
Mods / Fauna of the Stone Age: Dinornithiformes Plus
Author: Tentharchitect
Side: Both
Created: May 22nd 2024 at 4:47 PM
Last modified: Mar 11th at 7:51 PM
Downloads: 34621
Follow Unfollow 397
Latest file for
v1.20.5:
FotSA-Dinornithidae-v1.0.14.zip
1-click install
A collection of flightless birds of New Zealand, these birds will add life to the temperate and subtropical ecosystems of your world, acting as ambience, food and prey.
This mod includes:
Common Name | Scientific name | Category | Weight | Health | Height | Damage | Temp | Precip | Foliage Needs | Altitude | Group Size | Meat Drops | Fat Drops | Hide Drops | Other Drops | Movement | Diet |
Rifleman | Acanthisitta chloris | Acanthisittidae | 0.07 | 2 | 9cm | 0.1 | 2-14 | 50-100% | 40-70% Forest | 1.05-1.5 | 1-2M&F | 0 | 0 | 0 | 3+-1 feathers | Climbing | insects |
Long-billed wren | Dendroscansor decurvirostris | 0.3 | 2 | 10cm | 0.1 | 6-12 | 60-100% | 60%+Forest | 1.05-1.2 | 1M&F | 0 | 0 | 0 | 3+-1 feathers | Climbing | insects | |
North Island stout-legged wren | Pachyplichas jagmi | 0.5 | 2 | 10cm | 0.1 | 6-16 | 35-100% | All | 1.05-1.6 | 1-2M&F | 0 | 0 | 0 | 3+-1 feathers | Climbing | insects | |
South Island stout-legged wren | Pachyplichas yaldwyni | 0.5 | 2 | 10cm | 0.1 | 2-12 | 50-100% | All | 1.05-1.6 | 1-2M&F | 0 | 0 | 0 | 3+-1 feathers | Climbing | insects | |
Lyall's wren | Traversia lyalli | 0.2 | 2 | 9cm | 0.1 | 2-14 | 50-100% | 50-100% Forest | 1.05-1.5 | 1-2M&F | 0 | 0 | 0 | 3+-1 feathers | Climbing | insects | |
New Zealand rockwren | Xenicus gilviventris | 0.2 | 2 | 9cm | 0.1 | 2-12 | 50-100% | 0-50% Forest | 1.3-1.65 | 1-2M&F | 0 | 0 | 0 | 3+-1 feathers | Climbing | insects | |
Bushwren | Xenicus longipes | 0.16 | 2 | 9cm | 0.1 | 2-14 | 25-100% | 25%+ Shrub | 1.05-1.5 | 1-2 M&F | 0 | 0 | 0 | 3+-1 feathers | Climbing | insects | |
New Zealand owlet-nightjar | Aegotheles novaezealandiae | Aegothelidae | 0.2/0.05 | 2/1 | 0.3H | 0.25 t1 | 6-14 | 50-100% | 75%+ Forest | 1.0-1.5 | 1M&F | 0 | 0 | 0 | 10+-5 feathers | 3meter step | insects |
Auckland teal | Anas aucklandica | Anatidae | 0.5 | 2 | 0.35m L | 1t1 | 1-8 | 30-75% | 0-40% | 1.0-1.2 | 1-2M&F | 1 | 0 | 1S | 5+-4 feathers | Float | insects |
Brown teal | Anas chlorotis | 0.7 | 2 | .4M L | 1t1 | 2-14 | 50-100% | 0-40% | 1.0-1.2 | 3-6M&F | 1 | 0 | 1S | 5+-4 feathers | Float | insects | |
Campbell teal | Anas nesiotis | 0.6 | 2 | 0.35m L | 1t1 | 4-8 | 65-73% | 0-40% | 1.0-1.2 | 3-6M&F | 1 | 0 | 1S | 5+-4 feathers | Float | insects | |
Finsch's duck | Chenonetta finschi | 2 | 3/2 | .5M H | 1t1 | 2-14 | 35-100% | All | 1.0-1.5 | 6-40M&F | 1 | 0 | 1S | 5+-4 feathers | Float |
fish, fruit, insects, vegetables
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South Island goose | Cnemiornis calcitrans | 18/2 | 6/3 | 1M H | 4t1 | 6-12 | 35-100% | 0-40 Forest | 1.0-1.5 | 2M&F, 6-40M&F&B | 3-4/1 | 0 | 1M | 15+-7 feathers | Float | grass, vegetable | |
North Island goose | Cnemiornis gracilis | 15/2 | 6/3 | 1M H | 4t1 | 10-16 | 50-100% | 0-40 Forest | 1.0-1.5 | 2M&F, 6-40M&F&B | 3-4/1 | 0 | 1M | 15+-7 feathers | Float | grass, vegetable | |
Southern brown kiwi | Apteryx australis | Apterygidae | 2.2/3.5/.5 | 3/2 | .55 L | 1t1 | 4-12 | 65%-100% | 60%+ Forest | 1-1.5 | 1-2M&F | 1 | 0 | 1S | 5+-4 feathers |
fish,fruit, insects, vegetables
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Great spotted kiwi | Apteryx haastii | 2/2.5 | 3/2 | .45/.5H | 1t1 | 4-14 | 25-100% | 20+Shrub | 1-1.5 | 1-2M&F | 1 | 0 | 1S | 5+-4 feathers |
fish,fruit, insects, vegetables
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North Island brown kiwi | Apteryx mantelli | 2/3 | 3/2 | .35/.4H | 1t1 | 10-16 | 25-100% | 20%+ Shrub | 1-1.5 | 1-2M&F | 1 | 0 | 1S | 5+-4 feathers |
