Mods / Kreatures and Kritters
Author: Krondys
Side: Both
Created: Apr 23rd 2023 at 4:20 AM
Last modified: Apr 27th 2023 at 12:43 AM
Downloads: 4974
Follow Unfollow 97
Latest file for v1.18.1:
kreaturesandkritters_v1.0.3.zip
1-click install
This is a continuation of Minni6in's Creatures and Critters mod, updated to v1.18, per blanket permission given on August 29th, 2022.
Description below is copied & pasted directly from the original mod description.
Creatures featured are :
Alpacas - They can be found in mountainous terrain almost everywhere, can be bred and milked
Cassowary - They can be found in the jungle, you can steal their eggs to raise your own but it's not recomended for the not so brave..
Camels - They can be found at the edges of deserts in very hot places, can be bred and milked, feed them grain in a large trough, provides fat
Caribou - They can be found at the edges of freezing forested places, can be bred and milked, feed them grain in a large trough, provides fat
Cochineal bugs - They live in dry hot places and can be eaten or used to make red dye
Crawfish - They spawn in swampy places within the cooper reeds
Crickets - They chirp and can climb any surface like all bugs in the mod
Crocodiles - They spawn in warmer climates in water, will kill most things they see moving. Their leather makes good bags and nice boots.
You can sometimes find stray fertile croc eggs in the waters where crocs are, take these home to raise your own croc.
Dragonflies - They spawn where you'd expect them to, in swampy places with reeds
Elephants - They can be found in warm climated areas near shrub or jungles, can be bred for meat but they hit like freight trains be careful
Frogs - They can be found in water, anywhere it's temperate to hot, a little derpy but I"m still working on a good amphibian ai 🤞
Garden Snails & Slugs - Snail shells can be ground into lime, snails and slugs can be cooked into escargot
Geckos - They spawn in caves and can traverse in there very well, cook them and eat them if you want
Glow worms - They can be found when breaking hanging glow worms, they can be put into pies
Grasshoppers - They chirp and will start to fly away from you if you get to close
Hamsters - They spawn around the edges of deserts, they don't give much in resources so best to let them be
Hippos - They spawn in warm waters and are very dangerous, best to leave them be
Honey Badgers - They spawn in warm climates, they aren't afraid to attack anything that bothers them
Hummingbirds - They will spawn any where mild or warm and chase each other and dragonflies around, they'll stop at flowers to drink
Jellyfish - They spawn in those deep lakes you find every now and then, they glow in the dark and are edible raw or cooked
Kiwi birds - They are found in very warm climates, they can be fed grains from a small trough to encourage egg laying but cannot be bred, yet..
Komodo Dragons - They spawn in very hot climates, their hide can be used to make an upgraded leather armor set
Mosquitoes - They spawn near swampy terrain in small swarms, annoying but not deadly, run away to escape their constant humming
Moths - They're like butterflies except they appear at night
Pumas - They can be found almost everywhere but prefer mountainous places
Roly Polies - They can be found in caves and will curl up if you scare them
Salamanders - They can be found in forests ( 4 of them can, 1 is in caves ) and will climb anything to get away from you
Sea snails - They can be found in any open water, they have made homes out of all those shells laying around
Sparrows - They can be found anywhere temperate and will sing and fly around, you know, like birds do
Squirrels - Squirrels live in forested places and can climb trees fast to get away from you ( I know they can be derpy lol )
Starfish - All those starfish laying around could actually be a living one now
Tigers - They spawn in warmer climated jungles, very deadly, very fast, I'd probably just avoid them if I were you.. 😉 , will spawn in families so if you see a cub run, run fast and far..
