Mods / DST - NPC additions
- Tags:
- Author:
- mjr121
- Side:
- Both
- Created:
- Sep 14th at 1:56 AM
- Last modified:
- 3 days ago
- Downloads:
- 1782
-
Recommended download (for Vintage Story 1.22.3 - 1.22.7):
DST_NPCAdditions_1.1.3.zip 1-click install
Additional NPC mobs using the vanilla Villager Entity model. Mobs are setup to fight one another and lore monsters (drifters, bowtorn etc), and players where it makes sense (hostile mobs) or if attacked.
Unless otherwise stated, all factions have the same available equipped entities, which are; Spear, Sword, Sword/Shield, Axe, Axe/Shield and Bow. Each entity can also spawn as a boss version, with slightly better gear, more health and dealing more damage.
Additionally, all factions have various loot tables that roll on death. Your able to get loot via the vanilla harvest mechanic.
All the entities spawn with semi-random skin, hair, eye color, beards etc. Although each equipped entity only spawns with assigned gear. Bannermen are able to spawn with one of five different banner colors/designs.
Currently includes the following "Factions", who will attempt to band together if they come within range of each other.
- Highway men, forest dwellers, general no-good doers. The names these folk are called is numerous. They will hunt down the other factions, and will attack the player on sight.
- Bandits generally drop Gears, reed poultices, Copper, Silver and Gold nuggets. With boss units also rolling to drop temporal gears like vanilla drifters do.
- Bannermen rally nearby bandits, and will seek and hunt down players. If you wish to disable this feature, set FactionDisposition to 1.
- Skilled freemen, mercenaries, and knights sworn to patrol the roads. These armed and armored fighters are generally neutral to those that don't break the law. Although no Errant will pass up the chance to take down bandits or poachers.
- Bannermen rally nearby knights, and will not seek and hunt down players. If you wish to enable this feature, set FactionDisposition to 0.
- Historically hunters of the kings forests without permission, these outlaws will hunt wildlife around them. They are neutral to the player, believing them to be of like mind.
- Poachers drop raw hides, both types of meat, gears and potentially copper arrows.
- Has Small (2 man), Medium (4 man) and Large (8 man) camps with some loot within.
Descendants of a forgotten people say the historians, more beast than man say the locals. That wolf howl or roar of a bear you hear in the forest may not be a beast at all
- Hardened fighters, Barbarians fear no man or creature under the sun and never run from a fight. Youngster's are raised with wolf pups, and the Adults fight with bear companions.
- Barbarian Bears are raised and trained to fear nothing, and to aggressively defend their partner in combat. They too, will not run from a fight.
- These fighters wear the pelts of animals they have killed in combat. Those of the frosty north wear the pelts of Polar Bears. Those residing in the deep forests wear brown bear pets, with their plains dwelling cousins wearing the pelt of black bears.
- Barbarians have similar drop tables to Bandits.
Q&A Section
File location > C:/Users/{YOURCOMPUTERUSERNAME}/AppData/Roaming/VintagestoryData/ModConfig/dstnpc.json
Most of the entries are named the same across the mod unless stated otherwise.
General Settings
- ConfigVersion: Used to determine config version. Mod has an in built method to update user configs when version increases.
- EnableDebugNotifs: Enable standard debug notifications in server_main or client_main log files. Used for mod support as well. False by default
-
FactionDisposition: Default level of hostility to the player. 0 is for hostile (IE Bandit), 1 is for neutral (IE Knight Errant)
Shared Config Settings
- FactionEnabled: Enables all Knighterrant entity spawning. True by default
- BossSpawnChance: Chance for boss units to spawn during worldgen and while playing. This value is a float, so if the number is too small, it can cause issues. Defaults to the same value as bears use, which is 0.000015 (1.5E-05).
- GruntSpawnChance: Chance for normal grunt units to spawn during worldgen and while playing. This value is a float, so if the number is too small, it can cause issues. Defaults to the same value as bears use, which is 0.000015 (1.5E-05).
- BannermanSearchRange: Max range of the Bannerman unit to search for players. Increasing the value will allow the unit to seek players from farther distance. Default is 150.
- "HealthValues" array. like the AdditionalDrops array below, you can manually set either individual or 'type' NPCs. Defaults are provided.
-
"AdditionalDrops" array. See poachers for examples. Valid entries are "poacher-*", "*-spear-*", "*-grunt" etc. If you only have the faction tag, it will apply to every NPC for that faction, if you have the weapon, it will apply to any entities with that weapon, or if you have the -grunt tag, it will apply it to any npc grunts for that faction.
Bandits
- No Unique Options.
KnightErrants
- No Unique Options.
Poachers
- No Unique Options.
Barbarians
- No Unique Options.
ModCompatability
- PatchOutlawByMaztecToThisMod: Enable to make all the mobs added via Outlaw Mod use similar damage and damage tier values as the NPCs provided by this mod. False by default.
- CannibalismSwapRawMeatToPale: Enable to swap Raw Meat to Pale Meat if Cannibalism is loaded. False by default.
Domain tag: dstnpc
Creative Tab: DST NPCs
No AI was used in the creation of this mod.
Language Translations?: At this time, no, although I'm open to someone providing translations with credit given as I only speak English.
New World Required?: From testing, no, a new world isn't needed, although if added then later removed, it'd be good practice to backup your world just in case.
Need mod support/Something broke?: Enable EnableDebugNotifs, then copy/paste your server-main log file when requested. As I've added log output text in the event its needed.
Add in the rest of the faction camps.
Potentially hiring the NPCs to follow you into a fight for a time. TBA: Faction Module
Id like to work out a global faction mechanic that will allow players to have a "hunt on sight" flag if they attack to many neutral units. Which would tie into a raid mechanic. TBA: Faction Module
Inspired by
Outlaw mod, and various comments and posts about wanting more mobs to fight.
Special thanks
To the entire VS modding discord. Seriously, some of the folks there are wizards.
Although most mods should work out of the box with mine, the ones below have built in compatability due to various reasons.
- Added Combat XP to NPCs added by this mod. I'm going to see if I can vary the XP based on if its a grunt or boss NPC.
- Bandits, Poachers, and knights can be harvested for Red Meat, Human Skin and Fat like traders do.
- Fixed hard incompatability where killing bandits, poachers, or Knights would cause traders to become angry. Although NPZ is using a check for traders via classname, its not stopping at just that classname and pulling all classes inheriting from it, which I was using. This has been solved.
- NPCs added by this mod spawn in all biomes for now. If i add more themed factions, I'll most likely split up the factions based on biome.
- NPCs from this mod will attack Rustbound mobs. Knight Errants and poacher will ignore companions and familiars.
- Poachers, Knights, and Bandits from this mod will now attack and can be attacked from mobs from Outlaws Mod.
- Added a config option to change damage and damage tier values on Outlaw NPCs to make them match values from this mod for parity reasons as Outlaw's NPCs generally hit way harder then mine. This is false by default.
Fauna Of The Stone Age mods compatable below
<[Server Error] Exception thrown while trying to resolve entity type felinae:felinae> This is a known error for the FotSA: Felinae mod. The mod author is aware of it, and its not generated via my mod.
<[Server Error] Exception thrown while trying to resolve entity type viverridae:nandiniidae> This is an error for the FotSA: Viverridae Plus mod and its not generated via my mod.
- Bovinae, Casuariidae Plus, Cervinae, Dinornithiformes Plus, Elephantidae, Felinae, Machairodontinae, Manidae, Rhinocerotidae, Sirenia, Spheniscidae, Thylacinidae Plus, Viverridae Plus
- NPCs added by this mod will attack mobs from FotSA. FotSA has mechanisms that handle internal targeting stuff, so I haven't patched FotSA files.
- Traveling guards will now hunt Poachers, Bandits, and Barbarians.
- Traveling Traders will flee NPCs added by this mod, except for knight errants.