fish,fruit, insects, vegetables
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Little spotted kiwi | Apteryx owenii | 1/1.5 | 3/2 | .35/.45L | 1t1 | 4-16 | 25-100% | 20%+ Shrub | 1-1.4 | 1-2M&F | 1 | 0 | 1S | 5+-4 feathers |
fish,fruit, insects, vegetables
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Okarito kiwi | Apteryx rowi | 2.2/3.5/.5 | 3/2 | .55 L | 1t1 | 6-12 | 80%-100% | 80%+ Forest | 1-1.4 | 1-2M&F | 1 | 0 | 1 S | 5+-4 feathers |
fish,fruit, insects, vegetables
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South Island adzebill | Aptornis defossor | Aptornithidae | 18/2 | 6/3 | 1H | 4t1 | 6-12 | 35-65% | 55-100Forest | 1.0-1.25 | 1-2 M&F, 2-8 M&F&B | 3-4/1 | 0 | 1M | 15+-7 feathers | insects, meat | |
North Island adzebill | Aptornis otidiformis | 16/2 | 6/3 | 0.8H | 4t1 | 10-16 | 50-75% | 55-100Forest | 1.0-1.25 | 1-2 M&F, 2-8 M&F&B | 3-4/1 | 0 | 1M | 15+-7 feathers | insects, meat | ||
North Island giant moa | Dinornis novaezealandiae | Dinornithidae | 65/180/10 | 14/19/5 | 2H/1.5H | 6t1/9t2 | 10-16 | 50-100% | 25-80 Forest | 1.0-1.5 | 1-2 M&F | 8-10/19-23/3-4 | 1/3/0 | 2L/2H/1M | 15+-7 feathers | 2 meter step |
Fruit, Vegetable, Grain, grass nibbleCrop, sweetBerryBush
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South Island giant moa | Dinornis robustus | 70/200/10 | 14/19/5 | 2.1H/1.6H | 6t1/9t2 | 6-12 | 35-100% | 25-80 Forest | 1.0-1.5 | 1-2 M&F | 8-10/20-24/3-4 | 1/3/0 | 2L/2H/1M | 15+-7 feathers | 2 meter step |
Fruit, Vegetable,Grain, grass, nibbleCrop, sweetBerryBush
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Bush moa | Anomalopteryx didiformis | Emeidae | 25/35/3 | 7/9/3 | .5H/.75 | 5t1 | 8-14 | 50-100% | 25+ Shrub | 1.0-1.5 | 1-2 M&F | 2-4/4-6/1 | 1 | 1M/1L | 15+-7 feathers | 2 meter step |
Vegetable,Grain, grass, nibbleCrop
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Eastern moa | Emeus crassus | 40/60/5 | 10/13/3 | .67/1H | 5t1/6t1 | 4-10 | 35-100% | All | 1.0-1.2 | 1-2 M&F | 4-6/7-9/1 | 1 | 1L/2M | 15+-7 feathers | 2 meter step |
Vegetable,Grain, grass, nibbleCrop
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Coastal moa | Euryapteryx curtus | 55/110/5 | 13/16/3 | .66/1 H | 6t1/8t2 | 6-18 | 25-80% | 25-80 Forest | 1.0-1.2 | 1-2 M&F | 7-8/13-15/1 | 1 | 2L/3L | 15+-7 feathers | 2 meter step |
Vegetable,Grain, grass, nibbleCrop
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Crested moa | Pachyornis australis | 60/90/5 | 13/15/3 | .7/1.05h | 6t1/7t2 | 2-12 | 60-100% | 25-100 | 1.2-1.5 | 1-2 M&F | 7-9/12-14/1 | 1 | 2M/2L | 15+-7 feathers | 2 meter step |
Vegetable,Grain, grass, nibbleCrop
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Heavy-footed moa | Pachyornis elephantopus | 80/163/10 | 15/18/4 | .8/1.2 H | 7t2/9t2 | 6-14 | 25-60% | 25-75 Forest | 1.0-1.2 | 1-2 M&F | 10-12/15-17/3-4 | 1/3 | 2L/3L | 15+-7 feathers | 2 meter step |
Vegetable,Grain, grass, nibbleCrop
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Mantell's moa | Pachyornis geranoides | 18/36/2 | 6/10/3 | .5/.75H | 4t1/5t1 | 8-18 | 50-100% | 25-75 Forest | 1.0-1.3 | 1-2 M&F | 2-3/4-6/1 | 1 | 1M/1L | 15+-7 feathers | 2 meter step |
Vegetable,Grain, grass, nibbleCrop
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Upland moa | Megalapteryx didinus | Megalapterygidae | 40/80/5 | 10/14/3 | .6/.95 | 5/7 | 2-10 | 35-100% | All | 1.25-1.6 | 1-2 M&F | 4-5/8-10/2 | 1 | 1L/2L | 15+-7 feathers | 2 meter step |
vegetables, grain, grass, nibblecrop
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Chatham rail | Cabalus modestus | Rallidae | 0.06 | 1 | .25L | .25 | 10-14 | 50-60% | All | 1.0-1.1 | 1-2M&F | 0 | 0 | 1 S | 5+-4 feathers | insects, meat | |
