Mods / Legacy of the Phanerozoic: Sharp Tooth

Tags:
Creatures
Author:
laughinggas
Side:
Both
Created:
May 14th 2025 at 8:20 PM
Last modified:
Jun 21st 2025 at 7:31 PM
Downloads:
10743
Latest release (for Vintage Story 1.20.12, outdated):
LoP-Carchar-1.0.7.zip  1-click install

About

This mod introduces the massive and menacing Carcharodontosaurids to Vintage Story! Bringing these apex predators into the world adds new perils and excitement for daring explorers. If you happen upon one of these formidable beasts, be warned—it's not only powerful but fiercely territorial. Direct confrontations will be brutal, so approach with utmost caution.

Carcharodontosaurids

  • Giganotosaurus

  • Carcharodontosaurus

  • Mapusaurus

  • Tyrannotitan

  • Tameryraptor

  • Veterupristisaurus

  • Ulughbegsaurus

  • Siamraptor

  • Shaochilong

  • Concavenator

  • Lusovenator

  • Lajasvenator

 

Where to Find Them

Spoiler!
Species Min Temp Max Temp Min Rain Max Rain Min Forest/Shrubs Max Forest Max Shrubs Min Y Max Y
Giganotosaurus 20 30 0.3 0.6 0.4 0.7 0.6 1.0 1.2
Carcharodontosaurus 25 35 0.2 0.5 0.3 0.5 0.4 1.0 1.1
Mapusaurus 20 30 0.3 0.6 0.4 0.7 0.6 1.0 1.2
Tyrannotitan 20 30 0.2 0.5 0.3 0.6 0.5 1.0 1.1
Tameryraptor 25 35 0.3 0.6 0.5 0.8 0.7 1.0 1.1
Veterupristisaurus 25 35 0.3 0.6 0.5 0.8 0.7 1.0 1.1
Ulughbegsaurus 20 30 0.3 0.6 0.4 0.7 0.6 1.0 1.2
Siamraptor 25 35 0.4 0.7 0.6 0.9 0.8 1.0 1.1
Shaochilong 20 30 0.3 0.6 0.4 0.7 0.6 1.0 1.2
Concavenator 15 25 0.4 0.7 0.5 0.8 0.7 1.0 1.1
Lusovenator 15 25 0.4 0.7 0.5 0.8 0.7 1.0 1.1
Lajasvenator 15 25 0.4 0.7 0.5 0.8 0.7 1.0 1.1

 

Egg Nests

Spoiler!
While exploring, you may stumble upon the nests of these prehistoric giants. You may be able to snatch a prized egg for yourself.

 

Domestication

 

Spoiler!

To hatch eggs, you simply place it down on the ground, they will hatch after sometimes. Important that the area is lit and also big enough for the baby dino to hatch into, it it is too small they will not hatch until there is more space.

Similarly growing will take time and require enough space for them grow into their adult form.

Feeding adults, if they are carnivores, you simply drop the meat on the floor. They require 30 portions to breed. When the females have eaten enough portion they will lay new eggs. If you pick up these egg will reset the generation numbers to 0, so be careful. 

They are friendlier(still might attack on occasion) after 4 generation, you can lead them by the rope after 4 geneations, peaceful after 10 geneations

 

Riding

Spoiler!
You craft a saddle and bridle specific to their family, this would allow you ride them. You also add an storage to it's back.

 

Lures

Spoiler!
You can craft a big and a small lure, range 100 and 30 respectively

 

Hitching Station

Spoiler!

If have dinosaur mount that you want to stay put, you can craft a hitching station,

Simply place it down near your mount and it will stay close to it,

If the dinosaur is not domesticated or still too wild, it may knock down the hitching station

 

Hunting guide(Combat overhaul required and recommended)

Spoiler!

Green weak spot hit does 5x dmg

Head hit does 3x dmg

Body hit does 1x dmg

Limbs hit does 0.75x dmg

Eyes are the only weak spot you can hit with any tier weapon.

To hit the brain, lungs and heart you will need a weapon with a tier 7 or higher, eg. Musket, Windlass crossbow

 

If you find it hard to hit the weak spots (skill issue) because they are chasing you, you may find the dinosaur lure a useful tool to distract them while you retreat to reload or find better terrain.

