Fixed ostrich chicks being nettable again. (co. Finally fixed all the creature death messages. Adjusted some items in the creative menu and FP/TP hand held sizes. Fixed patch to enable/disable specific golem types.
Mods / Feverstone Wilds
Category:
#Cosmetics
#Crafting
#Creatures
#Food
#Magic
#QoL
#Storage
#Worldgen
Author: Verlia
Side: Both
Created: Jan 5th 2023 at 4:41 AM
Last modified: May 20th at 10:39 PM
Downloads: 51291
Follow Unfollow 712
Author: Verlia
Side: Both
Created: Jan 5th 2023 at 4:41 AM
Last modified: May 20th at 10:39 PM
Downloads: 51291
Follow Unfollow 712
Latest file for Various v1.19.x:
feverstonewilds_1.5.0-rc.2.zip
1-click install
You do not need to have Feverstone Horses (https://mods.vintagestory.at/feverstonehorses) if you have this mod, horses are included.
This mod introduces new items and creatures
it’s also a WIP (Work in Progress); so things are subject to change.
This mod requires PetAI. --> https://mods.vintagestory.at/petai Please be sure to have updated versions.
CREATURES
Creature total in mod; 18 Including Variants; 22
Faunlings; Friendly nomads that wander the forests.
Direwolves; abnormally large wolves that can be raised to be domesticated and ridden.
Golems; Large sentients formed of the earth.
Geode Crabs; Skittish creatures formed of the earth.
Spiders; Small 8 legged critters that skitter about. Can be caught and transported with a bugnet.
Toads; Small stubby potatos that hop about. Can be caught and transported with a bugnet.
Horses; Draft, Arabian, Zebras (not in yet), Donkies; Faithful ridable companions that can hold items when saddled.
Sharks; There's currently two variants that roam the waters; bullsharks and hammerheads. Both aggressive and one stronger than the other. However they still provide some fish meat if killed.
Stingrays; While not aggressive, it is defensive and may still deliver a rather stinging blow. Otherwise will happily propel itself along in the waters.
Buromenfish; A fish that seems to vary in it's amount of nutrient when flayed. It features an elongated body often in blue to silver colors.
Discus; A popular freshwater fish, although beautiful it doesn't provide much when caught.
Eel; An elongated curious and defensive fish, rarely found.
Orca; Also known as the killer whale, belonging to the oceanic dolphin family, of which it is the largest member. Apex predators of the waters that have a diverse diet. However despite such, have a natural curiousity and attraction to Seraphs for social interaction rather than prey.
Ostrich; desert/savannah birds that can be bred similarlly like to chickens. However much faster and much more defensive. -addition to being able to ride them will be added in future.
Bison; addition to savannahs/plains, beast of burden, slow, can hold storage, milkable, ridable.
Giraffe; Gentle giants that roam the south. Can give a resourceful amount of meat and hide if killed.
Cockatrice; (minor cockatrice)
Scorpion; a small addition to the south.
-Below- is part of the roadmap planned to be implemented but not yet in the mod (for one reason or another).
Next release;
-----
------
Snail; Progress; 80%
Dolphin; Progress; 80%
Angler; Progress; 30%
Lizardfolk; Progress; 80%
Lizard; Progress; 0%
Large Boar; Progress; 0%
Treant; Progress; 80%
Caracal; Progress; 30%
Rat; Progress; 0%
Snake; Progress; 80%
Demigryph; Progress; 80%
Gryffion; Progress; 80%
Wyvern; Progress; 80%
Pegasus; Progress; 80%
Demodog; Progress; 80%
Ghostfish; Progress; 80%
Goliath Crab; Progress; 0%
Sulfurbug; Progress; 80%
Fae; Progress; 30%
Large spider; Progress; 30%
Siren; Progress; 10%
Beetles; Progress; 0%
Slime; Progress; 50%
Fennec Fox; desert fox variant. Progress; 0%
Mimic; Progress; 10%
Shambler; Progress; 10%
ITEMS
Draft horse saddle; Not required to mount your companion, but adds comfort and storage.
Arabian horse saddle; Not required to mount your companion, but adds comfort and storage.
Bison saddle; Not required to mount your companion, but adds comfort and storage.
Carrot bundle; A tasty treat for horses and bison.
Grass bundle; A bundle of dry grass, horses and bison will eat these.
EXTRA things
Spiders, toads, ostrich chicks and cockatrice chicks are netable.
________________________________
Roadmap;
Item drops relative to creatures. Ie, taking creature parts and making weapons/gear out of them or other.
Faunlings being able to assist players with fighting & farming. NPC nomad huts added.
Golems exploding breaking down into smaller aggressive golems. Golems being able to throw boulders than missles.
Additional sounds to various creatures listed.
Revisiting some textures and entity shapes.
Creatures pulling carts.
More creatures & critters.
------
Known issues, (people are more than welcome to dm me if you happen to find a solution, it's greatly appreciated!(
1. Mounts struggle to get out of water if ridden into; dismount and have mount follow you out.
2. Mounts sometimes let you ride them even if not entirely tamed.
3. Bison w/o saddle mounted has your character hovering, can't be fixed with our current coding knowledge. Looks correct saddled.
If you happen to run into anymore issues than what's listed, I'll list them above so others are aware as well.
-----
Want to interact with the Faunlings? Download https://mods.vintagestory.at/vsquest to take on their quests and barter!
-sneak+R click to talk with them.
Contributors; Ahrondus, CaptainOats, G3rste, Spear&Fang, Macoto_hino (Japanese translation)
Discord: We are in the official Vintage Story discord! Please drop in, say hello, and feel free to reach out to us on our Feverstone Wilds mods thread if you have any questions/concerns/bugs!
There's much more than what's listed here on the roadmap, but it gives a good idea of how many other things we're working on to slowly add to liven up VS.
Thank you for all the lovely suggestions!
We definitely try to implement what we can and try to improve the mod as we go.
If you'd like to support or donate, come by here; Verlia's Ko-Fi
Would you mind adding the Hellboars to the config file so they can be disabled?
is there a way i can tame the Cockatrice ive been trying but they just keep eating all the grain and not making eggs i have a the large nest and the feeding trough in their pen. ive spawn the tamed version in creative and they lay eggs fine is the ones that arnt tamed that i dont know hhow to tame
ailbhe joceville
You can disable them if you go to your ModConfig folder and open the FeverstoneWildsConfig.json. It's just a list of every creature with true/false :)
ow can i cook the ribs and the cockatrice tail? i only get charred version...
joceville I feel the same. I've been wanting to download this mod for ages, everything else about it looks cool. But the sexy deer ladies keep putting me off. If anyone knows if they can be disabled I'd love to know how
are the big tiddy rabbit deer women really necessary?
petai keeps crashing my game idk why??? =(
My friend is experiencing constant crashes playing multiplayer with this mod. Specifically related to the Bone Bow
Where faulings can spawn? I would love to use their quest system.
Is there anyway to disable the hellboar? its not included in the config file.
I noticed this while linux server was loading up ...
10.10.2024 17:39:20 [Server Warning] Block patch Nr. 147: Unable to resolve block with code feverstonewilds:seaweedbulb-section. Will ignore.
10.10.2024 17:39:20 [Server Warning] Block patch Nr. 148: Unable to resolve block with code feverstonewilds:seaweedbulb-section. Will ignore.
VerliaWe are having an issue on my server where when people try to take eggs from ostrich nests, it causes their client to crash. This is also true for when they try to pick the eggs up off the ground. I have a copy of the crashlog for you to look at, if you'd like. Just tell me where to send the screenshots :)
Breaking the nests/eggs instead to collect eggs is how we've been working around that.
Is there a compatability mod with Expanded Foods/Aculinaryartillery? I bet cockatrice eggs make a good egg salad :D
Really nice mod, though there are no repair recipes for the Black Hunter armor pieces. Could they be added? Thanks!
(EDIT - I see it was attempted to be added but crashed the build. Keep trying! Ask Tyron? Thanks!)
Hi there, I was testing out your mod to make a compatibility patch with mine, and I just wanted to let you know that I believe golem death animations are bugged. When killed, they stay standing upright, with their right arm partially falling off then re-appearing in a loop. Maybe it was just because I placed them from the creative inventory, though. Just wanted to bring it to your attention.
@Verlia how do I breed and tame cockatrice?
Heya Verlia!
Do your horses eat crops if I put them in a fenced in farm area? Do I need to keep them away in their own area?
Found a problem; Direwolves don't accept their saddles, but can still be ridden. I don't think they accept dog armor either.
Are these smol spiders part of your mod? I'd love to be able to jar them, and keep a lil spider fren.
Hello, I'm trying to breed my hellboars, but I cant seem to find a food they're willing to eat. I tried flax grain, cabbage, cooked poultry, raw redmeat, sunflower grain, and dried apple mash. I even tried throwing a live chicken in the pen to see if they'd eat that. I was able to get cockatrices to eat flax grain so if it is a problem it's likely with the hellboar specifically. I'm just all around stuck on what I could do. Hoping someone else may know what to do since it'd be really cool to be growing hellboars instead of regular pigs.
I cant get my cockatrice to breed. Am I doing something wrong?
Ive been getting a bug where oceans have been spawning blocks of missing texture on the surface called feverstonewilds:block-seaweedbulb-section, any idea what to do about this or what the cause could be?\
edit: I know now they were disabled, im going to see if regenerating via db prune will fix the world gen, but any advice to remove these from generating would be helpful. DB prune did not fix it.
Hey, I found a bug where if you try to pick up cockatrice eggs from a large nest, you get an instant CTD. I stupidly closed the crash log before copying it, so if I have it happen again I will post with it if that'd be of more help, Verlia
Dire wolf skull is upside-down when placed in the world.
Verlia
"From hell's heart I stab at thee; for hate's sake I spit my last breath at thee."