Hawkin's rail | Diaphorapteryx hawkinsi | 2/.2 | 3 | .4 H | 1 | 10-14 | 50-60% | All | 1.0-1.1 | 1-2M&F, 3-8M&F&B | 1 | 0 | 1 S | 5+-4 feathers | insects, meat | ||
Weka | Gallirallus australis | 1.5/1/.1 | 3 | .6/.5L | 1 | 6-16 | 60-100% | All | 1.0-1.5 | 1-2M&F, 3-5F&B | 1 | 0 | 1 S | 5+-4 feathers |
fruit, insects, meat, vegetables
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Dieffenbach's rail | Hypotaenidia dieffenbachii | .34/.1 | 2 | .3L | .25 | 10-14 | 50-60% | All | 1.0-1.1 | 1-2M&F | 0 | 0 | 1 S | 5+-4 feathers | insects, meat | ||
Banded rail | Hypotaenidia philippensis | .34/.1 | 2 | .3L | .25 | 6-40 | 30-100% | All | 1.0-1.2 | 1-2M&F | 0 | 0 | 1 S | 5+-4 feathers |
fruit, insects, meat, vegetables
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Lord Howe woodhen | Hypotaenidia sylvestris | .34/.1 | 2 | .3L | .25 | 18-22 | 62-68% | 30-100% Forest | 1.0-1.2 | 1-2M&F | 0 | 0 | 1 S | 5+-4 feathers |
fruit, insects, meat, vegetables
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Auckland rail | Lewinia muelleri | .1 | 2 | .2L | .25 | 5-11 | 70-80% | 0-50% Forest | 1.0-1.2 | 1-2M&F | 0 | 0 | 1 S | 5+-4 feathers |
fruit, insects, meat, vegetables
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Lord Howe swamphen | Porphyrio albus | 1 | 3 | .5H | 1 | 18-22 | 62-68% | 30-100% Forest | 1.0-1.2 | 1-2M&F | 1 | 0 | 1 S | 5+-4 feathers |
fruit, insects, meat, vegetables
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South Island takahē | Porphyrio hochstetteri | 2.5 | 3 | .5H | 1 | 4-14 | 50-100% | 0-50% Forest | 1.0-1.6 | 1-2M&F | 1 | 0 | 1 S | 5+-4 feathers |
fruit, insects, meat, vegetables
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North Island takahē | Porphyrio mantelli | 3 | 3 | .6H | 1 | 8-16 | 50-100% | 0-50% Forest | 1.0-1.6 | 1-2M&F | 1 | 0 | 1 S | 5+-4 feathers |
fruit, insects, meat, vegetables
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Hodgens' waterhen | Tribonyx hodgenorum | .28/.01 | 2 | .4L | .25 | 4-14 | 25-100% | 20+Shrub | 1.0-1.1 | 1-2M&F | 0 | 0 | 1 S | 5+-4 feathers |
fruit, insects, meat, vegetables
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Kākāpō | Strigops habroptila | Strigopidae | 2/1/.2 | 3/2 | .64 L | 1 t1 | 6-14 | 50-100% | 25%+ | 1.0-1.5 | 1-2M&F | 1.1 poultry | 0 | 1S | 15+-7 feathers | Climbing |
Fruit, Vegetable, nibbleCrop, sweetBerryBush
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All of the adult birds can be fed in order to get them to place nests. These nests count as entities and can be broken, dropping eggs. While the eggs are in item form they will slowly rot, but can be used for incredibly satiating meals. While on the ground, they slowly grow and will eventually hatch into baby birds.
Features:
All species have a unique pelt that can be used to craft hide, feathers and a taxidermied full body.
Occasionally a fly covered giant moa carcass will spawn, blocking giant moa spawns in the area. They have a chance to spawn when first arriving in an area or when all giant moa have been killed off from the area, allowing players to locally wipe out giant moa. Destroying the carcass of the respective type will allow more giant moa to spawn again and some carnivores and scavengers may destroy them as well, so if you want giant moa 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: The animals in this mod can not be domesticated, as the nest blocks their generation progression. You can breed them however. 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. The female will create a nest that, after a sufficient time will generate babies if loaded in the world, or the nest can be broken for eggs that when placed will guaranteed hatch into babies after a set amount of time.
