Mods / Fauna of the Stone Age: Cervinae

Tags: #Crafting #Creatures #Furniture
Author: Tentharchitect
Side: Both
Created: Feb 26th at 6:11 PM
Last modified: Mar 10th at 4:06 PM
Downloads: 6345
Follow Unfollow 204

Latest file for v1.20.5:
FotSA-Cervinae-v0.1.3.zip 1-click install


A collection of deer from the subfamily Cervinae, these shy animals will act as a challenging prey source and potential danger for players and their crops. Currently this mod only has the giant deer, the rest will come at a later date!

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 Notes Eats
Giant deer Megaloceros giganteus   600/500/50 34/30/12 2.1/1.9 shoulders 15 tier 2 -4-10 10-100 10-90 forest 1-1.6 1 F&M, 1-12 M&F&B 41-45, 34-37, 5-7 5-6,4-5,1+-0.3 4 H, 3H, 1 M Antlers Milk Step 3
Fruit, Vegetable, fruitmash, nibblecrops, sweetBerryBush



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. Using creative hunting techniques is recommended for deer both big and small.

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

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

The giant deer can be ridden, using the same attachable items as the base game elk. Wild individuals will flee or attack the player as soon as you dismount, so domesticating them is recommended before trying to use them as a mount.

All the animals in this mod have a strict population cap and will only spawn on runtime, not world gen. This is to make the mod more server friendly so as to not add an overwhelming number of entities. 


A big thanks to an anonymous donor for commissioning the Giant Deer!
And a big thanks to everyone who gave feedback and assistance!

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

A: Get a male and female adult of a given species within 10 blocks, wait until the female is ready to mate and feed her the sufficient number of portions and the male at least one. Different species require different amounts and can be found in the entity file under the multiply section. Animals can be fed either by dropping items on the ground or by using the large trough. The small trough is not supported at this time due to patching formats. Each species diet can be found in this mod's description or in their entity file under the diet section. After 3 generations, entities stop attacking the player and after 10 generations they will no longer flee the player. Only the mother's generation matters for progressing generations.



Q: Why am I not seeing more entities? Is there a conflict blocking spawns?

A: Entities in this series only spawn on run time, meaning once their group spawn limit is reached within load distance, no more will spawn until they are killed or the player travels far enough that the number of loaded entities is below the group spawn limit. Some groups will take hours before an individual entity will spawn, though having your view distance below 100 blocks will also block the entities that require a 100 block distance from the player to spawn. Raising your view distance up to 500 or above will increase the number of loaded chunks an entity might spawn in, thus increasing the chance of an entity spawning. While there is a limit of entities that will block more of other types from spawning, this number is above 3000 and you'd likely notice the unusually high number of entities required to block all other spawns. Though note, dropped items, jittery dirt blocks from mud slides and similar physics governed objects count as entities for this limit.

For those using the Biomes mod, you may be in a Realm that has no spawns of a given group, or there may be only a few species native to that Realm thus lowering the effective spawn rate. This issue will be lessened as more packs come out.



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

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



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

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

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.1.3 2264 Mar 10th at 4:06 PM Show FotSA-Cervinae-v0.1.3.zip Install now
v0.1.2 1633 Mar 4th at 5:37 PM Show FotSA-Cervinae-v0.1.2.zip Install now
v0.1.1 1777 Feb 27th at 4:38 PM Show FotSA-Cervinae-v0.1.1.zip Install now
v0.1.0 671 Feb 26th at 6:12 PM Show FotSA-Cervinae-v0.1.0.zip Install now

46 Comments (oldest first | newest first)

💬 Paradoxal, 1 day ago

Tentharchitect So I should probably expect more of the animals to spawn in plains and other flatlands? My world height is, i think, one notch above default as Landform Overhaul suggests a higher world height to make it better for cliffs and mountains to form. The area I am in in my world is a large cliff area that overlooks a bay. I've seen the small canine animals, moas, small birds and a giant deer. All animals that I guess makes more sense for them to be in a higher altitude area.

