
Mods / Monoceros: Ancient unicorns
Tags:
#Creatures
Author: Shintharo12
Side: Both
Created: Apr 27th at 1:57 PM
Last modified: May 11th at 5:54 PM
Downloads: 758
Follow Unfollow 63
Author: Shintharo12
Side: Both
Created: Apr 27th at 1:57 PM
Last modified: May 11th at 5:54 PM
Downloads: 758
Follow Unfollow 63
Recommended download (for Vintage Story v1.20.10):
Monoceros-v1.2.5.zip
1-click install
Hello!
This mod currently adds 2 creatures; Monoceros Indicus and Caledonius
This is my first mod so I'm still figuring some stuff out. Currently they spawn in the same places rabbits do (though more rarely).
They eat fruit, grains, grass and veggies. Do note that they are aggressive when there's baby monocerus nearby until gen2.
I've only tested it on version 1.20.7 and 1.20.10, but I assume it works on other 1.20.x versions too
Constructive feedback is appreciated!
Important:
In version 1.2.0 I had to rework the unicorn saddles and bridles so they would work with both species. Unfortunately this change causes the unicorn saddles and bridles crafted before this update to no longer be useable.
Patch Notes:
I've only tested it on version 1.20.7 and 1.20.10, but I assume it works on other 1.20.x versions too
Constructive feedback is appreciated!
Important:
In version 1.2.0 I had to rework the unicorn saddles and bridles so they would work with both species. Unfortunately this change causes the unicorn saddles and bridles crafted before this update to no longer be useable.
Patch Notes:
v1.2.5
Fixed the behaviour issue caused by the Caledonius's newfound hatred for drifters introduced in version 1.2.3
v1.2.4
- Added new Caledonius colour variants courtesy of @puditto
- adjusted the default baby caledonius texture a little to better fit with the new ones.
v1.2.3
- Adjusted step height
- New recipe for the pelt saddle due to feedback
- Adjusted the Caledonius behavior to be aggressive to drifters etc
- Adjusted Caledonius growth times and required portions to breed.
v1.2.2
- Added configLib support for spawn rates
- Adjusted spawning so they no longer spawn near artificial light sources
- Lowered spawnrates slightly
v1.2.1
- Fixed the charge animation bug for male indicus
- Fixed indicus from the 1.0.x versions not having textures
v1.2.0
- Added new entity "Monocerus Caledonius"
- Fixed saddle and bridle crafting recipe issues
- Fixed monoceros not aggroing to player properly
- Reworked trot and charge animations
- Updated to 1.20.10
- Lowered spawn chance
v1.1.0
In this update I added riding, custom tack, 2 new colour variants. Monoceros from previous versions should be fine according to the tests I did, but they won't have the new features. However, the babies should grow into the new versions.
For the Biomes mod they now only spawn in the central paleartic region and a bit less frequently.
v1.0.3
Now also supports the Biomes mod; they spawn in the atlantic, central and eastern paleartic regions
Biomes:
spawn regions
Monoceros Indicus: Central Paleartic
Monoceros Caledonius: Atlantic Paleartic
Monoceros Caledonius: Atlantic Paleartic
To do:
- Add more sounds
- Add different species?
- Add attachments
As of version 1.2.5 I'm temporarily halting adding more content to this mod besides bug fixes, as I start working on a horse mod as requested by some of you. So updates should be a little less frequent.