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.
The animals.json file in itemtypes NUTsTUN
They have different incubation times ToothedMammal
Do all eggs from these birds have the same incubation period, or do they all need different times before they hatch? I've been collecting eggs and so far I've got three different kinds of moa eggs to hatch, but the kiwi egg hasn't hatched after a full season and a half
I'm trying to add the animals to the config of Animal Cages, is there any way to get the entity Id's of them easily?
The moa birds are pretty hilarious, what makes them so funny is that they have pretty huge difficulties navigating the terrain, they always get stuck. XD
They should be useable in item form just like chicken eggs. You put them into the meals in the protein slots
I keep meaning to ask, how do I use the eggs for meals? I've never managed to make it work, with or without EF/ACA.
Yep, it's to represent their sheer size and quality of meat and to give a source of redmeat for oceania which will otherwise have none PetMudstone
I butchered a coastal moa and it dropped mixed poultry and redmeat. Is this intentional?
re: bumblebink's comment, i do think the smallest birds (like the wrens) can be sized up a little bit. i just have no idea how
That is a big up side of Vintage Story mods, it's pretty easy to alter them. I'm glad you found a solution that worked for your preferences! Yeah hopefully as time goes on I can fill in that quiet so nature doesn't have the weird silences when you are walking in the woods. I'll consider walking back some of their ranges until the attenuation is better and I can bump them all the way up to a more natural audible range, but with this pack I need to fill as much of the sound scape as possible as most of the rest of the world will have many if not dozens of animal packs to do so by the end and NZ will just have these guys on the mainland. bumblebink
Tentharchitect They just don't work very well for diegetic noise IMO. When the game is normally pretty quiet, these (relatively) very loud bird calls happening as frequently as they do just ends up being a source of annoyance & frustration. I've personally patched their calls/songs on my server down to 5-15 blocks and I'm getting no more complaints from other players. (I also disabled the spawning of the VERY tiny birds because, as cute as they are, they're an absolute HASSLE to deal w/ gameplay-wise, and the way they climb blocks ends up looking very silly/broken.)
If I recall correctly, the babies don't eat anything or need food. The adults eat:Fruit, Vegetable, nibbleCrop, sweetBerryBush
Quick question, how do you feed a kakapo chick ? I've been feeding my moa big and small dry grass just by tossing it onto the floor and with troughs but i've tossed down berrys, grain, penuts it wont eat anything or eat from the trough.
Is there a specific type of food that they will eat or is it bugged ?
I wish I hadn't spent so much time on birds that were meant to just be diagetic noise sources 😅
If my personal preferences aren't to others liking, I'll just calculate what the rooster's call ratio is between in game range and real range and set all the bird's calls to that ratio, keep it standardized to the base game. Though I'd be curious to hear alternatives to that in a way that would be satifying to more people
Edit: Nvm, the moa are already matching the roosters irl to game ratio of 3% irl range, and most of other the birds would only be audible from a block or two with that ratio. Will probably sit on this until someone has a good idea for a sound standard that effectively covers the full range of sounds in a meaningful way, or someone is motivated enough to make sound config patches and I'll add those
When I first heard the audio I thought there was a monster under my house or something, but it was actually the moas off over a mountain far to the east of my house. I don't know what the range is like for the vanilla creatures in the game, but it seems to be dramatically shorter while still being audible close up.
For the moas specifically, I also think the bassiness of their calls contributes a lot to their perceived loudness. It's a grumble that sounds really close to your ear even when very far.
I totally adore the mod btw and have a pair of moas I'm enjoying a lot!
I hate to come across as negative, but if multiple(!) people are complaining that the sounds are still too loud and/or can be heard from too far away, it's a sign that something isn't right. Maybe the game's attenuation system isn't cut out for this...
bushwrens give me unfathomable joy thank you so much
These are the reduced ranges, instead of the realistic 1000-2000 blocks you should be able to hear some of the louder birds from I have them all between 40 and 120. For example, moa are estimated to be comprable in call range to the sandhill crane, which is audible from up to 4000 meters away, but I have them all at 120 meters, or 3% their estimated audible range.
I used to have calls closer to realistic range but unfortunately I'll have to contend with only 120 meters due to the attenuation limitations Junova
Yeah, I just got this mod and, to test it, I tried to find some of the birds it added by following the sound of their calls. What seemed relatively close turned out to be an adzebill on the other side of a mountain. I'll check back later for that reduced range and let you know how that feels.
