well.
Hi, I'm curious on how the population cap works. Does a population cap mean that if I find a certain amount of these birds and they're not killed, I will never find them spawning anywhere else assuming the cap is met? They'll only respawn if they somehow die?
Or is the population cap based on how many are loaded at a certain moment? Or location based? Thank you.
Sorry yapludepatte, I am HR! Bwuahaha!
But yes, I'd like to do the Moa at some point. They are pretty much guaranteed whenever Flish and I do the Neozeylandic plants and I do two animal packs to go along with them.
now do new zealand birds like the moa and familly, or... i... hmmmmm i will call HR !
All of them are compatible, though as more come out you might want to be selective based on your computer hardware and personal preference. I have 70-72 planned, so later on you might only choose a couple flightless bird packs, a handful of herd animals, one or two predators and so forth. With the Biomes mod enabled, they'll be more reasonably balanced across the world however, so from a gameplay perspective you could have all of them.
Can I use all of your fauna mods together?
Thanks itinerare, I agree, spending time to make 3-6 small packs versus one big one is probably a better use of my time as well. With how the spawn groups go it'll be more impactful to game play that way, and should fill out the world's animal diversity faster
I suppport more smaller packs that spread the variety out a bit! As cool as it is to see the big packs that cover large clades in depth, I also think it makes a lot of sense to favor a wider variety of animal life overall, and it definitely makes sense to go about all of this in whatever way reduces the risk of burnout.
And it's fixed!
No need to be sorry ;)
I guess I could switch to the english version before giving you the name tab... ^^
@Laerinok
Ah. Yeah no, mines does not show it for some odd reason so I am just waiting for the mod author to update when they have the chance. Again sorry I have no idea how to highlight names.
Shunte
Sorry, I thought it was named "objects" in english, but it is "items". But I can see them in anyway
@Laerinok
I am not sure what you mean by objects list but when I search under the everything tab they are not there either. I already let the mod author know on the discord and provided snap shots so it will be fixed in the next update. Also forgive me I do not know how to highlight names lol.
Aepyornithiformes, Dinornithiformes, Rheidae and Struthionidae are on my long list. I had been doing votes but was getting burned out after so many huge clades were leading the list, now I'm doing two animal packs after every plant pack I make with Flishster. For the most part those animal packs will have animals native to the same area the plant pack covers. The upcoming plant pack is the East Asiatic region, followed by the Neozeylandic and Mediterranean, so that should give you some idea of what's coming!
I'll get the bug where they are missing from the creature tab in the next update!
No plans for Phorusrhacidae, they died out a good while before my criteria but I do have some giant extinct birds on my planned list!
Any plans for Phorusrhacidae? 😄
Shunte
I can confirm. But you can find them in the "objects" tab.
OMG Yes!!! I was hoping for an Ostrich so you can ride on them like mounts. Maybe a future update?? But this is definitely going in my single player game I love these mods keep up the good work.
Edit: Testing on my singleplayer world and I do not see them listed under creatures in creative?
Thanks for the translation Laerinok!
Thankfully the APR-F0015 serum wore off and they are back to their usual selves
with the firearms mod, it is finally time for revenge
and we're without even a single truck mounted LMG, this will be no fair fight. But we didn't expect the birds to fight fair.
Finally. Real dinosaurs.
˙˙˙˙ǝlqɐʎɐld sᴉ ʎɹoʇS ǝƃɐʇuᴉΛ ˙˙˙˙ʎllɐuᴉℲ
Hello.
Glad to see another animal life in game !
This is the fr.json
It is a personal thought, but I find the shape is a little too big. I know they are very big birds, but more than twice trader's cart height I find it's quite unreal 😅 (Althought we are in an unreal world ^^)
I can't wait to avenge our fallen brothers. YOU MAY HAVE WON LAST TIME YOU DAMN BIRDS, BUT THIS TIME YOU WILL KNOW MY WRATH!
The only good emu is a dead emu! Distant Klendathu noises