Mods / Fauna of the Stone Age: Machairodontinae

Category: #Crafting #Creatures #Furniture
Author: Tentharchitect
Side: Both
Created: Jan 25th at 9:13 PM
Last modified: 5 days ago
Downloads: 7376
Follow Unfollow 150

Latest file for v1.19.8: 1-click install

A collection of big cats of the subfamily Machairodontinae, these powerful predators will act as an elusive danger players will have to avoid, and protect their livestock from.

This mod includes:

Homotherium serum, the American scimitar cat. (Extinct 12,000 years ago)
Smilodon fatalis, the Northern saber cat (Extinct 11,000 years ago)
Smilodon populator, the Southern saber cat (Extinct 11,000 years ago)


Common Name Scientific name Category Weight Health Height Damage Temp Preciptation Foliage Needs Altitude Group Size Meat Drops Fat Drops Hide Drops Other Drops Movement Diet
Scimitar Cat Homotherium serum Machairodontinae 190/120/20 38/24/6 1.1/1.0 9 tier 2, 8 tier 2 3-24 0.2-1.0 0-100% Forest 1.4-1.8 8+-6 17+-6,9+-3, 2+-1 2+-0.3 6L, 4L, 1M   3 block step Protein, meat
Deadly Saber Cat Smilodon fatalis   220/140/20 42/28/6 1.0/0.9 10 t2, 8t2 9-34 0.1-1.0 25-100% 0.9-1.5 1-2 24+-8, 12+-3, 3+-1 3+-0.3 7L, 4L, 1M   3 block step ||
Common Saber Cat Smilodon populator   275/220/20 53/42/6 1.2/1.1 11t2, 10t2 11-34 0.1-1.0 0-75% 0.9-1.5 1-2 32+-10,24+-8,5+-1 4+-0.4 8L, 7L, 1M Sabertooth skull 3 block step ||

Each cat makes loud calls from time to time, acting as an early warning for players who learn to recognize which cats are making the sounds. What’s more, meat can be set on the ground that will temporarily sate predatory cats, making them ignore the player unless they get too close. Or meat can be used to lure them into hazardous terrain.

These large predators are extremely powerful and fast and fighting them head on is not recommended. Using historical hunting tactics is recommended, such as luring them into pit traps, burning the foliage around them, pitting them against other animals and going in for the kill or other indirect methods.

Carcasses:  These unique type of fly covered carcasses will prevent big cats spawning in the area around them. They have a chance to spawn when first arriving in an area or when all big cats have been killed off from the area, allowing players to locally wipe out big cats. Destroying the carcass of the respective type will allow more cats to spawn again and some carnivores and scavengers may destroy them as well, so if you want big cat spawns prevented in an area protect these carcasses.

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

All the animals in this mod have a strict population cap and will only spawn on runtime, not world gen. This is also to make the mod more server friendly so as to not add an overwhelming number of entities. 

And a big thanks to everyone who gave feedback and assistance!

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.8 463 5 days ago Show Install now
v1.0.7 918 May 4th at 7:48 PM Show Install now
v1.0.6 684 Apr 25th at 11:28 PM Show Install now
v1.0.5 641 Apr 19th at 4:29 PM Show Install now
v1.0.4 1231 Apr 1st at 5:33 PM Show Install now
v1.0.3 1323 Mar 8th at 9:07 PM Show Install now
v1.0.2 1151 Feb 8th at 5:43 PM Show Install now
v1.0.1 663 Jan 27th at 6:28 PM Show Install now
v1.0.0 302 Jan 25th at 9:15 PM Show Install now

35 Comments (oldest first | newest first)

💬 Marcel_1977, May 6th at 4:06 PM


Thanks for the clarification!

💬 TentharchitectAuthor, May 6th at 3:36 PM

That's all fine, the Entities interact mod was patching in a fix I've since fixed in the mod itself, I imagine whenever DnD updates their mod they'll remove that patch causing the warning

💬 Marcel_1977, May 6th at 10:58 AM

I get a server warning with the newest version:

6.5.2024 12:42:09 [Server Error] Patch 6 (target: machairodontinae:entities/land/machairodontinae-male.json) in entities interact:patches/big_cats_roar_range/reduced_roar_range.json failed because supplied path /server/behaviors/9/aitasks/11/soundRangeByType is invalid: The json path /server/behaviors/9/aitasks/11/soundRangeByType was not found. Could traverse until /server/behaviors/9/aitasks/11 but then 'soundRangeByType' does not exist. Full json at this path: {
"code": "wander",
"priority": 0.95,
"priorityForCancel": 1.35,
"movespeedByType": {
"**-fatalis": 0.0069,
"**-populator": 0.0083,
"**-serum": 0.0083
"animationSpeed": 0.95,
"animation": "Walk",
"preferredLightLevel": 10,
"whenNotInEmotionState": "aggressiveondamage|fleeondamage"

I have installed the most recent enentities interact mod.