Toads - They can be found anywhere except snowy places, even deep in caves. They chirp and hunt, kill and eat all bugs, I wouldn't eat one if I were you.. four variants to be found
Tortoises - They can be found in warm places within bushy areas, they drop turtle meat and adults drop shells which can be used to make a nice early shield. Tortoises lay their eggs in dirt mounds of mud and grass, break these open to get some tortoise eggs and maybe a few live babies. These babies will be infatuated with you and follow you around, albeit very slowly. Feed them cabbage from a large trough to get them to bury egg mounds, although they wont want to do it very often so you'll have to wait a few days maybe even a week
Chickens - chickens will dart after a cricket or grasshopper when they see one to try to eat it
Cooking - Almost all of these animals provide some form of nutrients, I wanted the game world to feel real and immersive. Most of them give something to be cooked or even an ingredient usable in pies or even in every meal available. Try glazing some cooked crickets in honey or mixing several bugs and meats together in a stew, there's tons more to eat.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.3 | 3868 | Apr 27th 2023 at 12:43 AM | Show | kreaturesandkritters_v1.0.3.zip | Install now | |
v1.0.2 | 396 | Apr 25th 2023 at 1:00 AM | Show | kreaturesandkritters_v1.0.2.zip | Install now | |
v1.0.1 | 228 | Apr 24th 2023 at 7:47 PM | Show | kreaturesandkritters_v1.0.1.zip | Install now | |
v1.0.0 | 482 | Apr 23rd 2023 at 4:26 AM | Show | KreaturesAndKritters.zip | Install now |
If this is working still, whoever wants it NEEDS to use Spawn Conditions. The spawn rate goes through the roof easily.
That said, I hope it still works anyway.
So, two things I noticed. 1 crocodiles spawn super deep in the water and very far from land, and never seem to actually hunt anything (probably because they're too far away from anything to notice other creatures). 2 salamanders spawn on the shore and immediately beeline for the water, swimming out into deep water where they inevitably drown. Literally the only time I ever see them alive is when they're swimming off to their death. Not sure if something changed between 1.18 and 1.19 but this behavior is... odd.
I'm running two mods that add Komodo dragons. Yours and Asian monitor Lizards. So I'm not sure whose dragons I'm dealing with, so ill be posting this too their page as well. I have noticed and tested these Komodo dragon in my area and found they can not go up even one block, so if they fall in a hole or divet in the ground they are just stuck there. I have tested this by digging under several of them, both adult and babies, and they will just stay in the hole till they die there.
Holy cow, those mosquitoes are loud. I see a few other people mentioned it. Is it just something you could turn down the volume in Audacity or whatever - export, and replace the assets\game\sounds\creature\mosquitohum.ogg sound file?
Is there a craftable mosquito repellant?
1.19.0 has MASSIVE herds of animals spawning. Im literally covered in elephants, and the herds of crocodiles and hippoes have taken over every puddle larger than a postcard.
On the bright side, suicidal elephants getting stuck on my pit kilns has me covered for food for the next year or so.
Game version v1.19.0-rec.4 crashes when you try to view the soybean page on the survival guide with this mod. I have isolated the problem to Kreatures and Kritters. Log below:
Running on 64 bit Windows 10.0.19045.0 with 32672 MB RAM
Game Version: v1.19.0-rc.4 (Unstable)
1/2/2024 5:25:30 PM: Critical error occurred
Loaded Mods:kreaturesandkritters@1.0.3, petai@2.2.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addObtainedThroughInfo(ICoreClientAPI capi, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 breakBlocks) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 218
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch0(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 116
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 110
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 97
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 349
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 117
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 172
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 445
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 569
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 415
at Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1866
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 349
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 889
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 211
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseUp(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 317
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 1/2/2024 5:23:18 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.0.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x18e8
Faulting application start time: 0x01da3dca1324bc68
Faulting application path: C:\Users\steve\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\steve\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 640e08e5-7d8e-4c70-beb1-9690df75341e
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 1/2/2024 5:21:47 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.0.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x663c
Faulting application start time: 0x01da3dc9fc0de2cf
Faulting application path: C:\Users\steve\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\steve\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 9472eb32-20bb-4053-b99e-e29039cae471
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 1/2/2024 5:21:00 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.0.0, time stamp: 0x65310000
Faulting module name: coreclr.dll, version: 7.0.1023.36312, time stamp: 0x64b06d6c
Exception code: 0xc0000005
Fault offset: 0x00000000001c98a6
Faulting process id: 0x7068
Faulting application start time: 0x01da3dc9e9480a92
Faulting application path: C:\Users\steve\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Report Id: 41349fa1-f4c1-401e-b198-1b71de0e5821
Faulting package full name:
Faulting package-relative application ID: }
MadreCherry My mod adds such info for each trough
is there some place that says what each animals favorite food is?
