
Mods / Fauna of the Stone Age: Iniidae Plus
Tags:
#Crafting
#Creatures
#Furniture
Author: Tentharchitect
Side: Both
Created: Apr 11th at 6:21 PM
Last modified: May 12th at 4:51 PM
Downloads: 7640
Follow Unfollow 212
Author: Tentharchitect
Side: Both
Created: Apr 11th at 6:21 PM
Last modified: May 12th at 4:51 PM
Downloads: 7640
Follow Unfollow 212
Recommended download (for Vintage Story v1.20.10):
FotSA-Iniidae-v0.1.3.zip
1-click install
A collection of river dolphins of the families Iniidae, Lipotidae, Platanistidae and Pontoporiidae. These speedy cetaceans will swim the coasts and waterways of the world. For those willing to hunt them, they are a tremendous source of meat and fat. Currently this pack only contains the Baiji, but the rest will come at a later date!
This mod includes:
Stats
Common Name | Scientific name | Category | Weight | Health | Height | Damage | Temp | Precip | Foliage Needs | Altitude | Group Size | Meat Drops | Fat Drops | Hide Drops | Diets |
Baiji | Lipotes vexillifer | Lipotidae | 150/180/20 | 16/22/6 | 2.3/2.5L | 4/5 | 12-16 | 65-75 | All | 0.9-1.0 | 3-5 M&F&B | 18-22,23-27, 8-9 | 5-6,6-8,1+-0.3 | 2L, 1M | Fish |
Features:
All species have a unique pelt that can be used to craft hide and taxidermied full body.
A big thanks to Abysscuit for commissioning the Baiji!
And a big thanks to everyone who gave feedback and assistance!
FAQ
Q: Why so many animal packs? Can't you make one giant one?
A: The combined size of this series exceeds the Mod data base's file upload size limit and therefore could not be hosted on this site, making it extremely difficult for servers to use. What's more, I don't know just how large certain clade file sizes will get as new features come out and I want to ensure they don't need to be split in the future, as that may cause considerable server issues. Whenever mod packs are implemented, or if there are other resources for creating a more organized bundle, I will do so.
Q: Is this mod safe to add and remove to an existing world?
A: Yes, this mod series is safe to add and remove. Items from this mod that have been placed will be invisible or appear as question blocks if the mod is removed but can be safely broken.
A: The combined size of this series exceeds the Mod data base's file upload size limit and therefore could not be hosted on this site, making it extremely difficult for servers to use. What's more, I don't know just how large certain clade file sizes will get as new features come out and I want to ensure they don't need to be split in the future, as that may cause considerable server issues. Whenever mod packs are implemented, or if there are other resources for creating a more organized bundle, I will do so.
Q: Is this mod safe to add and remove to an existing world?
A: Yes, this mod series is safe to add and remove. Items from this mod that have been placed will be invisible or appear as question blocks if the mod is removed but can be safely broken.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.1.3 | 1273 | May 12th at 4:51 PM | Show | FotSA-Iniidae-v0.1.3.zip | 1-click install | |
v0.1.2 | 2019 | Apr 30th at 8:33 PM | Show | FotSA-Iniidae-v0.1.2.zip | 1-click install | |
v0.1.1 | 2340 | Apr 17th at 11:06 PM | Show | FotSA-Iniidae-v0.1.1.zip | 1-click install | |
v0.1.0 | 2008 | Apr 11th at 6:22 PM | Show | FotSA-Iniidae-v0.1.0.zip | 1-click install |
Oh, sorry. I didn't realise that. Good luck at the summer job. :)
I will attempt to remember your communication preferences Husarior though I will ask you to stop tagging me in every message on my mods. I am notified every time I get a message on one anyway and have to spend a little more time clearing notifications from my log when folks do
Tentharchitect Hi. Thank you for the answer. I definitely will ask at Discord.
I didn't notice you had answered my comments. Please, make sure you are tagging someone while answering his comment.
So the first couple animal mods had inconsistent item scaling, if I ever do an art rework that wil change.
As for the black textures, that also sounds like a drivers or graphics card issue. I'm days away from my summer job starting so don't have time to do tech support, I recommend you bring this up in the VS discord and see if someone can help you there
@Tentharchitect I have also a suggestion. I think laying down for exaple tiger's skin, after defeating him, should be sign of power.
But animals' skin from your mods are smaller than animals themselfes, so laying down a small tiger's skin looks just funny, not mighty.
I think layed down skins from these animals should be bigger.
Hi. It's me again. I have problem with black textures one more time. Last time it was a GPU drivers issue, but apparently it's not the case now.
Almost every of your FotSA mods are causing some or, in some cases, almost all textures to be pure black.
Exceptions are Iniidae Plus and Spheniscidae, these are working fine for me.
Screenshot: https://imgur.com/XmGNmfn
Rest of my mods and only Iniidae Plus and Spheniscidae enabled: https://imgur.com/e0CInbj
Disabled all mods except FotSA (including these problematic): https://imgur.com/rxlPiLe
Edit: Just downloaded your new Chelonioidea and Viverridae Plus, disabled these other problematic animals mods, and entered already existing world, and that's the effect:
https://imgur.com/ePrtYrU
I play with a lot of mods, but only enabling most of your mods is causing graphical glitch.
My specs: Windows 10, GTX 1050 with updated GPU drivers, game version: 1.20.10.
Hey Stejer!
So I've recently added world gen spawn, most entities have a 1/1000 chance of spawning while those aggressive to the player are 1/2000. You'd be welcome to adjust this, but it was the number I found worked with one or all hypothetical FotSA mods, with and without Biomes.
As for rivers, they are set to spawn in all types of water blocks, but somthing in the code of Rivers blocks them. Not sure how to change that.
The carcasses aren't set to spawn in water, though technically they could be knocked into water by other entities. If you're seeing them spawn in water please let me know which and I can trouble shoot it, see if something in their acceptable spawn locations might have a waterlogged version.
Thanks!
Hello! Love your mods! I do have a few questions and/or recomendations
Is it possible to make so on world gen (and only at the moment you the world is created not as you explore) for there to be a small possibility to spawn your FotSA creatures? That way certain immediate dangers like the wolves would spawn right away as well as possible food sources like the deer. I know you had problems with world gen spawns (mainly in multiplayer) and that is why you stick to time based spawns. However that makes it a bit difficult for me to test how the mod is working or if certain configurations are good or not in my game. Just asking if its possible tho.
Another thing could you make so those dolphins and the dewgongs and manatees from the Sirenia pack are able to spawn in flowing water from the "Rivers" mod pls.
Yet another thing I would like is the following, make so the carcasses of your animals arent able to spawn in the water (since normally people wouldnt check in water for those)
those are just a few questions and recomendations. I am no modder so I have no idea how difficult it is or not. Anyway keep up the good work!
YEEEEEEEEEESSSSSSSSS
WOOO NEW OLD CRITTERS
Excited to see more aquatic stuff!!
Those hides are wild 💀 (and kinda sad tbh)
>Dolphin clicks
Babe wake up, Tentharchitect just posted a new Fauna of the Stone Age
ichthyosaurs when
Very nice! If there is one entity category desperate in need of filling, it's aquatic animals.