They use the same attenuation as the wolves, I think the sound systems of VS just doesn't handle distant sounds very well. Which is a shame, I'd hoped to use realistic sound ranges so one could hear hundreds of animals in the distance, making a whole diegetic ambience. As it is, I'm setting most of the loud animals to about a 1/20th of their actual audible range. It might just be something I'll leave in and hope the sounds are reduced, as I don't want the world to go quiet after I spent all the time to add these bird calls
I love these birds Tentharchitect but I too am noticing very loud moa sounds from very far away.
Tentharchitect yeah, installed it maybe ~1-2 hours before leaving that comment. Can hear all sorts of birds (moas, ducks, etc.) from MUCH further away that you would expect. Are they using the same tech that's used to play the vanilla wolf howling sounds? The attenuation just feels wrong atm.
Are you on the latest version? I've recently dropped the audio level on most sounds, this one included bumblebink
I think I'm hearing <creature\megalapterygidae\uplandcall1.ogg> at full volume regardless of my distance to the creature
Edit: Ok it's definitely louder up close, but it's still FAR too loud from far away. It really messes w/ your senses
Ah I see, so probably they're just stuck on that cooldown still. Good to know it's not a bug! I did notice however that despite most birds being listed as cageable, I can't attach a rope to them (since that's new to 1.20 I assume).
A lot of the NZ birds have a very long down time between breeding, which is a big factor as to why they died out. I didn't go for full irl length, but I think the random max delay between pregnancies was longer than 5 months on a 9 day month. Desolae
Tentharchitect not sure if I'm missing something or seeing a bug - I've had 7 south island geese in a pen for about 5 months now (3 male, 4 female) and been feeding them for about 2 months, and I haven't seen any eggs (or new geese). I've definitely seen them eating out of the large trough I'm filling with dry grass and their weight is now 'good'. The females also still say 'several days left before ready to mate', which hasn't changed for all 5 months. Is there an extra requirement/mechanic I'm missing? (pen size? sunlight level? ground needs to be grass/not grass?)
Not sure why they aren't eating, they should eat grass but you can also toss foods on the ground to see if they'll accept it at a more efficient ratio than the troughs. You do set the eggs on the ground so they can behave like an entity (place the egg, don't drop the item) and the exact times are visible in their entity files. Depends on the species
Was also wondering how I go about hatching a moa egg! can I just place it on the bare ground and how long does it take? Thanks.
Hey, Love the mod! Was wondering how you feed moa's? I managed to get one into a pen with some trough's full of dry grass, and the trough itself says that it can feed Moa's. But its been about a week in game and the Moa hasn't eaten a single portion. His creature weight is 'Decent' so that would make me assume he can get fatter. I've got both small trough's and giant trough's in the pen. Thanks so much for your time.
Walking up block faces yes, moonwalking no. Though the surface climbing is a little.. strange XD
I don't know if this is an intended behavior, but I attempted to capture a kakapo with a reed trap (something I wasn't certain I could do, but tried anyway for fun), and it moonwalked up the side of a sheer cliff! It turned upside down (beak facing the ground) and then rapidly ascended the cliff face backwards- much faster than it walked! It went on its merry way after that, moonwalking up every block it couldn't hop over.
They are real recordings of the NZ wrens, though I have made them lower pitch than real life ones as they are known to be annoying irl to some people.
I'll double check the goose audio again, make sure the range is correct in all settings
Too hight pitch of little birds' voices. Unpleasant to hear while playing. Uninstalled.
Maybe the sounds are real, I don't know, but not for me at least.
South island goose audio is bugged. So loud in my house but they are about 100m away
Aricus
I never could config animal cages. I guess I have the right ID, but animals died every time. If it will work for you, I am curious to know how you do.
You could check in either the language file or the creatures itemtype file to see a nice list of the animal IDs
Where can I find the name list of the animals used in this, I see in the stats above but don't know if that is their coded names. I want to use it with the Animal Cage mod: https://mods.vintagestory.at/animalcages and that allows us to specify the name of the creature, all one word, and we can then use the cage to get them.
Would be awesome if they had distant sounds like that, I don't believe the game currently can handle that but if it does I'd be all over that MimiKitty!
And thanks DejFidOFF, just posted an update that should hopefully fix that, but if it continues to occur please let me know. Looks like at least part of the issue was the alert herd on damage affecting the nests, which couldn't enter an emotion state and thus crashed the game.
Tentharchitect
Hello o/ hitting and killing Moa ( idk if any other ) in 1.20rc8 causing client crash
would be intersting if they had "distanct" clips and "close" clips that blended together the closer and farther away you are, so up close you hear the close up clip and barely the distant one. this is how a lot of gunshots are done in games too so far away sounds a lot different then close up. no idea if this is possible in 1.20 or not!
So for a lot of the animals, I like using closer to a realistic audio range, though the sound seems to bug past a certain distance so I've reduced it down to 120m at the most. The moa in particular have a very resonant call that sounds closer than it is.