Do you know, if this is relevant/game braking?

💬 Drawsstuff, Mar 25th at 6:29 PM

I love smilodons so much it's actually unreal. Fantastic mod!!

💬 TentharchitectAuthor, Feb 13th at 5:23 PM

Hmm, I'll look into locking the group spawn cap at 1 instead of scaling with player population next update. I'd had a couple similar reports on small servers early on with the pantherinae mod but was never able to replicate it. If the group spawn cap rounds up, a spawn cap of 2 while 2 players are online might create the circumstances you've been seeing 

💬 Snowfall94, Feb 12th at 8:40 PM

We're running 3 people, server stops when no ones on, Usually there's only 2 of us on at a time, weekends its all 3


💬 Hydromancerx, Feb 12th at 5:27 PM

If i knew how to I would. But if any other modder wants to I would be very happy to see it (and/or the sabtertooth club).

💬 TentharchitectAuthor, Feb 12th at 3:16 PM

And back from vacation!
Snowfall94 A big cat spawning every 15 meters sounds like something is going on. The Pantherinae spawns don't impact the Machairodontinae spawns, eventually there will always be at least one panthera, machairodont and neofelis member if the climate conditions are right what with the spawn limit being 1. I can't really lower that, just make the delay of respawning longer. Is the server running constantly or is there a large number of players? I might have set the spawn cap to scale with player population and had the amount low, but now that I think about it the number might be rounding up.

Hydromancerx I don't have any plans to do a new type of item/clothing, but you'd be welcome to do an add-on mod!

That they are! Would love to hear if folks are able to hunt them successfully, I did a couple tests using controlled brush fires and tiger pits but wasn't able to kill them in 1:1 duels as intended. And that is a feature of all placed object piles unfortunately, I haven't been able to get the hit box to be smaller than what it is, though I can make it bigger.

💬 DrBubba, Feb 11th at 4:52 PM


Just an FYI, your cat skins look fantastic on floors as rugs, but if you put one in front of a door, you can't get out.  The skin raises you up too high to fit through the opening. :(

💬 DrBubba, Feb 10th at 11:58 PM

Hoooooooly crap, Tentharchitect 

You were NOT kidding when you said these things are mean and nasty.

💬 Hydromancerx, Feb 10th at 9:58 PM


Could you please add a Saberooth Skull Helmet?
Thanks in advance!

💬 Snowfall94, Feb 10th at 11:19 AM

I've got both of the big cats mod on our server and they're spawning like everywhere. Like we constantly hear them roaring, they're terrorizing us and we barely made a log hut to hide in. Is there a way to make them like more rare? I thought they'd be a little more harder to find than they are (at least in my server, and I didn't touch any settings for it, idek if there's a config for this tbh)

For example, we are in a chunk, there is like 4 big cats next to our crappy little log hut thing. If I jump across the river and run like 10~ blocks east, there's 2-3 more cats over there, if I run south from there a good 20~ blocks, there's another group of 3-4 cats. Could the issue be that I have both the big cats mods? I mean the Pantherinae and Machairodontinae mods. I also have the dogs one of your mods installed too, but they spawn pretty decently

💬 TentharchitectAuthor, Feb 8th at 5:48 PM

Thanks for bringing the issue to my attention, seems like it was a weird combination of things that meant that when I used my testing set up the bug wasn't present.
The saber cats weren't spawning in air blocks, only grass/snow/gravel while the carcasses could spawn in air blocks as well, dramatically increasing the number of places they could spawn, and the carcasses' spawn rate was misformatted so it was defaulting to a much higher spawn rate than intended. Between those two changes I was seeing the saber cats spawning before the carcasses 3 out my 4 tests. Please let me know if you continue seeing carcasses spawn more frequently than that, I might add variant carcasses so they stop spawning in the gap of climate conditions where neither smilodon nor homotherium spawn if needed.

💬 LyingSheep, Feb 8th at 5:23 PM

I have the same problem as Bringitonwimps and PetMudstone. I have only seen carcasses (without actual mod texture, just bones)

Edit: mod looks great!!

💬 PetMudstone, Feb 8th at 5:14 PM

I can confirm what bringitonwimps says. Have been roaming about and only found saber cat carcasses with no actual sign of proper saber cats.

💬 TentharchitectAuthor, Feb 7th at 6:51 PM

Thanks, and that it would. I don't have plans to make either of those in the near term, but long term it might happen!