-Ahab
https://youtu.be/NakcQ6ZGcsA
plus i included proof of it :)
Can you breed Cockatrice?
you know i wouldnt mind a way to tame the golems and rock crabs....
Eranderil, DanekJovax, I checked the zip content, and there is no reference to bonebow in any loot nor quest.
From what I can see, it might be unfinished/unimplemented feature?
I might just try and cheat it in to test it, see if it work without crashing anything XD
Zeorik Oofda. I started learning java when I started college, and honestly, that's a mood. It's like, in it's own little bubble, it works great. Otherwise? Not at all. Well, thanks for the response anyway. Hopefully the author comes back with a fix. Otherwise, here's one guy rooting for you.
Eranderil That's the weird thing... I can code well enough to add the repair fairly easily. But trying to make the fix its own separate mod that patches the recipe into Feverstone Wilds causes my game to crash. :D And I have no idea why.
Zeorik It might be worth posting it as a companion mod? Also, CrossComme adds the ability to repair it too, but also other intermod compatability and some tweaks- I'm not using it because theres a few tweaks I don't like. But if you added that file as a companion mod or patch, I'd jump on that.
Hey Verila, would it be possible to add in repairability to Black Hunter armor? I've whipped up a file already for personal use that seems to function properly (Have yet to test heavily damaged armor to see how much leather repairs) but would be nice for it to be a base mod so that I don't need to worry about a mod update deleting it. I can send the file via discord or something similar if you want it.
drakray,
DanekJovax, I think it's most likely something you get either as a drop, trade, or from a chest. That's typically where stuff that doesn't show up in the handbook comes from.
I have a question re: Black Hunter Armor. Is is just outright unrepairable? I tried leather, bones, large bones, direwolf skulls, linnen twine/fiber/cloth, pelts and even a sewing kit, and nothing seems to repair the armor. It it just... it is what it is and once the durability gets low you make new stuff?
drakray I also would like to know, as a hunter. ;2)
Does anyone know how to obtain the Bone Bow?
It doesn't have recipes, and doesn't seem to be obtainable by Quests nor traders.
It would be nice if Bison could eat Amaranth and/or Sunflowers. Currently they cannot eat either, wether feeding them by-hand to tame, or from a trough for breeding.
so I just got a horse, tamed it, made it 100% obident but they seem to just wander about even when telling them to follow or stay
A very fun and interesting mod, would highly recommend. The more animal-like mobs are very vanilla-friendly, and the more fantastical creatures (golems, etc) fit reasonably well into gameplay.
Suggested Changes
There seems to be a grammatical error in one item's descripton - Charred Bison Leg
It would be better to have it read, "A juicy, cooked leg of bison."
Thanks!
Next question, I see that giant spiders will eventually be in the mod. Will those be a tameable mount? I love having giant spider mounts in video games when I can as a huge fan of spiders irl.
I have a question. Do direwolf pups have to be found organically spawned? I trapped a male and female direwolf in a pit and have been periodically sacrificing hares to them since they will not eat from the meat trough. Will I eventually get a pup from this or am I just wasting hares? Haha
Mrozak Don't know if it's possible to feed Turnips to Bison. I've only fed Bison grain (think they can eat any type), but horses can also eat carrots, hay and I think apples, though am unsure if Bison can too. You can tame them by feeding them by hand (holding an appropriate food item) or breed them with the same feeding trough mechanics as Goats, Pigs, etc.
NeonBaron I'd recommend capturing your dire wolves in a pen (e.g. indoors, or a fenced off area) so they can't wander off. Once you tame them as a pup, I believe you need to tame them again as an adult and then they can be given commands and ridden.
Really fun mod! Love the new additions too like the "Black Hunter" set, though I wish they had the same repair functionality of vanilla armor (e.g. repair w/ the damaged armor piece + ingredient(s) in the crafting grid, rather than needing to craft whole new pieces).
Hello! Thank you for making this mod; it's fantastic and all the creatures look great! I'm having a bit of a problem though; I play on a server with a friend and we have a tamed cockatrice. We made a nest for her, but every time either of us tries to gather the eggs from it, the game crashes instantly. I've got crashlogs from the both of us, if it helps?
https://pastebin.com/fuY04Vjs
https://pastebin.com/h3zvnZwB
I like what this mod is adding quite a bit although I am still relatively new to vintage story. I just finished taming a direwolf pup and let it out of its enclosure but it just seems to walk endlessly in one direction off into the sunset. Will it stick to an area around me or do I need to put it back into an enclosure until it learns how to follow me?
Just trying to feed a bison some turnips, but it doesn't work - i end up eating the turnip myself (which is what right mouse button does by default).
How does everything work? I cannot find any descriptions of the mechanics, not here, not at the Pet AI mod.
are there commands to disable certain mobs of choice i just want to have the golems faulings and geo crabs i dont want all the other stuff until some other things are added.
Hello, I play on a multiplayer server and we're trying to configure the hellboars to be breedable. We've been digging around in the config files and trying different things, but when they 'seekfoodandeat' their portion counter does not increment. We both think that this is out of our control from the config files. Is there a way to change this to be configurable/can you add a portion counter to hellboars? Thanks in advance.
@tralen
I'm trying to figure this out as well, as above we've gotten pretty far and have a few people trying to figure this out and haven't succeeded in it yet.
Is it possible to configure the spawn conditions of specific creatures?
I am especially seeing way too many ostriches (those are extremely out of place considering the woodland area i am surreounded by), horses, hellboars, wolves...
Basically, the world now looks like a WoW on steroid - a mob behind every other tree.
I would like to limit the amount of certain creatures per square blocks, and limit some to specific types of environment (like keep the ostrich in some arid areas to the south, etc.)
Anything like that possible?
Am I the only one who gets this strange error during server startup?
28.6.2024 18:24:32 [Server Error] Patch 0 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed, following Exception was thrown:
28.6.2024 18:24:32 [Server Error] Exception: Unable to cast object of type 'Newtonsoft.Json.Linq.JValue' to type 'Newtonsoft.Json.Linq.JArray'.
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddReplace(AddReplaceOperation operation)
at Tavis.PatchDocument.ApplyTo(IPatchTarget target)
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch(Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount) in VSEssentials\Loading\JsonPatchLoader.cs:line 342
28.6.2024 18:24:32 [Server Error] Patch 1 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed, following Exception was thrown:
28.6.2024 18:24:32 [Server Error] Exception: Unable to cast object of type 'Newtonsoft.Json.Linq.JValue' to type 'Newtonsoft.Json.Linq.JArray'.
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddReplace(AddReplaceOperation operation)
at Tavis.PatchDocument.ApplyTo(IPatchTarget target)
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch(Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount) in VSEssentials\Loading\JsonPatchLoader.cs:line 342
28.6.2024 18:24:32 [Server Error] Patch 4 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed, following Exception was thrown:
28.6.2024 18:24:32 [Server Error] Exception: Unable to cast object of type 'Newtonsoft.Json.Linq.JValue' to type 'Newtonsoft.Json.Linq.JArray'.
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddReplace(AddReplaceOperation operation)
at Tavis.PatchDocument.ApplyTo(IPatchTarget target)
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch(Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount) in VSEssentials\Loading\JsonPatchLoader.cs:line 342
28.6.2024 18:24:32 [Server Error] Patch 5 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed, following Exception was thrown:
28.6.2024 18:24:32 [Server Error] Exception: Unable to cast object of type 'Newtonsoft.Json.Linq.JValue' to type 'Newtonsoft.Json.Linq.JArray'.
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddReplace(AddReplaceOperation operation)
at Tavis.PatchDocument.ApplyTo(IPatchTarget target)
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch(Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount) in VSEssentials\Loading\JsonPatchLoader.cs:line 342
28.6.2024 18:24:34 [Server Notification] JsonPatch Loader: 4241 patches total, successfully applied 3834 patches, missing files on 406 patches, unmet conditions on 2299 patches, had errors on 4 patches
(Sorry for the spam, I found no issue tracker)
Do the hellboars reproduce? If so what kind of food do they eat, and will they become docile after so many generations? I can't find any information on the hellboar online.
Direwolf skulls sink into the ground when placed on the ground
Can only seem to feed them bones. Meats of any kind don't seem to be working at the moment for me.
Hello, is the bone bow craftable?
Does husbandry apply to any of the animals added by Feverstone Wilds? I see the Male and Female tags, and the smaller animals in the handbook, but nothing to indicate the ability to actually procreate, e.g. "ready to mate". Also because it's been a long time since I last played VS, did you reduce the Faunlings spawn chance? I have like 60 hours on my playthrough and have yet to encounter a single one. And one last thing for now: how do you get a cooked cockatrice tail? Cooking the raw one produces a charred tail instead. Handbook doesn't show any recipes.
I just double checked, I can't hand feed them red meat, poultry, carniovote pet biscuts or grain. I put some red meat in a trough for a few, and it goes away, but none of them get portions eaten/ready to mate
I'll test them again a bit and see what's going on.
You should be able to feed them meat after periods of time to tame or put food in a trough for breeding.
FelixG
Thank you, I'm glad you like it :)
🤔 You've a good point, thank you for your donation, I'll see that they get a bit more tlc next update
aanuf
I love this mod, thank you for your contributions to the community, but there is one thing that's been keeping me up these past few nights...I've noticed the female faunlings are quite busty, but upon inspecting the male variants, there isn't a corresponding bulge. As you can imagine, this has caused me and my server buddies great distress, and we wish ask their creator if you meant to torture us with this decision or if there is some greater plan at play. Thank you friendo.
To perhaps motivate you in this matter of great importance, I have donated three United States currency units to you. There may be more where that came from.
I am trying to tame/breed cockatraces, but they won't seem to eat anything, and I can't feed them anything to tame them? How do you go about doing this?
i see rats in the planned section. please make them silly.