I'm always keeping an eye out for specific sound files that are bugged though, so if you can narrow it down to a certain animal and call that you think is a problem I can check it out
the audio from all of these mods seems bugged. I can hear the animals from hundreds of blocks away as if they are right by me
Ah, okay then, thank you for explanation... :)
Ah okay I think I see what's going on. I'm sorry to be the bearer of bad news, but they didn't survive. Over half the birds in this mod are extinct, while a good portion of the rest are endangered due to invasive predators being introduced to their habitats. Some even died out within a year of predators being introduced. Between them being flightless, nesting on the ground, and depending on camoflogue against scent based predators, they didn't stand a chance in real life nor in game.
Personally, I would only use this mod for a New Zealand, Oceania or Australian themed play through. Right now the Biome's mod isn't working in 1.20 and the bioregions feature for the base game is still on the road map, but the main purpose of this mod is to populate those regions with native animals and make it viable to play exclusively there. Introducing island animals into a global grab bag ecosystem is almost always going to end poorly for the island wildlife.
Yes, the birds are small and fragile, but they can survive. If they couldn't, we wouldn't have any in the real world. But in my VS these birds are dying at such a rate that in the real world they would be extinct in a few days. So with my last comment, I wanted to ask you, Tentharchitect, to think about making them more survivable in VS. Maybe give them more defence and health regen. In compensation, they run around on the ground and are easy prey. If they could fly from tree to tree, where they would be more safe, there would be no need to "armor" them... :)
I'm not sure what to do with that feedback, many birds are small, fragile and have feathers. Changing any of those seems antithetical to the point of this mod
These animals die very often and very quickly in my world... :c like yeah... free feathers, but... this is a bit extreme... :D plus they're almost invisible... xD
I couldn't replicate the crash but noticed some similarities with the reported animals. I think the aggressive near entities emotion state might have been the cause and cleaned up how it was formatted for the giant moa and geese which might have solved the issue. If anyone else is having issues with crashes when meleeing animals please let me know!
I appreciate you following up with the edit Leep!
I have a theory as to what this might be, should be starting an update cycle and going through all my animal mods shortly
I'm having the same issue as MisterCD_ but with the north island goose! Moas have not caused this problem for me yet. (Apologies, I don't have the log and I'm not sure what to give you, since I'm new to modding. Also Happy Holidays!)
EDIT: Looks like not the same issue, whups! Seems like it's conflicting with version 1.7.3 of the butchering mod whenever a goose gets killed. So far this hasn't happened with other birds, just the north island goose.
And thank you so much MisterCD for getting those error logs! I'll check it out after the holidays if not sooner
If you go into the Acanthisittidae entity file you could set their spawn rates to 0, the values are near the bottom of the json file MelkiiBes
Glad you're enjoying them!
Thank you very much for your mods! I decided to play Homo sapiens mode before the stable version 1.20 is released and wait for the update of all the mods I play with. Your mods have become a good addition. I am not strong in mods and would like to ask, is it possible to disable the spawn of some species in the mod? Namely from the Acanthisittidae category?
Update to the crashing situation. We finally got the crash to happen again and I have logs this time!
21.12.2024 07:12:59 [Event] Player MisterCD_ got removed. Reason: Threw an exception at the server
21.12.2024 07:12:59 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityBehaviorEmotionStates.<>c__DisplayClass9_0.<OnEntityReceiveDamage>b__1(Entity e) in VSEssentials\Entity\Behavior\BehaviorEmotionStates.cs:line 126
at Vintagestory.Common.GameMain.GetEntitiesAround(Vec3d position, Single horRange, Single vertRange, ActionConsumable`1 matches) in VintagestoryLib\Common\GameMain.cs:line 231
at Vintagestory.Server.ServerMain.GetNearestEntity(Vec3d position, Single horRange, Single vertRange, ActionConsumable`1 matches) in VintagestoryLib\Server\ServerMain.cs:line 2395
at Vintagestory.GameContent.EntityBehaviorEmotionStates.OnEntityReceiveDamage(DamageSource damageSource, Single& damage)
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\Entity.cs:line 850
at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 299
at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(Packet_Client packet, ConnectedClient client)
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 141
This happened with 3 different people. All we did was punch the North Island Giant Moa (Male) I've no idea if other moa cause it to crash. This is the first natural spawn moa we've come across since adding the mod back to the server.
I also have a video of it happening. I don't know if that helps or not. https://www.twitch.tv/mistercd__/clip/SeductiveTiredRatChocolateRain-CHPDVfkGM7BM8TWd
It wouldnt crash my client like last time but it did crash my friends client.
{ TimeGenerated = 12/11/2024 9:36:09 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.0.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0xad6c
Faulting application start time: 0x0x1db4ba79fa6a727
Faulting application path: C:\Users\redacted\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\redacted\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: c5997873-e20e-4adc-a4d3-0c4ee06bd5cf
Faulting package full name:
Faulting package-relative application ID: }
Thanks Crow!
