Mods / Fauna of the Stone Age: Elephantidae

Tags: #Crafting #Creatures #Furniture
Author: Tentharchitect
Side: Both
Created: Jan 16th at 10:09 PM
Last modified: Jun 8th at 4:01 PM
Downloads: 59646
Follow Unfollow 587

Recommended download (for Vintage Story 1.20.10 and 1.20.11 - 1.20.12):
FotSA-Elephantidae-v1.0.13.zip  1-click install


A collection of large herbivores from the family Elephantidae, these powerful herbivores will roam the steppe and forests of your world. Equally a resource and a threat, they are a tremendous source of meat, hide and fat for those able to hunt them.

This mod includes:

Stats
Common Name Scientific name Category Weight Health Height Damage Temp Precip Foliage Needs Altitude Group Size Meat Drops Fat Drops Hide Drops Diets
Asian elephant Elephas maximus Elephantidae 4k/2.7k/250 110/84/21 3.2/2.5 S 29/24t3 14-40 15-100 0-100 1.0-1.7 1-5 M, 5-15 F&B 270-300, 180-202,25-28 54-60, 36-40, 3-4 20H, 14H, 1H
Grass, nibble crop, fruit, vegetable, berry bush
Bornean elephant
Elephas maximus borneensis
  3.5k/2.3k/250 100/76/21 2.9/2.4 S 27/22t3 26-40 65-100 20-100 forest 1.0-1.7 1-5 M, 5-15 F&B 236-262,155-172,25-28 46-52,30-34,3-4 18H, 12H, 1H ||
African bush elephant
Loxodonta africana
  6k/3k/300 150/90/23 3.4/2.7 S 37t4/25t3 13-40 5-100 0-80 forest 1.0-1.65 1-3 M, 3-25 F&B 405-450,200-225,30-33 80-90, 41-45, 4-5 22H, 16H, 2H ||
African forest elephant
Loxodonta cyclotis
  2K/1K/150 70/50/17 2.2/1.9 S 21/17t3 21-40 65-100 70-100 forest 1.0-1.5 1-3M, 3-20 F&B 135-150,67-75,19-21 26-30, 13-15, 2-3 12H, 10H, 1H ||
Columbian mammoth
Mammuthus columbi
  9.5K/5K/400 220/130/27 3.75/3.4 S 51/33t4 0-23 5-100 0-70 forest 1.0-1.7 1-5 M, 5-15 F&B 640-710, 340-375,32-36 128-142, 67-75,5-6 24H, 20H, 2H ||
Pygmy mammoth
Mammuthus exilis
  1.3k/750/50 56/40/12 2/1.7 S 19t3/16t2 11-17 22-42 0-60 forest 1.0-1.1 1-5 M, 5-15 F&B 89-98, 50-56, 6-8 17-19, 9-11, 1-2 6H, 4H, 1L ||
Woolly mammoth
Mammuthus primigenius
  6k/4k/200 150/110/19 3.1/2.6 S 37t4/29t3 -20-10 5-100 0-70 forest 1.0-1.7 1-5 M, 5-15 F&B 405-450,270-300, 22-24 80-90, 54-60, 2-3 22H, 16H, 1H ||
Cyprus dwarf elephant
Palaeoloxodon cypriotes
  350/170/20 25/17/7 1/.8/.4 S 12/9t2 15-20 30-65 0-70 1.0-1.5 1-5 M, 5-15 F&B 32-35, 20-22, 2-3 5-6, 2-3, 1 3L, 2L, 1M ||


Due to their large size, these animals have a high amount of health and a large amount of resources, hunting them head on is not recommended. However, falls are especially hazardous to these animals and luring them over cliffs and into pits is an effective way of harming them.

Features:
All species have a unique pelt and tusks that can be used to craft hide, head mounts and taxidermied full body.

Elephants can be domesticated over generations, though pose a significant threat to the player until they reach generation 10 when they’ll no longer attack the player. While you can place saddles and bridles on elephants not yet at gen 10, they will potentially kill you while attempting to mount or dismount them.

Occasionally a fly covered elephant carcass will spawn, blocking elephant spawns in the area. They have a chance to spawn when first arriving in an area or when all elephants have been killed off from the area, allowing players to locally wipe out elephants. Destroying the carcass of the respective type will allow more elephants to spawn again and some carnivores and scavengers may destroy them as well, so if you want elephant spawns prevented in an area protect these carcasses.

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 10 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 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.

 

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.0.13
1.20.11 - 1.20.12
11393 May 15th at 7:28 PM FotSA-Elephantidae-v1.0.13.zip 1-click install

Added-Medallions can now be placed in Elephant's face slot
Tweak-Elephants take ten times longer to respawn, meant to offset their high meat yields.

1.0.12 1364 May 12th at 4:43 PM FotSA-Elephantidae-v1.0.12.zip 1-click install

Tweak-Raised elephants seek entity when in aggressive on damage range to 60 meters

1.0.11
1.20.9 - 1.20.10
3771 Apr 30th at 7:09 PM FotSA-Elephantidae-v1.0.11.zip 1-click install

Added-Devil interactions
Tweak-Increased dead hitbox size

1.0.10 2183 Apr 22nd at 4:39 PM FotSA-Elephantidae-v1.0.10.zip 1-click install

Fixed-Milking not set up correctly

1.0.9 6268 Apr 4th at 11:55 PM FotSA-Elephantidae-v1.0.9.zip 1-click install

Added-Worldgen spawn
Added-Woolandmore drops

1.0.8
1.20.5 - 1.20.7
7163 Mar 11th at 7:47 PM FotSA-Elephantidae-v1.0.8.zip 1-click install

Added-Thylacoleo interactions

1.0.7 6986 Feb 19th at 11:06 PM FotSA-Elephantidae-v1.0.7.zip 1-click install

Fixed-Combat Overhaul patch
Fixed-Added missing bridle shape 

1.0.6 3212 Feb 14th at 6:06 PM FotSA-Elephantidae-v1.0.6.zip 1-click install

Added-Face slots
Fixed-Base game animal patch format updated to 1.20.4

1.0.5 2879 Feb 9th at 5:59 PM FotSA-Elephantidae-v1.0.5.zip 1-click install

Tweak-Disabled mortally wounded state until it can be troubleshot
Tweak-Split seek entity when aggressive on damage and aggressive around entity into two separate tasks.
Tweak-Elephants will seek entities from 45 meters away when injured
Tweak-Elephants will seek entities from 15 meters away to protect babies
Tweak-Elephants will seek entities from 9 meters away when not otherwise aggitated
Tweak-slowed feed animation by 50%

1.0.4 2793 Feb 3rd at 7:25 PM FotSA-Elephantidae-v1.0.4.zip 1-click install

Added-Ukrainian translation (Thanks Deanbro!)

