
Mods / Fauna of the Stone Age: Rhinocerotidae
Author: Tentharchitect
Side: Both
Created: Apr 25th 2024 at 10:45 PM
Last modified: 6 days ago
Downloads: 45611
Follow Unfollow 453
Latest file for
v1.20.5:
FotSA-Rhinocerotidae-v1.0.16.zip
1-click install
A collection of large ungulates from the family Rhinocerotidae, these powerful herbivores will roam the steppe and jungles of your world. Equally a resource and a threat, they are a tremendous source of meat, hide and fat for those able to hunt them.
This mod includes:
Common Name | Scientific name | Weight | Health | Height | Damage | Temp | Precip | Foliage Needs | Altitude | Group Size | Meat Drops | Fat Drops | Hide Drops | Other Drops | Behaviors | Diet |
White Rhinoceros | Ceratotherium simum | 2300/1700/200 | 77/65/19 | 1.86/1.77 shoulder | 23/20 | 16-40 | .05-.75 | 0-.5 forest | 1.1-1.7 | 1(M), 2-6(F&B) | 155+-17, 115+-12, 22+-2 | 31+-3, 23+-2, 5+-1 | 18 H, 16 H, 2 L | M&F horn | 1 Block step | "Fruit", "Vegetable" |
Woolly Rhinoceros | Coelodonta antiquitatis | 2000/1500/200 | 71/61/19 | 1.6/1.45 shoulder | 22/20 | -14 to 12 | .1-.75 | 0-.5 forest | 1.1-1.6 | 1(M), 2-6(F&B) | 135+-15,100+-12,22+-2 | 27+-3,20+-2,5+-1 | 18 H, 16 H, 2 L | M&F horn | 1 Block step | "fruitmash","nibblecrops", "sweetBerryBush" |
Sumatran Rhinoceros | Dicerorhinus sumatrensis | 800/600/100 | 43/35/15 | 1.45/1.12 shoulder | 17/16t2 | 18-42 | .55-1.0 | .6-1.0 forest | 1.1-1.5 | 1(M&F), 2-3(M&F&B) | 54+-6, 41+-4, 13+-2 | 10+-1, 8+-1, 3+-1 | 10 H, 8 H, 2 M | M&F horns | 1 Block step | || |
Black Rhinoceros | Diceros bicornis | 1400/1100/150 | 59/53/17 | 1.8/1.7 shoulder | 19/18t3 | 12-40 | .05-.75 | 0-.5 forest | .9-1.6 | 1(M&F), 2(M&F&B) | 95+-10, 75+-7, 18+-2 | 19+-2, 15+-1, 4+-1 | 14 H, 12 H, 2 L | M&F horns | 1 Block step | || |
Javan Rhinoceros | Rhinoceros sondaicus | 1400/1100/150 | 59/53/17 | 1.7/1.5 shoulder | 19/18t3 | 24-44 | .55-1.0 | 0-1.0 forest | 0.9-1.6 | 1(M&F), 2(M&F&B) | 95+-10, 75+-7, 18+-2 | 19+-2, 15+-1, 4+-1 | 14 H, 12 H, 2 L | M horns | 1 Block step | || |
Indian Rhinoceros | Rhinoceros unicornis | 2100/1600/200 | 73/63/19 | 1.86/1.73 shoulder | 22/20 | 18-36 | .5-1.0 | 0-1.0 forest | 1.1-1.7 | 1(M), 2-6(F&B) | 142+-15,108+-12, 22+-2 | 28+-3,21+-2, 5+-1 | 18 H, 16 H, 2 L | M&F horns | 1 Block step | || |
Due to their large size, these animals have a high amount of health and a large amount of resources, hunting them head on is not recommended. However, falls are especially hazardous to these animals and luring them over cliffs and into pits is an effective way of harming them.
Features:
All species have a unique pelt and horns that can be used to craft hide, head mounts and taxidermied full body.
