Mods / Fauna of the Stone Age: Sirenia

Tags:
Crafting Creatures
Author:
Tentharchitect
Side:
Both
Created:
Mar 15th 2024 at 7:27 PM
Last modified:
Mar 7th at 4:45 PM
Downloads:
150094
Follow Unfollow 1165
Latest release (for Vintage Story 1.22.0-rc.1, potentially outdated):
FotSA-Sirenia-v1.0.28.zip  1-click install

A collection of marine mammals of the order Sirenia, these slow herbivores will swim the coasts and waterways of the world. For those willing to hunt them, they are a tremendous source of meat and fat.

This mod includes:

Stats
Common Name Scientific name Category Weight Health Height Damage Temp Precip Foliage Needs Altitude Group Size Meat Drops Fat Drops Hide Drops Diets Behaviors
Dugong Dugong dugon Sirenia 225/275/50 20/22/12 3M L 5/6 t2 18-44 10-100 0-100 0-1.0 1-2 M&F, 4-8 M&F&B 22+-2, 26+-3, 6+-1 11+-1, 13+-1, 3+-1 2H,3H, 2M Crops,Fish, Grass, Vegetables  
Steller's Sea Cow †
Hydrodamalis gigas
  8000/10000/500 190/230/30 8M L 22/26 t4 -15-2 25-60 0-100 0-1.0 1-4 M&F, 4-8 M&F&B 550+-50, 675+-75,33+-4 225+-25, 337+-37,16+-2 18H, 24H, 2H Crops,Fish, Grass, Vegetables Floats
Amazonian Manatee
Trichechus inunguis
  180/240/25 18/21/8 2.5M L 4/5 t2 26-40 60-100 60-100 0-1.0 1 M&F, 4-8 M&F&B 20+-2, 25+-2, 3+-1 10+-1, 12+-1, 1+-1 2H, 1M Crops,Fish, Grass, Vegetables  
West Indian Manatee
Trichechus manatus
  500/600/50 30/34/12 3.5M L 7/8 t2 12-40 60-100 0-100 0-1.0 1 M&F, 1-12 M&F&B 33+-4, 40+-5, 6+-1 16+-2, 20+-2, 3+-1 5H, 6H, 2M Crops,Fish, Grass, Vegetables  
West African Manatee
Trichechus senegalensis
  320/360/50 24/26/12 3M L 6 t2 28-44 55-100 0-100 0-1.0 1-6 M&F&B 28+-3, 30+-3, 6+-1 14+-1, 15+-1, 3+-1 3H, 2M Crops,Fish, Grass, Vegetables  




Due to their large size, these animals have a high amount of health and a large amount of resources. They rarely attack, but can hit hard if sufficiently agitated.


Features:
All species have a unique pelt that can be used to craft hide and taxidermized full body.

 

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

FAQ
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.


All Rights Reserved. Please contact me if you are interested in making work derived from mine.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.28 sirenia 8307 Mar 7th at 4:45 PM FotSA-Sirenia-v1.0.28.zip 1-click install

Fixed-Animals not dropping skins correctly

1.0.27 sirenia
1.22.0-pre.4 - 1.22.0-pre.5
1291 Mar 6th at 12:07 AM FotSA-Sirenia-v1.0.27.zip 1-click install

Added-Ancient Tools Brain drops (Thanks Whiskey Sunshine!)
Added-Entity state tags
Added-Freshwater fish interaction
Added-Oiled, Raw, Salted hides and associated recipes
Tweak-Reduced spawn checks to single per species for optimization
Updated-Change chance and wanderChance to executionChance
Updated-Refactored AI tasks to the new versions in 1.21
Updated-Reformatted folders to match base game’s folder layout
Updated-Split entity files into adult and babies

1.0.26 sirenia 21589 Jan 6th at 9:55 PM FotSA-Sirenia-v1.0.26.zip 1-click install

Tweak-Meat and fat restored to one entry in drop list for easier config additions
Updated-1 hide is always dropped from killed animals

1.0.25 sirenia 15768 Oct 27th 2025 at 8:47 PM FotSA-Sirenia-v1.0.25.zip 1-click install

Added-Weighted diet
Updated-Trappable format for 1.21

1.0.24 sirenia
1.21.4 - 1.21.5
15090 Sep 25th 2025 at 4:18 PM FotSA-Sirenia-v1.0.24.zip 1-click install

Fixed-Knockback resistance

1.0.23 sirenia 4391 Sep 18th 2025 at 4:37 PM FotSA-Sirenia-v1.0.23.zip 1-click install


Added- Creature tags
Fixed-Animal interaction patches for 1.21
Tweak-Split drop stacks that exceeded 64 units

1.0.22 sirenia
1.20.11 - 1.20.12
22395 May 15th 2025 at 7:22 PM FotSA-Sirenia-v1.0.22.zip 1-click install

Tweak-Manatees and dugongs take ten times longer to respawn, meant to offset their high meat yields.