1.0.3 3877 Jan 28th at 12:32 AM FotSA-Elephantidae-v1.0.3.zip 1-click install

Added-Recipe for elephant blankets
Fixed-Health Points being wrong, had been reverted to rhino hp
Fixed-Removed elk saddle from neck slot
Fixed-spawn patches for Biomes were malformed, should now spawn with the Biomes mod

1.0.2 3205 Jan 22nd at 8:54 PM FotSA-Elephantidae-v1.0.2.zip 1-click install

Tweak-Changed bushmeat to redmeat ratio from 3:1 to 1:1
Tweak-Removed many ear, trunk, tail, head and neck key frames from the run and charge animations, making those animations smoother
Tweak-Removed flee chance from most adults until below 75% health
Tweak-Raised seek entity range from 32 to 45 meters when aggressive on damage
Tweak-Disabled flee entity behavior for all adults except the dwarf elephant
Tweak-Reduced the flee entity distance to 10 meters
Tweak-Increased the flee entity distance when damaged to 40 meters

1.0.1
1.20.0 - 1.20.1
3936 Jan 17th at 6:52 PM FotSA-Elephantidae-v1.0.1.zip 1-click install

Added-French Translation (Thanks Laerinok!)
Tweak-Reduced flee on damage chance for adults from 25% per hit to 1% per hit
Fixed-Added missing flee targets to adults, which previously was causing adults to flee from players 

1.0.0 617 Jan 16th at 10:14 PM FotSA-Elephantidae-v1.0.0.zip 1-click install

Launch


145 Comments (oldest first | newest first)

💬 Tentharchitect , Jun 24th at 4:40 PM

Thanks for demonstrating how to get this error to occur, I'll make a note to change the knock back resistances in the next round of bug fixes

💬 Lumvik, Jun 24th at 8:04 AM

Hi, could you please fix the problem with spears like this:

"knockbackResistanceByType": {
    "*-baby-*-mammuthusexilis": 1, 
    "*-adult-*-palaeoloxodoncypriotes": 1,
    "*-baby-*-palaeoloxodoncypriotes": 1,
    "*-adult-*": 1,
    "*-baby-*": 1
}

With the value set to one, the issue doesn’t occur. I haven’t tried other values.
I think it's worth trying other values if you want, but the current ones in the mod make elephants fly when hit by a thrown spear.

The issue in question:
https://drive.google.com/file/d/1NtliAYff30Qy8kzgZsHh-fpiwpRKOAof/view?usp=sharing
Game version: 1.20.12
Only this mod is installed.

💬 Tentharchitect , May 31st at 5:55 PM

No cross breeding between species in this pack, I've only set that up with the canus genus for the time being choconinja

As for ivory plans, I am more interested in making animal packs with my modding time, but encourage folks to make add-ons to this series. I'm trying to create a stable modding series for years to come so folks can have confidence that their add-on mods won't break FRENKI

💬 FRENKI, May 29th at 11:30 AM

Any plans to make crafting recipes from ivory? Maybe furniture or tool handles that lasts longer?

💬 choconinja, May 29th at 7:34 AM

Is there cross breeding between species?

💬 B0YAR, May 28th at 3:46 PM

Tentharchitect

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

💬 Evoken, May 15th at 11:25 PM

I just settled in the area where mammoths spawn. Gotta love the new update ^^

💬 Nymous, May 15th at 11:06 PM

I think people are just getting deceived by the large amount of meat at once: they take ages to breed and the meat goes bad unless you can rush to preserve it (which other mods admittedly make easier). Or maybe some people are just settling where there's lots of them spawning?

💬 Zuric, May 13th at 2:57 AM

cool! with these changes, I should probably treat the elephants and rhinos with more respect lol👍

💬 Tentharchitect , May 12th at 3:44 PM

You're welcome to tweak the numbers, but no that wasn't intentional. The hide is a single item so something it rounds down and doesn't drop. The rest is imbalanced, it should be about twice as much if I made them in line with the boar and sheep. Bapho

💬 Bapho, May 12th at 3:03 PM

Can the mod be tweaked?
This and 'primitive survival' got me burrowed under a mountain of meat!

By building a simple, big deadfall pit trap I was able to harvest a mammoth fully, netting 68 red meat AND 69 bush meat! (also 27 fat and for some reason no hides - must have been one of those rare naked breeds... ^^)

This cannot be intended, can it?

 

💬 crumps, May 10th at 9:54 AM

Good to know! I'll take a look

💬 Tentharchitect , May 9th at 5:01 PM

Not currently no, I've had a very large amount of configured stats requested of me and have decided to only implement the ones folks are willing to write up and send my way. The rhinos had their red meat drops configured, so one could follow that format

💬 crumps, May 8th at 3:50 AM

Is there any config available to mess around with hp, drops, and damage values easily? Someone on my server found out how to kite then in shallow water. I have upped my mob swim speed from 200 to 250% and I'll see if it helps, but I'm also curious if I'm able to nerf the drops by like 10-20% or make the HP like 30% larger

 

Maybe even make the attack range longer if it's possible?

💬 Zuric, May 2nd at 4:43 PM

gotcha, neat stuff!

💬 Tentharchitect , May 2nd at 3:27 PM

Thanks Zuric! So short answer, is yes, I could crank up the aggro range to the render limit and make that impossible. That said, the bigger the range, the more pathfinding calculations the game has to do and at the scale of my project that can become a noticable issue. I'm open to bumping it up a bit more, but for the most part I try to keep to ranges the base game uses, except in a few niche situations where there isn't as much to calculate, like scavengers seeking a static carcass from a long range.