- NPCs added by this mod except knight errants, will attack traveling guards and villagers,
- Knight Errants and Barbarians will attack both Eidolon bosses, while poachers and bandits will flee away from them.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.3 | dstnpc | 220 | 3 days ago | DST_NPCAdditions_1.1.3.zip | 1-click install | ||
|
V1.1.3 Language/Text Bandit: Compatibility | |||||||
| 1.1.2 | dstnpc | 201 | 6 days ago | DST_NPCAdditions_1.1.2.zip | 1-click install | ||
|
V1.1.2 Bandits: Knight Errants: Other Compatibility | |||||||
| 1.1.1 | dstnpc | 158 | Sep 27th at 10:20 PM | DST_NPCAdditions_1.1.1.zip | 1-click install | ||
|
- V1.1.1 | |||||||
| 1.1.0 | dstnpc | 2 | Sep 27th at 10:05 PM | Release Retracted | |||
Retraction Reason:Its been a day and i missed some entries. Changelog:HOTFIX HOTFIX HOTFIX | |||||||
| 1.0.9 | dstnpc | 22 | Sep 27th at 8:27 PM | DST_NPCAdditions_1.0.9.zip | 1-click install | ||
|
- V1.0.9 Compatability Ai Tasks / Behaviors
| |||||||
| 1.0.8 | dstnpc | 194 | Sep 26th at 7:16 AM | DST_NPCAdditions_1.0.8.zip | 1-click install | ||
|
- V1.0.8 Global Changes Bandits: Knight Errants: Poachers: Misc: | |||||||
| 1.0.7 | dstnpc | 179 | Sep 24th at 6:20 AM | DST_NPCAdditions_1.0.7.zip | 1-click install | ||
|
- V1.0.7 Misc: Knight Errants: Barbarians: Poachers: Bandits: Ai Tasks / Behaviors World Generation Compatability | |||||||
| 1.0.6 | dstnpc | 184 | Sep 21st at 5:32 AM | DST_NPCAdditions_1.0.6.zip | 1-click install | ||
|
- V1.0.6 Fixes Compatability Other | |||||||
| 1.0.5 | dstnpc | 133 | Sep 19th at 8:46 PM | DST_NPCAdditions_1.0.5.zip | 1-click install | ||
|
9/19/2026 - V1.0.5 Fixes: Compatability Config: Misc: | |||||||
| 1.0.4 | dstnpc | 167 | Sep 18th at 5:49 AM | DST_NPCAdditions_1.0.4.zip | 1-click install | ||
|
9/16/2026 - V1.0.4 Corrected Knight Errants getting free drops that should have been tied to having the Cannibalism mod loaded. (Thanks Stason4ikRU for error logs) Compatability Other | |||||||
| 1.0.3 | dstnpc | 184 | Sep 15th at 7:49 AM | DST_NPCAdditions_1.0.3.zip | 1-click install | ||
V1.0.3 (Corrected for 1.0.2 version which was retracted) Correct missing text for Bandit bannerman, how that managed to get through I dont know. Corrected Poacher Spearmen dropping copper arrows when killed. Changed the way drop tables are being handled. Instead of dropping them to the floor, they will require you to harvest like other creatures. Unless I find/make a different method, this will be how it will be moving forward. Mod Compat Outlaw Mod Fixed Outlaw NPCs not initiating fights against the NPCs added by this mod. xSkills Fork Added Combat XP to NPCs added by this mod. | |||||||
| 1.0.2 | dstnpc | 0 | Sep 15th at 7:26 AM | Release Retracted | |||
Retraction Reason:Somehow the compat for Cannibalism mod didn't get added. Changelog:V1.0.2 Correct missing text for Bandit bannerman, how that managed to get through I dont know. Corrected Poacher Spearmen dropping copper arrows when killed. Changed the way drop tables are being handled. Instead of dropping them to the floor, they will require you to harvest like other creatures. Unless I find/make a different method, this will be how it will be moving forward. Mod Compat Outlaw Mod Fixed Outlaw NPCs not initiating fights against the NPCs added by this mod. xSkills Fork Added Combat XP to NPCs added by this mod. | |||||||
| 1.0.1 | dstnpc | 31 | Sep 15th at 2:00 AM | DST_NPCAdditions_1.0.1.zip | 1-click install | ||
|
Config Value = 1.1, Compatability | |||||||
| 1.0.0 | dstnpc | 107 | Sep 14th at 3:31 AM | DST_NPCAdditions_1.0.0.zip | 1-click install | ||
|
Public release of 1.0.0 | |||||||









If I might trouble you with one more thing (; do you think your boys could drop a skull when harvested? Cannibalism has that, I love having a pile of skulls (:<
There might be something strange about the config? Or at least mine I guess. When I change options and numbers on the config through opening a txt file the game doesn't seem to actually use that, when I checked the in game mod options thing all of the options I enabled were disabled and all of the spawn chances were set to 0. I was wondering why no one has shown up for a while.
Im not sure what your referring to by "in game mod options", as neither my mod nor the base game ships with an in game mod option method.
Sounds like your running a mod that adds in options, and either includes, or has an additional mod that adds its own mod option config file if a mod is missing the required setup.
The fact things are being set to 0 would make that a possibility, as nothing iirc is set to 0 outside of default hostility.
I mean the configlib thing
If your talking about the configlib mod, then yeah that would make sense as the mod isnt designed to run with that mod.
Id need to do additional code to make it work. My guess is since its not built with it in mind, its erroring out and failing.
Alrighty, sorry for the bother (;
No bother, ill look into it. Might be worth a gander to delete my mods config file and let it regenerate and see what happens.
If things start working again, then you know that trying to edit my mods config file via configlib will cause it to break.
Ill look into it patching in the usage of configlib this week
Also I have to say I have the true darkness mod and was traveling at night (my sleep mechanic is broken it keeps fast forwarding for many many more hours than it should) I was just sort of looking around in the lantern light from my horse and an arrow whizzed past my face, and I saw a bunch of arrows flying out of the darkness. I rode away as fast as I could listening to the arrows thunk around me. Magical experience! Exactly what I want from a mod like this lol
Im glad the archers are finally doing what thier supposed to do lmao
I'm guessing you are using AutoConfigLib, shouldn't have any effect on the "enabled" options (though bear in mind that AutoConfigLib does not add hot reload from file, so changing the file would require restarting the game).
As for the spawn chances... the actual number is 0.000015 but the default generated UI doesn't show that many decimal places so it ends up showing as 0.000. Fixing this would either require a change on AutoConfigLib side or for this mod to add something like [DisplayFormat("%e")] on the fields.
Do they spawn in homo sapiens?
Should, they follow normal spawning rules.
Is there anyway to change the AI for NPC's after spawn based on conditions. had the idea for the bandit archers to pull knives and change to drifter AI if you get to close instead of slowly sprint/walk away and get beaten to death easily.
Wont really be able to pull out a knife, but doing a melee attack for archers shoudn't be difficult.
great mod, tested it a little bit and creates pretty cool scenarios.
Things I wish can be accomplished someday:
- The hiring of NPCs and possibility to "command" them (like that old mod "sabre au clair" did in the past
- A targeting system for hired NPCs in order to target (whitelist / blacklist sorting) players (or player groups) as enemies.
Keep it up you are doing an amazing job.
Ive been working on a "faction" module that would expand this mod to include hiring, working with the various factions, some light faction/faction diplo etc etc. So its certainly in the pipeline to happen
Archer changes are working well with bandits attacking me, they are detecting me and engaging from much more reasonably long distances in general.
However, I found my first two camps (both happened to be 8 man), and the poachers inside seemed to struggle to detect me until after I attacked each one so I was able to take down each camp killing one at a time with a sling as only the NPC I hit would detect me and charge out at me. Even when others were standing right next to the one hit, no one else paid attention until I hit them and it was their turn.
Good to hear archers are archering properly lmfao.