Vedrit Unfortunately no. Because the mod ID is different, any horses you own from Feverstone horses will disappear when swapping to this mod. Any horse from FS Horses is prefixed with the mod ID, such as: feverstonehorses:horse-arabian. Horses from FS Wilds will be prefixed with feverstonewilds, example: feverstonewilds:horse-arabian. By the game's technicality, they're two entirely different creatures. So if you remove Feverstone Horses, you'll remove those associated creatures from your game as well.
Stejer With how the mod and its configuration file are established, as long as the config file isn't deleted, then the mod will read from the existing file. Therefore, updating the mod after making changes to the configuration file will keep your settings intact.
Is there a way to seamlessly swap from Feverstone Horses to this mod?
Id like to know just to be sure. If I change the settings in the mod configuration and then update the mod (and as such deleting the old file) does the custom settings reset to normal or they keep as I edited?
V7I Thanks for your feedback! The sharks actually do have a mechanic for only actively feeding when hungry. They will only seek food when hungry, and will attack otherwise only if you get too close. Mind you, you have to be pretty much touching them for that to happen! As for the player faunling model request, the feature has been considered but we've yet to decide whether or not to include this ability. As such, we also haven't begun to look at how it might be implemented.
Sharks; There's currently two variants that roam the waters; bullsharks and hammerheads. Both aggressive and one stronger than the other. However they still provide some fish meat if killed.
haa. . .yup, thats a hard NOPE from me!!
lol
jokes aside, well done!!
looks really good!
just a few things of note.
1. sharks should NOT be automatically aggressive, if you can give them a hunger bar and when that gets low then they become aggressive. if you cant add a hunger bar then just make then neutral as thats more realistic.
2. if possible please make it so players can also be "Faunlings"?
Np! Goodluck!
ok so i try to find the correct wolf, thanks for help
So for regular wolves there's https://mods.vintagestory.at/wolftaming mod for taming them, dire wolf pups are more rare but look the same as wolf pups which are tamable via this mod.
i play with italian linguage is called "lupetto" so i tink is regular wolf cub, but on crative i see only one tipe of wolf
A regular wolf cub or direwolf cub? @Pherre
in the meantime very nice mod, but i'm having prob whit the taming of a wolf cup, the GUI to feed it dosen't appear so i don't understand if there are more wolf variants, some can be tamed and other not?
thank for help
GG
DUCATISLO
gg
JunidO Thanks for the report, I'll look into it and have it fixed for the next release.
The Direwolf Skull stuck upside down in the block where you place it.
Aha I see, too bad. Ok, thanks for the info!
Frepo The seaweed has been disabled due to performance related issues that were reported by many users. In this case, you had generated a world with these plants enabled in the game files, and they're now disabled. If you would like to test them or re-enable them yourself, you're welcome to edit the "seaweedbulb.json" file, and you'll find a line of code at the top that says "enabled": false. Change "false" to "true", save the file and reload your world. They should render correctly then.
Seaweed textures are not working, or perhaps its the shape? Or it could be that I just updated the mod to an excisting world, and the already generated seaweed is outdated now.
EDIT: Looks like there are only certain types that are not working, most of the seaweed looks fine. Is it the bulbs?
When I look at it, it says "feverstonewilds:block-seaweedbulb-top", or "-section".
Seaweed has been mentioned in the VS discord thread for FSWilds.
It's been addressed and fixed in next update.
No I'm not going to seperate any of the creatures as that'd just end up into a streak of seperating a bunch of the creatures; the config is available so you can turn off/on any entities.
I've only seen one other comment mention it, but the seaweed amount in the oceans is just too much and there's not a way to disable or edit it in the config at all. It'll completely bomb people's computers when the look towards the ocean.
Would it also be possible to get bison as their own mod in the future? Even just as a reskin of the horses. I just really like their model.
Verlia Do you have an eta on when this mod will be updated for 1.19.7 ?
Kemble
When 19. came out, they changed the pathing for animal diets. FS Wilds hasn't been updated to 19. yet so it reflects what was in 18 prior. When it's updated, it'll not show that anymore.
Verlia
Any idea why I'm getting this spam?
16.4.2024 03:35:09 [Server Warning] Creature feverstonewilds:cockatrice has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:10 [Server Warning] Creature feverstonewilds:shark-freshwater has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:10 [Server Warning] Creature feverstonewilds:cockatrice has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:18 [Server Warning] Creature feverstonewilds:toad has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:20 [Server Warning] Creature feverstonewilds:horse-female-donkey has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:25 [Server Warning] Creature feverstonewilds:horse-female-draft has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:25 [Server Warning] Creature feverstonewilds:horse-female-draft has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:26 [Server Warning] Creature feverstonewilds:horse-female-donkey has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:26 [Server Warning] Creature feverstonewilds:toad has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:26 [Server Warning] Creature feverstonewilds:horse-male-donkey has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:37 [Server Warning] Creature feverstonewilds:horse-female-arabian has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:39 [Server Warning] Creature feverstonewilds:toad has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:39 [Server Warning] Creature feverstonewilds:horse-female-donkey has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:40 [Server Warning] Creature feverstonewilds:horse-female-arabian has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:52 [Server Warning] Creature feverstonewilds:horse-female-draft has SeekFoodAndEat task but no Diet specified
16.4.2024 03:35:52 [Server Warning] Creature feverstonewilds:horse-male-draft has SeekFoodAndEat task but no Diet specified
16.4.2024 03:36:11 [Server Warning] Creature feverstonewilds:horse-female-draft has SeekFoodAndEat task but no Diet specified
16.4.2024 03:36:11 [Server Warning] Creature feverstonewilds:horse-female-donkey has SeekFoodAndEat task but no Diet specified
16.4.2024 03:36:14 [Server Warning] Creature feverstonewilds:toad has SeekFoodAndEat task but no Diet specified
16.4.2024 03:36:22 [Server Warning] Creature feverstonewilds:eel has SeekFoodAndEat task but no Diet specified
16.4.2024 03:36:22 [Server Warning] Creature feverstonewilds:eel has SeekFoodAndEat task but no Diet specified
Doesn't work on 1.19, it let my game launch just fine, but friend's crashed when they try to connect.
System.Exception: Don't know how to instantiate block of class 'BlockAnimalNest' did you forget to register a mapping?
at Vintagestory.Common.
at Vintagestory.Common.
I'm working on a patch to fix diets for my server. I have the diets added to reflect the changes for 1.19.3, but I cant seem to get troughs working. Would anyone have any idea where the trough pulls its acceptable entites from? I tracked down where the list is being created and it is in BETrough.cs
I can't interact with my tamed direwolves? I spawned them in creative mode as wild puppies, went through taming, and got them to obedience 100%. when they aged up, they were tame, but I couldn't ride or interact with them anymore. The pet menu only worked when they were pups. Stopped working when aged up.
Two questions. [they may both have been answered already]
Is 1.19x release close yet? And, are there any new critters in the 1.19 version?
If I just wanted some of the crittes and animals can I just set the ones I don't want to not spawn?
I can't interact with my tamed direwolves? I spawned them in creative mode as wild puppies, went through taming, and got them to obedience 100%. when they aged up, they were tame, but I couldn't ride or interact with them anymore. Tricks and such didn't work.
Our animals are breeding again, we have direwolf pups! Thank you!
in 1.19.3, Ostriches take damage if they are in water for too long. Even just standing in 1 block of water will eventually drown them, despite their heads being far above the water. Love the cockatrices btw, they are wondeful and I want a farm full of them.
This mod seems to be working ok in 1.19.4 however I do have a few problems I ran into/want to see fixed/changed.
I haven't been able to apply any saddles to any horses I've come across. I've tried 4 different variants that state Arabian Mare or Arabian Stallion and the saddle doesn't seem to be able to be applied. I also am unable to have them "stay" no matter how much food they're given to be obedient. Am I doing something wrong here or is this a bug with the game version difference? I do also hate how horses cover up 75% of my screen when riding it up hills or jumping... Impossible to see if I'm going to fall into a cave or run into a forest where I am unable to see which way I'm going... Is there a config to make the horse maybe transparent when riding it or something along those lines? I would also like to see some noises added to the horse run/walk animation. Feels like I'm floating if there is no sound effect. One last problem I have spotted is that the golems are noted as a whole directory when you look at anything that drops "copper" or other ores that the golems involve - minor problem tho.
Other than these problems, I love this mod and wish vanilla had something similar to these additions. They're very vanilla-friendly and feel great to play with. Can't wait till more creatures get added!
I am absolutely in love with the cockatrices! They're gorgeous. It's a shame they're not truly domesticable. A lot of my favorite creatures from mods like these tend to be undomesticable, so I guess my taste in farm animals is a little off-kilter, haha
I cant wait for this to be ready and updated to 1.19! Thanks for your hard work.
I hope everything going well with the update, me and my friends I host for absolutely love the mod and appreciate all your hard work!
Kara
Thank you, definitely trying. :)
Verlia yey, we cant wait here at Navarlio ovo <3. keep up the good work!
Cassy
OthalaTorkhan
I'll have a look into this.
There's been a steady progression, we're trying to test some things before doing a release.
Having issues with our direwolves on our server. They are ready to mate, good weight and mixed male and female in the group. They simply will not produce pups.
I figure we are doing something wrong but I cant work out what that is, can you offer some advice?
Edit: We are running on VS 1.18.15 for the moment.
Verlia
Not wanting to be an annoyance but has their been any progress towards the 1.19.x update? I am really looking forwards to using this mod in my single player world just to add some extra challenge to gameplay.
Thanks in advance for any reply!
Stejer Greetings! I will do my best to provide a step-by-step guide to disable specific creatures.
Do this for any creature you want to disable! The fantasy creatures included would be things like Cockatrice, Direwolves, Faunlings, Geode Crabs, Golems, and Buromenfish. We have divided the mod config into a few different portions for things like the cockatrice and direwolves to include both wild and tamed variants. If you want them removed entirely, make sure to change both values to false.
For example, in the FeverstoneWildsConfig, you will find:
Please make the Orca tamable with Pet AI behavior!