💬 Zuric, Apr 30th at 9:41 PM

Thank you for all of the hard work you have put into your mods, my brother and I wouldnt want to play without all of the awesome FotSA mobs! (except for caninae as we feel that vanilla wolves are more rewarding and offer more of a challenge to us during gameplay)

During our current game, we discovered that it is extremely easy to sit outside of a mammoth's aggro range and shoot it with arrows, wait for it to calm down and proceed to shoot it again. I have no idea whether it would be possible to implement, but if the mammoth were to be shot and then aggresively pursue their attacker from a far distance away, that would make it far more difficult to cheese! Anyways I think you are so cool for your dedication to fauna and flora for this wonderful game vintage story, and i hope you have a great day!

💬 Gilrean, Apr 27th at 5:06 PM

I was able to eventually harvest a mammoth but it took a WHILE to find the right hit box so I think you are right, Tentharchitect, the hitbox is too small. It keeps wanting me to put chests and saddle blankets on the back of the mammoth even when dead.

So for anyone having issues while we wait patiently for this to be fixed, just keep trying and moving around and looking for the right hitbox. It's there, it's just elusive.

💬 Hexedian, Apr 25th at 2:44 PM

Elephants... don't like peanuts?

This is outrageous! I demand a full refund!

💬 Tentharchitect , Apr 24th at 9:54 PM

No issues with using butchery I believe, but it isn't patched on my end for stuff like unique butchered models.
The male to female ratio should be 50/50, might be bad rng

And my current theory on the mammoths being unharvestable is the dead hitbox was set to be too small, once I finish my current commission I'm planning on checking that

💬 RaspberryCommie, Apr 23rd at 11:04 PM

Tentharchitect I can't seem to figure out if it's a mod interaction or not. I've tried with and without various mods with no luck. It's also only the mammoths too for whatever reason.

 

Wish I could give more info.

💬 Nexusdog, Apr 22nd at 9:19 PM

What's the ratio of male to female spawning, I seem to have only females spawning so far?

💬 Moongrub, Apr 22nd at 5:41 PM

This may be a stupid question, but do these mods work with butchery? If not officially, does having both mods cause issues?

💬 Tentharchitect , Apr 22nd at 4:38 PM

I've tried to replicate this and can't as of yet, looking into it

💬 AmyDestroyer, Apr 22nd at 3:53 PM

I'm having the same problem as RaspberryCommie. The dead mammoths are completely uninteractable when trying to harvest. I don't have the butchery mod installed, just the FotSA and Legacy of the Phanerozoic. I also noticed this change only seemed to happen once I updated my game to 1.20.8, if that helps at all.

💬 RaspberryCommie, Apr 22nd at 3:08 AM

I have no idea if it's your mod or an interaction with another one, but I managed to kill a wooly mammoth that got stuck in a pit, but when I went to harvest it, it was entirely uninteractable after I used my knife on it. I thought it might have been the butchery mod so I removed that one real quick but it was still uninteractable. Just to be safe I went into creative, spawned another one and killed it and it was still uninteractable.

💬 Tentharchitect , Apr 14th at 4:40 PM

I've been getting reports of that since the mod came out but still can't replicate it. Thanks for specifying thrown spears, that does narrow it down. 

You need a knife to craft them into hides. Press H while selecting an item and the in built handbook will show you the recipes

💬 Centcom15, Apr 14th at 3:22 AM

Question for you, or anyone really, but it says they have a unique pelt that can be used to craft hides, but it's not specified how to use those unique pelts to craft hides. Been driving me crazy for a few days trying to figure it out. Some information on how to do so would really be appreciated. I've got a chest of these modded pelts filling up that I can't really use. Thanks :) Tentharchitect

💬 MarsTrimis, Apr 12th at 2:32 AM

these guys take insane amounts of knockback from a thrown spear. so much so that they will lose agro and be really easy to hunt on foot with a inv full of stone spears 

💬 Laerinok, Apr 11th at 11:23 AM

Oachkatzel

I guess you will find them in the zip file in \assets\elephantidae\entities\land\elephantidae.json or assets\elephantidae\itemtypes\animals.json

💬 Oachkatzel, Apr 11th at 9:42 AM

Good day, 

 

Is it possible to find somewhere the entidy IDs of the mammoths?

 

I wanna put them into the Cages mod.

 

Thanks in advance

💬 Tentharchitect , Apr 9th at 3:12 PM

The animals in this mod spawn when the world generates, as opposed to only spawning during run time.
The animals in this mod drop loot from the Woolandmore mod if you have that mod enabled Nymous

💬 Tentharchitect , Apr 9th at 3:11 PM
💬 Tentharchitect , Apr 9th at 3:11 PM
💬 Nymous, Apr 9th at 5:09 AM

Added-Worldgen spawn
Added-Woolandmore drops

 

uhh what does that mean?

💬 Tentharchitect , Apr 6th at 3:50 PM

That's to be expected, there are no config files for this mod. I've had dozens of hours of work requested in config files alone, so I'm opting to only add the ones folks are willing to make

💬 K0TTINY, Apr 6th at 1:11 PM

i cannot find any config file for this mod 🙁

💬 Ladyhawke, Apr 5th at 8:56 AM

@Evoken: Why not fencing them in and maybe domesticating them? We had a pack of columbian mammoth spawning directly in front of our gates, well, I died quite a lot in the progress, but now we have them fenced in, and after half a year ingame 4 females are pregnant with generation 1 babies. They took almost 70+ hayballs each, so it's not cheap nor fast, but it shouldn't, really, for such a powerful animal. Make it smarter then me: build a fenced area nearby, put some troughs down and fill them, wait for them to enter, and close behind them. Much less painful. And if you don't want to breed them, just go with the fences, it will keep you safe...

I'm a bit jealous - we had to go quite a bit north to find woolly mammoth, and now I think about moving there for a while and domesticating them aswell, love them... 