Poachers by default are neutral mobs, so they won't outright attack you. The reason why they wont all attack if you attack one poacher is due to how vanilla handles entity groups. Which is via something called HerdID. In vanila, the only method of assigning HerdID is worldgen or runtime spawning. The camps are using the vanilla spawn block, which means they all spawn in with individual IDs, allowing for the player to pick each one off. This is going to change in the next update as I've worked out a new behavior to assign herdIds anytime they come within iirc 10 blocks of each other at any point (Spawning via normal method, camp spawning, ralling on the banner etc). Causing the camps to now share 1 ID. This allows for the whole camp to be alerted as their all apart of the same herd.
If you go look at say, a herd of boars, they all share the same herdId, which is why when you attack one they all attack you.
This behavior fires roughly every minute real time and only does things if the entities its checking dont already share the same herdId. Think of it like a heartbeat and your pretty close. I'm sure ill be tweaking it as people test it out and use the mod on heavier and heavier modpacks.
In regards to the camps are they spawning too often, to little etc. Im sure ill need to tweak those once i start adding in the other faction camps
Update pushed to hopefully get around the vanilla issue of herdIDs not being shared.
Hello, I've created a fantasy-like world and was wondering if you have any ideas about how to get the NPCs to fight other monsters, such as creatures from the Fantasy Creatures mod?
I've realised during my gameplay that the knights ignore goblins, skeletons, and, strangely enough, bears.
Hello,
Ill look into doing a Compat this week with Fantasy Creatures. Can you do me a favor and include the link to the mod so I can find the correct one?
Yes, sure thing.
https://mods.vintagestory.at/show/mod/27638
So, this is currently a temporary fork of the mod until the original is updated.
https://mods.vintagestory.at/fantasycreatures
This is the original, just in case you feel it's best to base it on this version so that it will work once the original has been updated.
Mod compatability updated to include both mods.
One issue i have seen is the AI have no grouping identity. you can go up and smack one of the poachers archers and the other poachers wont do a thing. if there is a way to group them so that if one is attacked they all react. might fix a lot of the issues with them not fighting back.
Part of that is the individual spawned ones dont share the same herdID (Think bears on their own vs boars with piglets). Ill have to work out a method of making them share the same HerdID or share whose attacking them around. Thatll be fun
I was able to work out a new behavior to merge groups together if NPCs get close enough. Itll be in the next update.
Im loving your mod. hopefully its not too much to ask for the ability to change the enemies movement speed via config, so far ive been changing it via 7z and notepad but it gets reverted when i update. other than that, i highly appreciate what you've done so far.
Ill look into it, although this might be easily done since theres no "global" movement speed thats used across every unit. Each AItask has their own movement speed, which would only work if no new tasks were added
if you have extra character player models, can it pull from those for making the NPC's or is it just stock human/seraph?
Just the human shape ive included in the mod. Im assuming your using mods that allow for other Player Models. i could use them, but id need to do an extension mod. Eventually i plan on doing a fantasy expansion to suit like elves, orcs etc etc.
it seems another mod that could... possibly fill in for this inquiry updated recently.
SiiMeR's Player Model NPC's. might be useful to at minimum talk with them?
you should definitely add some musket men that target you from like 20 blocks away and they can form firing lines.
While musketmen would be cool, two reasons why they woudnt go in this mod.
1) Formations arnt really easy to make happen as thatd be a lot of background checks for position of themself, nearby entities, and the player.
2) This mod will remain - fairly - vanilla in what gets added.
Please add compatibility with CO Fork! Thank you!
Looks like i cant do what i did, as i thought "CombatOverhaul:PlayerDamageModel" was something i could apply to other humanoids. Gimme 15 minutes to push a hotfix out.
Hotfix posted.
Edit its been a clusterfuck of a day, apologies. Hotfix for the hotfix will go live soon.
okay, corrected hotfix is out lmfao ๐คง what a CF
๐๐๐
This mod is just gettig better and better
I had a very, VERY funny interaction with exactly 2 bandits, one had a silver Falx, and the other was a bannerman, neither of them did anything against me and the bannerman simply, GOT IN MY FACE AND FOLLOWED ME AROUND! XD
All while I was playing as a DROCUST PROTOTYPE.
I can't help but imagine the mental image of this one, single, dude, being enamored by the rustbucket, I lost them soon after, are bandits MEANT to get lost from the rest of their group?
No NPCs spawn with silver gear, as all gear is hard coded to one piece of gear.
Bandit bannerman should attack if you have them set to default hostility in the config file.
Edit
No, NPCs are supposed to try and move towards their faction bannerman as long as its within 150 blocks by default iirc. Its a value set via config. What version of the mod are you running
Figures, then again it could be due to me having combat overhaul installed, must have derped the Bandit's Falx, no idea as to why the bannerman simply followed me around tho.
Interesting, ill add the falx issue to my long term "bug hunt". Bannermen are supposed to follow you around if their hostile and attack you. Neutral bannermen (knights by default) are only supposed to do so if you attack them. ill add some more logging to the bannerman stuff and see if i cant nail down what its doing.
I know ive been mucking about with AiTasks (What the AI does) lately. If it was an already spawned in bannerman, and you updated the mod, that already spawned bannerman doesnt get the updated tasks. This is a vanilla thing as well if your running other mods that touch vanilla animals etc etc.
Funny enough this is the first time I've played with the mod, and upon making a new world, yeah I'm convinced it's a conflicted between this mod and the combat overhawl fork, the second time a bannerman came around their banner was MISSING. And agian the bugger just, FOLLOWED ME AROUND.
Ill spend some time this week doing more compatability runs with CO fork. Which version of the fork are you running?
0.18.8 is the version I'm using.
https://mods.vintagestory.at/combatoverhaulforked
Mod updated with a hopeful fix to the bannerman equipment issue and the following around but not attacking issue. Might need to delete and regen your config file as you may be missing some options for the bannermen.
Thanks! Btw that same bugged bannerman? He uhm, he got wiped out by the local knights that spawned.
He died as he lived, a weirdo who followed a multilegged robot.
Bandits gonna bandit lmfao. Lemme know if the bannerman still have issues please. Certainly a fun bug to run down.
Well I can confirm they will actually attack you so that's good.
I was thinking, could make it possible to hire them? You could use the rusted gears as currency, I suppose they'd be the Knights Errant. You could hire a maximum of 3 to guard your house or something like bodyguards. I don't know, it sounds great since I managed to get 3 of them into my base and it was incredible how they started killing the Drifters and kept the area clear of hostile mobs.
Hiring NPCs is on my future list, itll tie into a larger "diplomacy" layer. Where you can hire friendlies as long as your in good standing with the faction
holy moly....cant wait......
Faction layer is cooking along well. Hopefully ill get something complete soon.
damn... nice now is better... epic battles vs driftters.. i loved tanks
Not sure what could be causing this but the bandits that attacked me could not hit me at all but I could hit them. I appreciate the meal but I prefer righteous combat! Happened in the .7 version not most recent
Is this fixed in .8? I know that if there are already npcs spawned in, any fixes ive done during updates wont apply till they respawn. This is a vanilla issue that I cant fix lol
Do you use combat overhaul. i noticed the archers will not fire sometimes and just spin in circles.
I do use combat overhaul but I haven't encountered any archers yet
Are these new spawns or already spawned in archers?
Pretty sure I narrowed down what was causing the running around in circle bug already. Very strange
They're running at me properly it's just their weapon attacks are not doing damage or knockback
Damage might not be high enough to beat whatever armor your wearing, I know their damage goes through without any armor worn.
You mentioned your running CO, so it might be a weird compatability between CO and my mod. Ill add it to my list of things to do this weekend
specific armor will make copper weapons they use deal almost 0 damage or even negate it entirely. I have seen people in full steel plate fall into a spike trap [different mod] and just bounce around taking no damage. pretty funny really. maybe giving the Bandits varied material of gear from copper to iron be a bit more effective?