Your mod seems to have a conflict with Ruddi's Medieval Fashion Vanilla Textures. The graphics for snails, slugs, and starfish are missing, just a big black and purple checkered box.
Elephant carcass (regular, not the dry one) is also missing texture.
Also kiwi eggs.
Mod is working great for me on latest version.
I would like to suggest changing the cricket/grasshopper noises to be less "im covered in bugs" and more "serene nightscape sounds"
This needs a cat-addon so the damn bugs stay out of my house. >:O
I'm not sure if spawns are working properly for me. I generally only see crawfish, sea snails, frogs. Flown around quite a bit just to make sure.
Pretty much no big animals spawning. Did I install it wrong?
DanaCraluminum thank you!
EightDigit Spawn Conditions
The config can be changed with the spawnconfig mod.
DandyDan I've been looking for the spawnconfig mod based on your comment... need to turn down some spawns ASAP. Any chance you can link it? I've had zero luck finding it.
is this compatable with hideandfabric mod?
Do you think you could implement the pack animals addon?
I see this wasn't updated yet.
Kinda wanted to ask for compatibility with "hide and fabric" to be able to shear the alpacas, but it seems this is not happening anytime soon unless I do it myself.
Im also seeing an issue with spawns. I have boars right next to my base. 3 when i started, now up to 7 of them after around 10hrs and it just seems to keep increasing.
Edit: after some research i discovered that this mod is not related to boar spawns anyway. The config can be changed with the spawnconfig mod.
Some mod animals are set to ridiculous maxquantity by default for some reason. For example, why are elephants at 20? Most vanilla creatures are set to 4 as a balanced default and i turned other ones like pumas down to 1 or 2 for balance.
These numbers seem to control the spawn for the related entry and it's companions as a group. For example, the boar-male entry is for all piggies.
Wondering the same about the croc eggs. Even placed outside in the open they complained of being deprived of light and just poofed after a while. I want battle crocs lol!
Hi there, does anyone know how to hatch a crocodile? We tried bringing fertile eggs home and laying them on the floor but they just seemed to despawn at some point, no croc-hatchlings were anywhere afterwards
hi! love the mod! for whatever reason the alpaca's sounds play at full volume no matter what distance you are from them
hi there,
i dont know why but with the new version i get laggs in my singleplayer world, it feels like i play on a very bad server. i get teleportet back,chest dont open, drifters glichting, things dont get placed and so on. Sometimes even the massage host not responding - possible causes, server overloaded or crashed.
If is go one version back everything is fine. :/
Yeah I'm also running a fair amount of mods, I'll try to do some testing on a new world with no mods. But again, the spawn issues I've noticed only seemed to pop up when staying in one area for an extended period of time - I've started a couple of new worlds since and the spawns have all been normal when exploring (ie: last world I found a bunch of elephants in small scattered groups of 3-4 which seems fine?) but I've yet to stay in one area as long as my main playthrough where I only started seeing large groups of animals after several in-game days in the same area.
As for fixes, the sea snails don't have textures when they're dead (they're fine alive and the shells are properly textured once you open them with the knife).
It might also be nice to patch bears to recognize alpacas as prey since their spawning biomes overlap.
While yes, we're running a ton of mods, the elephant spawn rate seems to show around 20 of them at once. I reduced drastically the number and it still shows quite a few of them around, but I believe that IS reduced and hopefully taken care of for the time being.
That said, there are two more important issues - the elephant carcass is not properly textured or showing missing parts as "?" blocks, and the honey badger sound play repeatedly, loudly, from over 10 blocks of distance when it is aggroed or angry. It's not even that dangerous compared to other things, it shouldn't be that loud. Or at least its radius should be lowered, even more than the sound volume itself.