💬 Tentharchitect , Mar 31st at 9:11 PM

The woolly rhino meat drops is the only config someone has made and sent me. You're welcome to adjust their spawn rate in their entity file or write up a config file and send it my way, but I already have regular complaints of them being too rare and want to keep the compromise I currently have. Thanks Evoken
 I don't know how to make them personally, have too much on my plate at the moment. I think it's fairly straight forward, but haven't researched them GoblinKing
 I believe these mods are compatible with Butchering, I just haven't personally played with Butchering to confirm

💬 Evoken, Mar 30th at 10:17 PM

First - the models are amazing, i love them so much! :) But i think that Woolly Mammoths spawn too often. When starting the game in default climate in about month in game they tend to spawn - always. I was playing with this mod for about 30-40 hours, and because of hadcore mode i died like 4 times. I created my survival base in different parts of default climate 4 times and every single time after 5-10 ingame days Woolly Mammoths appear... I really like them but they are annoying when i have to deal with them all the time. Is it possible you could lower their spawn chance? I'm using ConfigLib but the only mod i see with config is the one with rhino's. Anyway great mods!

💬 Squip, Mar 30th at 9:41 PM

I too am wondering about compatibility with the Butchering mod :). 

💬 FrazierFr, Mar 26th at 1:12 PM

Futur Compatibility with Butchering for all FOTSA mods ?

💬 GoblinKing, Mar 22nd at 8:02 PM

is there a way to learn how to make a config file for animals? is it simple? because if so I wouldn't mind learning it.

💬 Tentharchitect , Mar 20th at 2:50 PM

I have no plans to make the drops less realistic, but you are welcome to make a config file and I'll add it to the mod so you can adjust it to your preference!

💬 DUCATISLO, Mar 20th at 2:22 PM

can a nerf be done for the amount of hides n meat + fat you get?

💬 Tentharchitect , Mar 18th at 3:40 PM

Yeah the attenuation of the base game is pretty wonky. I've been making animal calls audible from smaller and smaller ranges as time goes on to minimize this, but it's something that will need to be addressed on the base game side to fully fix it. I'm hoping it improves soon, I'd like animal calls to be audible from a more realistic range so the sounds of distant big cats and elephant herds mix with closer animal calls

💬 Malikyte, Mar 15th at 11:27 PM

I think it's a vanilla bug, Tenth. The directional audio in this game is broken, vanilla wolves sometimes have that issue too but it's more noticeable with modded animals since a lot of modded animals make noise more frequently than most vanilla ones. I'm not sure whether toggling directional audio in the game settings actually helps or not.

💬 Cynag, Mar 13th at 8:14 PM

I hear mammoth sounds extremely close even at depth level 50. Could this be a mod issue, or is it something from the game itself?

💬 Tentharchitect , Mar 11th at 7:48 PM

Yeah I noticed that in testing as well, it seems like there is some desync from where an audio is emitted and where the entity is, but I do not know what might be causing it, or if it's a base game bug that just hasn't been discovered

💬 smackiel, Mar 10th at 11:35 PM

Hello! I have been using your mod in my server for a while now and everybody loves it. We have noticed one thing tho - elephant sounds seem to be coming from the wrong direction. The onky elephants we have around our base at the moment are the ones kept in a pen for domesticating. We could be looking straight at them but it would still sound like there are elephants behind us. 

💬 Tentharchitect , Mar 3rd at 8:44 PM

You're welcome to adjust the spawn rate in their entity file, but as it stands I still have folks occasionally asking for it to be raised. Elephants have very wide climate conditions so despite having the same spawn rate as rhinos and big cats they do show up a bit more often. Markliuz

💬 Oblivia, Mar 3rd at 8:18 PM

Ive noticed that elepanths spawn way more often than any other animals from your mods. could they be made alittle rarer?

💬 Tentharchitect , Mar 2nd at 5:35 PM

I scale by weight not difficulty, though you are welcome to adjust the values to meet your gameplay goals!
Pretty sure I figured out the huge pelt crash and should have an update out within the week

💬 TSense, Mar 2nd at 5:31 PM

Balance Feedback: Just took down my first mammoth. I was expecting like 50 to 70 meat, considering the 1 to 20 you get in base game. 350 red meat AND 330 bushmeat seemed like balance overkill, over 600 meat on one kill. They have more HP and Damage than bears, yes, but I do not consider them 40 times harder to hunt.

💬 Da4in, Mar 1st at 3:29 AM

Hi!!

I don't know why, but when i try to check how to transform the special pelt into huge pelt it crashes....

💬 Tentharchitect , Feb 27th at 4:45 PM

Hello! 
I don't actually know what the command is to delete a specific id type, but I believe you need a letter before the [] brackets, e will delete all, l will delete those you're looking at and so forth. There should be one for all of that id in the area.

As for the carcass, it won't despawn on its own, but scavengers will eat it eventually if you have any of those animal packs. Jackals and other dogs and civets and genets will seek out most carcasses, and once I get the hyenas, wolverines and tasmanian devils they will have a unique ai task to seek out carcasses over long distances Lucifleur 

💬 Lucifleur, Feb 27th at 12:06 AM

Hello! 
First I'd like to mention that I really love your mods; I have almost all of them and am really enjoying what they bring to my game!
I also have what I hope is a quick question: I ran entity count and saw that there is an elephant carcass somewhere, which of course is blocking the spawning of elephants in the area I find myself wanting them to be. I can't find this carcass to destroy it, and I've been looking for real life hours now. 
I've tried /entity remove [elephantidae-carcass] and it doesn't work, all it will say is 'too many arguments'. I admit I am very unfamiliar with running commands and using entity and item IDs for this game. 
Will the carcass eventually despawn on its own? Could I ask for a code to destroy that entity, if there is one? I don't want to remove all entities, as I'm pretty sure it would also remove my animals I am domesticating. They were in the count, anyway...

Thank you so much for your time, and all the great animals!

💬 Tentharchitect , Feb 23rd at 6:35 PM

There are, check the stats in the mod description for what they are for each species LunaGore

💬 LunaGore, Feb 23rd at 6:31 PM

Are there specific spawn requirements? Like African Elephants only showing up in Savanah/Desert  areas and Mammoths in snowy area?

💬 Tentharchitect , Feb 23rd at 6:24 PM

I just checked it in game, the female woolly mammoth eats from the troughs as expected once she is ready to mate. I think the animation you are seeing where they don't gain portions is their idle grazing animation. ssunny2008

💬 ssunny2008, Feb 23rd at 1:42 PM

Hi, just wanted to add to your response, that i don´t believe it´s a UI thing. The through is simply not losing any portions. If i dismantle it, i´ll get everything back.

💬 ActualLizard, Feb 20th at 5:51 PM

Opened my backyard doors just to find myself standing eye to eye with an adult woolly mammoth that proceed to stomp me to death the moment it saw me.