I'll just have to travel farther and see what i see. I also turned up my view distance to 512 as you mention in your FAQ, runs pretty smoothly still so maybe ill kick it up a little more and see if it has any effects.

I just can't view the game the same without all your awesome animal mods, so i gotta find whats goin on lol

 

 

EDIT: Well, I just ran into wooly mammoths, so since they aren't the elephant variant of your modded animal, I'm thinking im more north then i thought originally and they may not be spawning because the other animals can't in this climate.

💬 Tentharchitect , 1 day ago

It shouldn't directly. It may increase the overall altitude which reduces the number of viable chunks for many entities to spawn in, thus reducing their overall frequency. 

💬 Paradoxal, 4 days ago

Tentharchitect Do you by chance know if the Conquest Landform Overhaul mod somehow disables or messes with your animal spawns? https://mods.vintagestory.at/conquestlandformoverhaul

I've been playing my world for a couple of hours, so I've surpassed the time you've said for them to spawn via the time system, but I haven't seen any animals aside from a single moa nest with an egg in it and nothing else.

Edit: 8 hours later : Found another Moa nest with an egg and a small moa wandering around it. A buhren too now.

I should have also added that i have Rust&Rot, More Animals, Ore Golems (they only spawn underground) and Rustbound Magic, which spawns elemental drones that fly around, though only like 2 or so in an area at a time it seems.

Was having no issue with all these mods and yours pre landform overhaul.

💬 Yamina, Mar 12th at 10:52 AM

i tested those mods before adding in main survival world, in creative copy of it. as written in description, it takes time for them to appear. in my expiriense it took from 30 min to an hour of real time of staying in same place.
@DanBit , mod works, but you won't see it if you only have patience to sit for 1 minute. try building a future base or experiment with chisel to pass time, they will appear right behind you and try to jump on top of your new statue

💬 DanBit, Mar 11th at 7:54 PM

Yes, I was flying around to check how the creatures would appear. I tried sitting still for a minute or so, but I didn't see any animals. I'll try some other methods. And by the way, I've tested most of the animals in the creative- they work fine. So it's just a matter of their appearance in the world. Thanks for your help!!!

💬 Tentharchitect , Mar 11th at 5:47 PM

Thank you so much for saying so selkiioc glad you're enjoying them!

I'm absolutely happy with the idea of folks adding color variants. When I started this project it had been my intent to do so, but when I learned how resource intensive it could be, especially at the scale I wanted to make, I decided to shelve that idea. If you are interested, send me a message on Discord and I can give you some resources and tips so anything you make could potentially be posted as an add-on mod so others could enjoy your hard work as well!

💬 Tentharchitect , Mar 11th at 5:44 PM

DanBit all my mods combined take up a bit less than 1.5gb of RAM last time I tested, so you should be able to handle all of them but it depends on the rest of your mods. Are you only travelling to find entities? Most of the time you need to sit in a place and wait a little bit before they show up

💬 selkiioc, Mar 11th at 3:03 PM

Hello, Tentharchitect, I absolutely adore your mods! They add so much immersion to the game! I'm a zoology student and your attention to detail is just... UGH chef's kiss!! I love it!

I was wondering if you would be alright with me adding some color variants to your modded animals? It would probably be for personal use, as I'm really interested in getting in to modding, myself, but I don't know much at the moment. I'd love to learn, though, and thought that might be a very basic step forward! That said, I totally understand if you are not comfortable with that, I just thought I'd ask! 

Again, you are amazing, thank you so much for sharing your beautiful mods with us! ❤️

💬 DanBit, Mar 10th at 8:16 PM

How much RAM is recommended for all packages? I have 16gb of RAM. Unfortunately, no one spawns on their own no matter how much I fly around the world. And also standard animals like goats, chickens, deer, boars - continue to spawn. It doesn't seem like it should be like that. I tried disabling all other mods, except for packs with animals - the result is the same. Perhaps the game itself can allocate more RAM?

And by the way, I decided to test these mods by including some other bird mod (not from your pack). Birds from the other mod appeared calmly, but from the packs - no, no matter how much I did not travel and did not try to create worlds.