Id need individual spear NPCs, the damage has to be hard coded per unit. Its not per weapon, which would be slick.
in my case they do damage but are so busy running in circles they are not effective. with archers i would make them Run Away similar to how deer or rabbits flee in different directions so that multiple archers would be a pain or in combat they would try and get distance to fire. maybe repurpose bowtorn AI. as it is now they run at you and spin or run away and get chased down.
They are using bowtorn mechanics. Im looking over things tonight here shortly to try and figure out why the archers are being dumb
Further post about this: I've found out what was going on. One of the AiTasks i was using wasnt correctly setup. This is being corrected in the next update.
I love this mod, finally something that allows me to use the Cannibalism mod.
๐
Precisely!
I've been playing with the mod and it's fantastic... although I've noticed some problems. First, the risk-benefit ratio is very unbalanced; the reward is greater than the risk. They're very easy to kill, even though they seem to be wearing armor, which apparently isn't the case. Ideally, their health and should be increased, the armor issue should be fixed and increase their damage. I've even seen a level 1 Drifter easily kill one with armor. Another issue is their running speed; it's very slow, and they're very easy to avoid. As for bugs, I only noticed that when you loot them, they do a strange animation, like they're getting up, and sometimes they just run around in circles.
The drops are pretty on par for the Outlaws mod, which has very similar health pools. Even if your taking them out yourself consistently, the drops shouldnt be giving you anything super crazy. Maybe a large collection of poultices. Although I think the damage output is higher for the outlaw mobs.
All my damage values are taken directly from the actual player items. A copper axe used by a player does the same damage as the one used by my NPCs. This is intentional.
The armor is "worn" in the same sense that the sky is blue, its visual identity. Afaik theres no method of applying an actual armor value like a player gets when they wear equivalent gear.
Running speed is the same value as the other vanilla villagers, same for animation speeds etc. The only difference is health amount. As vanilla villagers and traders have like 1k health. They do roughly the same amount of damage iirc. My npcs are designed to fit within the "reality" of the world as their derivatives of said villagers.
The only npc type that doesnt really run is the bannermen and thats for only one behavior, which is intentional. As they're designed to rally other npcs and hunt the player down.
The getting up and falling down animation when looting ive seen before and im still hunting down the why. As they should just be dead. Im assuming its a problem with some underlying code. Ill look into it more this weekend.
If their running around for no reason, there might be an opening below them and theres an entity they're trying to attack or their attempting to gather up on a boss unit. Ill look into this too.
Yeah, that's what I thought... Well, a little more difficulty, more health, or more damage would be great... and it seems I'm really lucky... sometimes I get 6 leather pieces and even 9 gears in a row, that's why it seemed unbalanced, but I guess I was just really lucky... i love dis mod
Im not disputing that the chances could use some tweaking, I think theres a message somewhere down below where I did some test runs on drops. If your getting leather in drops, then your fighting barbs, which have the highest pool of all the npcs so far.
Ill play around with the health some. Maybe bring bandits from 10/15 to 12/16 respectively
Maybe give some of them ruined weapons and/or scrap weapons too? It would make sense that Bandits would use whatever they could find and some of those weapons are a bit scarier damage values like the swords. The ranged units could use a bit of tweaking for detection range too, they currently do let you get really close before firing unless you just fail to notice them for a while.
Ill tweak the ranged units, ive been going through tweaking values last 30 hours or so fixing things on the backend
Not sure if you've seen the update reports. But the newest version allows for user editing of health pools for units. I set that up since you mentioned it as an idea.
yeah dis is old
A little feedback: First of all i love this mod, its what i wanted the outlaws mod to do but that one went too far without adding the needed stuff you are.
Id love if the bandits came in bigger groups than 3 with a mixture of ranged and melee fighters. like the idea in your future plans if they like keep getting killed in the same area by a player say near their base, they send a large mob with multiple waves. think minecraft raider waves.
Idk if its just my world but the "hostile" mobs arent really hostile. They mainly walk up to you and sit for a good minute before attacking. the ranged ones dont attack. they mainly run in circles. Theyve also been getting stuck in the snow so i dont know if you need to give them the ability to clear up to 2 blocks but ive found the poachers mainly get stuck in place and just spiral.
i think we should also be able to loot the knight errants even if the drop rate is lessened. mainly they leave dead bodies everywhere until they respawn.
also i hope someone makes a compat for this and rustbound so you can have mages inncluded. thank you
also id give the groups animals that attack with them. historically and in fantasy these groups had animals, whether knights come with one horse/elk, poachers have wolves, bandits with tamed boars, barbarians with a weaker bear
Thank you for your support, Outlaws was why I developed this mod lol.
The various groups can bunch up on the boss units by default, but the values may be to short for them to "see" each other to do so. I didn't want players to bump into a group of 10 and get killed outright.
In regards to attacking - what version of the mod are you running, and did you start your world with a different version? I know from I think 1.0.1 to now I've changed a - lot - of ai behaviors on the back end. Which can cause some issues if NPCs were already loaded in the world from a different version. If you'd like to, your more then welcome to kick your server/client-main logs over and I can see if I spot anything that would cause this.
Ill look into how other entities handle snow, might not be something I can do without making it look goofy.
Knights are getting loot drops next update as im directly allowing players to determine faction hostility to the player. So if you want knights but not bandits to attack you, you can do so.
In regards to animals, barbarians do spawn in (or should) with a companion bear for the boss units. Ive been working on adding companion wolf's for the grunt units and adding some additional barbarian behaviors to match their companion.
Regarding rustbound, is that in regards to having npcs attack each other, or to have mage npcs?
Thanks,
I had a premade world that i added the mod to. Very tempted to remake the world but i finally made it to year 1 spring. it was an older version, i didnt even realize ithad an update. i didnt notice that. im on version 1.0.4
Understood i also dont want to wander into a group of 10 that sounds like hell, but i meant more like them coming to you. It can give you some type of warning similiar to when we get temporal waves (pls not at the same time q.q).
snow makes sense. its annoying even with animals cause theyll get stuck on snow with various levels.
In regards to factions, hopefully theres a neutral option. ill wait to see that in action.
ive yet to run into barbarians so i cant say yet.
and as far as mages/rustbound, mage npcs attacking the player with basic attacks similiar to how the flying senties do.
Thank you for your time and responding.
If its an older version its possible that they spawned into the world with some wonky behaviors (which happens even to vanilla npcs). Worst case, kill em and let them respawn naturally.
World wise, you could do some world editing shenanigans to save your base, regenerate the world, then spawn your base back in. You would lose the calendar, but it would let you take advantage of anything new youve added later
Regarding them coming to you, the "bannerman" bandit units are supposed to rally up nearby bandits and hunt the player down. One may have spawned far away and that's why. Speaking of, I need to add the mechanic to knight errants as well since im allowing them to be hostile now. I would love to give them a horn sound effect that would play if your spotted, so youd have some warning of them coming.
You mentioned them spawning with 3 or 4 guys, which sounds like youve bumped into a boss unit (which spawns with companions). The bosses are supposed to spawn in with a mixture of weapons, but it sounds like its defaulting to all the same, which is a vanilla issue. Ill look into manually assigning companion npcs so its a mix.
Regarding hostility, the factions are either hostile or neutral. Hostile is attack on sight, neutral leaves you be, but will still respond when struck (ie animals are neutral). Bandits and barbarians default to hostile, poachers and Knights default to neutral. So no need for concern about that changing with you manually doing that.
Ive been thinking about doing a "fantasy" expansion mod and I have a centaur body shape almost complete, which does fit the theme of rustbound. Ill look into doing a least a basic compatability pass with it, so npcs from this mod have some of the magical resistances etc etc as I'd like to keep this mod specifically vanilla-ish
im already a huge fan, anything extra you do is going to be a huge bonus.
World editing shenanigans, how would i go about doing that? the amount of time and effort i put into my base is probably the biggest reason i dont ust scrap it and make a new world with the mods ive added
Youd have to look up the wiki on the how, but you copy your base to a file, then import the base in a new world.