Hmmm...
I'll definitely fix the "extra bones" issue. I'll also see if I can figure out something about the spawns, though I have to admit it hasn't seemed remotely over-the-top for me; are you running any other mods (just so I can do some testing)? My server is fairly basic; I'm currently only running this mod, Primitive Survival, and XSkills.
Its so weird. Im reading the comments about large spawn rates, but I havent found a single creatur in my single play. Im wondering what I did wrong.
Besides what mcnostril said, I'm trying to check if reducing the numbers on the config file helps. But yeah, we've noticed that the spawn rate is through the roof and I was wondering if it had anything to do with being on a server. We have a hole overflowing with elephants, and it's basically free meat because they can't attack us.
This mod needs to run a check to reduce spawning of animals or limit things in a way that only 10 of each species or less are allowed in the same chunk. I remember seeing stuff about that in other servers, but I have no idea how it's done.
It was sorta fine at first but I've also been encountering a lot of spawns lately, though I'm not entirely convinced this isn't just weird vanilla spawn behavior being exacerbated by the extra animal types. Like, before I had the mod on, there were butterflies everywhere in these spots where I see a jillion animals/critters, and now I see way less butterflies in general, so it's like it's filling these butterfly slots with animals instead?
Some areas are kind of sparse and then there's just these spots of super high density like this. The shots kinda suck because of the frost overlay (I hate it), but in that small area I counted about 8-9 vanilla sheep, about 10 alpacas, a few scattered hares/foxes and a couple of deer from Lichen. This area isn't too far away from my base, and it's around the edges near where I stay regularly that I notice these clumps of spawns (there's a couple of small pools with like 10 crawfish near my base, or this one spot with like 15 crickets and slugs) but while exploring the spawns seem normal. It's like the game is spawning all the animals for a chunk in roughly the same spots and then the rest of the chunk is much more scattered/barren.
As a balance/redundancy thing, alpacas (and probably other non-critters) drop bones when you harvest them, which is basically extra bones since they also create a carcass you can break for bones.
After you've run the mod once, you'll have a configuration file in your ModConfig folder (default windows path: C:\Users\<username>\AppData\Roaming\VintageStoryData\ModConfig); at the bottom of that will be the default spawn chances for the animals. Change that value to tweak the rarity of the spawns.
Hello, anyway to change all spawns to be very rare ? There are too many animals everywhere with this, IMO.
How can I limit the number of certain creatures per 1 chunk
Yanazake I added the new language file, thanks! I'll contact the author for More Animals and see if I can tackle that.
mcnostril I have modified the spawning rules for starfish and sea snails, they should only spawn at ground level (underwater) now. I also added an option to the config file to turn off freshwater spawns for sea snails and starfish. Also fixed the missing garden snail texture. Thanks!
I dunno if it's fixable, but starfish are spawning floating halfway down to the bottom of the ocean, like they're spawning in but not sinking down to the ground blocks which looks rather odd (to be fair, I'm noticing this in an area with strange spawns to begin with - before the mod was enabled there were like a dozen butterflies faceplanting into the water, so maybe it's a vanilla bug with ocean spawns affecting the mod? There's an unusual amount of slugs and crickets spawning there with the mod, but everywhere else in my game spawning seems normal).
Also, garden snails are missing shell textures.
Krondys
Hey, guess what? The translation was borked thanks to a few missing "/"s. I fixed it and translated more stuff that wasn't properly translated - mod was old and unmantained, I did the basic translation, this needs an update anyway. Here it is, working as intended now.
Also, since you're doing more stuff, can you maaaybe try and add the birds from More Animals? They make raising birds way more worth it, but the mod crashes new worlds and while it seems to load fine on already generated worlds, there are reports that the modified nest box is also crashing the game. :/
Mendall Absolutely! The newer versions have the code portion rewritten and re-added, and thus are functionally no different than the original, but no longer throw the errors of the older version.
Krondys thanks for the answer so far the original creatures and critters is working fin in my 1.18 world, but glad to know someone is taking up the mod and moving it forwards, thanks for that. The VS world would seem so dead without this mod once a person gets used to all the added life.