💬 Tentharchitect , Mar 10th at 3:59 PM

The freezes sound like your system might not have enough RAM. Part of the reasons why I split these packs up is because having all of them will be too much for lower end computers, you might need to be more selective. 
As for the spawning, are you using the NZ bird mods and are the wrens spawning? They usually only take a couple seconds to appear in temperate and subtropical regions and are a good indicator if there is a mod conflict. Otherwise I'd recommend using the /entity count command to see if entities are spawning somewhere unseed. DanBit

And I haven't made compatibility patches with butchering and I'm unaware if the mod dev of butchering has Da4in

💬 Da4in, Mar 9th at 5:44 PM

is this one compatible with butchering?¿

💬 DanBit, Mar 8th at 7:38 PM

Hi. I have read the FAQ, but couldn't solve the problem. I have all the animal packs from you installed. When I go into creative mode and spawn them myself - everything seems to be fine, they are displayed, interact and everything else. But in the normal world - they are not. Not at all. And when I fly around the world in search of them, sometimes I get freezes. When I installed the plant mods from you - the freezes were many times more frequent. In any case, I disabled all mods except your animal packs and still, they do not spawn. I put the range of drawing 256, 512 - still does not work. What can I do? Thank you very much!

💬 Tentharchitect , Mar 7th at 5:16 PM

Me personally? Probably not until all the FZ and FotSA mods are out and the art is all updated, so maybe in 8-12 years if I don't burn out. Flish is juggling these projects and mods for another game so I don't believe he'll do that either. My hope is that some folks from the community hop in with compatibility patches like they have for Ancient Tools

💬 PennyPenn, Mar 7th at 4:44 PM

Awesome, can't wait to see them! I'm absolutely in love with these mods. I do have another question: Do you think you'll ever make the food items from your floral packs (such as Kudzu) compatible with Expanded Foods?

💬 Tentharchitect , Mar 6th at 3:41 PM

Outside of commissions, I'm mostly leaving ocean life alone. I do have seals, sea turtles and saltwater crocodiles on the list but that's about it for sea going life Blaankket

I don't commit to animal packs until last second, as reveals from the base game often change my plans but the current road map is a commission, the Cosmopolitan plant pack, 3 commissions, 2 animal packs to go thematically with the Cosmopolitan plant pack, then Circomboreal plants and 2 animal packs, and the Malesian plants and 2 animal packs. I put a list of all my unfinished clades in my modder description PennyPenn


💬 PennyPenn, Mar 6th at 12:21 PM

Is there a roadmap of what subfamilies of fauna and regions of flora will be released next? I'm really excited for these mods, and I'm curious what will be coming next.

💬 Blaankket, Mar 6th at 10:51 AM

Horrifying creatures to keep me out of the ocean when? :)

💬 Tentharchitect , Mar 5th at 6:50 PM

Thanks VoiCat

 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.

💬 VoiCat, Mar 5th at 6:17 PM

Hello, first of all good job for making another great mod, I wanted to ask if there are any plans to merge the Fauna of Stone Age series into one bigger mod? Sorry if this has been asked before, but I'm honestly interested in playing with all of them, but installing them and then updating them when needed is rather tedious plus makes my mod list even longer. It's great that modularity is an option with your mods, but I wish it wasn't the only one

💬 Tentharchitect , Mar 5th at 6:02 AM

Arybeki The update that came out 12 hours ago should have fixed this, were you using the latest version?

💬 Arybeki, Mar 5th at 5:25 AM

Hello! Having a consistent crash when using the handbook on medium raw hide and huge raw hide, and I think I have figured out part of the cause! when I have this mod installed, it just crashes when you look at handbook for those hides, BUT when the capreolinae mod is installed WITH this mod, the handbook works just fine! Additionally, there is no crafting ability with the pelts of the animals in this mod to be turned into those hides. I believe this mod is calling on your capreolinae mod for handbook stuff, and when the game checks it (and the capreolinae mod is not active) it just crashes. I will be disabling it for now as I am a very small-brained (very smooth) individual and need to handbook even this all of the time, but I do wish you best of luck in fixing it and do hope to see it remedied soon as the prospect of humongous deer in the game as mounts sounds too interesting to pass up.