Now I'm plotting a revenge on my tusked nemesis.

10/10

💬 Tentharchitect , Feb 20th at 4:55 PM

I'll look into it, though I think it's something to do with the UI not working past a certain point. I've had folks report they've been able to breed mammoths thus far. 

Thanks!

💬 ssunny2008, Feb 20th at 8:26 AM

Hi there,

i´ve 3 female and 1 male elephant (Wolly Mammoths), but it seems that the female ones are somewhat bugged. I see the walking to the large through, i can see some kind of "eating-animation", but it won´t lose any portions. (Stucks on 8...) The male is working as intended.

I guess it´ll cause an issue with breeding, could you look into it?

Thanks in advance and for all your great mods in general!

💬 Tentharchitect , Feb 19th at 3:54 PM

Interesting, I'll check out the kobold player model, but yeah it seems like something is causing their very high knock back resist to not function correctly

💬 Nahmy, Feb 19th at 3:10 AM

Not using any combat related mods, just your animal mods and I think Plains and Valleys Tentharchitect

Additionally using Kobold playermodels which should have no effect but I thought I'd mention it.

💬 Tentharchitect , Feb 18th at 6:34 PM

I'm only making Holocene animals outside of commissions, so the only terror bird I'll be making is the late surviving one Annastasija
As for the flying mammoths, I think there is a mod conflict as I've been unable to replicate this yet a few folks have reported it. Mind sending me what combat related mods you are using Nahmy

💬 Nahmy, Feb 18th at 6:07 PM

When speared, mammoths go flying 20 feet into the air. This allows a single stone spear to launch one off a mountain and instakill it effortlessly.

💬 Annastasija, Feb 18th at 1:38 AM

Have you thought about adding Terror birds? They were around during wooly mammoth and sabertooth tiger days. They would add a really scary yet cool option for aggresive animals..... and I dream of riding one 

💬 Tentharchitect , Feb 18th at 1:15 AM

I think the UI just doesn't handle that high of a number, but I know some folks have been able to breed them and the females will stop eating once they are ready to breed

💬 HangmanMatt, Feb 17th at 11:49 PM

Its not displaying how many portions the female wolly mammoth has eaten so I don't know how far away we are from it getting pregnant

💬 Tentharchitect , Feb 14th at 4:40 PM

Today will be mass updating for 1.20.4 looks like 😅

And I have no interest in making non-avian dinosaurs, there are plenty of talented modders who will hopefully somebody bring them to the game!

💬 SaneStatue, Feb 12th at 9:29 PM

i have an idea for consideration, how about a t-rex or dinosaurs so us pitiful creatures may run in hopeless terror during primitive times

💬 bringitonwimps, Feb 12th at 2:58 AM

as of 1.20.4 rc4

https://pastebin.com/ch0Bm5C2

I know you prob tech arent there yet anyway but as of tonight this happenend upon loading server

💬 Tentharchitect , Feb 11th at 9:58 PM

Increase your view distance so more chunks are loaded in, have players spread out so more chunks are loaded in, edit the json files to increase the chance per tick per chunk of an elephant spawning

💬 zixsum, Feb 11th at 9:48 PM

is there a way to cut down on the spawn time on them Tentharchitect

💬 Tentharchitect , Feb 11th at 4:18 PM

You can place any of the attachables to them while they are alive and up, they'll just attack you while you do so until gen 3 Tupperware

Glad you got that working MadMax!

And so long as you are in an area that has their climate criteria elephants or an elephant carcass will just spawn eventually. I've seen them take 20 minutes, and take over 10 hours zixsum

💬 zixsum, Feb 11th at 10:03 AM

how do i get this to spawn i add them to my mod for the server i have but i been on here for 5hrs and i have not see one is there a spot i have to put them in to make therm spawn

 

💬 MadMaxTheOld, Feb 11th at 7:02 AM

How can I get hides from these animals? I'm getting pelt only which is less useful than hides as I can make leather from hides but not from pelts.
Your mods are great btw.

 

Edit:
Found it. just using a knife on the pelt you get hides :-)

💬 Tupperware, Feb 11th at 2:09 AM

Okay... can you just place the saddle and bridle on them while they are alive and up?

💬 Tentharchitect , Feb 11th at 12:00 AM

Currently there is no taming system, once that is added to the base game I'll implement it for elephants. Elephants can be domesticated over generations, though pose a significant threat to the player until they reach generation 3 when they’ll no longer attack the player. While you can place saddles and bridles on elephants not yet at gen 3, they will potentially kill you while attempting to mount or dismount them.

💬 Tupperware, Feb 10th at 11:26 PM

Howdy, how do you actually tame the mammoths? Everytime I've tried I just end up with a mortally wounded mammoth and a chimp (me) spam clicking with a poultice on its fat head, with a saddle on its back, while it screams in agony and begs to die. I just want to bring it home and make it my friend. 

💬 SoloBlood, Feb 10th at 1:51 PM

LaDestitute They have a 3 block attack range up and down.

💬 LaDestitute, Feb 10th at 6:11 AM

thought it was just me, i trapped a mammoth in a 4x4x4 pit and i was like on the outside edge on top near it and it was able to one-shot me

💬 Mendall, Feb 10th at 4:31 AM

Well, I have learned the hard way if you hear an elephant. Go another way. Don't get close enough to see it. Unless you are in wide open plains. But having them and all the other animals sure does make the world seen more alive. It would be real hard to go back to vanilla now. I have gotten used to little penguins at my feet on the beech. Or elephants or a rino on the horizon. 

💬 Tentharchitect , Feb 9th at 7:02 PM

I'd be curious to hear if that changes after this latest update, seems like the aggro range for protective mothers was the thing getting a lot of folks. 
Now it should be in line with what the recommended distance is to stay away from elephants irl 

💬 Cuiwi, Feb 9th at 7:02 PM

Mendall To be fair, elephants (and wild herbivores in general) are very, very dangerous and aggressive animals. They have to be to fend off carnivores. It's very realistic LOL

💬 Mendall, Feb 9th at 6:48 PM

lol lol lol your elephants though I love them have killed me more this play through than anything EVER. They are just plain EVIL. 