1.0.21 sirenia 1328 May 12th 2025 at 4:14 PM FotSA-Sirenia-v1.0.21.zip 1-click install

Tweak-Manatee and Dugongs can now spawn in open water, not just on the bottom of bodies of water

1.0.20 sirenia
1.20.9 - 1.20.10
3265 Apr 29th 2025 at 10:26 PM FotSA-Sirenia-v1.0.20.zip 1-click install

Added-Diprotodon interactions
Added-Cetacea interactions

1.0.19 sirenia 3280 Apr 19th 2025 at 5:23 PM FotSA-Sirenia-v1.0.19.zip 1-click install

Fixed-Worldgen spawn trying to spawn manatees on land

1.0.18 sirenia 4379 Apr 4th 2025 at 11:44 PM FotSA-Sirenia-v1.0.18.zip 1-click install

Added-Worldgen spawn

1.0.17 sirenia
1.20.5 - 1.20.7
6334 Mar 12th 2025 at 7:10 PM FotSA-Sirenia-v1.0.17.zip 1-click install

Added-Thylacoleo interactions
Tweak-Spawn temperature ranges
Tweak-Manatees will try to stay in well lit areas

1.0.16 sirenia 8157 Feb 14th 2025 at 5:55 PM FotSA-Sirenia-v1.0.16.zip 1-click install

Fixed-Base game animal patch format updated to 1.20.4

1.0.15 sirenia 2512 Feb 9th 2025 at 5:46 PM FotSA-Sirenia-v1.0.15.zip 1-click install

Fixed-Taxidermy being ground placeable 

1.0.14 sirenia 4651 Jan 28th 2025 at 12:26 AM FotSA-Sirenia-v1.0.14.zip 1-click install

Added-Bovine compatibility

1.0.13 sirenia 2750 Jan 22nd 2025 at 8:36 PM FotSA-Sirenia-v1.0.13.zip 1-click install

Tweak-Adjusted meat drops, 50% bushmeat, 50% redmeat

1.0.12 sirenia
1.20.0 - 1.20.1
2894 Jan 17th 2025 at 6:43 PM FotSA-Sirenia-v1.0.12.zip 1-click install

Added-Elephant compatibility

1.0.11 sirenia
1.20.0-rc.8 - 1.20.0-rc.9
1791 Jan 1st 2025 at 11:48 PM FotSA-Sirenia-v1.0.11.zip 1-click install

Added-Felinae compatibility
Updated-1.20 blending for movement animations

1.0.10 sirenia 2903 Dec 5th 2024 at 9:44 PM FotSA-Sirenia-v1.0.10.zip 1-click install

Added-Ukrainian translation, thanks Deanbro!
Fixed-Combat Overhaul baby hitbox bug
Tweak-Combat Overhaul damage resistance

1.0.9 sirenia
1.20.0-pre.0 - 1.20.0-rc.1
919 Nov 21st 2024 at 6:15 PM FotSA-Sirenia-v1.0.9.zip 1-click install

Adjusted-Combat Overhaul damage resistances

1.0.8 sirenia 894 Oct 24th 2024 at 7:29 PM FotSA-Sirenia-v1.0.8.zip 1-click install

Added-Combat Overhaul compatibility (Thanks Maltiez)

1.0.7 sirenia 505 Oct 16th 2024 at 5:15 PM FotSA-Sirenia-v1.0.7.zip 1-click install

Updated-French translation (Thanks Laerinok)

1.0.6 sirenia 626 Oct 5th 2024 at 5:13 PM FotSA-Sirenia-v1.0.6.zip 1-click install

Refactored-Taxidermies are now items, should reduce mod's texture impact by 33%
Refactored-Pelts are now only items, cuts down on mod size and memory impact. Place pelts on antler mounts or tool racks to get the wallmounted version
Updated-Animal patches, powdered item in recipe and various tweaks for 1.20's changes

1.0.5 sirenia 7664 Jun 7th 2024 at 3:43 PM FotSA-Sirenia-v1.0.5.zip 1-click install

Fixed-removed a number of errors about patches being server side only
Recalculated-meat to weight ratio on animals over 100kg
Tweak-adjusted max Y for spawn conditions, they'll no longer spawn in the surface layer of water at sea level but should still spawn on taller world heights