💬 Odisurin, Feb 7th at 6:23 AM

I really like these creature mods, It'd be cool if there was a Terrorbird/Elephant bird mod

💬 TentharchitectAuthor, Jan 31st at 6:12 PM

I'm not planning on doing any weapons Hydromancerx, but you'd be welcome to make an add-on mod if you're inclined!

Maybe, though I'm realizing with so few species there are certain climates where only the carcasses can spawn. I might need to do something tricky so they only spawn in the climate conditions of each species, rather than the min and max of all species combined.

💬 bringitonwimps, Jan 31st at 5:59 AM

so not sure if there is an explanation.... but we only find cat carcasses, we have not found any of the cats alive.  maybe bad luck?

💬 Hydromancerx, Jan 28th at 6:29 AM
An idea from Frostburn having a Sabercat Skull Club as a weapon. Also a Sugliin (an anter polearm) made from antlers.
Thanks in advance!

💬 DarkThoughts, Jan 27th at 8:09 PM

Bobosaw Agreed. Although I also think the game lacks more critters too, like insects and birds (actually flying ones, not just ground walking). Imagine forests having singing birds hopping through the trees and in the sky you could hear and see predatory birds eyeing for bunnies or whatever in the open plains while various little insects (besides Butterlfies) zip around.

💬 Mobius, Jan 26th at 8:47 PM

Super exciting! Your models are always beautiful

💬 TentharchitectAuthor, Jan 26th at 4:18 PM

Procyonidae indeed needs some love! We'll see how long it takes for me to get around to them but I suspect it'll be sooner than later.

I totally agree Bobosaw, the isolation of Homo sapien mode was cool to explore but I feel like having the world be teeming with animal life will only make the experience better.

💬 Bobosaw, Jan 26th at 8:35 AM

I'm genuinely very excited for the additions of Holocene fauna. Honestly Vintage Story was missing the vibrancy that Fauna can bring to the world especially in the Human setting. Adding more danger and diversity can only be a plus in my eyes. Keep up the great work and I will refrain from any kisses in the future ;)

💬 Hydromancerx, Jan 26th at 4:48 AM

"The cave bear (Ursus spelaeus) is a prehistoric species of bear that lived in Europe and Asia during the Pleistocene and became extinct about 24,000 years ago during the Last Glacial Maximum."
Looks like it was Late Pleistocene, but just barely (pun intended).But yeah I understand things getting out of hand. I am looking forward to the Short Faced Bear though. Also I was going to ask about Chapalmalania which is related to pandas and raccoons. But that went exinct in the early Pleistocene. So that much too old to include.That being said living relatives like coatis, ringtails, kinkajous, etc. Would be cool. The Procyonidae need some love too!

💬 TentharchitectAuthor, Jan 26th at 4:27 AM

All of those are likely except the Cave Bear. To prevent my scope getting out of control I'm keeping to the Holocene and the occassional Late Pleistocene animal that died off just before the Holocene if I like it enough to make that exception

💬 Hydromancerx, Jan 26th at 2:29 AM


Ooo Cave Hyena sounds cool!! I hope you do other hyenas like the Striped Hyena (Hyaena hyaena), Brown Hyena (Parahyaena brunnea) and Aardwolf (Proteles cristatus). Also will you be doing bears? Such as the Sloth Bear (Melursus ursinus), Spectacled Bear (Tremarctos ornatus), Cave Bear (Ursus spelaeus) and Short Faced Bear (Arctodus simus)?

💬 Shadowise, Jan 26th at 1:59 AM

Another awesome fauna mod, thank you, Tentharchitect!

💬 TentharchitectAuthor, Jan 26th at 12:29 AM

It might, I made it during 1.19.1 and nothing changed for 1.19.2

💬 Rsp, Jan 26th at 12:20 AM

im guessing this wont run on 1.19.0

💬 TentharchitectAuthor, Jan 26th at 12:15 AM

😂 Glad you're all enjoying it, I'm sure my partner would appreciate you not kissing me as well Bobosaw.

I'm almost done with all the dangerous terrestrial predators now, so this'll be as bad as it gets save for maybe a cougar here, or cave hyena there. Then we have the dangerous herbivores to look forward to!

💬 Bobosaw, Jan 25th at 11:56 PM

LET'S FUCKING GOOOOOOOOOOOOOOOOOOOOOOOO. I could kiss you right now (I won't out of respect for my wife)

💬 DarkThoughts, Jan 25th at 11:31 PM

Oh great, even more brutally dangerous predators. Just what we needed...

And I will download it anyway because I'm that masochistic!

💬 Hydromancerx, Jan 25th at 11:22 PM

So awesome! Thank you for making these!!! <3

💬 Moonbyes, Jan 25th at 9:33 PM

holy!! i just refreshed... no way!! awesome!

(edit comment delete)