Hello! I posted a question sometime ago that you answered to about how to disable the spawn of certain creatures since I didnt want the fantasy creatures.
You said to edit the mod config in the file. it might be cuz im dumb and dont have much experience with editing files and the like but I hanvent been able to disable their spawn
i dont know if Im editing the wrong file or if im editing the wrong way but if you could please give me a step-by-step guide on how to edit the file i would be grateful.
thx
Oh see now you got me super excited. I can't wait to see what kinda magic you and your crew put together. Thanks ahead of time for all of your effort.
I've been so anxious for this to return. Wandering around my new world missing all the things I got used to. Can't wait!
CrusadingPriest
Yes :)
So I was wondering. Do you plan on adding any new creatures with the 1.19 update?
NukoSan
Are you playing in 19.? If so, that's why. We haven't released a 19 version yet.
1.2.2024 21:55:55 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standcry'. This will lead to undefined behavior.
1.2.2024 21:55:55 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior.
1.2.2024 21:56:03 [Warning] Creature thecritterpack:c_crow has SeekFoodAndEat task but no Diet specified
1.2.2024 21:56:03 [Warning] Creature thecritterpack:c_crow has SeekFoodAndEat task but no Diet specified
1.2.2024 21:56:15 [Warning] Creature feverstonewilds:shark-freshwater has SeekFoodAndEat task but no Diet specified
1.2.2024 21:56:23 [Warning] Creature feverstonewilds:horse-male-donkey has SeekFoodAndEat task but no Diet specified
1.2.2024 21:56:23 [Warning] Creature feverstonewilds:eel has SeekFoodAndEat task but no Diet specified
1.2.2024 21:56:23 [Warning] Creature feverstonewilds:eel has SeekFoodAndEat task but no Diet specified
1.2.2024 21:56:23 [Warning] Creature feverstonewilds:eel has SeekFoodAndEat task but no Diet specified
1.2.2024 21:56:37 [Warning] Creature feverstonewilds:horse-male-donkey has SeekFoodAndEat task but no Diet specified
1.2.2024 21:56:37 [Warning] Creature feverstonewilds:horse-female-donkey has SeekFoodAndEat task but no Diet specified
1.2.2024 21:56:48 [Warning] Creature feverstonewilds:horse-male-draft has SeekFoodAndEat task but no Diet specified
1.2.2024 21:57:15 [Warning] Creature feverstonewilds:shark-freshwater has SeekFoodAndEat task but no Diet specified
1.2.2024 21:57:22 [Warning] Creature feverstonewilds:horse-female-donkey has SeekFoodAndEat task but no Diet specified
1.2.2024 21:57:24 [Warning] Creature feverstonewilds:horse-male-arabian has SeekFoodAndEat task but no Diet specified
Are those warnings potentially causing wee spikes in FPS ?
JesusHChrist Thanks i will do it as well.
To add to john_imer 's comment, I can confirm it is definitely to do with the bulbs. I disabled them from world generation as well as deleted their .json file and the game runs like butter once again. I am assuming it is because the mod is outdated for the time being. At least there is a temporary fix by deleting files lol.
Hey me and some friends have been playing on a server with the world settings set such that oceans exist. We arent sure exactly the reason but everytime we look at the ocean our fps count just tanks from 60+ to 20ish, so far we assume its the bulb sea weed creating thousands on light blocks but we cant confirm it. Is there a way we can disable that plant from the mod or make it not glow to see if it will help?
Thank you!
Thanks for the update. I can't wait to have my Bison back. Fort Beef and I loved traveling the world.
Thx DrBubba :-)
NukoSan
Probably because it's not updated for 1.19.x
Hi There, Having quite a few errors on 1.19.X versions - anyone else having this?
game:blocktypes/wood/trough-large.json) in feverstonewilds:patches/blocktypes/trough-large.json failed because supplied path /attributes/contentConfig/8/foodFor/0 is invalid: The json path /attributes/contentConfig/8/foodFor/0 was not found. Could traverse until /attributes/contentConfig/8, but then 'foodFor' does not exist.
Quite a few like this
Thank you your mod, can you fix quantity of seaweedbulb in oceans? There is too much of them in oceans, they love to eat my ram(26gb out 32gb on max settings)
I hope you can add the new catchable data and values to the smaller animals, somehow I'm having issues with the animal cages mod and hope that more modders start using the new vanilla system.
I'm not sure I sent the translation in the past, but here's a pt-br translation of the 1.4.5 version of the mod. There was a lot of missing stuff.
https://pastebin.com/6HxjxRrJ
Update! I messed up some things, so it's fixed.
I have a question is it possible to breed two different horses or a horse and a donkey together? From what Ive seen you have not added mules yet so id assume at least donkey and horses cant but what about the two different horse breeds? and if they do what breed is the foal?
ChristsRisen Np!
Verlia i think i figured out my issue. im new. i didnt know you could use file to get different versions. i think the main version was not working on stable. i know how to clear cache because primative has an issue where you cant have 2 versions even if one is not activated. i downloaded the 1.19 amd then had to get one for the stable. then had to clear and erase the other. once this is updated ill give it another go. ty for the answer.
CrusadingPriest
It's working it's way up to 1.19, there's some things we're cleaning up and working on to add in before it gets in there for some additional QoL. :)
Heya guys Fiish ChristsRisen, see if clearing out your cache would probably help. Sometimes olders versions of mods get stuck within the cache file, so when you get a new version of the mod, the game is reading the old and the new which causes an error.
To do this do; Go to Vintagestorydata > Cache > unpack > delete any mods here.
The next time you load your game with mods, the game will re-read it and will fill that folder anew. Hopefully that helps!
Hello. I just wanted to check if this Mod was going to get an update to 1.19 now that its Stable?
same issue. i think it may be a problem with pet AI because it is a dependancy for this mod, and i get the same error for it as well. im also having the same issue with quest mod and vs village. thx
Hello, I am having trouble with the mod. It keeps saying "Unable to resolve some mod dependencies. Check mod files." I am running the game on version 1.8.15 and made sure to download the right version of petai aswell. I have not tried opening the game with the mod I only checked the mod manager. (I don't know how to open the error log)
Heya Newella You can actually net the chicks! As well as spiders and toads. I realized I didn't put that up on the page, it's in one of the file updates while back when they were first introduced. I'll put it up on the mod info now so others know. :)
heyo, ostriches maybe, can you give them the ablitly to cage them or the chicks? Horses n such are capable with it, but havin to beat an ostrich to follow half to the base and accidently murder them ;-;. Im one of the first people on the sanctuary server to start messingwith them. thank for the time!
Hey Stejer, I don't plan on seperating/splitting any creatures from my mod into another mod. FS Horses is managed by my co-partner Ahrondus.
If you want to focus in on the more realistic creatures there is a mod config within the file where you can turn on and off any of the creatures you like.
Hello! I know you already have the "Feverstone Horses" mod but would it be possible to have a this same mod without the fantasy creatures?
I have been using the Feversont Horses however I would also like to have the giraffes, sharks, ostriches and such. So if you could tell me if it would be possible I'd be grateful!
@Netix make sure to look at the last place you commanded the horse to "stay", it once wandered off to there after I rode it some distance...
Really wish this worked but I'm getting the same error and crash as cpt_confused
When you catch toads in the bug net, it leaves a dead toad on the ground 😭
Also, I completed a "kill direwolves" quest for a Faunling and he just forgot the quest.
I got veggies for another Faunling's quest, but it said I had none in my inventory (they were all vanilla root veggies).
Lemurek As with Netix, it's working fine for me. Are you sure you're using the right mod version with the right game version?
Lemurek its working for me, has some bugs but otherwise works and animals spawn and stuff.
Tamed and 99.9% obedience horse despawned soon after dismounting and giving him some grains. checked with creative mode flying around in case it had walked off or something but he wasn't there anywhere.
When next update?
Im kinda sad that mod dosnt work at all, cant even find content of this in creative inventory, nor spawning
Also, is gonna be chance to add taming progress to Faunlings?
Cpt_C0nfus3d This issue is fixed in an upcoming release.
Vesk Thank you for pointing out the ostrich-Usain-bolt oddity. This is now also fixed. I'm trying to get our lovely mod author to publish the release, but she's been sick recently.
22.12.2023 14:27:59 [Error] Patch 1 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed because supplied path /server/behaviors/9/aitasks/3/entityCodes/0 is invalid: The json path /server/behaviors/9/aitasks/3/entityCodes/0 was not found. Could traverse until /server/behaviors/9/aitasks/3, but then 'entityCodes' does not exist. Full json at this path: {
"code": "seekentity",
"__comment": "Empty entity codes list means it will not actively seek creatures, but will still execute retaliatory attacks",
"entityCodesByType": {
"*-panda": [],
"*-sun": [],
"*": [
"player",
"chicken-*",
"hare-*",
"fox-*",
"raccoon-*",
"pig-*",
"sheep-*",
"caninae-canina-*",
"cervidae-*",
"pantherinae-*",
"pheasant-*",
"goldenpheasant-*",
"capercaillie-*",
"wildturkey-*"
]
},
"priority": 1.6,
"extraTargetDistance": 0.5,
"seekingRange": 20,
"belowTempSeekingRange": 25,
"belowTempThreshold": -10,
"animation": "Run",
"sound": "creature/bear/aggro",
"whenNotInEmotionState": "saturated",
"animationSpeedByType": {
"*-sun": 2.3,
"*-panda": 1.9,
"*-polar": 1.8,
"*-brown": 2,
"*-black": 2
},
"movespeedByType": {
"*-sun": 0.025,
"*-panda": 0.025,
"*-black": 0.04,
"*-brown": 0.055,
"*-polar": 0.06
}
}
22.12.2023 14:27:59 [Error] Patch 2 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed because supplied path /server/behaviors/10/aitasks/1/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/1/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: {
"code": "butcherable",
"item": "butchering:deadbear-male-{type}-1-dead"
}
22.12.2023 14:27:59 [Error] Patch 3 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed because supplied path /server/behaviors/10/aitasks/3/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/3/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: {
"code": "butcherable",
"item": "butchering:deadbear-male-{type}-1-dead"
}
I am having the same issue at WolfieAK on the female donkeys not giving birth in FeverstoneWilds-v1.4.3 for 1.18.15(stable)
Thanks, Vesk
Wonderful mod! I love playing with this in all my worlds. The added variety of animals especially in hotter climates like savannahs or deserts and or coastal ones with the variety of fish is very welcome.