Im pretty sure youtube also has some tutorials on the how to do it. I know it works, as I did it with my last base lol. Its fairly straight forward
A Fantasy expansion would be incredible! I would instantly change over to the factions being like Orcs and Goblins and whatever else too. I think you'd get quite a following with it too since the dev of the popular fantasy creatures mod (not the fork) is notoriously... we'll say hard to work with to be kind. So if you do such a thing I'm sure it would be awesome especially with your spawning and behavior system.
Drop me a link so i know which mod your referring to? I can only find the fork version.
Idea currently is to have the standard enemies in the "base" fantasy mod (goblins, orcs etc), then you add an expansion (like a wild theme for centaurs, satyres etc). Maybe have dwarves, elfs etc as well. Not sure yet. Doing models is.. not easy for me lmao
It's just called Fantasy Creatures, it's not updated to 1.22 though. That's why "Reborn" came out. However the original mod is Fantasy Creatures and all I know about the drama is just in that comments section. I avoid Discord so I don't really know the full story, just that Reborn is only allowed limited scope and the original author is not really actively updating right now. Having some alternative for some fun creatures around would be pretty cool because of all that.
Appreciate it. Ill take a gander. From what I looked at the reborn fork, it seemed like it was trying to do too much in one package.
Yeah a more modular modpack system would probably have been good for the whole project.
Modular mods are nice. Been thinking of splitting some stuff from this mod into a library mod for that reason. Lots of cool stuff ive done for this mod id like to use elsewhere
Update is live, with hostility management, Rustbound Magic compatability, bandits should now be more aggressive (code refactor caused some whoopsies), Knights have a drop table now
great mod! thank you!
Got attacked by some bandits and they all were carrying both falx and axes in the same hand, visual bug they functioned just fine, though I found them fairly easy to deal with (; Combat Overhaul and bronze shortsword two shot them to the head
Thats an interesting bug. I'll scroll through the bandits and make sure they are only equipped with one weapon. Totally possible that two spawned together and got stuck
I know its a bit late and I've already responded to this but,
I found the issue and it will be corrected next update. Entity model had both the axe and spear models as attachments, which is what was causing the strange visual bug.
I see! Interesting, so is it like your added the attachment points for them to potentially wield an axe or a spear and it just decided to slap on both?
Thats a good way to put it yeah. I was using the models as attachements to make sure the positioning was correct when the weapons where being held in game for the NPCs. The game doesn't care _where_ the models are or how their set up (VSCM, the tool im using for animations etc has them as attachments), if it sees the models within the file, it will just add them. which is how you get this very interesting visual bug of both weapons.
Probably fixed by this evening as im currently working on a centaur NPC as a side project
also poachers seem to attack the player on sight :/
There was some incorrect lines of code in the entity json. will be fixed today with the update.
Does light level deter their spawn ?
it just is kinda anoying having them (a whole group) spawn inside your walls)
Light should deter their spawning. I'll take a look here in a few minutes at the spawning stuff and double check.
Edit: apparently the way i had it setup was flipped. This is going to be fixed with the update today.
thanks for the clarification !
they still seem to spawn reguardless inside my walls (which has torches all inside to light it up) a couple dozen blocks away from me man :/
was only 1 guy but it jumpscared me, was going back inside my walls to be met by a bannerman next to a torch bruh
The only NPCs that should be spawning within light are the knights. Bandits, Poachers, and Barbarians all have the same light requirements as drifters and shivers do. I'll be making the Knights use the same values next update however since I've added the option to have them hostile to the player outright.
barbarian only spawn in the north right ?
They have pretty much exactly the same spawn locations/patterns as bears do. So where brown bears spawn, barbarians with brown hide armor spawn. Polar bears to the north, Polar barbarians to the north etc
cool!
Are there Panda Barbarians? :D
Will be in the next update. Same for Sun Barbarians lol
new npc ideas
Peddler: wondering trader can sell you things
Merchant Caravan: Trader with good loot but has 2-5 guards
Id love to have some traders that wander about. Thats a good idea.
could you make it compatible with Wilderland rusbound ? Currently your npcs only attack bowtorn and shivers and that mod add a bunch of rust creatures along with new drifters that do not get recognised (https://mods.vintagestory.at/show/mod/17655)
Thanks for the link
Ill take a look this weekend if I get some down time
they attack bowtorns, and shivers still, rest is ignored tho
Due to how Wilderland has their entity files, the NPCs added by that mod wont directly attack the NPCs added by my mod. But my NPCs will attack WR mobs, its just - way - easier to do it that way. Itll go live next update.
Cannibalsim compat is marvelous. Now, if the Cannibalsim/Butchery thing were fully implimented, this would be perfect.
You show up outside my base, and attack me? I'm gonna kill you, and eat you. But first I'm gonna skin you, and collect your blood.
I can look into how cannibalism handles butchery and see if I can do something similar for mine. Totally skipped over putting them up on the racks
Heroic.
Next update will let you hang all the entities on racks, and butcher them on the tables.
Legendary work pal.
Legendary.
Just a heads up though. I killed a Bandit Spearman and went to loot him. All he gave up wis a rusty gear though. So it may be possible, not every one of your NPCs is dropping people pieces.
I thought I had responded to this earlier, apologies.
I did a small code refactor since I needed some config options being saved to the world (IE, pale meat over raw meat) for syncronization purposes between players. The method I was using wasn't 100% consistent on actually applying those config options. Causing the Cannibalism items to not drop.
On one hand: The patches did what they were supposed to so people wern't crashing by not having the mod loaded.
On the other: it blocked the items from dropping.
Fixed in the upcoming update.
Glorious!
You're doing marvelous work, and at an incredible pace no less. One small detail. When butchering, the carcasses don't leave skeletons/skulls. This is hardly a problem. But in the interests of being thorough, I thought you should know.
Pretty sure thats how cannabilism also has theirs setup, but ill double check this evening. Since its not a critical thing, itll be in whenever next update if its fixable
Stay mighty!
The drops appear to be fixed with the carvable corpses, I'm definitely seeing Poultices and other stuff now so thank you!
Hovwever while checking my server-main logs for something else entirely I came across an error thrown for this mod, if you need more info that I can find for you let me know but here is the error:
I should stay I have been seeing a good number of these npcs and they seem to work out of the box with Hirelings which is great because I have 3 of those around my base initially as help with rift spawns and Hyena and Rhino spawns (from a mod) while I'm just focused on doing things around base. I will say both sets of NPCs seem to need to be basically on top of each other to see each other which for archers in each isn't ideal.
Edit: Also notices a few of these throughout the log too:
17.9.2026 00:54:42 [Warning] Entity with code dstnpc:knighterrant-male-bannerman-boss has defined a companion spawn dstnpc:knighterrant-male-{type}-grunt, but no such entity type found.
Interesting. I'll have to take a look about the seek entity thing, ill adjust some of the values about "seeing" other npcs as well. I know exactly which part of the code that errors referring too, and I bet its from swapping things around trying to make things flow better on the "mod start" side so its not opening, saving, opening again, saving again etc the same files. Operations like that add up over time.
I may also have to do a custom aiTask entry again like I did for the archer units to fix the bannerman error. Probably should do that anyway now that im thinking about it...
I've fixed the {type} error in my working build, so that will be fixed when I push the update either tonight or in the morning. Depends on how busy i get when im off work.
Speaking of Hirelings,
Do they outright attack my npcs? Or do they kinda just stare at each other lol. Im not sure how hirelings handles its guard mobs.
On the rhino/hyena, if you kick me the mod I can look into doing a patch for it. So my npcs fight them, theirs fight mine like i did for the Outlaw mod
The Hirelings attack your NPCs and yours seem to attack back when aggroed but I'm not sure if the hirelings are attacking yours because they attack my player or because they saw your NPCs. The Hireling Default behavior is to attack entities that attack them or that target nearby players or tamed animals. I think the DSTNpcs seem to ignore them until the Hirelings aggro on them for attacking me. The Hirelings seem to ignore the DST NPCs until they aggro on me, but it isn't entirely clear.