💬 Tentharchitect , Feb 8th at 4:52 PM

As for aging, I have all my animals grow up 50 times irl rates in hours, and gestation is 5 times rate in irl days. I'll post a section of the entity file down below for folks to refer to. As of now, it's tediously long but it's mostly a placeholder until the taming system comes out in the base game later this year, at which point I'll implement that for elephants. KnightSilver


{"code": "multiply",
"enabledByType": {
"*-adult-female-*": true,
"*": false
},
"spawnEntityCodesByType": {
"*-adult-female-*": [ { "code":"elephantidae:elephantidae-baby-female-{type}"}, {"code": "elephantidae:elephantidae-baby-male-{type}"} ]},
"requiresNearbyEntityCodeByType": {
"*-adult-female-*": "elephantidae:elephantidae-adult-male-{type}"},
"requiresNearbyEntityRange": 10,
"spawnQuantityMin": 1,
"spawnQuantityMaxByType": {"*": 1},
"pregnancyDaysByType": {"*-elephasmaximus": 121,"*-elephasmaximusborneensis": 121,"*-loxodontaafricana": 140,"*-loxodontacyclotis": 140,"*-mammuthuscolumbi": 135,"*-mammuthusexilis": 115,"*-mammuthusprimigenius": 135,"*-palaeoloxodoncypriotes": 37},
"multiplyCooldownDaysMinByType": {"*": 54},
"multiplyCooldownDaysMaxByType": {"*": 90},
"portionsEatenForMultiplyByType": {"*-elephasmaximus": 52,"*-elephasmaximusborneensis": 48,"*-loxodontaafricana": 55,"*-loxodontacyclotis": 35,"*-mammuthuscolumbi": 75,"*-mammuthusexilis": 33,"*-mammuthusprimigenius": 65,"*-palaeoloxodoncypriotes": 14}
},
{ "code": "milkable", "enabledByType": { "*-female-adult": true, "*": false } },
{"code": "grow",
"enabledByType": {
"*-baby-*": true,
"*": false
},
"hoursToGrowByType": {"*-elephasmaximus": 2016,"*-elephasmaximusborneensis": 2016,"*-loxodontaafricana": 2016,"*-loxodontacyclotis": 2016,"*-mammuthuscolumbi": 2628,"*-mammuthusexilis": 2016,"*-mammuthusprimigenius": 2628,"*-palaeoloxodoncypriotes": 2628},
"adultEntityCodesByType": {
"*-baby-male-*": ["elephantidae:elephantidae-adult-male-{type}"],
"*-baby-female-*": ["elephantidae:elephantidae-adult-female-{type}"]
}
},


💬 Tentharchitect , Feb 8th at 4:50 PM

Seems like there is something missing from the mortally wounded system as it isn't working and isn't supposed to occur for wild elephants, only those gen 1 or above. I'm thinking of disabling it until I learn more. Praal

💬 KnightSilver, Feb 8th at 4:45 AM

Howdy, been working on domesticating elephants to ride on my server but it feels like its taking way too long for them to grow up. I found a random spawned female woolly mammoth and its been over 6 months and it still hasnt grew up. What are the exact stats for them to grow up so i can know if im just wasting my time. 

💬 Praal, Feb 7th at 10:41 PM

On our server it seems the mortally wounded elephants can't be killed (which is a pain).  It may be a combination with Combat Overhaul, as weapons don't hit them once they are down.  I can shoot a crossbow right through one, or swing a dagger/falx through it and just hit the blocks behind it.  Would it be possible to make the downed behavior an option that can be turned on/off?

💬 Tentharchitect , Feb 7th at 9:21 PM

No, currently the healing doesn't seem to work. I'm not sure what else is required. You can put a saddle and bridle on any generation of elephant, but those below gen three will attack the player

 

💬 PoIar, Feb 7th at 3:36 AM

Hi, amazing mod I really enjoy it! But I can't really figure out how to ride the elephants I already have the saddle and bridle. Am I supposed to down then heal them first? If so, how do I heal them? Or do I have to get them to a certain generation?

Thanks

💬 JaxsonBright, Feb 5th at 9:22 PM

Ah okay, so it wasn't a Glitch then? Good to know I was really Concerned as this is the only ones I have encountered! Tentharchitect

💬 Tentharchitect , Feb 5th at 4:09 PM

That's correct. Male elephants typically go solo or form small groups of males, while females will have larger herds along with their babies JaxsonBright
The males travel much farther in a day however and are more prone to leaving a region and letting more spawn there, or getting into dangerous situations

💬 JaxsonBright, Feb 5th at 1:49 AM

Tentharchitect

I have a Herd of three and all are Male, Which seemed Odd as one would think that one should be Female?

💬 Tentharchitect , Feb 4th at 4:20 PM

I think that's just bad RNG, I've had at least one spawning of female woolly mammoths during testing, but can double check JaxsonBright

💬 JaxsonBright, Feb 4th at 8:44 AM

Tentharchitect 

I don't know if this is a Glitch or just Bad Luck, but All the Woolly mammoth's I run into are Male, I have not seen a Female yet

💬 Auro, Feb 3rd at 7:43 PM

Amazing mod

💬 Tentharchitect , Jan 30th at 5:43 PM

Thanks MousePlant! They are 1/50th irl in hours, you can find them in the growth section of the elephantidae entity file MousePlant

💬 MousePlant, Jan 30th at 2:30 PM

Love all of your mods so far!

Could we have the numbers on how long the babies take to grow into adults please?

💬 SageOceiros, Jan 29th at 10:58 PM

Mammoth, Mammoth, Big ol' height,

In the forests of the night;

(I keep getting jumpscared. )

💬 Tentharchitect , Jan 27th at 8:13 PM

Ah good eye, looks like I might not have hit save when I set the HP from this chart and it stayed at the rhino amounts. Should have that updated soon!
So with their running speed, it should be slower than the elk, the high speed chase is only for the short burst before it reaches the player, not their longer over land travel speed. I'll see if I can figure out why it's using elk speeds and lower it if possible

💬 Psyborg, Jan 27th at 7:55 PM

Are those stats in the description above correct? Cause the HP of the elephants in the elephantidae.json seem completely different?

Another thing - when I'm being chased by an elephant they run at great speed. But when I mount one, they move exactly like Elk mount instead, which is much slower...