Rhinos can be domesticated over time, though pose a significant threat to the player until they reach generation 3 when they’ll no longer attack the player.
Due to their poor eyesight and skittish nature, rhinos are disturbed by creatures of rot and rust and will lash out at them.
Occasionally a fly covered rhino carcass will spawn, blocking rhino spawns in the area. They have a chance to spawn when first arriving in an area or when all rhinos have been killed off from the area, allowing players to locally wipe out rhinos. Destroying the carcass of the respective type will allow more rhinos to spawn again and some carnivores and scavengers may destroy them as well, so if you want rhino spawns prevented in an area protect these carcasses.
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!
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 3 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 am I not seeing more entities? Is there a conflict blocking spawns?
A: Entities in this series only spawn on run time, meaning once their group spawn limit is reached within load distance, no more will spawn until they are killed or the player travels far enough that the number of loaded entities is below the group spawn limit. Some groups will take hours before an individual entity will spawn, though having your view distance below 100 blocks will also block the entities that require a 100 block distance from the player to spawn. Raising your view distance up to 500 or above will increase the number of loaded chunks an entity might spawn in, thus increasing the chance of an entity spawning. While there is a limit of entities that will block more of other types from spawning, this number is above 3000 and you'd likely notice the unusually high number of entities required to block all other spawns. Though note, dropped items, jittery dirt blocks from mud slides and similar physics governed objects count as entities for this limit.
For those using the Biomes mod, you may be in a Realm that has no spawns of a given group, or there may be only a few species native to that Realm thus lowering the effective spawn rate. This issue will be lessened as more packs come out.
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.
Thank you so much! I'll toy with this for my server. This is exactly what I was looking for. Kreeate
CtrlAltSilent this mod lets you set spawn weights for all 1.19.x entities in the game, including entities from most of the FotSA mods. Some of the latest FotSA mods may not be included yet.
And yes, it still works in 1.20.x (newer mobs are obviously not included yet)
https://mods.vintagestory.at/entitiesconfiguration

Let me figure out how to do what I'm looking to do. I was specifically looking for spawning weights to make certain fauna more or less sparse. I'll see what I can do. Tentharchitect
Certainly! So the rhino meat drops is the only one someone wrote a config file for. I've had folks request I make configs for thousands of values in my mods, and at this point I'm only going to add and maintain the ones folks are willing to write themselves as each one not only is time spent to make, but also maintain. If you want to make some config files to include, feel free to send them to me here or on Discord CtrlAltSilent
Hey, I was just talking to Endarius and I noticed that THIS mod has a config that shows up in the escape menu and I love tweaking it and want to do a Homo Sapien SMP and would love to tweak all of your mods. What would it take to make the other mods (fauna ones) show up like this one does? I would love to be able to tweak spawns and stuff easier than cracking open all the zips. Just le me know if there is something I can do or if it's all in your hands.
They should only have a 1 block step, though that might be enough to step over the fence depending on your set up. Though occasionally entities do have weird phasing issues in edge cases
Do rhinos jump? I had a fully grown rhino in a pen, with a two-high fence around it, there was a trough some-what near the pen's edge, 2 blocks i think, at some point it had managed to escape, I had found it nearby outside of the pen, same rhino. the pen had two gates stacked up but i don't know if it phased through or something.
Thanks for any clarification, seemed a bit weird
Most of the rare animals have a spawn population of cap of 1, so there isn't a way of lowering it. I'd argue that right now with the number of FotSA mods that are out, it shouldn't be a problem but in the future you can go into an entity's file and lower the spawn chance near the bottom of the file
So, if I install all of your mods, will there be an overwhelming amount of animal spawns/rare animals being too common? If so, how can I change spawn rate/pop cap (and if you have a recommended spawn rate/pop cap)? Looking to make a harder mod pack, and I hate Mo' Creatures having very rare animals everywhere. Sick mods
Sadly Stephanorhinus is outside my time range, as I'm only doing Holocene animals or those right on the cusp of the Holocene. That said, I'm open to commissions of older animals, and someone might commission them, especially since it's cheaper for me to do animals I already have an animation set for Ungus
Are you planning to add Stephanorhinus sp.?