I also want to thank:
- Freakyuser396 for helping me figure out the riding stuff :3
- safwyl for helping with the tack
- puditto for the textures
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.2.5 | 206 | May 11th at 5:54 PM | Show | Monoceros-v1.2.5.zip | 1-click install | |
v1.2.4 | 35 | May 11th at 9:09 AM | Show | Monoceros-v1.2.4.zip | 1-click install | |
v1.2.3 | 60 | May 9th at 5:03 PM | Show | Monoceros-v1.2.3.zip | 1-click install | |
v1.2.2 | 54 | May 8th at 4:39 PM | Show | Monoceros-v1.2.2.zip | 1-click install | |
v1.2.1 | 25 | May 8th at 6:48 AM | Show | Monoceros-v1.2.1.zip | 1-click install | |
v1.2.0 | 37 | May 7th at 9:16 PM | Show | Monoceros-v1.2.0.zip | 1-click install | |
v1.1.1 | 163 | May 1st at 7:01 PM | Show | Monoceros-v1.1.1.zip | 1-click install | |
v1.1.0 | 66 | Apr 30th at 3:19 PM | Show | Monoceros-v1.1.0.zip | 1-click install | |
v1.0.3 | 56 | Apr 28th at 8:31 AM | Show | Monoceros-v1.0.3.zip | 1-click install | |
v1.0.2 | 22 | Apr 27th at 8:17 PM | Show | Monoceros-v1.0.2.zip | 1-click install | |
v1.0.1 | 12 | Apr 27th at 5:20 PM | Show | Monoceros-v1.0.1.zip | 1-click install | |
v1.0.0 | 22 | Apr 27th at 2:18 PM | Show | Monoceros-v1.0.0.zip | 1-click install |
Shintharo12
Nope! Just got him a few days ago :)
all good!
Just didn't expect her to care about a different calf, its sweet.
eerino
Hi there!
That is intended behaviour if they're below a certain generation, the game still considers them wild (and until the game gets a taming mechanic that won't change)
If it was a fully domestic unicorn do let me know, since that would be a bug
My own horse attacks me when we are near a another unicorn's calf!
metasynthie
Yeah there seemed to be a an issue introduced in version 1.2.3 of the mod, oops. They should be a little less crazy now in v1.2.5 XD
My tip for catching one would probably to try and seperate them from their foals, as their intended behaviour is to be aggressive around them. This behaviour should stop at generation 2 once you start breeding them.
Just want to report that the monceros "aggressive towarsd players" patch definitely seems to be working; I now have a lot of unicorn spawns wandering up to my front door, aggroing on me from 4-5 blocks away and goring me! Not even sure how I'm going to capture them as it now seems hard to sneak up on them even while asleep.
I'll def join the discord here in a min and post in your thread when i see things I have points of feedback for!!
I think the way around the ride check would probably be putting a single crafted item from late stage vintage story, like an iron or steel rod. This would ensure that people could only hop on the animals like in other mods without being able to control them, and also push back the ridability to further along the game and more in line with getting an elk. In fact I personally don't mind if you get a rideable mount slightly before the elks in the story (which i haven't even gotten to yet LMAO) but I do want it "late" and not like, in the stone age just beginning copper like I am on my server currently.
crumps
Hi there! I very much appreciate the feedback it was very insightful
You make good points and I am going to implement what I can (and also fits within my vision for this mod).
Ideally the riding shouldn't be possible until gen2, but the rideable code doesn't do a generation check at the moment unfortunately.
So until I learn how to make code mods or it gets fixed in a future basegame update that's not going to change for the time being.
Their current behaviour towards the player however is intentional, they do quite a bit of damage so imo it felt a bit too punishing to have them be more aggressive unprovoked until a proper taming mechanic is implemented.
The recipe for the pelt saddle is going to be adjusted in version 1.2.3 :3
If you're on the VS discord I also have a mod thread there where you can share feedback/screenshots/report issues/whatever, I'll see it faster there
🎉yipee!
Yo! I love the mod overall. I have a few points of possible feedback for you depending on the angle you're planning for the mod :)
I have a lot of other mods installed, for this case the mod in question is Primitive Surivival which has the ability to make Weir traps for catching fish. Somehow, either this unicorn spawned literally inside it (this happened once with an orc too) or wandered in. Either way, it was stuck here and I got a free horse. I just updated a bit ago to this very recent version and think I got lucky with the spawn on my server.