 

Mod support

Biomes

Spoiler!
Species Biorealm(s)
Giganotosaurus Pacific Neotropic, Atlantic Neotropic
Carcharodontosaurus Atlantic Neotropic, Atlantic Palearctic
Mapusaurus Pacific Neotropic, Atlantic Neotropic
Tyrannotitan Pacific Neotropic, Atlantic Neotropic
Tameryraptor Atlantic Palearctic
Veterupristisaurus Eastern Afrotropic
Ulughbegsaurus Central Palearctic
Siamraptor Eastern Palearctic
Shaochilong Eastern Palearctic
Concavenator Atlantic Palearctic
Lusovenator Atlantic Palearctic
Lajasvenator Pacific Neotropic, Atlantic Neotropic

 

Combat Overhaul

Spoiler!

Head hit 3x dmg

Body hit 1x dmg

Limbs hit 0.75x dmg

Eye hit 5x dmg

 

Untamed Wilds: Ursidae

Fauna of the Stone Age (most mobs)

More Animals

Updated Hieronymus's reptiles collection

Feverstone Wilds

 

Config Lib

Spoiler!
You can edit their drops quanities and spawn rate, in the esc menu

 

Primitive Survival

Food of Brazil

Spoiler!
Protein food items can be used to feed meat eaters

 

Feedback/Suggestions

Any feedback or suggesions to improve the mod is greatly appreaciated.

Todo:

Add petAI support

Add taxidermy

 

Add these:

Acrocanthosaurus

Meraxes

Wakinosaurus

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.7 carcharodontosauridae 7671 Jun 21st 2025 at 7:31 PM LoP-Carchar-1.0.7.zip 1-click install

Fix mount storage not being accessible
Clean up the stick recipe entry in the journal

1.0.6 carcharodontosauridae 827 Jun 5th 2025 at 3:02 PM LoP-Carchar-1.0.6.zip 1-click install

Fix aggression ignoring saturation level

1.0.5 carcharodontosauridae 131 Jun 4th 2025 at 5:54 PM LoP-Carchar-1.0.5.zip 1-click install

Horrible hands compat
Rebalance saddle recipes

1.0.4 carcharodontosauridae 584 May 27th 2025 at 1:53 PM LoP-Carchar-1.0.4.zip 1-click install

Add Scythe Claw compat

1.0.3 carcharodontosauridae 632 May 20th 2025 at 4:32 AM LoP-Carchar-1.0.3.zip 1-click install

Add compat with Plated Back

1.0.2 carcharodontosauridae 413 May 17th 2025 at 11:29 AM LoP-Carchar-1.0.2.zip 1-click install

Fix nest error log

1.0.1 carcharodontosauridae 198 May 16th 2025 at 8:21 AM LoP-Carchar-1.0.1.zip 1-click install

Tweak climate spawn conditions

Tweak baby health and damage

1.0.0 carcharodontosauridae 277 May 14th 2025 at 8:42 PM Empty LoP-Carchar-1.0.0.zip 1-click install

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

Skrug, Aug 28th 2025 at 4:59 AM

Not sure if this caused it but the server through a few error messages before crashing;

28.8.2025 00:10:37 [Debug] dinornithidae:emeidae-nest-pachyornisgeranoides-incubating attempted to play an animation code which its shape does not have: "idle"
28.8.2025 00:38:01 [Debug] carcharodontosauridae:carcharodontosauridae-concavenator-baby-female attempted to play an animation code which its shape does not have: "Leap"
28.8.2025 00:41:07 [Debug] ceratopsidae:ceratopsidae-centrosaurus-nest-mature attempted to play an animation code which its shape does not have: "idle"
28.8.2025 00:53:41 [Debug] ceratopsidae:ceratopsidae-pachyrhinosaurus-nest-incubating attempted to play an animation code which its shape does not have: "idle"

Valhamyr, Aug 10th 2025 at 6:22 PM

is there any way you can add compatibility with the butchery mod for your dino mods? that would be amazing <3

BeefGrease, Aug 3rd 2025 at 4:09 PM

@laughinggas oh sweet, thank you! just had them hatch, and discovered the babies DO NOT like each other xD one of them ate all the other ones lol, guess I'll have to split them up 

laughinggas , Aug 3rd 2025 at 10:43 AM

BeefGrease

as long as it's above light level 8 it should be fine, just make sure it has enough room to hatch, 2x2 should be fine per egg, and it should take around two weeks or less depending on the size of species

BeefGrease, Aug 3rd 2025 at 2:06 AM

Is there any way to know if i have eggs in a well lit enough area? I have some huddled around an oil lamp in the middle of a huge open pen, and i have no clue if they're getting closer to hatching or not Dx

Unhearted, Jun 25th 2025 at 5:36 AM

Would be great if it could be compatible with Butchering mod.