There is currently a bug with Ostriches in FeverstoneWilds-v1.4.3-1.18.10 where they move way too fast when injured/agressive/fleeing for VS to appropriately process, resulting in the ostrich to go flying off the sides of hills (falling to their death) or violating collision by being so fast they can run right through thin enough walls (e.g. fences).
There is also a bug/issue with the Obedience of Draft/Arabian Horses and Donkeys (unsure about Bison), but it seem basically impossible to raise their Obedience for any meaningful length of time. The rate at which Obedience declines is so high, and the amount it raises is so small, by the time I'm able to feed them by hand their Obedience has already dropped to 0 even if I stand by the animal waiting for it to finish with the food in it's mouth.
It would be nice as a quality-of-life feature for Dire Wolves, if when they were tamed while a puppy that they would remain neutral upon growing up. I've been killed several times by fully taming a Dire Wolf Puppy (even naming it), then it grows up and I accidentally smack it with what I'm holding while trying to re-name it's adult form and then get killed in 1-2 shots me because it is no longer fully tamed.
Golems could use some tweaking with their spawn rates. Currently I've never encountered one when exploring a newly mapped world area, but around my house a new golem will spawn every 3-7 days, sometimes several at once: which feels a bit excessive given how much metal and stone blocks they drop. Also, not really sure on a possible fix for it: but Golems are easy to cheesily defeat (especially since they are initially neutral) by simply enclosing them in fence and poking to death with a spear (e.g. flint spear) outside of their attack range.
Not sure if they're fully implemented at the moment, but after over 100 hours I've never seen a Geode Crab, or any of the Sharks/Orcas so maybe their spawnrate could use adjusting.
DrBubba Horses can eat from large troughs for breeding, or by hand for taming. For taming/obedience you can feed them Red/Pink/Yellow Apple, Carrot/Carrot Bundle, Dry Grass, and any Grain. For breeding any grass or grain can be put into a Large Trough.
Also, I'm assuming horses eat from troughs, but what is their preferred diet? Straw? Grain?
Due to another mod (Primitive Survival maybe?), I cannot seem to make a carrot bundle. When I use the recipe, it just offers to make a carrot seed.
iodide Been playing a server with it, working so far.
Can anyone confirm if this works using v.1.19pre?
On my server I see these errors. No game crashes.
30.11.2023 13:38:05 [Server Notification] A client reconnected, resuming game calendar.
30.11.2023 13:38:05 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code wolftaming:dogtoy in mouth inventory accept stacks
30.11.2023 13:38:05 [Server Error] Task with code playfetch for entity feverstonewilds:tame-direwolf-male does not exist. Ignoring.
30.11.2023 13:38:05 [Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code wolftaming:dogtoy in mouth inventory accept stacks
30.11.2023 13:38:05 [Server Error] Task with code playfetch for entity feverstonewilds:tame-direwolf-female does not exist. Ignoring.
CodeRedAlert The golems used to throw stones in a previous iteration. When VS updated to .net 7, something in the "throwatentity" ai task code underwent a change and it instead only started throwing a million errors into the server logs, and the actual function stopped working. We've looked into a fix, because we do want some form of ranged attacks for the golems to help them be more threatening.
@Orcling This is Dick. He is a chick.
Let me domesticate the cockatrice, i want BIG EGG
Great mod, but could I suggest that the golems throw stones for a ranged attack now and then so they aren't easily farmed like they currently can be for ores?
works fine for me on current version. Creatures spawn, can talk with faunlings, accept quest. Was able to finish the grass for a backpack quest, but can't finish the veggies for fruits quest.
Love the new creatures, so much fun. It did take about an in game week or two before these creatures spawned around. but that was fine.
My horse won't eat from a large vanilla trough. I see that some other folks have had similar issues below, has ther3e been any update on this?
Does this mod still work in version 1.18.15?
Update please, not working on 1.18.14 adn 1.18.5
Not sure if it's the latest windows/Nvidia update, but my giraffes are sometimes immaterial, I can shoot arrows through them with the same spot hitting one time and missing the next, walk through them as the legs are insubstantial unless they're attacking me, and this leaves me with no meat feast for my kitties. I've also a bunch of mods running (not many). Any ideas if this is just a poor pack on my part or something else? Cheers.
Is the vegetables-for-mushrooms quest still bugged for the faunlings? I can't turn in anything.
Hi,
Verlia
I have install PetAi, now its work but i just have horse, golem, toad, crab, direwolf, all other monster don't spawn, i use /entity wipeall for force respawn of monster, but i see always same monster.
can you help me please?
And i have the same error as Ryuu in log server also in last version of mod
I wonder what happened there xD
> 7.10.2023 12:44:52 [Server Debug] Teleporting entity feverstonewilds:faunling-female to x=505499.7, y=59, z=513731.7
S_Astar Heya Astar I use VSMC (Vintage Story Model Creator). Thank you! <3
@Verlia
Hello, would it be possible to know which software you use for your 3D assets?
And the mod is too good !!!
Verlia oh just realized you tagged me but it didn't tag me. LOL! No wonder I didn't see a response. I was like "I wonder if they ever responded to me" my bad then for not seeing, but seriously, they should really fix this name tagging system. It's pretty bad.
Verlia
in your vanillaEntities.json file you have the following:
{
"op": "add",
"path": "/server/behaviors/9/aitasks/1/entityCodes/0",
"value": "feverstonewilds:bison-*",
"file": "game:entities/land/bear.json",
"condition": { "when": "FSWBisonEnabled", "isValue": "true" }
},
{
"op": "add",
"path": "/server/behaviors/9/aitasks/3/entityCodes/0",
"value": "feverstonewilds:bison-*",
"file": "game:entities/land/bear.json",
"condition": { "when": "FSWBisonEnabled", "isValue": "true" }
},
{
"op": "add",
"path": "/server/behaviors/10/aitasks/1/entityCodes/0",
"value": "feverstonewilds:bison-*",
"file": "game:entities/land/bear.json",
"condition": { "when": "FSWBisonEnabled", "isValue": "true" }
},
{
"op": "add",
"path": "/server/behaviors/10/aitasks/3/entityCodes/0",
"value": "feverstonewilds:bison-",
"file": "game:entities/land/bear.json",
"condition": { "when": "FSWBisonEnabled", "isValue": "true" }
},
Error 1:
Patch 1 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed because supplied path /server/behaviors/9/aitasks/3/entityCodes/0 is invalid: The json path /server/behaviors/9/aitasks/3/entityCodes/0 was not found. Could traverse until /server/behaviors/9/aitasks/3, but then 'entityCodes' does not exist.
in the \assets\survival\entities\land\bear.json in vintagestory folder, the "entityCodes" does not exist because it was changed to "entityCodesByType" for "/server/behaviors/9/aitasks/3/entityCodes/0" and the 0 does not exist because it was changed to the astrisk symbol since it contains the following entities where "seekentity" is being applied:
0:"player"
1:"chicken-*"
2:"hare-*"
3:"fox-*"
4:"raccoon-*"
5:"pig-*"
6:"sheep-*"
Error 2:
Patch 2 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed because supplied path /server/behaviors/10/aitasks/1/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/1/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist.
Error 3:
Patch 3 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed because supplied path /server/behaviors/10/aitasks/3/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/3/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist.
Error 2 and 3 is happening because the /10/ does not exist since it only goes from 0 to 9. Not sure how this is supposed to be added but because of the cause of Error 1, then something similar may also be applying to Error 2 and Error 3 if -- hypothetically -- there was a /10/ container in behaviors.
Please fix because it constantly spams when the server reboots and I feel we are missing some of your content due to it not being added to the bear.json properly from within your vanillaEntities.json patch.
@BillyGalBreath Ooooh thanks for catching that! I'll yell at a certain Oats for such misdeeds! 😄
There's a bug where you can't turn in vegetables for mushrooms in the "fetchquestfaunling8" quest. The gatherObjectives/validCodes value has a typo and is set to "vegtable-*". Changing it to "vegetable-*" fixes the issue and allows the quest to be turned in.
Heya @Daelderia do you have PetAI installed as well?
Hey @Ryuu that's a small error with a patch we have that'll be remedied soon with our next update. When we update, it should be fine.
Hi,
First sorry for my english i'm frenchy.
I have install this mod on my server, but I don't see any animal or creature on this mod.
Can you help me please ?
I have the last update of the game and the mod.
Best regard
Would this be something you would need to take care of or Butchering mod author?:
[Error] Patch 2 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed because supplied path /server/behaviors/10/aitasks/1/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/1/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: {
"code": "butcherable",
"item": "butchering:deadbear-male-{type}-1-dead"
}
[Error] Patch 3 (target: game:entities/land/bear.json) in feverstonewilds:patches/entities/vanillaEntities.json failed because supplied path /server/behaviors/10/aitasks/3/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/3/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: {
"code": "butcherable",
"item": "butchering:deadbear-male-{type}-1-dead"
}
(I commented to you and them)
Also got this other error that is from your mod:
https://pastebin.com/Mq9WvEPZ
Heeeey, I see the updates! Here's an update to the pt-br translation
pastebin.com/MR9N62D3
BillyGalbreath Hey Billy, all this is referring to is that the bears won't attack the bison correctly until the bison attack them. Aka, the number typed in was the wrong one. It doesn't effect anything else. It's planned to be fixed in the next update.