1.0.4 sirenia 1304 May 18th 2024 at 9:17 PM FotSA-Sirenia-v1.0.4.zip 1-click install

Tweak-Reduced spawn rate considerably
Tweak-Added a 50 minimum distance for spawning near player
Tweak-Added a maximum light level to prevent manatees spawning near illuminating blocks
Tweak-readded spawn cap player scaling set to 0, to make sure it isn't scaling 

1.0.3 sirenia 1560 Apr 25th 2024 at 11:16 PM FotSA-Sirenia-v1.0.3.zip 1-click install

Fixed-Pelts dropping both adult and baby version
Added-interaction with rhinos

1.0.2 sirenia 786 Apr 19th 2024 at 4:00 PM FotSA-Sirenia-v1.0.2.zip 1-click install

Added-Stellar's sea cow now floats near the surface
Added-missing diet strings
Added-missing killed by strings
Fixed-Stellar's sea cow babies not growing up (Thanks Rhoun)

1.0.1 sirenia
1.19.5 - 1.19.7
1854 Mar 20th 2024 at 6:37 PM FotSA-Sirenia-v1.0.1.zip 1-click install

Added-French translation
Cleaned up-physics properties of the Steller's sea cow
Added- animal weights
Added-animal knock back resistance

1.0.0 sirenia
1.19.4 - 1.19.5-rc.1
908 Mar 15th 2024 at 7:28 PM FotSA-Sirenia-v1.0.0.zip 1-click install

Launch


82 Comments (oldest first | newest first) (threaded | flat)

Landeun, May 10th at 7:35 AM

Hello.
It appears you may have missed a "-" at the end of the "sirenia:pelt-pelt-*" in your hide.json folder.
Changing it from "code": "sirenia:pelt-pelt*" to "code": "sirenia:pelt-pelt-*" fixes the crash involving all hide recipes. Repeat for pelt-raw, and pelt-salted. It's all in the same file.
I would upload a fork of it myself but I don't know anything about patching stuff nor do I normally get involved in such a thing.

Cheers.

 

bintoss, May 5th at 2:34 PM

https://mods.vintagestory.at/sirenia1027hidepeltcrashfix

 

Here's a patch for the pelt crashes.

Elemiach, May 3rd at 7:05 PM

Yep, same here. 
Missing recipe

Attempted to resolve the recipe ingredient wildcard
Item sirenia:pelt-pelt*
but there are no such items/blocks!

Tacoman, May 3rd at 8:31 AM

Getting a crash when I try to view Medium hides or pelts in the handbook. Doesn't happen with small, not sure about large or huge. 

 

Crash Report
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item sirenia:pelt-pelt* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveIngredients(Dictionary`2& unnamedIngredients, Queue`1 halfResolvedRecipes, GridRecipe toTestRecipe, Boolean& allResolved, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 409
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveRecipes(List`1 resolvedGridRecipes, GridRecipe[] gridRecipes, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 371
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI api, GridRecipe[] gridRecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 82
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo_Patch3(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, List`1 anvils, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch1(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 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 135
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 260
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 329
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.<>c__DisplayClass22_0.<addCreatedByInfo>b__48(ItemStack cs) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 2305
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 281
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 519
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 470
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 401
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 2004
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 52
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1974
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 343
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 936
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 207
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(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 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Zaney_, May 1st at 3:28 AM

Our server has most of your amazing animal mods. Please advise if they all safe for 1.22 stable? Thank you for everything :) 

HuskyInABasket, Apr 30th at 11:47 PM

odd. I am now having problem too. clear your cache. it worked for me for a bit. on my server I just got rid of the mod

 

Jerno, Apr 26th at 9:02 PM

HuskyInABasket The way your fixed mod version is set up doesnt seem to be able to load for me.

CacklingPossum, Apr 18th at 11:12 AM

Is it possible to farm these? Playing in a server where I manged to get a pair into a manmade lake, just not sure how to like, feed them to get them to breed.

HuskyInABasket, Apr 9th at 6:29 AM (modified Apr 9th at 6:29 AM)

TopazCarbuncle Okay I had that same problem. turns out it was some quirky code. Tentharchitect the bad code is assets\sirenia\recipes\grid\hide.json

This was what I found.