And there is no issues with the Rhinos and Hyenas are just vanilla, I just got the Hirelings mod to deal with constant threats wandering into my base area. I will say that the Rhinos and DST NPCs entirely ignore each other (I had a funny fight where I was fighting 6 Bandits and suddenly a Rhino charged me through their ranks). The Rhinos are from the Fauna of the Stone Age: Rhinocerotidae mod. I also use other mods from that series but they aren't common around me so I haven't had any encounters with both DST Npcs and the others yet.
The image of a rhino just going "fuck these bandits im after the seraph" is hilarious to me lmfao.
Sounds like its my npcs aggroing on you as the player, and your guards aggroing from that. Which makes sense, as they dont.. probably the wrong word but it works, "see" each other as outright valid entities without doing a patch (see comment about Outlaw).
With the fauna mods being of some popularity, it probably behooves me to do a patch for them for that reason alone.
Oh it was a great time. I was looting a ruined village and just as I had noticed it had one of the buildings with an entire buried floor of boney soil the bandits popped over the low part of the wall, I killed one, then noticed what just looked like a mess of them piling in so I backed out the other side keeping them at bay with my spear... not 10 steps back into the grass the Rhino comes around the corner of that same building behind them and I swear it looks like they cleared to the sides to give it a path straight to me. My head canon is that the bannerman was riding it. So in my head canon for my world in game the Bandits in the south ride Rhinos.
Tbh, if I could work out a repeatable system to have mounted combatants, rhinos would be a solid choice. Although it would still only count as 1 for the kill tally lmfao.
Thats one of those moments I would love to see animated
Are you by chance running any personal patch mods? Can you additionally send me your mod list? I'm unable to replicate this error
with the mod outta the box with the current version of the mod uploaded to the db.
Edit (45 min later) - Actually, i just made a custom AITask to handle it and thats what im checking against for updating the search radius, which is what that error is referring to. Hopefully this will sort things out
Not sure what a personal patch is exactly. I'm not running any personally made mods or anything. I'm not at all a coder so I've never looked at more than json editting. I can get you my mod list though if it would still help but your edit sounds like maybe you tried something and I saw the update so I'll install and try that and report back.
Here is the modlist though:
17.9.2026 19:34:40 [Notification] Mods, sorted by dependency: advancedsmithing, walkingstick, bambootowood, beltmakingvanilla, cbr, chiseltools, chonkykitchenware, chonkyvessels, crockmod, dstnpc, fieldsandplateaus, elephantidae, rhinocerotidae, hohfs, hydrateordiedrate, millwright, morebuckets, morepaperrecipes, moretorchholders, pathsandroadways, plainpotashprocess, plainsandvalleys, primitivesurvival, resinlogextract, shelfobsessed, spinningwheel, temporal_gears_stack, sumpter, toolbelt, tseasonedfirewood, tunasclothing, usefultraders, game, vsimgui, warmgambeson, accessibilitytweaks, aculinaryartillery, attributerenderinglibrary, egocaribautomapmarkers, barkcanoe, bedspawnv2, betterruins, bettertraders, buzzwords, carryon, cartwrightscaravan, clotheshavepockets, coffeeandtea, configlib, electricalprogressivecore, tackandequipment, extrainfo, fatcandles, fixenfontmod, foodshelves, genelib, gofogyourself, hirelings, hudclockpatch, immersivebackpacks, immersivemodularbackpacks, immersivewoodworking, itempickupnotifier, jaunt, justthepepper, knapster, komet, krpgenchantment, lesschonkyvessels, handcrank, metalbowlsandpots, metalladders, meteoricsteel, mpecenteredspurgear, mpegearbox, mpepowersplitter, particlesplus, portalsreborn, primitivebackpacks, purposefulstorage, rivers, scaffolding, shadehouse, shipwright, sleepingbagmod, smithingplusplus, sonitodynamictraitsrebirth, stonebakeoven, toolsmith, treetapredux, usefultraderschonkypatch, vanillaarmory, vanity, viescraftmachines, creative, vsinstrumentsredux, vsroofing, survival, wallkickswillwork, woodenfortifications, xlibfork, xskillsqualitymodifiers, castaway, electricalprogressivebasics, equusdestrier, expandedfoods, functionalminerbeltandlantern, vsinstrumentsreduxexpansiona, xskillsfork, electricalprogressiveindustry, electricalprogressiveqol, efchefstricks, xskillsshipwrightcompat, electricalprogressiveequipment
17.9.2026 19:34:40 [Notification] Mods, sorted by dependency: advancedsmithing, walkingstick, bambootowood, beltmakingvanilla, cbr, chiseltools, chonkykitchenware, chonkyvessels, crockmod, dstnpc, fieldsandplateaus, elephantidae, rhinocerotidae, hohfs, hydrateordiedrate, millwright, morebuckets, morepaperrecipes, moretorchholders, pathsandroadways, plainpotashprocess, plainsandvalleys, primitivesurvival, resinlogextract, shelfobsessed, spinningwheel, temporal_gears_stack, sumpter, toolbelt, tseasonedfirewood, tunasclothing, usefultraders, game, vsimgui, warmgambeson, accessibilitytweaks, aculinaryartillery, attributerenderinglibrary, egocaribautomapmarkers, barkcanoe, bedspawnv2, betterruins, bettertraders, buzzwords, carryon, cartwrightscaravan, clotheshavepockets, coffeeandtea, configlib, electricalprogressivecore, tackandequipment, extrainfo, fatcandles, fixenfontmod, foodshelves, genelib, gofogyourself, hirelings, hudclockpatch, immersivebackpacks, immersivemodularbackpacks, immersivewoodworking, itempickupnotifier, jaunt, justthepepper, knapster, komet, krpgenchantment, lesschonkyvessels, handcrank, metalbowlsandpots, metalladders, meteoricsteel, mpecenteredspurgear, mpegearbox, mpepowersplitter, particlesplus, portalsreborn, primitivebackpacks, purposefulstorage, rivers, scaffolding, shadehouse, shipwright, sleepingbagmod, smithingplusplus, sonitodynamictraitsrebirth, stonebakeoven, toolsmith, treetapredux, usefultraderschonkypatch, vanillaarmory, vanity, viescraftmachines, creative, vsinstrumentsredux, vsroofing, survival, wallkickswillwork, woodenfortifications, xlibfork, xskillsqualitymodifiers, castaway, electricalprogressivebasics, equusdestrier, expandedfoods, functionalminerbeltandlantern, vsinstrumentsreduxexpansiona, xskillsfork, electricalprogressiveindustry, electricalprogressiveqol, efchefstricks, xskillsshipwrightcompat, electricalprogressiveequipment
All 114 of the ones I have loaded when that error happened... (Obligatory I swear most are QoL, roflmao, that's a joke I use what I want)
I consider a patch mod to be a personal mod (like what this originally was) whose purpose is to tweak specific things (like adding more entities to target). Your mod list doesn't look like it has anything to egregious. Im leaning towards it was a one off chance and something loaded wrong
That specific error got generated as I was using a trimmed down seekEntity task (what the ai uses to locate and move towards a creature/player). Which was.. very fragile. I created a variant of that task whose only purpose is to find and move to the player. The variant is significantly more sturdy code wise and less prone to load order shenanigans. Which should clear up that error from even happening now
I've been a busy bee today, pretty sure all FotSA mods are now compatable with this mod with this update. So bandits should target rhinos for you lmao
Oh wow, incredible. I wasn't even worried about it. I sort of liked the unintentional team up it was spicy (and for the record the previous ambush story I didn't die and actually killed the rhino and bandits lol). Do the poachers maybe drop some of the FOTSA custom pelts occasionally? Idk if you remember when I asked about the possibility of being able to config loot drops but that was the reason why, I wanted small chances of them dropping some of those. Also I was thinking maybe the Barbarians could have a small chance to drop bear pelts (since they wear that kind of armor, but I don't think dropping full armor pieces would be balanced).