💬 ThornWitch, Mar 5th at 1:46 AM

https://github.com/G3rste/petai This is the api For petai if you want to implement it to tame pets as you said in a earlier post

 

💬 BeetleSong, Mar 5th at 1:04 AM

That makes a lot more sense! I guess I was just wasn't expecting it at first. I'll probably play with the settings for my own game since it definitely is a personal preference in that case but I appreciate the response! These mods are some of my favorite so I'm glad to better understand the thought process behind it!

💬 Tentharchitect , Mar 4th at 5:42 PM

So with how I've set it up, entities will still hunt a 'tamed megaloceros' entity even if I make it a separate entity like the tamed elk and FotSA predators hunt tamed elk, meaning that as time goes on they will be killed off if parked in the wild. I appreciate that you gave a solution to your problem, but as it currently stands I think making sure the giant deer flee will keep them alive. You could use the bone whistle to bring them back as needed, as that behavior is higher priority than the flee one. BeetleSong

Thanks! So with Biomes you'll see the same max number of animals as the cap isn't alterred, but the effective rate is lowered as fewer species are trying to spawn for each spawn grop. You can adjust the spawn rates in the entity files, and I'm accepting config files folks are willing to write and would add them to the game. This issue should be minimized with each new FotSA release MechaMagus

💬 MechaMagus, Mar 4th at 3:30 AM

Hiya. First of all absolutely loving all the mods, literally can't play without these anymore they add so much diversity, all of the mobs are so well made :)

 

On that, I was curious. I'm playing with the Biome's mod so of course there are regions where a few of these mobs won't spawn per the FAQ. However I'm noticing fewer numbers of spawns of the Fauna mobs in general.

Was wondering if there is a way to increase the spawn rates of mobs from this series? There a config to be edited anywhere or the such? Or would this be more of a question to ask the Biomes people?

Appreciate any support you can give either way, and if its not possible to increase spawn rates I'll just patiently wait as each additional Fauna mod comes out in case any more get added to more Biomes :)

💬 BeetleSong, Mar 3rd at 11:55 PM

so I domesticated a giant deer to gen 10 (with creative mode) but I found my deer still running around in fear. I realized it was because I had a domesticated dog. When looking at the Tamed Elk code, its structured different for the entity flee code. Being that the tamed elks either flee on damage (or they will otherwise attack what is damaging them). Considering the size of the megaloceros, I can't help but wonder if this sort of behavior would be benificial to add to them because its rather inconvienent to dismount not knowing a wolf is nearby and suddenly my mount is running away at high speed. It definitely makes t hem less enticing of a mount which is sad cuz that's really what I want them for! And with the fact their breeding cycles take as long as they do, it seems rather silly to have a mount that flees the first sign of danger.

 

I do know the added caveat to the tamed elk only fleeing on damage, is that all predators are disinterested in the tamed elk and will not go out of its way to attack it. Meaning I wonder if providing a tamed giant deer attached to say a luxury trader for twice the price of a tamed elk would be smarter seeing as the code currently doesn't support "taming" the old fashioned way through domestication (when it comes to elks at aleast)

💬 Tentharchitect , Mar 2nd at 5:34 PM

Camelidae is one of the 53 planned packs not yet posted
Haven't tested it in 1.20.3 but I know there will be lots of error reports and broken interactions with base game entities

💬 GadGhast, Mar 2nd at 12:09 PM

work in 1.20.3?

💬 LumpyAcidFish, Mar 1st at 2:19 AM

I have been loving the elephants one you have made, are camels also on the menu?