So the spawn rates are low, some taking 2-5 irl hours between spawns, and many animals won't spawn within 50 or 100 blocks of the player. If your view distance is set below that you could be blocking them from spawning. It also sounds like you're in a colder region, as the NZ flora has the coldest temp range of the plants. There is far lower biodiversity near the poles and as such there will be a longer delay before seeing animals spawn in almost all the clades. The warmer end of temperate, subtropical and tropical regions have dozens of more species and some clades only spawn in those areas. Try the command /wgen pos latitude to see where in the world you are, or possibly start a new world with a warm start if you want more biodiversity.
PretentiousCrow
Hi, big fan of your mods. Trying to play with every FotSA mod, but I'm running into a problem. Idk if the spawn rates are really low, but I've been looking around the map for a good while on several different and I'm not finding any new mobs aside from very rarely a wren or another species from this pack. Also, when I use the flora packs, all I get is the New Zealand flora. The mods are installed and not completely broken since I'm able to spawn them in manually.
Thanks for checking in any case!
I reinstalled this on my server and spawned in every moa available in creative and could not reproduce what happened. I will leave the mod on the server and see if punching a natural spawned one changes anything. Kicking myself for not grabbing those logs. I will update you if it happens again and make sure to grab those logs.
I went through and punched all the moa, couldn't get the bug to repeat nor find errors in the logs afterwards.
I would really appreciate it if you could narrow down the species in question, or try to repeat the event in a separate file and get the logs so I can solve this for others MisterCD_
Punching one of the moa crashed both my friend and myself. It only crashed the person punching it, not everyone in the server. I unfortunately forgot to get logs, I just uninstalled it from the server so we could continue our builds.
Do you mind testing in creative mode which birds you're hearing from 1km away? Depending on the species it should be between 20 and 120 meters, but I might have placed an extra 0 somewhere
Nice Animals, but the sounds are pretty whack and broken. can hear them from 1km away and the sounds are quite annoying
Thanks Zkinny! I do, I think when I add the felinae compatibility I'll go through and add that as well
I really like the mod, and all others you made.
Do you plan to add the 1.20 rope mechanic to your animal mods ?
That one I'm not too sure about. It might be Biomes blocking them, or something else. That bug has been fixed in later releases but it shouldn't block spawns
awesome mod! love it in SP, however, on my server the creatures themselves will not spawn, but the nests will, I found this in the log:
That might be why the update didn't work for Delyria (on the same server as her) if that's the case. We were using the version compatible with 1.19.8
It is not
Is your most recent update compatible with 1.19.8?
Dang, I'll look into it more on my next modding day, but if you could give it a try with only this mod enabled on a separate file it would be appreciated. Might just be a weird interaction or remnant due to the initial bug interacting with butchery
The Goose strikes Back! Still crashing when mousing over deed geese... it may have been the first thing I tried when I logged in :D
Thank you so much for saying that, you really made my day!
Looks like I missed some of the Anatidae decay into models, that's probably what's causing this. Will have an update momentarily! Do you mind removing the crash log for the chat here?
I absolutely love this. I may have burst into tears when I hear the kiwi whistle (I'm an expat, left NZ a long time ago). I'd share the clip from stream, but dont wanna self promo. The kakapo are adorable, and you got the takahe colours perfect!
I did encounter Revenge of the Goose though. Not sure if its this, or the butchery mod, but every time I mouse over a dead goose, it crashes to desktop.
edit: Removed crash log. Thank you! <3
Glad you're enjoying the Kakapo! Sadly no fairy penguins until I get around to making the penguin pack
The Kakapo is so freaking cute! I was hoping for a Little Blue Fairy Penguin, but holy cow the Kakapo!!!!!
For French players ;)
Pour les joueurs impatients, voici la traduction de la v0.8.0 (fr.json)
EDIT: maj pour la v1.0.0 : fr.json
Not well at least. The flight pathfinding is a little rough at times so I stuck with flightless or near flightless birds. Of the flying wrens they only fly low to the ground in real life so this is represented with an animation of them flying, but still pathfinding on the ground
the small birds cannot fly?
And coming through here
I believe FotSA is compatible with Culinary Artillery, but I haven't made unique egg shells or made compatibilities with all the eggs to work with those recipes. The eggs are edible as is.
I'm keeping an eye out for a way of making the wren chirp less harsh, unfortunately they start very high pitch and VS adds some random pitch shifting to entity audio, making it so some of the calls are overly high pitch. Might need to just change their sounds to something unnaturally deep for them.
And yep, as Laerinok pointed out, bundling all my mods would potentially create major issues and it'd likely be updated less frequently than the modular versions, creating more issues.
Thanks all for the support!
Hello Laerinok, thank you for your answer I really appreciate it. Sad to hear that but great work!
Garanto
Hello,
He just answered the same question a few hours ago here.
No it isn't ;)
@Tentharchitect Hey there man. You are the legend! Is there any possibility to create one big mod for you named "Stone age" where you would have all your mods mixed? I think it would be one of the best mods for Vintage Story ever including that fact that is perfectly matches the game.
