
Mods / Fauna of the Stone Age: Machairodontinae
Author: Tentharchitect
Side: Both
Created: Jan 25th 2024 at 9:13 PM
Last modified: Apr 29th at 10:09 PM
Downloads: 61368
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Recommended download (for Vintage Story v1.20.x):
FotSA-Machairodontinae-v1.0.25.zip
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:
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 | -8-24 | 0.2-1.0 | 0-100% Forest | 1.4-1.8 | 8+-6 | 21+-2,15+-2, 2+-1 | 2+-0.3 | 6L, 4L, 1M | 3 block step | fish,meat | |
Deadly Saber Cat | Smilodon fatalis | 220/140/20 | 42/28/6 | 1.0/0.9 | 10 t2, 8t2 | 8-44 | 0.1-1.0 | 25-100% | 0.9-1.5 | 1-2 | 23+-2, 16+-2, 2+-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 | 6-44 | 0.1-1.0 | 0-75% | 0.9-1.5 | 1-2 | 25+-3,23+-2,2+-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.
Feature:
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.
And a big thanks to everyone who gave feedback and assistance!
A: Get a male and female adult of a given species within 10 blocks, wait until the female is ready to mate and feed her the sufficient number of portions and the male at least one. Different species require different amounts and can be found in the entity file under the multiply section. Animals can be fed either by dropping items on the ground or by using the large trough. The small trough is not supported at this time due to patching formats. Each species diet can be found in this mod's description or in their entity file under the diet section. After 10 generations, entities stop attacking the player and after 10 generations they will no longer flee the player. Only the mother's generation matters for progressing generations.
Q: Why so many animal packs? Can't you make one giant one?
A: The combined size of this series exceeds the Mod data base's file upload size limit and therefore could not be hosted on this site, making it extremely difficult for servers to use. What's more, I don't know just how large certain clade file sizes will get as new features come out and I want to ensure they don't need to be split in the future, as that may cause considerable server issues. Whenever mod packs are implemented, or if there are other resources for creating a more organized bundle, I will do so.
Q: Is this mod safe to add and remove to an existing world?
A: Yes, this mod series is safe to add and remove. Items from this mod that have been placed will be invisible or appear as question blocks if the mod is removed but can be safely broken.
Okay nw, I found them in game but they killed me instantly so I didn't get a good look haha. Was just going off the screenshots. Thanks for the reply, and great mod :)
So the Homotherium does have slightly longer limbs, and a different set of hunting behaviors to represent its cursorial habits. That said, this is one of my earliest mods and at the time the art updates to the base game animals hadn't started, so it was more informed by the blocky style of the current bighorn sheep and boars and such. If the base game ever adds big cats I'll probably go through and update their art assets, I just don't want to do it twice in case they make any big stylistic changes compared to my take on cats. Mauricio Anton was one of my main art references with these
I know this is super pedantic but I think possibly Homotherium should have slightly longer limbs and be a little more gracile? From what is known it was more of a pursuit predator and had stronger, shorter canines compared to its dirk-toothed relatives, making it hunt more like modern cats (chasing down prey, clamping on their neck and suffocating it). This means it was less robust and had diminished forelimbs compared to other Machairodonts; these traits were used to ambush wrestle down their prey and deliver slashing bites (a distinct hunting strategy requiring different morphology). Homotherium generally more lightly built with longer and comparitively more proportionate limbs.
I don't mean to talk bad about the mod, I love it and all others and I really appreciate your work. Just trying to be constructive. I'm just going off the images here so if I misjudged and this is already accounted for my bad completely! Mauricio Anton has really amazing images of Homotherium and Smilodon species to see the difference, I think it would be good reference. He's a very skilled artist and has collaborated with researchers to produce reconstructions, I've referenced him myself for Machairodont paleo art.
That's outside the scope of this mod, but there is the animal cages mod and some folks have made compatibility files with this mod series
hello, Is there a way to trap the cubs so i could move them into a more controled pen?
Certainly! Translations are welcome erjiango
Hi, tentharchitect ,may I translate your mod into Chinese?
I'm not sure, that isn't a base game feature. You should check which ever mod adds that feature, I'm guessing butchering
how do i pickup the dead body ???
Tentharchitect I apologize, I'm realizing I'm having issues across a few mods and I believe a mod updater I'm using isn't behaving properly. Sorry again!
This bug was fixed in 1.0.20, have you updated to the latest version? Steele_Rex
Hello! I have found an issue with the full body taxidermy with all saber cats. They can not be placed on the ground.
I discovered this in a survival world with the male northern saber cat, tested all three species (male, female, and cub varients) on different blocks in a creative world, and then went to go file sluething when none of them worked.
I have an extremely surface level knowledge of coding but comparing to the pantherinae taxidermy file, the saber cats are missing a ground storage tag at the beginning of the file. I tried a copy and paste fix, started the game and still was unseccessful placing the saber cat taxidermy on the ground. I created new items in the creative menu and it still failed. I started a new world and it still failed to place.
That is what I have tried and believe is wrong, but I don't have the knowledge to fix it. Would love to get this working so I can make a proper hunter's lodge!
The meow, tho
can i pet that daw... i mean cat.
Fantastic! Thank you for the answer
Voici une amélioration de mon ancienne traduction. fr.json
All animals in this series are domesticable, just got to breed enough generations so the attack and flee behaviors are disabled. This is coded so it'll be whatever the current base game generation count is
Are the critters in your mods domesticable, or any plans to make them such if not?
Tentharchitect
Thanks for the clarification!
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
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?
I love smilodons so much it's actually unreal. Fantastic mod!!
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
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
Tentharchitect
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).
Tentharchitect
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. :(
Hoooooooly crap, Tentharchitect
You were NOT kidding when you said these things are mean and nasty.
Tentharchitect
Could you please add a Saberooth Skull Helmet?
Thanks in advance!
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
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.
I have the same problem as Bringitonwimps and PetMudstone. I have only seen carcasses (without actual mod texture, just bones)
Edit: mod looks great!!
I can confirm what bringitonwimps says. Have been roaming about and only found saber cat carcasses with no actual sign of proper saber cats.
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!
I really like these creature mods, It'd be cool if there was a Terrorbird/Elephant bird mod
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.
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?
An idea from Frostburn having a Sabercat Skull Club as a weapon. Also a Sugliin (an anter polearm) made from antlers.
Thanks in advance!
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.
Super exciting! Your models are always beautiful
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.
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 ;)
"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!
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
Tentharchitect
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)?
Another awesome fauna mod, thank you, Tentharchitect!
It might, I made it during 1.19.1 and nothing changed for 1.19.2
im guessing this wont run on 1.19.0
😂 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!
LET'S FUCKING GOOOOOOOOOOOOOOOOOOOOOOOO. I could kiss you right now (I won't out of respect for my wife)
Oh great, even more brutally dangerous predators. Just what we needed...
And I will download it anyway because I'm that masochistic!
So awesome! Thank you for making these!!! <3
holy!! i just refreshed... no way!! awesome!