What a treat this was to see! I absolutely love this mod.
I have looked in there, I couldn't make the names work. That's why I asked. Thanks
You could find them in the language files easily enough, or in the creatures file Seriphim
Hello, what are or where can I find the item names for these Rhinos to spawn them in manually? Thanks!
Well, you're welcome to do that! I just know that much of that process is time I'd rather spend having fun doing something else on and I already spend almost all my free time on this project. If I do too many boring facets of it, I'll probably burn out on this
Truly most large animals should be rideable as they can hold a person's weight, with the way boats work you could probrably implement multiple seats on animals too, it should be too far fetched to make an attatchment point for players on things like rhinos or elephants. Im no coder but I do have knowledge of 3D design/map making, I could look into how to make mods for this game and try my hand to see what I come up with for saddle design bridles and the like. If ever you do make the mod for animals to become rideable, tailors delight is a good secondary mod to make compatability with since it changed crafting recipies around. Albeit that is probrably a few months process to get it all cracked out
So initially I'd planned on making all technically large enough animals ridable, but now that riding is out and I'm getting a better idea of what all goes into it, I'm leaning to only having animals frequently ridden to make ridable. Those being horse, camels, elephants and reindeer. Once I finish the elephants I'll be more certain one way or another, but implementing riding for multiple species seems to be quite a bit of work, as speeds, animations, seating posititions, all animal wearables, and more have to be done for it to work right and not look strange. However, if folks wanted to make add-on mods to add all the unique riding gear and such, I'd be more open to just turning on those settings.
Sapion
Will this mod be updated for 1.20.0 rc-8 to allow mounting/riding of rhinos? I personally think your larger creature mod packs should allow that, (albeit it would be a pain I understand) I just wanted to know if I could breed rhinos past just food
When I started out, I crunched a whole bunch of numbers to try and figure out what size each pelt was roughly equivalent to, how much weight each unit of meat was roughly equivalent to, how much fat was by weight etc... Then for my animal packs I researched hunting statistics for how much of each resource an animal of that size will give, trying to find that animal's meat yield, fat to meat ratios, the pelt's square footage and all that. All with the goal of having the animals generate a realistic amount, so players would need to hunt a realistic amount of animals to sustain themselves or craft things.
Unfortunately that doesn't seem to be popular with some folks and I've walked back the fat and meat amounts considerably, the fat being about 1:900 game to irl and meat being 1:6 game to irl for animals over 200kg, 1:3 for animals beneath 100kg. Pelts are still 1:1 as best as I could find. Adjusting all of them to a new ratio would be a huge ordeal at this point and I've had a number of people express they like not having to exterminate whole herds to feed a single family, so I don't plan on gamifying the drops. That said, if anyone wants to make config files like the red meat config in this mod I'd happily add them in Raa
I like the Rhinos but man, The amount of stuff you get out of them is INSANE, I mean like one woolly pelt gives you 16 huge pelts? Thats just insane, And 160 meat
That's a good guess! The average boar weight is almost exactly one thirtieth that of an adult white rhino.
And yep, these guys are balanced with the idea you can't consume your entire body's weight in meat in a day
Rhinoceros provides an absurd amount of meat. It's like 30 boars in one. Makes animal husbandry obsolete...
Nvm, just checked the drops on Steller's Sea Cow :D
It's on the longer to-do list! The rhino's meat drops already has a config file someone made, you're welcome to make others and send them my way and I'd add them as I get them
I understood you.)
Can I ask you to add a config in the future to adjust the loot drop from animals and the number of skins from crafting?
Compared to vanilla animals, your animals are very well-fed, ha ha.)