I just updated to v1.4.3, and it's got a massive error about json patches https://pastebin.com/8dirDbcH
Downgrading back to 1.4.2 doesn't have the errors. I'll stick with the older build for now since we interact with bears and stuff a lot more than orcas.
The dire wolves are spawning (mainly females and their pups) left and right in my hometown base. How do I correctly lower their spawn rate or even drop it down to practically zero? It's making them kind of boring when I wanted them to be exciting. I looked at the code but really didn't want to mess it up since I love the mod. Any help would be greatly appreciated! I use bisect hosting if that is relevant!
TaffyStars We have looked into adding faunlings as a playable race, but it is not currently at the front of the development queue.
is there a way to make it so you can play as the faunlings?
Current issue with 1.4.2, had to do a little rollback on data because of a corruption and the orcas are throwing the AiWander error again. Will push a hotfix for it shortly. Apologies for the issue.
Is there anyway to preserve the existing animals when updating the mod? I lost all my tamed horses after updating.
Edit: Updated PetAI and they came back.
Thanks for fixing the orcas - no issues now.
Do ostrich eggs hatch currently? I've been trying to get mine to hatch for a couple months now. Always full feeders but the nest never gets more than 5 eggs (I see it can fit 6, and I've had eggs on the ground). And I never see the female roosting.
Zinloz We have identified the issue and will be releasing a hotfix soon. Thank you for this report.
Orcas cause NRE spam. If enough of them spawn this will crash the game. Typically causes extreme lag regardless when this happens - I will shoot an arrow and it will "hang" in the air for like a minute before eventually landing/hitting something (or even flying back to me...), can't loot items for a minute, etc.
This was happening in VS 1.18.8 with Feverstone WIlds 1.3.0 and Pet AI 1.7.10/1.8.0, and it's still happening in Feverstone 1.4 in VS 1.18.10 with Pet AI 1.8.0.
If I go to an area with orcas spawned or nearby I will see the exceptions in the screenshot (sorry, no text log). If I close the game/server while near the orcas and then disable them in Feverstone WIlds config, then the exceptions go away once reloading the game and the orcas are removed (the exceptions also stop if I kill the orcas and loot them).
https://ibb.co/CvPFyVT
Edit: Probably easiest to reproduce with 4+ orcas loaded.
Tobymaxgames Fix for this is coming out with the .NET 7 update.
WolfieAK Looking into this today, will test for issues and push any related fixes with the .NET 7 update.
Thank you all for your comments and love! We're looking to release our .NET 7 update soon which should fix many an issue. They'll be notated in the change-log to the best of our ability!
For some reason i can only feed horses dry grass in this version of the mod, but the horses in the standalone mod can eat grain & fruit.
Is anyone else having issues with Donkies not giving birth? I've had one go from pregnant to not pregnant twice with no baby donky being born. This is in a fenced in, outdoor area with plenty of filled large troughs and horses that are giving birth with no issues.
I'm here to express my love of the cockatrices, too! I wish I could domesticate them.
Would be an interesting mod if there was not an extreme amount of faunlings wandering around making up for a third or more of the population of animals in the wilderness. Feels weird having goat girls everywhere like I am playing with a hentai mod active.
goatussy?
well still dont remove the fact the spawn rates/conditions are kinda massive, like some areas with over 10 golems on the world, or 20 orcas on the sea at same spot
wXDogeKingXw It's used on multiple servers, including on my own, if you need help removing particular entities, ask here or on Discord. Replies are sometimes faster on the VS FSWilds thread discord.
If you don't know what you're doing, I wouldn't recommend messing around with stuff that'd cause errors out the whazoo.
This mod has incredible potential, but its currently kinda broken, some mobs don't work properly or are poorly made, like the golems, spawn conditions, and spawn rates are completely messed up, and if you edit the mod or remove certain entities, it will cause a dead end to PetIA IA causing mass errors on the console, basically not compatible with player customized version, yes I removed some entities and messed a lot on this mod trying to fix stuff, but at the current state is not ready to be used on servers
Hi really love having this mod installed, i know your busy working on it, but wanted to ask or suggest a intreaction between your mod and the Fantasy creatures mod by Kiptrix and that is too see if your sharks & croc's can be made to Attack his orks and goblins whenever they enter the water, cheers for the great works and i hope you like this idea.
15.8.2023 13:30:08 [Server Fatal] System.Exception: No such projectile exists - feverstonewilds:thrownstone-granite
at Vintagestory.GameContent.AiTaskThrowAtEntity.ContinueExecute(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Entity\AITask\AiTaskThrowAtEntity.cs:line 110
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 174
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 116
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\Entity.cs:line 852
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\EntityAgent.cs:line 528
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 326
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 165
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 849
1.18.8 - 1.3.0
Getting this error every bit and then
Agreed with OutcastZeroOne, this is a great mod but sometimes too much of something is a bad thing and a lot of these should be a much rarer find. I might follow and pass on this until there's an option to reduce spawnrates like maybe a few options for creature specific ones in the world generation menu or commands with the freedom to choose what spawns and what doesn't spawn (if someone, for example, didn't want too many fantasy creatures spawning). Otherwise this looks really promising
Fun fact, adding
to your en.json file under assets > game > lang
add's a death message, for the creature. this should be able to be done with every unique creature. i might look into doing this for everyone, seeing as i need to do it for my server anyways so people arnt confused about What killed them LOL
I see that @hivehum also suggested it, but I would also love tameable cockatrices! Perhaps they could be a source of harvestable feathers, small pack animals, or guard crops from pests?
Thank you for this beautiful mod. The world seems so much more alive now.
I hope we will see a lot more interactions with the faunlings in the future. I want them as companions, trade with them, build them a village and maybe even see faunling babies.
And where can I find dire wolves? Any specific biomes?
Something weird is going on and I can't tell if this is a PetAI issue or a Feverstone Wilds issue. What happens is that sometimes when I dismount my horse (fully tamed, 100% obedience), it just... leaves. It does a straight line towards the last location it was given the stay command. Giving it the Heel command followed by Stay makes the animal behave as desired. But sometimes this behaviour gets reset for whatever reason. I have no clue. Will edit if I find anything.
Finding 1: this is only a problem if the last mode the animal was left in was Stay. Using Heel all the time has no problems.
Unrelated, in case this is done on Feverstone Wilds' side, it'd be neat if the animal's speed is defined by creature weight, with well-fed animals being faster.
would it be posssible to add in an editable spawn rate setting in the config? I feel like some of these thing spawn way too often and feel kinda cheaty.
For some reason, horses are deleted. all tamed horses disappeared on the new update, and seem to not be spawning anymore :c
For some reason, all horses disappeared since new update, even tamed ones
@Verlia i dream of a world where i can keep cockatrices as livestock instead of chickens. and their eggs would always come out rotten but it would be fine. because i love them. and they could pull carts too probably. i think they're too small to ride
@Diodoron you'll see them in new and old chunks, it'll just take a bit for them to spawn in old chunks. It's safe to remove.
I installed the mod to an existing save. Will I see the animals and if so only in new chunks? And is it save to remove the mod? (Made a backup in any case...)
IndustryStandard Flew around for a few minutes and found some in SP. Some shark variants had spawn rates reduced but they're still there.
I haven't seen any of the sharks spawn yet on my server and I'm looking in some pretty massive bodies of water
@hivehum What you tryin' to do with those cockatrices?? :O
@Verlia Good to know it is working as intended, i was worried it would be a bug. I really love this mod and i want to see its future development. Keep up the good work!!
please let us tame the cockatrices. please . please please please please please please
Is there any way to patch it so that we can load this on 1.18.8-rc1? It doesn't show up in the mod list at all
@scarlette Hey there! You can find them in hot climates > savannah/desert plains. Happy to help.
Hi, I have a question. Where do the bison spawn? I've been looking through temperate fields but haven't found any. Are they in warmer zones? They look so cool and I really want to tame one. Thanks for your help.
Hey all, for those curious about the Faunlings, they currently don't eat anything nor starve. If you happen to "obtain" one into your homestead and it dies, it's most likely due to fighting drifters as they will attack them if a drifter is close enough.
Information regarding them is up on the roadmap and some additional information is private as we don't want to spoil everything we have planned.
There is going to be additional NPC's, one is already spoiled on the roadmap above. We may implement something for the Faunlings as a placeholder for them to go ahead and be a companion, but it won't be like the taming methods like the mounts.
@Accensus PetAi doesn't work on Faunlings as they aren't regarded as pets. Glad to know you, like many of us have much love for them :D. Currently, however they can only barter if you have VS quest installed and wander/fight drifters nearby. They don't eat nor starve (atm).
@kiptrix We actually plan on making the ostrich ridable, but it hasn't made it's way in yet. Many of us would love a big bird to ride :D. For the golems it'd be funny to see them climb but there's some other things planned for them to make them more challenging.
@Fefa In the next update or hot fix, their disobedience will be lowered by half so hopefully that'll help. R+clicking on an animal increasing it's obedience isn't a bug as you're actually petting it (You can see it in F5/third person view). So that's working as intended.
The mod has my curiosity, but the faunlings have my fullest attention. Therefore, I have a couple of questions regarding those. First of all, does the PetAI integration even work with them? I'm asking for the usual reasons, yes. I'd like to adopt one. Or five. Second, is it at all possible to somehow relocate one from their spawn location? If yes, how? And last question: do they even eat anything? I wouldn't like any of them starving to death...
Love the update :D If possible, an ostrich relative (mythical species) that can be ridable would be so cool. I know its bad to ride ostriches IRL but a fictional ostrich mount that is ridable would be so cool. Also, to make golems more challenging, make them climb. That would surprise a lot of people thinking a hole will stop them.
Thanks a lot for the update. I was wondering, about the horses "Feverstone Horses" I had it installed, but uninstalled it since th is one adds the horses as well. But i noticed that their obedience goes down too fast, even faster than you can feed em. Is there a way or command to disable the obedience feature? or make it always 100% or make it go down lot slower? For cats, dogs, wolves and direwolves there no problems at all, but horses, is almost imposible to keep obedience up.