💬 Tentharchitect , Jan 27th at 4:32 PM

If it is added to the base game, I could do that. I'm not coding in unique items though Dragonknight951

💬 Dragonknight951, Jan 25th at 9:03 PM

Tentharchitect Maybe add some kind of item to "initiate" the healing process that marks them as owned? Some kind of treat to make them trust you enough that you can heal them.

💬 Tentharchitect , Jan 24th at 1:38 AM

Gotcha, it might be the case that they need to be owned before healing is possible, not sure if I can implement that or else wild ones will count as owned. As for the saddle, that was from my earlier testing, I should be able to remove that now, and will do. 

Glad to hear it's otherwise working out for you!

💬 rhino1998, Jan 23rd at 6:51 PM

Tentharchitect I originally asked because I wasn't able to revive a downed mammoth with poultices. When looking at a downed elk it displays a heal action. There is no heal action when looking at a downed mammoth. Also, some of the slots on the mammoth accept unexpected items. I can put elk saddles in the bridle slot for instance.

Besides that, everything else seems to be working. Thanks for all the great mods! They add a lot of variety to the world

💬 Tentharchitect , Jan 23rd at 5:54 PM

Glad that worked out Husarior, and thanks! It's a lot of work but pretty awesome to see folks using my creations!

And in theory you should be able to heal them like you can with the elk, but I haven't rigoruously tested it rhino1998

💬 Husarior, Jan 23rd at 11:27 AM

Tentharchitect You were right. Updated NVIDIA drivers and there's no black blocks nor artifacts.

Thank you for that info and for making and maintaining these mods as well. 😊

💬 rhino1998, Jan 23rd at 4:00 AM

Is there a way to revive a mortally wounded mammoth?

💬 SageOceiros, Jan 23rd at 2:27 AM

I am being hunted by mammoths

 

(they always sound like they're right next to me, even when they're out of eyesight. They are very large very lethal landmines. If you see one it is already too late.)

💬 Tentharchitect , Jan 23rd at 1:39 AM

So that mostly works out from what I can tell. The only difference is that it might not adjust the hour and day count based on days of the month, so it might be a different due to how you converted things. Spacecowboy08p

And as for shortening domestication and adjusting drops, you can adjust any value pretty easily by editing the json files with a text editor. If there is a given value you want saved, I'd be happy to integrate any config files folks set up with config library so values aren't reset by mod updates. Dageslav

💬 Dageslav, Jan 23rd at 1:20 AM

Can the domestication process be shortened somehow? 55 months for Gen 3 is extreme from a gameplay perspective. Maybe just reduce its meat to a reasonable 40? Creatures in your mods in general give players way too much meat for the effort required. I understand the argument for realism of animal just being fat, but the combat is not realistic, and it's fairly easy to kill even an elephant in this game by placing 5 block tower and just pelting it with copper arrows. 

💬 Spacecowboy08p, Jan 22nd at 9:58 PM

So if my math is mathin... the African Bush Elephant will take 132 in game days to give birth and 88 days to reach "maturity" so 220 days per Generation, so to speedrun a mature Gen 3 it would take about 660 in game days, on 12 day months thats 55 months, so 4.5 years total? I think that's definitely fair for how huge they are but am I accurate? Netsirk00

Also Tentharchitect I've also encountered "unkillable" downed AB Elephants but maybe it was due to their large health pool it seemed that way. After going through several stone spears on one downed We gave up and decided to wait it out which seemed to work. 100+ Redmeat and 300+ bushmeat when we got back to butchering it

💬 Tentharchitect , Jan 22nd at 8:58 PM

Thanks Cuttlebear! As for the downed state, in my testing it was killable, and it uses the new elk's mortally wounded state. I've had a couple reports of them being unkillable from other folks, so I'm wondering if a mod is interfering with the mortally wounded state and folks didn't notice before since it prevents your elk from being killed.

💬 Cuttlebear, Jan 22nd at 8:25 PM

This mod is so cool Tentharchitect! We had an elephant go into a "downed" state and it became unkillable. Is that intended? Is there supposed to be some way to finish it off?

💬 Tentharchitect , Jan 22nd at 2:16 PM

Gestation is 1/5th irl length in days, and maturation is 1/50th irl lenth in hours. It is different for different species and you can find the exact amount in the growth section of the entity file. 
Sounds about right for respawn, it's random so no matter how low I put it there is always a chance of it being shorter than average. Netsirk00

💬 Netsirk00, Jan 22nd at 6:29 AM

Approximately how long is the gestation period for them? Are there different lengths for each species? If so I'm curious to know for the African Bush Elephants specifically.

Additionally, there was a herd of 3 to spawn within a couple of hours (2-3) after breaking the initial spawn carcass on my boyfriend and I's server (2 people).

💬 Tentharchitect , Jan 20th at 11:53 PM

So to confirm what RosstheGreat said, they have very slow respawns to avoid folks getting swamped with elephants, 4-6 hours being my goal. 

As for your questions Penacle, all but the Cyprus dwarf elephant can be ridden, and all species can be domesticated via the normal game methods of doing so. Yep, that means they all have the same diet. Their tusks grow over time, with how the antlersystem is set up you'll see stage 1,2 and rarely stage 3 tusks on spawn for animals that use all 9 stages of the antlersystem. For the bushmeat/redmeat ratio, I'm just tired of the disparaging comments folks have said about it, and probably went too far. I think 50/50 makes sense and would be the easiest for me to calculate. 

As for the running and charging animations, a couple things went wrong there. I calculated it based on their feet movement in a straight run, so their legs should line up when running or charging (Except they often turn initially, which looks silly but not preventable). The issue is that turned out to be way more movement than expected, so I should probably just gut the ear, head, trunk and tail movement keyframes so they aren't as animated by comparison. I'd imagine that'll look a lot better and will make the mod file size smaller.

Thanks for commenting, and glad you're enjoying them Penacle
(I don't plan to add riding, unless someone else offers to make rhino saddles/bridles/etc.. as I'd prefer to make more animals than riding items.)

💬 Penacle, Jan 20th at 10:35 PM

YASSSSS MAMMOTHS!!!

Thank you for making this, and all your other mods!! Literally the best animal mods!!