And setting up loot in the mods themselves is very tedious. ><"
Tentharchitect
Bears won't interact properly with rhinos and all the recipes that use powdered borax won't work since those were changed in 1.20. You'll also get quite a few errors in the logs, but otherwise it should still function well enough
Tentharchitect
Hi! Stupid question - is v1.0.8 compatible with the game version v1.19.8?
Thank you for patching with Wool and More mod!
Thank you both for the enthusiasm for the mod series! I already have a potential list bigger than I'll likely ever make, so won't be adding new suggestions but I can list what is all on it.
12: Chelonioidea(7), Crocodylidae(18), Pinnipedia(36) 10: Felinae+ Prionodontidae (36), Mustelidae(56) 9: Equine(17) 8: Bovinae(38), Elephantinae(7), Ursidae (12) 7: Camelidae(10) 6: Caprinae(40),Cercopithecinae(71), Cervinae(38), Hominoidea(27), Hystricidae(11), Spheniscidae (21), Tapiridae (5), Suidae (19), Viverridae+Nandiniidae(34) 5: Alligatoridae(8), Antilopinae (36), Castoridae(4), Hyaenidae (5), Tragulidae(10) 4: Cingulata(33), Erethizontidae(19),Gomphotheres+Mammutidae(4), Folivora(26), Hippotraginae(8), Meridiungulata(5), Procyonidae+Ailuridae (15), Struthionidae+ Sagittariidae(4), Tayassuidae (5) 3: Alcelaphinae(8), Atelidae(26), Caviidae(19), Cephalophinae+Oreotraginae (23), Cuniculidae+ Dinomyidae (3), Gavialidae(3), Giraffidae(5), Hippopotamidae(6), Moschidae(7), Vermilingua(4), Orycteropodidae(1), Platanistoidea(6), Raphinae+Flightless doves (5), Reduncinae(9), 2: Aepycerotinae +Nesotraginae(3), Antilocapridae(3), Mekosuchinae(4) Rheidae+Cariamidae(5) 1: Aepyornithiformes(3), Giant lemurs (9), Dinornithiformes(9), Eupleridae(11),Macropodidae(67), Monotreme(5), Sylviornithidae(3), Thylacinidae+ larger Dasyuridae(8),Vombatiformes(4) +four undecided clades, maybe skunks, mongoose, giant salamanders and Meiolaniidae
Here's the list, the () numbers are the approximate number of species after a quick google search but might change once I research that clade in more detail
Hello! I would like to make some recomendations for possible future aditions to this mod series.
How about one about Antilopes (Gazelles, Orix, Wildebeast etc) and a Marsupial Edition (Kangoroos, Koalas, Tasmanian Devil, Tasmanian Tiger, Opossum and so on)
I think it would be nice additions, maybe even the extinct masupial predators could be added?
I always thought that Antilopes were very underated and often ignored by many despite their diversity and overall how sucessful they are in the wild
The details are amazing! I am pretty new to this game and played a lot of minecraft on my phone but i never saw such amazing artwork! I also have view suggestoins for your furture mods, if you dont mind :)
. Opossums
. Bats
.Insects
.Owls
.Snakes
Always for impatient french players...
Voici la traduction fr. pour la v1.0.4 fr.json
Thanks Penacle! Bovinae is one pack I look forward to doing and would cover Aurochs, though I'm not sure how soon I'll get to it
Absolutely love your creature mods!
I am wondering if you might ever consider doing Aurochs?
I know some other mod has them, but I really like your artistic style and I know you'd make them absolutely amazing 😍
There's a potential typo on line 298 of assets/rhinocerotidae/entities/land/rhinocerotidae.json, both adult entity codes are listed as adult-female-{type} (Thanks to T.Read for the spot!)
Thank you very much Nikuksis!