Spoiler
{"ingredientPattern": "LK","ingredients": {"K": { "type": "item", "code": "game:knife-*", "isTool": true },"L": { "type": "item", "code": "sirenia:pelt-pelt*", "allowedVariants": ["baby-inunguis"] }},"width": 2,"height": 1,"output": { "type": "item", "code": "game:hide-pelt-medium", "quantity": 1 }},..........
and not
{"ingredientPattern": "LK","ingredients": {"K": { "type": "item", "code": "game:knife-*", "isTool": true },"L": { "type": "item", "code": "sirenia:pelt-*", "allowedVariants": ["baby-inunguis"] }},"width": 2,"height": 1,"output": { "type": "item", "code": "game:hide-pelt-medium", "quantity": 1 }}
I compared the code from hide.json with sirenia-adult.json and found that did not match hence the crash

Here is the updated version with my changed code also it seems to work fine on 1.22rc6.
Otherwise keep up the awesome work Tenth!
Google link
TopazCarbuncle, Mar 16th at 12:29 AM

I'm also seeing a similar crash when trying to view handbook recipes for the medium pelt. It's triggered by an item added by this mod, so I think it's the culprit.

Crash Report
Game Version: v1.22.0-rc.2 (Unstable)
2026-03-15 8:23:24 p.m.: Critical error occurred
Loaded Mods: bettererprospecting@3.1.5, bettersticks@1.2.0, blocklayeroverhaul@1.0.2, landformoverhaul@1.0.2, darcesdriftersredone@1.2.81, diversediets@1.0.4, caninae@1.1.5, capreolinae@2.0.12, machairodontinae@1.1.9, pantherinae@1.2.13, sirenia@1.0.28, millwright@1.3.2, game@1.22.0-rc.2, egocaribautomapmarkers@4.1.0, betterruins@0.6.0-rc.1, buzzwords@1.8.2, carryon@1.14.0-pre.3, electricalprogressivecore@3.0.0-rc.4, geologymap@1.1.0, hudclockpatch@1.1.2, creative@1.22.0-rc.2, vsroofing@1.5.0, survival@1.22.0-rc.2, watersheds@4.1.8, electricalprogressivebasics@3.0.0-rc.4, electricalprogressiveqol@3.0.0-rc.4
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item sirenia:pelt-raw* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveIngredients(Dictionary`2& unnamedIngredients, Queue`1 halfResolvedRecipes, GridRecipe toTestRecipe, Boolean& allResolved, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 409
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveRecipes(List`1 resolvedGridRecipes, GridRecipe[] gridRecipes, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 371
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI api, GridRecipe[] gridRecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 82
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, List`1 anvils, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 2283
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 127
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 135
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 260
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 329
at Vintagestory.GameContent.ModSystemSurvivalHandbook.OnSurvivalHandbookHotkey(KeyCombination key) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 224
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1873
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 253
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Game Version: v1.22.0-rc.2 (Unstable)
2026-03-15 8:24:23 p.m.: Critical error occurred
Loaded Mods: bettererprospecting@3.1.5, bettersticks@1.2.0, blocklayeroverhaul@1.0.2, landformoverhaul@1.0.2, darcesdriftersredone@1.2.81, diversediets@1.0.4, caninae@1.1.5, capreolinae@2.0.12, machairodontinae@1.1.9, pantherinae@1.2.13, sirenia@1.0.28, millwright@1.3.2, game@1.22.0-rc.2, egocaribautomapmarkers@4.1.0, betterruins@0.6.0-rc.1, buzzwords@1.8.2, carryon@1.14.0-pre.3, electricalprogressivecore@3.0.0-rc.4, geologymap@1.1.0, hudclockpatch@1.1.2, creative@1.22.0-rc.2, vsroofing@1.5.0, survival@1.22.0-rc.2, watersheds@4.1.8, electricalprogressivebasics@3.0.0-rc.4, electricalprogressiveqol@3.0.0-rc.4
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item sirenia:pelt-raw* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveIngredients(Dictionary`2& unnamedIngredients, Queue`1 halfResolvedRecipes, GridRecipe toTestRecipe, Boolean& allResolved, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 409
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveRecipes(List`1 resolvedGridRecipes, GridRecipe[] gridRecipes, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 371
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI api, GridRecipe[] gridRecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 82
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, List`1 anvils, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 2283
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 127
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 135
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 260
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 329
at Vintagestory.GameContent.ModSystemSurvivalHandbook.OnSurvivalHandbookHotkey(KeyCombination key) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 224
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1873
at Vintagestory.Client.GuiScreenRunningGame.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 322
at Vintagestory.Client.ScreenManager.OnKeyDown(KeyEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 896
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 253
at OpenTK.Windowing.Desktop.NativeWindow.OnKeyDown(KeyboardKeyEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, 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 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
DarkThoughts, Mar 14th at 1:26 AM

I wonder if there's something wrong with ocean spawns in vanilla in general. I did some testing with just There's Something in the Water and your FotsA water creatures and I only saw one turtle and one shark, as well as a couple vanilla fish near the coast after testing for some hours - they're pretty much devoid of life. However, if I install the Watersheds mod, the streams of that mod end up spawning ALL of them like crazy, even though they're supposedly ocean / saltwater creatures.