No poachers dont drop the FotSA pelts, although that's a fantastic idea in hindsight.
Barbarians dropping bear pelts or even bits of leather is also a solid idea.
Ill look into it this evening
I was able to work out a method to allow for additional drops via config. Should be fleshed out by next update, hopefully sub 48 hours.
Added a new config array to allow for custom drops by users of the mod. see changelog
kicks from the server to the main menu. When collecting loot from NPCs
Hello, can you enable the EnableDebugNotifs config option for my mod and send me both your client-main and server-main files please, along with your modlist if applicable. Ill take a look tonight when I get home. Approx 10 hours.
I've not had anyone else report Harvesting loot issues (yet), so it's possible a compatability issue with another mod.
Hello, i can only send it tomorrow. Where should I send it?
If you have discord, you can join the mod forum page. Alternatively, i believe you can send them here as attachements. Either way works
I have responded on discord, and the correction for the crash will be resolved next update. Sub 5 hours or so from 8pm EST
I'd say for the "hunt on sight" mechanic, you could add a Karma system which works similar to this
Brigands
Knights Errants
Poachers
Your comment is pretty close to how I'd like things to go. I know doing a global flag in a similar method is possible as No Protection Zone does one for traders. But it's a lower priority since I'm still working out what all factions I want to add. I'm working on a new one this week that should be out next update.
Speaking of factions...
Wandering Rot
"What a foolish thought... imprisoning oneself in leather and steel?"
Bailey Squatters
:D
Huh. Why didn't I think of using the rusty hazmat suit for a mini boss style npc, that's genius. Could probably do both an attraction block to drag them to you as a player, and have a wide wander radius from its spawn.
Doing a patch to use battle towers is also a solid idea. I'll have to add that to my ideas board. Using the spawners in the towers for the mobs is certainly a thought.
Holy,, This's so wonderful thank uu๐
Ayooo this one already has Cannibalism compat, that's like my #1 thing I want Outlaw to get. Also could we turn the bandits poachers and knights red meat into palemeat? You can turn the meat traders drop into palemeat in the base mod
I wasn't even aware palemeat was a thing. Ill take a look. Worst case I just put a config option to choose.
๐option in config is probably best, never hurts to have more options to customize your world (:
I was able to work out a config entry for swapping to pale meat. It'll go live next update. Probably sub 48 hours or so from now.
๐โ
Ho friend,
Update with config option is live now.
CannibalismSwapRawMeatToPale is the option name
Happy hunting.
๐๐
It would be cool to make NPCs with custom models from the player model lib. Or compatible with Player model npc
Im not sure how player model lib is setup. Suppose I could look at it irregardless.
Do you have a mod post on the offical VS Discord yet?
I dont, but i should go make one real quick. my handle is the same on discord as it is here.
edit: Now i do
I have now killed 6 bands of Bandits and 4 pairs of Poachers. Only got drops from poachers one time and it was weird how it happened. I tried open hands and a knife (Meteoric Iron, a Copper one I found later, and a Flint knife were all tried) on the corpses, at no time did any body open like either creatures or rust mobs. The one poach that I got stuff on I think it just kind of added to my inventory with no real indication it happened. I just happened to open my inventory after giving up on trying to loot them again and noticed there was 3 Bushmeat and a small hide in my bag.
The description says they should have working drops, but 1 or 2 out of 8 poachers and 0 out of about 20 or so Bandits and Banditbannerment doesn't seem right. Are they supposed to be carvable with a knife like other mobs? Do I need to use a different tool? If they aren't setup to open up a corpse screen like other mobs could they be set up to do so? Right now there is no clear indication anything I'm doing is having any result.
They drop the items out of their pockets when they die, so the items end up on the ground. Its possible a very aggresive item cleanup could have gotten them. I could swap back to having it be carvable like other mobs or have it enabled via config. The fact the drops are so low is strange, as they are setup for it rustyGearDropRate modifier (like on some of the classes)
All the grunt mobs drop 1 +/-2 rusty gears across the board, although this value is also modified by
Poachers drop Small, Medium and large hides (1.5 +/- 0.5, 0.5 +/- 0/5, 0.125 +/- 0 respectively), 2 +/-1 raw bushmeat, 3 +/- 1 redmeat, 1 +/- 0.25 fat, along with 1 +/- 2 copper arrows when they die.
Bandits drop Reed poutices (0.4 +/-0), 1 +/- 2 rusty gears, and copper nuggets (0.125 +/-0) with bandit bosses also being able to drop silver and gold nuggets at a lower rate.
Edit: I just ran a test with the current version of 10 bandits and 10 poachers in a creative world using the commoner class. Which dropped
Bandits: 6 Reed Poultices, 7 rusty gears
Poachers: 2 large hides, 27 raw red meat, 5 Copper Arrows, 11 rusty gears, 16 small hides, 19 raw bushmeat, 8 fat, and 5 medium hides
Oh I know it isn't just getting lost in item stacks with reed poultices being that high in the drop rate. I live far enough south in my world that I don't even have cattails except on mountain lakes and I haven't found horsetails in aproximately 3 in game years so I literally haven't seen reed poultices in a hundred hours of playtime... I suppose some of the other stuff could have dropped as I always have my gears on me when I travel I likely wouldn't have noticed those, but I've only gotten meat/hides the one time. Having the option to make them carvable would be peak though. It would definitely make it a lot more obvious what is and isn't happening, which would help. More config options are always a good thing imo.
Oh and having their drop table in the description would be great. Could we maybe even get that configurable too? I play with a lot of mods so there are some things like ivory and other animal parts I'd love to be able to add to the poachers table.
Only thing I could think of would be that your getting some abysmal drop rates or theres an unforseen mod causing the problem. Are you running any mods that change drop rates/world settings (if there are any, i cant remember).
Possibly xskills? It has the one combat skill that is supposed to increase mob drop rates, afaik it should only be from vanilla rust creatures though?
I have that mod for my own playthrough, so I'll go check real quick just in case.
Speaking of, I should probably do a compat for xskills anyway lmao
I'm looking into doing a toggle for the harvest method so itd be like other mobs for clarity though
I coudn't find a method of having it be toggable for the harvets method that I liked. So I swapped it back to normal harvest via knife for clarity sake. Lemme know if you still have drop issues, as thats very strange to me.
they ttack the outlaws now, pretty good ! the outlaws dont always fight back but that outlaw's problem now lol, it is a soft compatibility now i suppose
I took a look again, and i mucked up the patch files for the Outlaw mod slightly lmao. It'll be fixed next update I push out, then the outlaws should attack my NPCs correctly. Glad at least mine initate the fights now
Outlaw mobs should now attack my NPCs. Corrected in 1.0.3.
Not sure how it would work but you could maybe add a block to attract Vegabond or errant knights and mercenaries so they can be hired or kept around to protect areas. Maybe some kind of tavern style thing you can build
Whenever i get to making them hirable, thats the goal yes. You'll be able to interact with them and have them become companions and guards of your home
i love that idea !
Could you implement Blocks like in outlaw mod which prevent their spawn arround theses blocks ? and or how the spawning mechanics, and when are theses NPC spawned please ?
The mobs in this mod spawn like normal creatures do (on world generation and during playtime) but only at the same rate as bears do, so fairly infrequently from the testing ive done. I think during the last session I did (roughly 3 or 4 hours) my 4 man group found 3 bandit grunts, and 1 boss with his grunt minions. Or about 7 total.
Doing a block to inhibit spawning within a radius shouldn't be difficult, but the way I have the spawn rules set means they should spawn generally far enough away to players that they won't just appear to fight you.
i tried it out and they seem rare enough, although ive seen dirrect incompatibilities with this mod here https://mods.vintagestory.at/noprotection (Killing bandits counts as killing traders thus having the aggro of the traders)
they seem to interact a little with https://mods.vintagestory.at/outlawmod122 's outlaws funnily enough, ill test abit
Outlaws will go allout against bandits, for some reason, but not knights lol.