But I realized a few things things. One, they aren't really aggressive at all when alone. Or at least this scottish one isn't. I got right up to it and wasn't attacked at all, nor did it go into a running animation. Its just fully calm and collected as though it was a late bred one. Would it be possible for you to add mild to moderate either aggression or fleeing as so they aren't as easy to just walk up on and ride? Similar to how Fauna of the Stone Age's Deers run when they detect a player, or the cockatrice from feverstone wilds that swipes players when they're close but is otherwise passive unless hit. Or maybe periodically buck the player off esp with no saddle?
Two that the saddles are relatively easy to craft esp early on in the game. I'm not sure if you're planning to keep it relatively easy to make, but could I suggest making it more difficult to craft? Maybe adding something liek a late stage metal like bronze, copper, or other metals so as to bottleneck the saddle? Even real life saddles have metal and string, so maybe some flax string or linen as well?
And lastly, it being caught in this 1.5 block high area seemed a little silly given horses and unicorns are very nimble. Would it be possible to give these guys the ability to walk up like, 1.8-2.5 blocks as the wild variant? It did walk up it when i was riding. Probably play around with the numbers but at least to get out of a normal short fence. That way players have to make taller fences (2 of them stacked or more) to keep them in and if they do happen to wander in to a smaller one they can hop out and run away, adding to the fleeing mechanic mentioned.
Thanks for all the work in the mod!!! Super appreciate having these around. Just offering some feedback to make capturing, keeping, and breeding more difficult than walking up with a saddle and running off into the sunset.
I will give 100% props i put the horse in that fence there and it began eating the berries from a Wildcraft: Fruits and nuts pack elderberry bush so it was wonderful seeing that interaction (tho i was like wtf horse those are mine)
TakeoTheWolf
Currently looking into supporting configlib for spawn rates
is there a config? I kinda only want the monoceros indicus spawning. apologies.
I absolutely love these, the new species is gorgeous!
Oftu
Hi, I'm glad to hear that :D
I hope you'll continue to enjoy the mod as it grows :3
Hi! I usually install only realistic mods for my modpack, but I've installed yours because it's so well-made! Absolutely love it, they look gorgeous and being ride-accesidble earlier and being able to fight with rust creatures makes them much better than the default deer!
safwyl
Hi there! I'm glad you're enjoying the mod
I'm definitely approaching this as a more of "what if these were real animals" kinda vibe. But I get your concern about the spawnrates and I'll tone it down a bit more in the next update.
As for the other 2 points, this mod is a content mod, meaning it doesn't add any new code to the game. As such I'm limited to already existing mechanics for the time being.
I very much do want to add genetics and more complex behaviours in the future though when I get to actually making code mods :3
Feel free to share your feedback/opinions/whatever in the mod's thread on discord though! I'll see it faster there than here.
Love this mod, couple things I would tweak personally.
1. Spawn rate seems a bit high for a mythical creature, I've found I think 3 herds within a couple hundred blocks of spawn. If your intent was to make them less mythical and more of a standard creature then its fine. Perhaps a configurable spawn rate option would be nice.
2. I personally would like to see taming them be more difficult, they seem extremely docile and dont run away from the player. I'm not sure how difficult it would be but it might be cool to make it so they tend to trot away if the player is walking towards them, but if the player sneaks and approaches from from the side or slightly behind (similar to wild horses) then reduce the chance of spooking them off. A mechanism for breaking might be cool but I have no idea how complex that would be to code up.
3. I haven't bred them yet but would be curious to know if breeding different colors impacts baby coloration.
Not sure if a bug or intentional but wild unicorns don't seem to resume their normal roaming behavior if you put a bridle on them and remove it. They are basically frozen in place
Edit: After a couple days they seem to have resumed their behavior, maybe not a bug
KrystianMajster
Right so you're going to need some pelt and rope to craft the bridle and the saddle, you can look those up in the handbook (default button H)
Then you can go up to a unicorn with the saddle and bridle and when you mouse over the head and back you should get like little button prompts to equip it, like ctrl rmb or something. After that you can ride them no problem.