NagiPantsu, Mar 11th at 4:42 AM

Mods crashing on me with the following message when attempting to use the H key to acces the handbook recipes for Huge Pelt.


Spoiler!
Crash Report
Running on 64 bit Windows 10.0.19045.0 with 16221 MB RAM
Game Version: v1.22.0-rc.2 (Unstable)
10/03/2026 22:38:39: Critical error occurred
Loaded Mods: sirenia@1.0.28, game@1.22.0-rc.2, creative@1.22.0-rc.2, survival@1.22.0-rc.2
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item sirenia:pelt-salted* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveIngredients(Dictionary`2& unnamedIngredients, Queue`1 halfResolvedRecipes, GridRecipe toTestRecipe, Boolean& allResolved, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 409
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveRecipes(List`1 resolvedGridRecipes, GridRecipe[] gridRecipes, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 371
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI api, GridRecipe[] gridRecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 82
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, List`1 anvils, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 2283
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 127
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 135
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 260
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 329
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.<>c__DisplayClass27_0.<BuildBarrelRecipesText>b__0(ItemStack cs) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 2472
at Vintagestory.API.Client.SlideshowItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowItemstackTextComponent.cs:line 256
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 519
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 713
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 470
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 401
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 2001
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 52
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1971
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 343
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 929
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 207
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(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 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95



Tentharchitect , Oct 19th 2025 at 10:02 PM

Thanks for the confirmation.

And you cannot tame a Stellar sea cow at this time EJ2u

EJ2u, Oct 18th 2025 at 7:34 PM

Can you tame Stellar Sea Cows?

VessPell, Oct 17th 2025 at 9:51 PM

Server so far has confirmed seeing turtles and big deer on 1.21.4 if it matters.

Tentharchitect , Oct 9th 2025 at 3:04 PM

Yeah all the ones you described are in narrow spawn condition. Hope you all enjoy!

VessPell, Oct 7th 2025 at 8:11 PM

Tentharchitect Probably a luck of the draw then. Using all of your mods, only ones I can't *seem* to find are the big deer, horned turtle, turtle, dolphin, and manatee, so water stuff seems to be especially rare. Either way, cheers mate, my server is going to love these. Goated dev and mods. 👍

Tentharchitect , Oct 7th 2025 at 5:58 PM

Not that I'm aware of, both of those packs have very niche spawn criteria, Iniidae especially. I'll be doing more thurough tests with the full 1.21 update soonish VessPell

VessPell, Oct 7th 2025 at 8:44 AM

Tentharchitect I'm not able to find these and Iniidae spawning in the world at the moment, is that a current version issue? I can spawn them in with creative just fine, though. Perhaps my world gen settings, but I'm flying around quite actively.

Tentharchitect , Sep 21st 2025 at 4:12 PM

Sorry, my modding time has been booked for other things Snarts

Snarts, Sep 20th 2025 at 9:28 PM

can you make them compatible with 1.21.0 please?

Tentharchitect , Sep 20th 2025 at 2:28 PM

Thank you so much Yelb I'm super excited to bring more to the game and get the less represented areas finished.

Yelb, Sep 19th 2025 at 5:10 PM

I'm not spamming all your mods for saying this, but you're awesome Tentharchitect, your animals make the game more alive and diverse, more so when playing in Homo Sapiens.

Tentharchitect , Sep 19th 2025 at 3:58 PM

Thanks for saying so TheGrunge! Would be cool to see more of my mods make it into the base game!

TheGrunge, Sep 18th 2025 at 4:52 PM

Thanks for these updates, I love the variety and immersion all of your flora and fauna mods add- they almost all genuinely feel like they should be in vanilla and really break up the monotony that starts ramping up in the mid-late game of normal gameplay

Tentharchitect , Sep 18th 2025 at 4:38 PM

A small update to get it working without crashes in 1.21, the ai overhaul and other 1.21 features will come later.

Tentharchitect , Jun 30th 2025 at 11:36 PM

Glad you're enjoying them! Yeah it's pretty amazing to think of manatees swimming around in river systems, the Amazonian manatee is exclusively freshwater. 6480

6480, Jun 30th 2025 at 9:23 AM

I always kind of assumed that manatees were an ocean animal... so when I found a herd of them living in the lake I settled next to, it made the location feel very special and I learned something new too! I really look forward to observing them more. Thank you so much for these beautiful mods.