Also noticed another bug, if you keel the rightclick pressed while looking at the creature you can increases its obedience even if you dont feed em. It increases really slow each second, maybe by petting the creature? hehehe. Not sure if its intended or not, but even that is not enough to keep horses obedient. Havent tried other mounts, so no idea if the same is true for the other big mounts.
@Voidwalker Hey Void, it's definitely been talked about! I've updated the roadmap a bit so others can see more into what's planned, including for the Faunlings which do include having them tethered to their home blocks.
Handbook has been updated for the missing information on taming those extra other mount companions as well as the mod in itself!
Please let me know if there's any issues! Here or Discord thread.
Thank you guys so much for the suggestions, we definitely want to improve the golems more but haven't quite reached there yet. There's a lot of limitations unfortunately but we're still trying to figure them out.
Any large creature on vintage story is easy to kill if you just dig a hole 3 deep, even bears. I think add a range attack to golems, like boulders or so, make only melee or metal weapons damage em and make em more intelligent. Most of times you hit em 3 or 4 times and they just stand there and hardly attack you. If you can make em dont stop when attacked, they can be deadly. But not sure if thats a game problem itself since drifters, wolves and other creatures do the same standing thing.
Suggestion: Beef up the golems. Right now they are pretty much pinatas for progression breaking. Get to a safe distance, flint javelin or spear, rinse and repeat. Non metal weapons shouldn't touch them, or they should heal fast enough to make them irrelevant (IMO), with metal weapons below iron requiring many, many hits. They are only dangerous if you go toe to toe with them.
Nikkolai I did. they were murdered in my castle. so i made a camp for them outside a chunk away so they werent in my active one while drifters spawned.
Really cool mod can't wait for the next update :D
Please tell me, is it possible to somehow catch geode crab? It would be cool to be able to bring him home as a pet)
Aljistar You brought it into your house didn't you, zesty?
how do Faunlings eat? do they passivly gain weight while in grass rich soil/dirt? im having issue with them dying of starvation i beleive.
DragonRelic
Yes it does work on 1.18.5, from my playing with it the faunlings arent bartering anything in that version for some reason. :/
Does this work with 1.18.5?
Tehgarin Hexaclover
So Taming Direwolves actually acts the same as Taming wolves, where you need to find/chase a Wolf cub and feed it raw animal meat. It helps to chase and fence in the animal to keep it in one area so you can tame it easier. Once you feed it enough it will become a pet. Once grown you can command it like any other tamed animal and even Ride it which is cool AF.
Also Verlia
Have you thought about making a Base/Block that the Fuans would gather around or stay near? Like the Job Station System from the VSvillage mod? I love the Faunlings and often do jobs for them but its sometimes hard to find them when I have what they want and often times they have wandered out into the sea or into deep caves. It could be Thematic and be a Carved/Decorated Tree/stump or a Shrine to nature? You could maybe use some of the Systems VSVillage does to have the Fuanlings do more like FIghting or Minding a field. You could make it a reward so you'd have to do a certain quest and they'd give you a special block that would draw them near it or summon one?
Yes hard to figure out how to tame. nothing in book in game. ALso how to catch DO we need Cages mod for this.? It says oinly PetAI. I assume cages but dont want to add if not needed..? Help.
Could i catch toads somehow? Would be cool! and how do i tame direwolvses? no info on that....
@Jenpai Hi Jenpai! If you have VSquest mod installed, this mod recognizes it and allows you to barter with the Faunlings! I'll add this info to here later for others to see as well.
I saw a sever that had fawns giving out quests, does anyone know what mod that is? cus it doesn't seem to be giving out quests with this mod alone
Stejer 1) No the Arabian and Draft horses cannot breed between each other. That's not currently planned.
2) There is a modconfig, you can disable the fantasy creatures if you'd like.
We're working on saltwater/freshwater spawns and some other things. Be on the lookout for an update!
Hey, hi there, hello, so i happen to have two questions 1- can the arabian and normal horses breed between each other? and if they can what are the differences between the child and the parents 2 - would it be possible to make a version without the fantasy creatures? I know that there is a standalone version for the horses but Id like to also have the sharks, frogs, rays etc anyway thank you
Yep yep! We're testing with that now and adding it to the critters. Thanks for all the feedback peeps! Helps a lot! Next update is already showing them spawning nicely in the new waters.
Oh, there's ACTUAL saltwater mixed in the game now. I had no idea. Good thing people are testing - it's probably because it's literally a new liquid block, so the mod isn't accounting it.
hi since the 1.18 the mod they dont drop bone just the esqueleton but one dire wolfves still drops bones on the lasted version on the mod
ok i did some testing, with only your mod on.
Freshwater spawning is fine, but in saltwater nothing is spwaning.
@Yanazake was this saltwater?
you have sometimes 2 type of water in the ocean. oceanwater is darker than normal water.
you can test it too with a bucket and look at the text. ^^
I didn't see any golem or faunling yet, but I'm still testing adding mods, so I probably was just unlucky. I'm planning on adding the outlaw mod, and wonder if the fauns might be aggressive to outlaws if they get harmed.
Lol, yeah the Buromenfish are a random loot drop, sometimes you may get a fat one and sometimes you may get a scrawny one. The majority of creatures are set to spawn away from players so it indeed also may take some time for them to appear as well.
Tasty fantasy fish, drops a lot of meat 👀
I made a new world with random weather locations to test things and it SEEMS they spawn correctly in oceans at default map height. They did take a while to spawn, but at least I saw the fish (and other creatures from other mods, they all actually spawned randomly while I was above an area with water, so maybe it takes some time.)
@yanazake A Buromenfish is a fantasy fish, not real ^_^" Thank you for the file!
@Undea Thank you for the feedback, we're not quite done putting out an update for 1.18 as we have some new things we'd like for this mod. We'll be taking a look at the spawn rates for the creatures as well, we think the new world gen makes the sea critters more rare to spawn. We'll be fiddling with their rates as we update in hopes that they'll be properly found/seen better.
Question, what is a Buromenfish? I'm trying to translate the mod to brazilian portuguese, but I can barely find anything on that fish.
Anyway, aside from the name of that one fish, here's the translation file! https://pastebin.com/NUiRKiUn
Hi,
seacreature dont spawn in oceans.
It looks like they dont spawn in saltwater.
another thing what maybe make problems i have my world at 320 blocks.
AW YEEEAH
Sorry for the delay peeps! It's been some hefty work figuring some blockades for the upcoming stuff the mod's getting, but it's definitely getting there.
LadyBlakeHammer Hey Lady! Sorry for the late reply, we do plan on having our own custom bandit types (the Faunlings were kind of a baseline to that, but not in a menacing way whereas there was going to be another npc type that is). I'm glad to hear you love the mod, we're certainly pouring our love into it, too!
LeonaLens I'll try to gather up some guides for the creatures so to help! Thank you for the input.
Update for 1.18.0-r.c.-X is underway! Be on the lookout in the coming days.
Hoping for an update!
v1.1.0 is not compatible with 1.18.0-rc.6. The server log is spammed with NullReferenceException messages.
hello! Would it be possible to have a version with only the real creatures (toads, sharks, rays etc)? I know there is already a mod just for the horses but if you could make one just for those who want a less fantasy-like game I would appreaciate.
LeonaLens I'd wager find a pup, in the same fashion of Wolf Taming, capture it if you have Animal Cages and tame it in that manner.
Hi Verlia I love difficulty in my games, and I wanted to know if your own custom Bandits, or common enemy were in the works that might make the game difficult? I tried this mod with the Outlaws Redux mod, and it appears the AI conflict, as the Bandits in that mod act in similar fashion to Golems, throwing rocks, walking around menacingly, or ignoring players as if the players do not exist. So, I hope you come to make something amazing, cus I love this mod <3
Credinus
true. Need to have ability to nerf horse spawn rates and mb golems.
BTW can't find any info about direwolf taming. Guide is very needed, but what can I do for taming now? I want a direwolf right now!!! 😅
The creatures are fantastic, overall a great mod. However, would it be possible to create a config file to control spawn rates of individual creatures? I've found that spawn rate of some of the creatures is causing an unintentionally high abundance of various resources, such as hide and ore. Being able to fine tune the rates of things would be great, especially for server administration.
Winterdragon Surely, we can write up a guide on direwolf taming! Further interaction with the faunlings is planned. Currently, if you have the mod VSQuest by G3rste, faunlings can also be questgivers and will offer you barter trades (goods for goods, no currency trade). The idea behind the horse taming is that you must feed them enough to gain friendship with them (domestication), and then care for them and earn their trust (obedience) before they will follow commands. This is a feature that isn't subject to change any time soon. You can make the process easier by giving them higher quality foods, which will in turn make their taming and obedience rates go up much faster!
I dunno if its in yet, but a guide on how to tame the dire wolves would be something id love to see. Also would love more inhteraction with the faunlings. And the horses feel they need some work too, the way to tame them is ok, but to have to constantly feed them just to have them follow you around feels tedius.
September You've stumbled upon one of our working themes for Faunlings, as a matter of fact! They did indeed die to drifters, it sounds like. Faunlings will defensively attack drifters that get too close! A bit of a "nature versus corruption" theme there. They stand a fair chance in a fight against surface and deep drifters, but alas get overwhelmed by anything more powerful.. For now..
This is a great mod and I love the mobs! The Faunlings especially creep me out (in a good way)! All in all, the current roadmap is good, and the creatures look very cool. I love this mod and can't wait for more depth added to the mobs.
I got some suggestions, though. Faunlings and Golems are entirely passive. Nothing attacks them, and they attack no mobs either. Wolves and Drifters ignore Faunlings and Golems.
Edit: Shortly after I typed this out, I found the mangled bodies of 2 Faunlings. I don't even know what killed them, considering there aren't any hostile mobs nearby. Creepy.