I have a few questions and suggestions:

Are all the species tameable/rideable, or just the Asian Elephant shown?

Does the || in the stats table just mean they all have the same diet?

Do their tusks grow with time?
All the ones I've seen spawn so far have very short tusks... But maybe that was just RNG.

Do you also plan to make 75% of their meat drops bushmeat, like you recently updated with the Rhinos?
I get that people are complaining one way or another about it being too generous or not generous enough, and finding a balance has been hard. I guess count me in the camp of 'MOAR', as I think 75% is a bit too much bushmeat... but I get the reason for it. Maybe 50%, or 25%...? So they're still high reward for high risk to hunt, and worth the trouble of trying to capture and domesticate. (Not that bushmeat is worthless, but... eh...)

Also, if possible, you might want to slow down the running Animation speed for them. (The speed of the actual animation, not how fast they can run.)
It seems a little fast/spazzy for such large creatures.
I'm sure RL Elephants can move surprisingly fast, but... not that fast. Their tails go crazy, in particular. This is only my opinion, but it kind of breaks their majestic aire for me when they look like a helicopter about to take off.

 

Thats it for now I guess! Thank you for all your amazing mods!
(I am super excited for possibly being able to ride Rhinos at some point!!)

💬 RosstheGreat, Jan 19th at 6:27 PM

Their spawns are very slow, I believe in my server with 3-4 active people in a region it took us around 4-5 hours to see our first one, and a new region it took around 2-3 hours to find another. They take a WHILE to spawn.

💬 Papi69, Jan 19th at 6:21 PM

Hey, I think I'm having an issue because I can't see animals spawning by themself. Should I wait longer or there an issue with new game update?

💬 Tentharchitect , Jan 19th at 4:32 PM

Also, I've heard this report from some other folks not using my mods. Apparently the black screen when updating to 1.20 can be caused by out of date drivers Husarior

💬 Tentharchitect , Jan 19th at 4:29 PM

I'm leaving non-avian dinosaurs to other modders, as I've got my 1200 or so Holocene animals and 1100 or so plants I'd like to do first to make a stone age experience complete purestygian

💬 purestygian, Jan 19th at 5:39 AM

I am sure this has been said before, but have you considered adding dinosaurs?  I feel like that is something missing that would be awesome.

💬 Husarior, Jan 18th at 5:00 PM

This one and Caninae make my world from 1.19.8 converted to 1.20.1 all black. If I create new world, it seems to be no problem.

💬 Monkeylord, Jan 18th at 9:06 AM

You are incredible, these and your floral zones mods make the game some much more alive! thank you!

💬 Karkinos, Jan 18th at 4:22 AM

seriously you are the modder that keeps the game alive, tyron must think on adding some of this amazing animals into the game, seriously amazing content both in the biology, animation, design, and implementation department

💬 Zenderou, Jan 17th at 6:16 PM

i rarely write comments, but seeing all the mods you create for this game is dope. most appreciated

💬 Tentharchitect , Jan 17th at 4:06 PM

Thanks all! Happy to bring these guys to the game!
Will be updating the other animal mods to interact with the elephants shortly, and sounds like make a few bug fixes, tweaks and updates after that.

💬 TRexTheHunter, Jan 17th at 1:01 PM

Wow that was quick! Thanks for packaging and posting this mod, will definitely add to my new SP world!

💬 PrivatePretzel, Jan 17th at 10:29 AM

Absolutely spectacular! Thank you for all your hard work - you make Vintage Story worlds alive.

💬 Laerinok, Jan 17th at 9:27 AM

En attendant la prochaine maj, voici la traduction fr (fr.json).

💬 LordWungus, Jan 17th at 7:27 AM

The model work in this mod is absolutely incredible! That being said, the balance feels way off at the moment. A family of 7 Columbian mammoths spawned on my small island and they ran instead of fighting back when I hunted them, meaning I could pick off just a few babies and immediately got tons of fat and meat for very little effort. Super excited with the possibility of elephant riding and domestication though, keep it up!

💬 Bobosaw, Jan 17th at 7:25 AM

HOLY FUCKING SHIT IT'S WHAT WE'VE BEEN WAITING FOR

💬 bringitonwimps, Jan 17th at 3:48 AM

https://pastebin.com/dJM2vyb7

This error happens when elephants falls and gets mortsally wounded with xskills on.. don;t know if or what it effects and its obviously a compatability thing.

also when i harvested the wooly mammoth I got 0 hides and when they fall and become mortally wounded should you be able to "finish" it off... it doesnt seam to take damage at that point/

💬 Tentharchitect , Jan 17th at 2:03 AM

You're welcome, glad you're enjoying them! If you have a discord we can hash out details there, shoot me a DM and we can talk further bringitonwimps

💬 Hydromancerx, Jan 17th at 2:01 AM

I have been looking forward to this mod ever since i saw Elephantodae on your todo list! I am so happy you made this! Thank you so much for your hard work!

💬 bringitonwimps, Jan 17th at 1:51 AM

Hey there;

My wife has made/revived a specialty bag mod and we are currently trying to patch your tons of awesome plants and so on.  I'm wondering if she could give you the storage flags that make each type work if you'd be willing to just add them in to your item types at some point for easier compatibility.  Especially since there seams to be a few items that she can not get to patch  ATM. 

Thanks for these great mods!

💬 Tentharchitect , Jan 17th at 1:29 AM

Thanks all! As for the ground sloths, probably not for a bit. While they could technically work for the Cosmopolitan or Circumboreal animal packs, there are some other ones I have my eye on, and we'll be doing Eurasian plant packs for a while here before the Americas. 

Yeah the riding system was tricky, could have kept adding things endlessly but I need to get to a few commissions I've received. Right at the moment, I don't plan on adding riding to more animals, as I want to wait a while to see if there are issues with my implementation of riding or conflicts with other mods as more folks add ridable animals using the base systems.

💬 Sapion, Jan 16th at 11:16 PM

@Tentharchitect Im glad you released this mod like 4 days after telling me you were going to add it and try to make rideable rhinos and other large creatures ahaha!

💬 VividVoid, Jan 16th at 10:51 PM

Oh my gosh amazing mod!

💬 CKitt, Jan 16th at 10:15 PM

Oh my God! YES!

 

...megasloths/megatherium when? 😁

 (edit comment delete)