Tentharchitect , Jun 9th 2025 at 5:28 PM

I just booted up the game in the latest version and found some sea turtles and manatees within a couple minutes, so I know those two are working. The one river dolphin has very narrow spawn conditions so it can be a challenge to encounter, but once I finish the rest of that pack it'll cover a wider range of climates. Make sure you are looking in salt water bodies mostly, as only the West indie, West African and Amazonian manatee spawn in freshwater, and none of the seaturtles will. AtrophyTwink

In each of my mod descriptions there is a stats drop down window that you can see all of their spawn conditions, combat stats, drops and unique behaviors. You can use the in game command /wgen pos climate to see if they meet the criteria in a given location BSPJ

BSPJ, Jun 6th 2025 at 5:04 PM

What temp biome do these spawn in ive been looking in jungle waters for days irl and cant find any. Friend of mine wants a sea cow on the server but i cant find any.

AtrophyTwink, Jun 4th 2025 at 2:08 PM

Troubleshooting something here, just trying to see if ayone else if having this issue - Anyone else not seeing any of TA's aquatic animals spawning in their games? I've tried every one and had this one in particular since the day it came out, and all the land animals spawn fine, but I haven't seen any aquatic animals from this mod or the other aquatic mods like the dolphins and turtles. I know they take a while to spawn in but I've got tens of hours of gameplay next to bodies of water and have spent a lot of time on my boat (not rivers from the river mod, but vanilla oceans/lakes) without a single sighting. I assume this is an issue with my game and particular mod configuration but I can't figure out exactly what's up. Is it just me?

B0YAR, May 28th 2025 at 3:47 PM

Tentharchitect

Please add compatibility with Butchering mod. We love hunt on this creatures and cook them! Yammy!

Stejer, Mar 1st 2025 at 12:21 PM

Unfortunatly I have no knowledge nor experience with modding or coding to be able to do this. (If I knew how to mod and stuff I problably would be an active modder for exemple)

So in that case you wont be able to count on me for this

Although that is an idea for a possible skill to try to pick up, learn how to mod and stuff (if you have any hints on where and how to start learning, things like good programs for modding or where is a good place to learn the basics of it I would be grateful)

 

Anyway I would be very pleased if you could add an option for compatibility for the "Rivers" Mod

Thnx Tentharchitect

Tentharchitect , Feb 24th 2025 at 4:55 PM

If you want to write up a config for it and send it my way I'd be happy to add it Stejer! 

Stejer, Feb 23rd 2025 at 8:12 PM

Hello could you add an option to allow the animals to spawn in moving water from the "Rivers" mod?

Tentharchitect , Feb 20th 2025 at 4:56 PM

I'm planning on making a seal mod, though whales would be a huge RAM sink that I don't want to touch at the moment OneManShow

OneManShow, Feb 20th 2025 at 12:14 PM

Ive always felt the water in vanilla VS has always felt sevearly empty....have you ever consitered making Fauna of the Stone Age: Pinnipedia, or Fauna of the Stone Age: Cetacea? They dont seem like easy mods to make to be fair tho, considering base game has no template for an active water predator.

Tentharchitect , Feb 5th 2025 at 4:11 PM

Should be like an item placed on the ground, control click if I recall correctly Ungus

Ungus, Feb 5th 2025 at 12:34 PM

How do you place the taxidermy of the steller's sea cow?

Tentharchitect , Oct 18th 2024 at 7:44 PM

That's sounding like a texture atlas bug, in theory it should expand dynamically from 1.19 onward but some folks have encountered edge cases where it doesn't and having a large number of mods fills it up and causes blocks to display the wrong texture. If the problem returns I'd suggest looking up the console commands for displaying the current texture atlas and make a bug report if it's the point of failure.

Sernik, Oct 18th 2024 at 5:36 PM

tested on 1.20.6 - grass block has wrong texture, grass (patches of grass), cant try to replicate now, I went back to 1.19

Tentharchitect , Oct 17th 2024 at 5:50 PM

Sernik 
Are you using the latest version of this mod in 1.19? The last two versions had some things changed to fit changes made in 1.20 pre and will likely break in 1.19

Sernik, Oct 17th 2024 at 12:48 PM

grass block has wrong texture, some animals are not placeable in this one

Laerinok, Oct 5th 2024 at 6:58 PM

Always for impatients french players ;)

Mise à jour de la traduction fr pour la v1.0.6. fr.json

Tentharchitect , Oct 5th 2024 at 5:14 PM

Thanks Nite Fox! And now they can synergize with the new coral reefs and water plants

TheNiteFox, Aug 3rd 2024 at 1:43 AM

These will pair so well now with that new Salt and Sands mod! I love you modders so much! Bringing all sorts of wonderful life to this game :')

Tentharchitect , Jun 9th 2024 at 3:28 PM

A very good chance!