There's no real taming mechanics yet, but they do get more 'tame' after like 2 generations of breeding. (like you can pet them, lead them with a rope etc)
Breeding is the same as other animals, takes like 10 portions of food to get them to breed.
Shintharo12 I'm a new player and I haven't found a detailed guide, could you please tell me how to tame a unicorn?
Shintharo12 Thank you very much!
nice fixes! Awesome to see you fixed that jump bug so quickly, Really liking the direction you are taking this mod in so far!
James122603
Hi there, I'll look into it for sure! ^^
crumps
Thanks for the explanation!
I already had them set up to spawn in the central paleartic region of the Biomes mod ^^
KrystianMajster
Heya, you can domesticate them like the other animals. For riding you just need to make a unicorn saddle and a unicorn bridle (you can find the recipes in the handbook) and put it on them (currently this can be done with wild indivuals as well)
Vilderos
Hi there, I do intend to add a more classical white/grey unicorn as a seperate species from this one later on.
But I'll definitely add more colours for the indicus soon as well :3
I'm always open to sugestions for colours ^^
Shintharo12 How to tame them and ride them?
Might I suggest of adding support for the Fast Breeding mod?
Shintharo12 so here's the basic template for making every entity spawnable in people's worlds who use biomes
[
{
"file": "wrustbound:entities/wthrownrot.json",
"op": "addmerge",
"path": "/attributesByType",
"side": "Server",
"value": {
"*": {
"biorealm": [
"atlantic afrotropic",
"atlantic palearctic",
"central palearctic",
"eastern afrotropic",
"eastern palearctic",
"pacific palearctic",
"pacific nearctic",
"atlantic nearctic",
"pacific neotropic",
"atlantic neotropic",
"australasian",
"oceania"
]
}
},
"dependsOn": [
{
"modid": "wrustbound"
}
]
},
I did this for the rustbound mod myself. You can see most of it is decently self-explanatory, you mostly would need to change the file subsection to the relevant details of [MOD NAME]:[LOCATION OF JSON] You repeat this in between the primarly {} brackets, separated by a comman, for each JSON entity you have
under the biorealms section i have every biome present currently in the Biome mod. Thse are the various subsections where NPC critters can spawn. You can set them to be all, as I have there, or any combination wher eyou feel like they would be present
and then lastly would be changing modid to your mod's id
this can then be submitted to Biomes github, or in my case I custom dropped it into the AppData\Roaming\VintagestoryData\Mods zip itself. You open the zip, go to assets, patches, and drop this patch in. This then allows the critters to spawn in the relevant biomes!
will they have more colors? need a classic all white/grey fairytale unicorn <3
Zeekakkeloebes
Well it still allows you to harvest a dead one the old fashioned way (my mod uses vanilla drops so no issues there) but as the Butchering mod states:
"Does this work with animal mods?
Currently it works with other animal mods installed but doesn't change or apply to those creatures. This is due to having to manipulate each animal individually to make them hang."
I'll look into it, but I think it might require a patch for the butchering mod instead of this one
Aspiring unicorn farmers would like to know... is this Butchering compatible?
Shintharo12
Adding it to the biomes mod is not that difficult. Check other animal mods like ones from FotSA or the Dino mods. They all have support for them. Or check out the thread on offical VS.
Probbly would be something like Atlantic Palearctic, Central Palearctic and Eastern Palearctic.
crumps Hey there, I've personally never used the Biomes mod so I'm not sure. How would I go about fixing/supporting that?
Do you know if this is compatible with Biomes? If not I can cook up a quick patch for you so this mob will spawn in all biomes, or whichever you think it should go in based upon the Floral Zones mods
Unicorns? !!!COOOOOOOL!!! How about Monoceros Sumatran, Whytes Rhinocerous, or that awesomely terrifying Elasmotherium? Oh, and a wooly rhinocerous for the arctic regions.