The message says "A mangled body, must've been killed by a vile creature.". Perhaps killed by a Drifter? Confirmed it later on. They run away from drifters, so it's a bit of a suprise.
downlaoded petai... still does not give any of your creatures, even though it has the needed PetAi mod and does not see any issues:
Other mods installed are as follows:
Deposit Stretcher - Quaan
Pet Ai - G3rste
Primitive Survival - SpearAndFang
VS Quest - G3rste & Zwetsche
VS Village - G3rste
---
Going to start a new world (i loaded an already created world once i installed the mod) - if it works this time i will report back as an edit... if this is not edited within the next 24 hours then consider that it does not work for me
EDIT: decided i WOULD explain regardless... new save still does not let your mod work... i will try disabling a few mods to see if it makes it work (first world was exploration custom - settings were enimes on 10 days)... new world is standard (no world settings changed)
UPDATE: New world loaded as Vanila (only mods are yours and PetAI...) WOrld is Standard... (no harks/stingrays/forest creatures/horses... nothing)
FINAL UPDATE: Tried Wilderness Survival world as vanila - only Yours and PetAi... works as intended...
so... lets assume this mod does not work on standard world or exploration world for some reason... (i am discounting monster spawn time even though only wilderness is set to instant spawns... simply because horses are NOT monsters... or did you tage them as monsters? - all previous forms of game play the mod does not work and ONLY works on Wilderness Survial (unles it IS due to the spawn timers????)
*Unable to resolve some mod dependancies. Check Log Files*
I ahve disabled all other mods apart from core (Tyron) mods and refreshed the mod list and it still says the same thing (1.17.10)
Ohhh... needs petai lol
BeetleSong Thank you for reporting this, I'll be putting out an update shortly to remedy this.
Lumber I'll see if I can do this in the upcoming update so they're less likely to spawn in small pools.
liefy Their spawn rate should be much less now, any sharks there will probably remain till killed but won't spawn anymore like it was previously. In the next update they should spawn deeper as well.
I'm having strange behavior with Direwolves, namely adult Direwolves. Killing them causes them to instantly disappear. Looking into creative I cannot easily find them unless I search in which case they appear textureless. Placing them down its a Direwolf. Nothing unusual but again killing them causes them to instantly disappear as if they don't have a dead state?
I'm not well versed in modding so I can't easily read the json file to know if there is something missing however
@Verlia Ah, I see. Okay. Waiting on that for various reasons including the bull shark infestion issues >_>'
Also, any possibility of the direwolves getting compatible dog accessories? (Collars, scarves, armor, etc)
Just saw the comment from Stejer, and I've noticed the same issue. A few small ponds around my base full of sharks. I've even found them spawning in waterfalls and dying at the bottom of them. I think an easier way to prevent large fish from spawning in small ponds would probably be to set the spawn height lower. The surface of water is typically at the same height across the world with a few exceptions. So, if you set the max spawn height to something like Y=110 or Y=105 they could only spawn in deeper water bodies.
@Liefy no, not yet. Our focus is primarily on other things. Configs take a lot of work that'll be worked on when we can.
No configs yet? :(
hey, just something that i had since the first one that wasnt patched so it might not be a bug, but sometimes sharks spawn in very small pools of water, hardly three blocks deep. my idea would be to make so sharks need x amount of space around them to spawn, like 3 blocks deep with 4 blocks around of water. no idea how easy it would be to implement but it just feels weird seeing sharks spawn in a very small pool.
For those that have golems crowding their area, please try to clear them out as an update is inc soon. This update will pertain in updating the golems closer to what they're supposed to be like.
Ahrondus
Buromenfish is still not real, is it? I searched for it and only found this site.
I didn't realize that "Rrrriibbbittt" was a frog's croak!
This is the difference between English and Japanese expressions. I learned other animals in junior high school.
I am glad that automatic feeding from troughs will be implemented to feed direwolves.
If it is implemented, I hope it will be compatible with Vanilla Variants as well as horses.
Love the mod, spawns are a little much to the point of hurting my fps. Would be super happy to see the direwolves improved to be on the level of horses, their turning is a lil bit too slugish for me and the lack of auto moving over 1 block changes in height makes them super hard to ride.
macoto_hino Buromenfish does not have a translation as it is not a real fish name. The toad description "Rrrriibbbittt" is just supposed to be a spelling of the audible croaking sounds that toads and frogs make, with a little exaggeration for humor. Currently, the tamed direwolves can only be hand-fed. But that is a great idea for them, and we have discussed and will implement a trough feeding behavior for them in an upcoming release!
Verlia
I am trying to translate, but I don't know what "Buromenfish" and "Rrrriibbbbittt" mean.
Is it only by hand feeding a tamed direwolf? Or does it also eat from the troughs?
I love this mod even with Higher Spawn Rates its still a much needed mystical breath of fresh air to help the world feel lived in, Though The spawns can get out of hand. Theres a Small pon near my current Base and its just filled with Bull sharks and ONLY Bullsharks. there are like 20+ just hanging out. Intsead of getting made I made it a feature and named it Shark Lagoon. Looking forward to the updates~
Lumber -- This is fixed in an upcoming release. Code/animation cleanup is in the works.
Death animation on the golems is borked for me. They fall to their knees, the head and arms fall off, then he stands back up and reassembles and starts the animation over.
A github and config is in the works.
An update for spawn rates and some updates to creatures is incoming.
Thank you for your patience <3
Loving the extra creatures but i would really like to be able to tune the spawn rates. Is a config file in the works?
+1 for the github repository. Many of us want the mods we use to be open source, and it's a reliable way to track bugs.
Is there a github repository?
I kinda want to see how the shark looks. Might trade dangerous waters for this after all, since it adds still more variety, and I'm tired of piranas.
Is there any way to tone down spawn rates a bit. my home is surrounded with cute little horned girls.
which you would think is a good thing... but there are just to many of them, I’m wore out.
Also I have a drifter trap that stays full of little crabs that drop copper.
But worst of all I get a new batch of dire wolves in my front yard every single day, I spend half of every day killing off dire wolves.
I haven't seen a golem yet though.
@lumber There's texture on all of them, some are contrasted more than others so it may appear more vibrant.
@Belarrius That may be something you have to contact on their side rather than mine. I couldn't tell you why as this mod only does creatures and items atm.
@verlia but look at this https://imgur.com/a/Nap5VlM
If it's not because of Wildcraft trees, how to fix the problem? It's about "douglas wood" and same for wooden chest, I don't understand why
znatik
I have tested this mod with BetterRuins and both seem to work fine.
Is the hair on the faunlings supposed to be stark white? It's almost like there's no texture for them.
Belarrius This mod doesn't effect any compatiablity or textures with Wildcraft trees.
znatik We play with Better Ruins mod, I'm not sure why there would be issues there. This mod only introduces creatures/items. Nothing that affects textures nor environment such as trees, ceramics, etc.
and some textures like wooden chest and textures of Wildcraft Trees v1.1.4 mod are also suffer
Fish in fashion are beautiful. Everything is very great. But the mod is not friendly with the ceramics mod. Textures suffer. The Beter Ruins mod has stopped working. Fruit trees texture is not correct
@Verlia
There was an update from FS Horses that they have made it compatible with Vanilla Variant troughs, but it didn't work in my environment, so I'm hoping for FS Wilds troughs.
PeterSanderson Setting up the config file in the mod isn't in atm; but it is one of the things planned.
Macoto_hino So the horses didn't seem compatiable with Vanilla Variant troughs?
I adore the concept of building a village of faunlings, I can't wait~
holycrap yes I cant wait for more <3
Are the spawning rates changeable via the config file? One of the issues I have with Feverstone Horses is that far too many horses seem to spawn at the moment for my liking. Thanks again for your work on this mod, I am looking forward to trying it
@Verlia
FS Horses. I have not tried FS Wilds yet.
@macoto_hino Yes and yes. Which Feverstone's Horses are you talking about? The one from FS Wilds or just FS Horses? We're still trying to figure a way for the cart but it's definitely something we want to do.
@Maxwell Unfortunately, you'll lose any existing horses as they get replaced with Feverstone Wilds.
How would an existing server go about moving from Feverstone's Horses to this mod? Can we add this, and then remove Feverstone's Horses? We'd like to keep our existing horses.
Verlia
So this mod will be updated separately from Feverstone's Horses.
Will compatibility be implemented separately as well?
Feverstone's Horses seems to be compatible with Vanilla Variant troughs, but they did not eat from the troughs in my environment.
I am really hoping for a cart for horses on the roadmap.
It would be nice to be able to rope the horses somewhere like in Minecraft.
The bug is with "Wildcraft Trees v1.1.4" about douglas tree and wood, and all "Wooden Trunk"
Just loaded this up and looks great so far!
macoto_hino Yes it'll be updated independently. As horses are split off from this mod originally in case people didn't want other fantasy origins in their game.
There'll also be configurations later on for those that would like to turn off/on certain things, too.
I understand that Feverstone's Horses is included with this mod, but will Feverstone's Horses be updated independently of the original?
Or will it reflect the version updated in the original? I can only sleep at night wondering.
@CaptainOats Lmao 😂
@Voragine Thanks.
Do YOU suffer from existential dread? Has YOUR home become re-possesed by the bank and roaming spirits? Do YOU lack all awarness of space and time, resulting in loss of multiple limbs and timelines?
This mod WON'T fix those issues BUT what it does do...
- Provide a good variation of fantasy creatures.
- Potato-like toads ftw.
- Love Dark Soul's crystal lizards? Re-live the annoyance of catching those buggers with Geode Crabs!
- Adds challange that the game needs past the usual drifters and wolves.
- Need more Waifu's in your life? Faunlings are your go-to cute creature.
- Ever look at rock/ore and think "What if alive and kill me?"? Look no further!
CaptainOat's totally un-biased, non-associated, independant review.
very interesting mod