KarinaWinsmore, Jun 9th 2024 at 3:49 AM

Any chance for a mammoth mod?

drakray, Jun 7th 2024 at 5:00 PM

Thank you!, didn't knew that existed! '-_- XD

Tentharchitect , Jun 7th 2024 at 4:04 PM

Thanks drakray!
You can find them in the Files' tab, I make sure to include the Changelogs with each update

drakray, Jun 7th 2024 at 3:59 PM

Hi, nice mods you got there! :D
Do you keep a changelog somewhere?, I like to read those, see the progression of mods :P

Thank you for your good work :D

Tentharchitect , May 19th 2024 at 5:45 PM

The manatees do not use the fly covered carcass system and going forward I'm only going to be using that for clades of animals that actively hunt the player or terrestrial megafauna that shouldn't be spawning every kilometer or so (moose, rhinos, elephants and such)
There isn't currently a way of adding a lifespan to an entity that I'm aware of, but wiping out all members of a clade is the intended application, so you have to travel to find more animals or hunt down that carcass

Stejer, May 19th 2024 at 4:14 PM

Id like to ask something, the spawn method for those animals is the same of your other mods? (meaning do I have to break a fly covered carcas to make them spawn?)

Cuz since they are underwater it becomes kinda anoying to do so. if that is the case would it be possible to make a different spawn method or something?

 

Also something I'd quite like would be for after a set amount of time you dont need to break the carcasses to make the FotSA animals spawn, since having to go around to find the carcasses can be quite annoying.

TheNiteFox, Apr 26th 2024 at 1:53 PM

This mod makes my heart happy! <3

Thank you so much for bringing these lovable Sea Cows to VS! ^_^

Tentharchitect , Apr 25th 2024 at 3:11 PM

I wanted you to feel bad about killing them, but not that bad 😅
Will be fixed soon, hopefully getting the rhinos out in the next day or two and will do updates for the rest after.

Hydromancerx, Apr 25th 2024 at 1:07 AM

Tentharchitect

I butchered a male Dugong and it gave me both a male Dugong hide and a Dugong calf hide. I don't thionk it should be giving a calf hide.

corny, Apr 24th 2024 at 11:08 PM

he's back with another pelt bug report. manatees seem to always drop two pelts--one for their adult sex, and a calf one. this happens regardless of whether they're an adult or a calf. the first time this happened, i'd hunted a female adult manatee, and getting a baby pelt in addition to hers made me feel like the world's greatest monster

Tentharchitect , Apr 19th 2024 at 3:17 PM

Yeah the manatees are pretty rare and none spawn in a temperate climate. Thanks for pointing that out! I'll get an update soon

Rhoun, Apr 19th 2024 at 2:05 PM

Ah, I get the idea now. Well, those water mobs seem to spawn pretty rare too in my very oceanic map, is it intended? Or temperate climate is not suitable for them? I didn't check your JSON file in detail, but my IDE highlighted that you're missing grow time or something like that for one of the variants:

"hoursToGrowByType": {"*-dugon":1400,"*-gigas": , "*-inunguis": 1752, "*-manatus": 876, "*-senegalensis": 876},

Tentharchitect , Apr 16th 2024 at 2:07 PM

I was wondering when this would come up Rhoun
So mostly I try to balance with the base game, but drops are one place where I've set a different design philosophy. Irl many animals have 30-45% of their body weight as useful meat ie would be redmeat/bushmeat/poultry etc.. but the base game gives about 3-5% worth for larger animals. I've split the different at 10-15%, to account for the months being 1/3rd their usual length so you have to hunt about the same number of animals as a real person would to survive. As more FotSA mods come out, the wilderness will get increasingly dangerous, so hunting trips will be more hazardous but the yeilds more rewarding than the base game.

As for a config, it's on the long to-do. If someone wants to make a patch with that one config mod to get it sooner though I'd be happy to add it to the mod.

Rhoun, Apr 16th 2024 at 2:14 AM

Awesome mod, but aren't drop rates a tab bit on the generous side? I didn't except to get 51 meat and 26 fat from one kill :D

Is there a way to add config for this? I know how to change json files itself, but that will require doing it every update.