Bobosaw, Jun 5th 2025 at 3:11 AM

Thank you laughinggas I appreciate you

laughinggas , Jun 5th 2025 at 3:06 AM

Rasvangr

I want to leave the default experience of their aggression the same, If you don't mind doing some light json file editing, you can reduce the aggro range or remove the player code in a couple of their seekenity tasks. 

Bobosaw

Don't worry their on the todo list, but I'm on a bit break right now, so have patient.

Bobosaw, Jun 5th 2025 at 1:56 AM

Hey bro. I'm gonna need you to add the Acrocanthosaurus, my fav dino, to this pack or I'm gonna lose it.

Rasvangr, Jun 4th 2025 at 10:25 PM

Would you consider making it possible for your aggressive dinos to be passive? I love the big carnivores but I removed them all since I died to them too often. I do want them to fight back if I poke them, though!

B0YAR, May 28th 2025 at 3:53 PM

laughinggas

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

laughinggas , May 28th 2025 at 11:32 AM

HanleyS

Might want double check you that removed the previous version first, make sure version .3 isn't on the mod list. Then add in the 1.0.4 zip.

HanleyS, May 28th 2025 at 8:09 AM

While the download does work, upon entering the game (Which I didn't do yesterday), the mod still displays version 1.0.3 and doesn't seem to load. This happens when using version 1.0.4.

HanleyS, May 27th 2025 at 4:20 PM

laughinggas Worked :)

laughinggas , May 27th 2025 at 3:43 PM

HanleyS

see if it works now

HanleyS, May 27th 2025 at 2:19 PM

download doesnt work

 

laughinggas , May 22nd 2025 at 3:22 PM

Remsster

I suspect it might be a limitation with config lib rounding down small values, I will investigate

Remsster, May 22nd 2025 at 2:30 PM

laughinggas Unsure if this issue is on your side or with config Lib but I am having the issue where it shows the spawn rate on the slider as being 0.001 and it you can not set it in lower, but  I see in the config it is set to 0.0001. Would be nice if we had a way to lower with that slider instead of just text file. 

TangerinaCat, May 20th 2025 at 5:55 AM

laughinggas
I see, thank you so much for the quick answer, youre awesome!

laughinggas , May 20th 2025 at 12:40 AM

TangerinaCat

Generally speaking, VS is pretty good with mods working between versions. To answer your question, CO works fine with .10 or .7, same with my mods, either version combination should work. 

TangerinaCat, May 19th 2025 at 5:49 PM

Hey there, I love your mods so much, thank you for posting them, they are amazing!
I have a quick question, in the description of your latest 4 mods it says that combat overhaul is recommended and also lists the damage it does with said mod but since combat overhaul is for 1.20.7, and your lastest mods are for 1.20.10 (or 1.20.9 also for the carnivorous bull) im wondering if that would be the case?
i'm very new to modding so im still a little lost and havent had the time to test it out myself.
So would combat overhaul work in 1.20.10 with your mods even though its for 1.20.7?
regardless, I hope you have a great day. 

laughinggas , May 18th 2025 at 6:53 AM

ShadowPrince

Yes it is intentional they are same recipe, the items are functionally identical, all carnivores will be attracted to any version, so it doesn't matter which version you use, the redundancy is for those who only install only one of the mod. 

Shadow_Prince, May 17th 2025 at 11:40 PM

question and depending on answer also a suggestion

Is it intentional that the carnevore bait uses the same recipe for all of the mods that add them, like tyrant king, sailed spine, so on.

If so, a suggestion: make a temp recipe that allows you to turn the big/small bait into the others, like in a chain that loops back

Like trex - raptor - spino - so on, looping back to trex from the last one

laughinggas , May 16th 2025 at 6:59 PM

AcidMarxist

you can toggle the ridability with configlib, but I'm leaving the default to be ridable, it'll just be easier for people to have riding working without configlib straight out of the gate. 