Yeah I'm going to recalculate all the weight to drops ratios and DnD helped make a config for the rhino drops, so that should come in the next update. Good to know about the MaxY for sirens, though just fyi they won't spawn in taller worlds at that height due to light not reaching that deep. I'll have to change up their light requirements a bit and should have that working better next update.
As for the dogs and deer, you should see similar populations of them as in the base game unless a large pack/herd species spawns. They all share group spawn pool so the 16 fox species will have the same amount in the worlds as if there was 1 fox species (albeit spawning in more climates)
As for a compact pack, I will not be doing that as it would be a lot of additional effort to maintain, and at some point maintaining my mods will take up all my mod making time. I'd like that to be later than sooner.
Hi! I have russian translations for fauna mods:
sirenia, rhinos, both cats ,casuary and pangolins
https://drive.google.com/file/d/1xGFPpKV_gQpr67HiOyurEimaWOElMakK/view?usp=sharing
Thanks for the great mods! Yuor models looks awesome.
Though i had to patch sirens and rhinos and tune down the loot, i think having 300+ meat, 50+ fat and 16 huge hides from single rhino is way too much assuming you can just poke them through hole in blocks.
I also set MaxY for sirens to 0.85, since i have few of them spawned in tiny 1-block-deapth pond near my base (also free tons of meat and fat).
Will check if that Y limit will works and allow them only to spawn in deep lakes and oceans.
I didnt use dogs and deers packs since they add way too much of species and its a bit overcrowd my world. I'd love to see some compact pack with fewer species(one or few of each kind) from all your fauna mods (but may be added another classes like mammoths or Ground sloths.
These are beautiful models! I love these rhinos and all the other animals you have inculded! Even though i am TERRIFIED of those saber tooth tigers!
Not in the next couple animal packs but I would like to make them within the next year Wizard76
mammoths coming soon? lol
Would love to see it.
The latest update has a number of combat tweaks that should make rhinos harder to take down and hopefully make their current drop rate more appropriate. Would love to hear how folk's experiences fighting them change.
I'll think on the weight to drops ratio, but finding a different ratio that accomplishes all my goals will be tricky, bring the rhinos down to 20 meat and the seraphs will eat fully grown leopards as a light snack, only bring down rhinos, and there is basically no point in hunting them compared to easier prey that gives the same amount. Might be worth doing a graph and recalculating all 96 animal's drop ratio sooner than later if I'm gonna do this.
And to Stejer
We have another East Asian themed animal pack coming soon! Then two New Zealand animal packs, and two Mediterranean to give you an idea of what might be coming. Glad you're enjoying them!
Hey Dear FotSA launched a new mod
yes dear...
love your mods
can we have camels or maybe hippos next? maybe kangooros as well? i dunno but I really love your mods and look foward for more!
Oh, these are a really neat addition! Seconding that bears are probably a decent point of reference wrt drops, also since they're likewise high-risk to deal with unless careful.
I think comparing it to something like a bear, which is of a similar size, something around 20 meat (or more, this is maybe a low estimate) would be good. It'd still be worth hunting, especially since it's redmeat and not bushmeat, but not "I am set for life from one rhino" good.
Hmm, yeah I do have them set to give about 1/3rd to 1/4th their real meat amount, compared to the base games trend of doing about 1/20th to 1/33rd. I wanted to have them be worth hunting despite the danger but the possibility of boxing them in with fences does mess with risk/reward valuation. Might have to reconsider the my food drops to scale some with large animals
I know rhinos would give a lot of resources, but I killed a low weight one and it gave 190 pieces of red meat, and 27 pieces of fat and I wasnt even in any danger since it managed to wander into my chicken pen. Not sure if that was intended or not but I feel like I cheated somehow lol
So awesome!! I have been looking forward to this! Thank you for making this!

Another beautiful pack 🔥🔥🔥
Thank you for blessing us with these lovely horned creatures 🦏
Now this is freaking cool as
OOOOOH! YES! Rhinos go!