Tentharchitect , Mar 31st 2024 at 3:05 PM

Possibly, their maximum temperature caps out at 40, so if you're in summer in the tropics or using the hot earth settings it might be too warm for them. It doesn't require a new world but some species (Dugong and Steller's sea cow) require salt water to spawn. They also need to be below sea level as a way to avoid them spawning in tiny ponds, so you'll only get the freshwater ones in deeper lakes and ponds

Deoxys_0, Mar 31st 2024 at 1:22 PM

Hey, I really love your mods and added this one to my world as soon as I saw it, but I can't seem to find any of the new animals from this mod. I know your description says they're spawned at runtime, not world gen, but any chance it still requires a new world? If not, what biomes/temperature ranges are they found in? Maybe the areas I'm in are too hot.

SpearAndFang, Mar 22nd 2024 at 6:54 AM

Toto420
The game version you are using, this statement "crash instantly sometimes when i open inv", and the number of mods you are using makes me think you are experiencing the texture atlas overflow issue.  Try adding this mod and maybe your problems will go away:
https://mods.vintagestory.at/autoatlas

Tentharchitect , Mar 21st 2024 at 8:02 PM

I don't know Toto, I'm pretty cautious when it comes to making sure my mods don't cause issues and I've rigorously tested adding and removing my animal mods from save files. I believe it has to do with Herbarium or a code mod interfering with a system other mods are using, but those are outside my knowledge base and I can only guess

Toto420, Mar 21st 2024 at 7:16 PM

but why does it work fine with your mods, and the second i remove those we crash ?

Tentharchitect , Mar 20th 2024 at 4:15 PM

So now it looks like you're getting a crash from fruit tree branches, which I suspect is because you are using 1.1.0 Herbarium which in 1.19.4 has a game breaking bug that the devs of that mod are working on. The likely reason it is crashing when you've removed three of my mods is that enough objects are removed that the game does a remap and then crashes 5 seconds in once it reaches the bugged items or blocks. There might be other game breaking bugs in the mix, but I'm not intimately familiar with most of the 73 mods you are using.

Toto420, Mar 20th 2024 at 2:14 PM

hey @Tentharchitect, so sorry about that i see i fixed the camera thingy, i will test it in a couple minutes and update you on the exact 3 crashes i get (something with openal32 or whatever everytime i delete your three other mods i can spawn in for 5 sec and crash instantly sometimes when i open inv)

https://pastebin.com/t5MRnCi2

 

Tentharchitect , Mar 19th 2024 at 4:24 PM

Hi Toto420

Could you delete all those crash logs, you sent all your crash logs from the past seven months which predate this mod by quite a bit and it makes the comments unreadable.
At first glance, it looks like your last three crashs related to an itemCamera which this mod does not add. The prior crash relating to itempelt might be related to this mod but I think that is the base game item as this mod uses the ID floorpelt and wallpelt.
Ultimately I think you'll be best served by posting just the latest couple crash logs to the mod thread on the discord, perhaps the mod creator of the relevant mod might know more

Toto420, Mar 19th 2024 at 4:06 PM

hi ! im having lots of trouble taking of your mods from my server singleplayer is fine but server we all crash but strat up fine

Tentharchitect , Mar 17th 2024 at 5:56 PM

Awesome, thank you Laerinok! 

Laerinok, Mar 17th 2024 at 3:40 PM

Tentharchitect

Hello,
This is fr.json

Tentharchitect , Mar 16th 2024 at 8:38 PM

Thank you all!

I totally agree Lovetalker my hope is that as the Floral Zone and Fauna of the Stone age mods come out, all corners of the world will be viable to have a Vintage Story play through in

Lovetalker, Mar 16th 2024 at 6:45 PM

I am absolutely in love with what you're getting up to here, I can envision in the distant future, a detailed VS earth-like map with your regions with accurate-enough climates, how fun would it be to have all the different corners of the world even just "loosely" well-simulated.

Roidgy, Mar 15th 2024 at 11:23 PM

thank GOD we finally get some good goddamn mods for this game

Mobius, Mar 15th 2024 at 10:40 PM

MANATEES.... I love them... friends!!! Very happy to see more aquatic dwelling creatures & this is an amazing choice!

Mossywildviolets, Mar 15th 2024 at 8:56 PM

I hadn't thought of adding them before! They are one of my favorite animals so this makes me so happy, thank you!!

Struuudel, Mar 15th 2024 at 8:31 PM

Honestly the VS team should hire you on as a developer. All your mods are great.

Tentharchitect , Mar 15th 2024 at 8:21 PM

Glad to hear Hydromancerx! Thanks Laerinok!

Hydromancerx, Mar 15th 2024 at 7:53 PM

Tentharchitect

You have made me so happy with this!!! 😁

DanaCraluminum, Mar 15th 2024 at 7:41 PM

Laerinok, Mar 15th 2024 at 7:40 PM

I can't wait to find out. Your mods are wonderful. :)