So the eggs you get from nests, are they edible? Can I crack them into bowls/buckets for egg yolk from the Expanded Foods/Culinary Artillery mods?
Thank you.
Love the mod, but I'm curious if there is a way to turn down the high pitched chirping of the Lyall's Wren? Where I am they are everywhere, and my ears can't handle the constant high-pitched chirping. I would love to keep the mod installed so being able to turn down or off that noise would be great.
Are any of the Stone Age Fauna mods compatible with the Culinary Artillery mod?
You can indeed gndrneutralnoun
Feeding them will cause them to create a nest when ready to breed, which will then generate chicks once it matures (via the same method as bells generating drifters)
However, if you are planning on travelling you might be better served by breaking an incubating nest and placing the dropped eggs. This fewer number of eggs will age into chicks, which will happen whether or not the entity is loaded in
Is there any way to farm kakapos and/or encourage them to lay eggs? I think they're absolutely adorable and ideal friend material, thank you for introducing me to their existence. I wish to feed and be friends with them.
The tiny, rapid kiwi feet are absolute perfection. You did a great job on them! 😁
Tentharchitect
You've about made my weekend now.
OPERATION KIWI SANCTUARY IS A GO, I REPEAT: OPERATION KIWI SANCTUARY IS A GO
Thank you for saying so OscarK, getting to represent folks homes in the vintage story world is part of my dream!
And now I've added Kiwi too CKitt! 😀
cannot express how much I adore this mod. Am from Aotearoa and have loved having some semblance of home in worlds
You added wrens! 😁
Yep, all the animals I've made a breedable, though some aren't as efficient due to high food costs, long gestation time and such
@Tentharchitect Can you breed the giant moa? I would love to have them as farm animals :D
Thanks grunge_forever, glad you're enjoying the taxidermy system!
As for pre-Holocene animals, I did a multi-year modding project on them for another game, so I'd rather leave that to other modders. I believe there are now five folks who are working on dinosaurs, but I don't know if or when they will be released
Tentharchitect
Hey! I'm loving the mods alot, I'm just wondering if you'd ever do a release for more dinosaur-age creatures? Maybe a pterasaur pack, or a sauropod pack.
PS. I think with your extinction feature its really cool that players can make taxidermy museums of ALL KINDS of animals, potentially extinct. The player thinks "Wow, this was an amazing beast. Shame I killed them all off, but atleast i have this AWESOME stuffed version as a reminder of what once was. Really adds a depth of history to a well-played world that i think is painfully missing in vanilla VS.
Holy fuck, The Moa. That's great
Finnally the giant moa is in a game i play
Hey Stejer
Glad to hear you're enjoying the mods and excited about the future mods as well! All of the animals you listed will come in future packs eventually, there are some features I'm waiting for 1.20 to release before making like the riding, animated part limit increase and water/land ai task attributes.
Can't recall if I've told you specifically but the way I'm doing it now is making 2 animal packs for every Floral Zone mod released, trying to keep them in theme with each other. So this one goes with the Neozeylandic pack since it represents the native birds there. I was originally going to do penguins as the second, but since learning 1.20 was still a ways out, I'll be doing an animal pack from the next floral region penguins could work with, the Chile-Patagonian Region, and doing penguins with that one if 1.20 is out by then.
No promises on any other packs, but the upcoming Floral Zones are Mediterranean, Circumboreal, Maleasian, Chile-Patagonian and Usambara-Zululand. That should give you an idea of what might be arriving and when.
Hello! Since you seem to be focussing a lot in australian species these days how about a mod that adds both the modern day marsupials like the kangoroo but also the extinct one like the thillocene (you could make so he has fear of sheep since the was extinct cuz farmers thought they were killing the sheep and plsss make them domesticable)
Id also like a mod cammels, alpacas etc (as you said before you seem to not be very good with riding programs wich would be essential for those but it would be awsome)
love your mods!
ps: elephants and hippos would be cool as well like a mod with africa most dangerous animals
YEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSS !!!!!!!!!!!!!!!!!!
Hey Stejer!
They have a different diet than chickens, fruit, vegetables, nibble crops and berry bushes. You can see the diets of my animals in the stats tab on the mod description for future reference!
is their feed the same of chikens?
RobertS42 For consistency's sake I'm using it as an easy way of generating a unique mod ID and having them as families is almost guaranteed to be unique. I suppose it should be Dinornithiformes and Flightless Birds of New Zealand Except Penguins, but that'd be a pain to have in the files. Might just switch it to Dinornithiformesplus
This is probably not my place to say this, but it maybe better to rename the pack to something more akin to "Aves of New Zealand" rather than Dinornithidae? That would be a bit more descriptive since only the Kiwi would be in the same infra-class. And even then it would only be very distantly related.
Releasing the bird families as they finish, feed back would be most welcome especially around their breeding. It's something that takes quite a while to test so if folks are willing to test that while I'm working on the next family of birds it'll greatly speed up development.