AcidMarxist, May 16th 2025 at 6:40 PM

I love this mod collection, my only critique/suggestion is that all dinosaurs should not be rideable by default. Without easily accessible configs ingame, at least as far as I can manage, the combat becomes really clunky and weird when you accidentally mount the Dino and it completely freezes in place and allows you and/or your hunting partner to stab it to death. I like how deadly the carnivores and provoked herbivores are, but this exploit is both super easy to achieve on accident without intending and seemingly the most optimal way of dealing with carnivores/angry herbivores early game given a lack of equipment. Disabling the rideable behaviour by default(which seems to be achieveable regardless of whether a saddle is attached, idk if that is intended) would solve this by eliminating the most obvious exploit and remove a lot of the clunkiness me and my friend have been experiencing with fighting these creatures. Amazing stuff regardless, can't wait to see what you release next! 

Morgolgo, May 16th 2025 at 5:08 PM

laughinggas

 

Ah, thanks for the info. Always so much going on underneath the surface of mods that surprises me. That explains why vanilla wolves sound so much closer than they are!

I have not had time to go through and test for each subspecies of each mod, but the mods I was using were: Ocean Tyrant, Sharp Tooth, Shovel Mouth, Birds of Prey, and Sailed Spine. I have Domed Head installed as well but have not come across any yet

laughinggas , May 16th 2025 at 3:45 PM

Funny you mentioned it, it's that game that inspired why I added weakspots you can aim for.

Rocket_angel, May 16th 2025 at 3:14 PM

Lovely works as allways! With such a detailed hitbox in CO along with the firearms/crossbow mod we can basically recreate the carnivores 2 experience in VS

laughinggas , May 16th 2025 at 12:25 AM

Morgolgo

don't worry about being too critical, I appreciate the feedback, thank you!

For walking animation, yes there is a sliding problem, sometimes it is because I need to adjust the animation speed to match their movement speed and I don't quite catch them all I'll investigate it, it might take a while now that made so many dinos lol. Other times it might have to do with vanilla jank desyncing, hard to know which is which. 

For the noises there is an audio bug with all entities playing sound at full volume regardless of distance, so it is intentionally being gimp until this is fixed, especially if you plan to domesticate them where 5 or more of any dino, you base would have an audio pollution problem. So for now stealthy dinos are here to stay. As for audio being cutoff, I suspect when the ai changes task it'll cut off the audio, I'll have to investigate.

Hit boxes on vanilla I would say is super inaccurate if you play vanilla no CO, it's only one square box, if you use CO, it model accurate hitboxes.

If you recall ones creature had the issue mentioned when you saw them that would be helpful.

Flying creatures are planned but it will depending on how the vanilla flying ai, if I get through the main terrestial dino list I have and it's still isn't up to snuff, I'll just have ground them, which isn't to far off of what Quetzalcoatlus does. 

Morgolgo, May 15th 2025 at 9:32 PM

Hello

After playing around with most of your dino mods I thought I would give some general feedback for them on this mod page as it is the newest. Thanks for your hard work and sharing it all for the community.

First off, the models are great! they fit in pretty well and the variety in color and size is impressive. Plus the added features like riding and the ability to lure/ tame them is very welcome. And on top of that, compatibility with most of FotSA is perfect since both series fit so well together. I saw an elephant fighting a pack of raptors!

As for constructive criticism, after messing around with most of your dino mods I would say some things that could elevate the whole pack are animations and sounds. Some of the walk cycles slightly suffer from that 'moonwalk' effect where it almost looks like their feet are sliding across the ground as they move. It seems to be most apparent on the larger creatures. Maybe its that the joints could move more? I do not know anything about animation lol.

I'm no expert on dino noises by any means, but it seems like you went with a more true to science approach rather than a Jurassic Park roar for most of them. Which is cool! however, most of them are very quiet. Maybe there is a middle ground between realism and that cinematic scare factor when they roar? It can also feel odd that the giant dinos have no footstep noise but again I'm no expert on that (elephant stealth?), and thats maybe outside the scope of the mod. Also on the topic of sound, alot of noises seem to cut off abruptly before the sound effect can seamlessy end which is a bit jarring at times.

Hopefully I'm not coming off too critical but I am trying to be descriptive to make this feedback useful. I will say this new creature seems to have more movement in its attack animations, and correct me if I am wrong but it seemed like its hitbox was more accurate? Maybe Tentharchitect could give some advice on the animations, Fotsa creatures do have very nice walk cycles. If any of this feedback sounds like an error on my end then let me know!

Anyway thanks again for these awesome mods, I have seen many people wishing for dinosaurs in this game and you are granting their wishes

PS no idea if possible but I am throwing in my wish for Quetzalcoatlus 

Joho, May 15th 2025 at 4:51 AM

The volume and quality of these releases never ceases to amaze me. I'm SO happy to see Concavenator included in this batch.