Gladiator
With the mod installed, they will spawn randomly according to climate and regions. In arid climates where hyenas spawn, you can also find hippos in water for example. In jungles and rainforests, you can find crocodiles, in the somewhat colder areas, you can find alpacas alongside the goats and so on.
The mod is very interesting. But how to make animals appear in the game?
Burgersim Pie names are fixed. Crawfish stew worked fine for me; not sure what the issue could be, verified all versions (normal, hearty, and hefty crawfish stew) and each had a texture in the pot (and bowl).
Shion I'll add that to things to look at.
Please fix loud animals screaming. Seems like the roar-sound is playing at the player's position instead of the actual position of the animal. So far can confirm that Pumas do that.
As an alternative, an option to disable these roars would be nice.
Just the starfish and the seacrabs
Ruyeex Which textures are missing?
A lot of textures missing
Hitboxes are very incomplete.
Some animals like the tiger are huge.
@Burgersim Thanks, I'll look into that next!
Hi just wanted to say that the naming of Pies doesn't seem to be right, or doesn't exist. I made one wih crawfish filling and got pie-singlekreaturesandkritters:crawfishmeat-raw-perfect. Also I made crawfish Stew and it looks as though it is transparent inside the pot.
@Mendall I just removed the autoconfig DLL file. It should be re-added in the next upload.
@Yanazake Thanks, I'll add that language file in as well!
@SuspicousPickaxe As Yanazake said, I just fixed this up. That said, I can certainly look at some texture/model fixes in the future.
ScantLobster Mosquitoes are certainly VERY LOUD. I'll look into toning them down; until a couple of hours ago, I hadn't yet encountered them.
Verified elephants, slugs, grasshoppers, hamsters, hummingbirds, and mosquitos. One thing I should have mentioned, I modified crocodiles to spawn in both regular and salt water. Jellyfish now spawn in saltwater.
My testing process is slow, because I just play the game and explore in regular survival mode.
SuspicousPickaxe
This is a re-release of a mod created by another person. This is basically a fix to make it more in line with the current version of the game.
That said...
Krondys
Here's a pt-br translation file that should still work with that mod, if you didn't mess with the lang files.
pastebin.com/ZAmq2GNQ
This mod is great, and I dont mean any offense, but I have very high standards when it comes to mods adding things in, in the future will all the animals models get reworked? because IMO some of them dont look very vanilla or just have a very janky model, one of the main criticisms I have is that eyes don't look the greatest.
What do you mean by this "I've removed the code portion" and how does it affect the mod over all? I'm using creatures and critters in my 1.18 world now and so far everything seems to work despite it not being up-to-date. What changes might I expect if I switch to this remake.
Love all the new animals! Have a bunch of elephants around my base, its great! Question though, is there a way to silence the mosquitoes? My base is right on a swamp/pond and the noise is too much. I dont want to mute all the animals via the sound interface on the game, just those bugs.
LerzBerz I'll continue working on this and get all of the ModConfig options replaced for you to tweak as needed!
ProfessorPopoff Crawfish definitely spawn in abundance, don't they? In my testing I have found alpacas, crawfish, crickets, crocodiles, dragonflies, frogs, garden snails, hippos, honey badgers, pumas, sea snails, sparrows, squirrels, and chickens (of course).
Yes, thank you so much! I would LOVE to see this mod combined with the Hide and Fabric mod! These would pair so nicely!
Thanks so much for this. My fav mod, thought extinct.
I wish devs would incorporate mods more often to avoid updating issues.
@LerzBerz If it functions like the original mod, there should be a config file in the VintagestoryData/ModConfig folder that allows you to toggle on or off any animal spawns. So you should be able to disablel the aggressive mobs that way.
It seems as if creature spawning isn't functioning correclty. I have yet to see a single animal other than crawfish, and i've flown through every biome and scoured around best I could to no avail.
Would it be possible to have a version without all the aggressive mobs? I love the new passive mobs but don't wanna deal with Tigers, Pumas, Hippos and Honey Badgers