(If youre wondering the bandits get wooped by everyone else farly hard)
Mod updated with compat for Outlaw Mod. See Changelog.
Do they have any interaction with guards and from vs village?
No current interation with guards/mobs from VS village, althought thats a good idea to do. I'll chuck it on my TODO for the day.
cool yeah i feel like the knights would be cool to integrate with village defense especially because it uses the same vanilla style as your mod, though bandits may need a little work to differentiate them from villagers/guards/knights more
NPCs now have at least a basic level of interaction of fighting Guards, Traveling Traders and villagers now. Its been a productive day.
Ill take a look and see what directly is causing this. Only thing i could think of is its using some sort of a blanket check for villagers.
https://mods.vintagestory.at/outlawmod122 > Probably also just have a blanket "Attack everything except" check. Pretty sure the Outlaw mod NPCs also hit harder then any of my mobs. This is by design, since i wanted some form of parity with player damage/equipment. IE, copper spearman do the same damage a player would do with a vanilla copper spear.
very cool mod, so I hope you dont mind me yapping a little bit here, i'm lowkey excited about what this mod can be:
- idk how aggressive the bandit bannermen will hunt down the Seraph, maybe there should be an escalation phrases to the encounter, like observe -> assert one's presence -> solo light engagement (to deter newly started Seraph)-> if moderately damaged from the light engagement, then attemp to flee to nearby group (or encampment) and return with proper team to hunt the Seraph down for good
-the knight faction are so cool, I wonder if their arsenal can be expand if compatible with future combat overhaul: armory in the future, seeing wandering knight with greatsword would be sick
-my only concern with poachers is will they over-hunt their surrounding and eventually run their area barren?
-I think my concept of global "hunt on sight" faction should be something akin to the cult of Rust & Rot worshipping Lunatics, their presence can cause temporal rift activity to be highly volatile
sorry if my crackpot suggestion is too big to chew๐ i lowkey dont expect any of this to go through tbh but i hope i can give you some idea, wish you a smooth development
The banner man will hunt players within the block range in the config (default is 150), and other bandits will attempt to band up first to bosses, then the bosses to the banner. While I think its possible to have it escalate overtime, id need to have more math on the backend (which runs the risk of bogging the game down if its too overdone). Its certainly possible though.
Doing an expansion based on CO would be possible as well, although id need to copy over the shapes and modify them to look at the correct attachementpoints due to how the vanilla villagers handle outfits. The textures would still point to CO however. I wouldn't mind though.
Poachers should only "hunt" within i think its set to 20 +/- 10 blocks of their spawn location or so. If people start reporting its too aggressive, ill look into doing a counter system that resets every few days or so instead of just letting it happen.
All the mobs added from this mod currently spawn as often as bears do by default, so hopefully theres no roaming poacher bands lmao. Might be cool as an event though.
Doing a cult could be fun as a faction though
This looks awesome, maybe you could add rare blackguard soldiers or forlorn hope knights that spawn alone. I imagine a forlorn hope knight makes a little more sense as a sort of wandering hero from a forgotten order of valliant protectors whereas the blackguard I guess fits is a remnant of a rugged peacekeeping force of a morally grey system born of necessity.
I'd like to add mobs based on the Lore knight orders (forlorn hope etc), as sorta mini bosses (good health, drops midlevel loot pool). And tie it somehow to the relevant factions in the mod (bandits getting black guards, knights having the forlorn hope).
I suppose it could make sense to have a blackguard turned rogue as like a bandit lord or he just got the armor of a blackguard. Maybe you could add also poachers wearing various bear armors
I was originally gonna give poachers bear armor, but ive been sitting on a different faction that would use the bear armor lol. I try to keep an armor "theme" to factions for identity purposes.
Although having a faction that could spawn in with a hodgepodge of armor would be hilarious lmao
Maybe using damaged armor variants could make sort of exile or renegades
Please add Biomes mod support!
Thanks!
I'll take a look this evening. As long as the mod doesnt modify the vanilla block codes, it should work outta the box by default.
I would recomend having them spawn in all the biorealms ..
"biorealm": [
"pacific nearctic",
"atlantic nearctic",
"atlantic palearctic",
"central palearctic",
"eastern palearctic",
"pacific palearctic",
"pacific neotropic",
"atlantic neotropic",
"atlantic afrotropic",
"eastern afrotropic",
"australasian",
"oceanic"
]
That being said it would be very cool to have region specific NPC groups. Like Japanese themed NPCs in Pacific Palearctic or Aztec themed NPCs in Pacific Nearctic. Vikings in Atlantic Palearctic or Persians in Central Palearctic. So yeah if you want your more European based NPCs to be limited to just Europe then Atlantic Palearctic is the place to set them.
here are some themed clothing if you want to do that kinda thing ...
Pacific Nearctic
- American Frontiersman
- Measoamaerican Drip
Atlantic Nearctic
- Arcticia
- Battledress 1776
- Canadian Winter Clothes
Atlantic Palearctic
- Celts
- European Horde
- Gothic Style
- Greek
- Greenwich Style
- Hussar Style
- Jousing Style
- Kilts
- Landsknecht Style
- Roman
- Templar Style
- Varangian Style
- Viking Style
Central Palearctic
- Cacasian Clothing
- Desert Delight
- Desert Wear
- Russian Horde
Eastern Palearctic
- Chinese Dynasties
Pacific Palearctic
- Hanfu
- Japanese Gear
- Japanese Horde
You get the idea. There are many more and some could overlap with other regions. Plus i didn't even list any of the southern hemisphere regions. Also i could totoally see like Viking spawn in the colder climates of Atlantic Palearctic while the Romans would spawn in the warmer southern regions of Atlantic Palearctic.
EDIT: Also this weaponry mod has a lot of weapons for cultures around the world. Same with this armor mod.
Ahhh I wasn't aware that they added new biomes specifically, and modified the spawning to account. Ill take a look and see what can be done.
Doing themed gear is probably possible, although ill need to look at how each piece sits on the villager model and go from there. Same for the themed weapons being possible.
Big undertaking though, which im not opposed to. Just need to plan things out
Oh yeah this idea could be like multiple add-on mods that could go for as long as you want to go. But there are lots of already made armor, clothes and weapons. Plus i was was thinking on what if you had mounted units too? Such as ...
- Equus Horses + Steppe Clothing = Mongian Horse Rider!
- Elephant mod could be used to make Persian Elephant Riders
- Future Camels could have Mameluke Calvary
- Sami Reindeer Riders
And not to mention alternative timeline stuf like ...
- Canadian Moose riders
- Columbian Mammoth Riders in North America
- Wombat Riders in Australia (Austrasian)
- Moa Riders in New Zealand (Oceania)
you get the idea.
I would love to work out how mounted enemies would work, but that's a low priority currently. Having cavalry battles out on the plains would be sick to see just from viewing it going on.
Imo a lived in world is much better to play in
Mod updated with compat for Biomes. See Changelog.
Thank you! Will add you to the list of compatable mods.
Oh shit, it did't even click that Biomes was your mod lmao. Right on!
I just help and patch. Crab and Ninja are the main modders. But i do pester mods to add patches. lol
Are the NPCs created by this mod able to be processed via the "Cannibalism" mod?
Asking for a friend.
Not currently, but probably easy enough to do. I can look into it this week. Kick me the specific link for the Cannibalism mod if you could, so i know which to look at
It's this mod.
Thanks for the link,
Might take a day or three, but it looks like itd be pretty easy to allow entities to be processed via Cannibalism.
Awesome! Now I just need to convince the creator of VS village to do the same for their NPC mobs.
You know...on behalf of my friend.
Mod updated with compat for Cannibalism. See Changelog.
Bravo!
Why is it tagged with AI if you state there was no AI used in this mod? Weird.
I wasn't aware that the AI tag was meant for "Made with AI". I thought it was for AI in the sense of mob AI
looks very cool