💬 Tentharchitect , Feb 28th at 7:23 PM

Got it figured out, should have this updated after the weekend MrWhiteWulf
No compatibility with butchering on my end, I believe the creator of that mod had been making FotSA compatibility but was getting overwhelmed with how time intensive it was, if someone makes compatibility patches I'd be happy to include them in this mod however

💬 MrWhiteWulf, Feb 28th at 6:05 AM

I have a crash when attempting to press "H" on raw hide including searching it in the handbook:

error log

according to chatgpt:
The error message indicates that the game crashed due to a missing recipe ingredient wildcard for the mod capreolinae. Specifically, the game attempted to resolve the item capreolinae:pelt-*, but no such items or blocks exist.
I've tested, and Caperolinae is not the problem once I uninstalled this one (cervinae). no more crashes.

 

💬 Buttermilk, Feb 27th at 9:19 PM

Super awesome! It would be cool if they could carry some bigger items than the normal elk kit, strapping crates or something, or special bigger saddlebags or something!

💬 oneil, Feb 27th at 8:34 PM

Hi and great mods as usual, it looks fantastic !  i had a little question : are your mods compatible with with butcherin ?  thanks ! 

💬 SturgeonFish, Feb 27th at 8:16 PM

YES! MEGALOCEROS!

💬 Tentharchitect , Feb 27th at 4:40 PM

Thanks all, I'm glad everyone is enjoying them and I'm excited to make more!

Got the face crash solved and posted a quick fix now! 

There are actually saddlebag attachment points for these guys, they have the same number of slots as the base game elk. I'm not personally interested in making more attachables, but making an add-on shouldn't be difficult!

 

💬 CtrlAltSilent, Feb 27th at 3:54 PM

Hey, love your mods. This one is crashing any world in which the elk already exists. Specifically, any elk that has a medallion attached to it's head. I've tested it over several survival and creative worlds. As soon as the claim medallion is placed on an elk it CoDs. Not sure why but I know you'd want to know. Thanks again for the amazing mods.

 

edit: Spelling

💬 William_Marshall, Feb 27th at 4:47 AM

In case people don't say this often enough: You do some damn good work, the list of creatures is just growing and growing!

I'm not sure how difficult this would be to implement, but wouldn't it be cool to have more attachment points for saddlebags and other things? I just see the size of this lad and want to make 'em a pack animal.

💬 F0x, Feb 26th at 11:14 PM

I update the main page 12 times a day specifically with the hopes of seeing new FotSA updates. Thank you for all your hard work!

💬 Tentharchitect , Feb 26th at 8:28 PM

No worries, it is inconvenient but it's what we're working with. Hopefully mod packs come soon, as they are on the road map

💬 Markliuz, Feb 26th at 8:21 PM

@Tentharchitect

Ah, my bad. thats really unfortunate, makes the mod site feel really archaic.

💬 Tentharchitect , Feb 26th at 8:20 PM

Yeah, the game doesn't handle extremely big entities all that well. I'll be getting the rest of the terrestrial Holocene megafauna, though they may seem smaller than their depicitions in other games. I try to either scale them to the max recorded size or max average size range as data is available, but between the Seraph's height and how big animals are often depicted elsewhere, they will feel smaller

💬 Yelb, Feb 26th at 8:16 PM

All your animals are a must in any game since i first install them, months (years ?) ago. I'd love to see some megafauna, really big stuff, but not sure if the game would allow it. Even your elefants are not that big (but still are awesome).

💬 Tentharchitect , Feb 26th at 8:15 PM

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. Markliuz

💬 Markliuz, Feb 26th at 8:12 PM

Hey, when will you make a collection of animals of the stone age? its getting daunting having to redownload each one individually when the next update drops, once they all get updated individually.

💬 Tentharchitect , Feb 26th at 7:46 PM

I'm not sure what you are correcting here, but to clarify, the modded animals drop a modded item called a pelt (skin of a fur-bearing animal) that can be crafted into the base game raw hide, which can be refined into a base game oiled pelt (a specific type of pelt) among other things. 

I should at some point be more precise with my bird strings, but haven't gotten around to it. 

💬 DarkThoughts, Feb 26th at 7:28 PM

Small correction: Animals drop hide that is then crafted / treated into a pelt, not the other way around.

 (edit comment delete)