Mods / Fantasy Creatures Reborn
- Tags:
- Author:
- Swiftthistle
- Side:
- Both
- Created:
- Aug 13th 2025 at 6:12 AM
- Last modified:
- May 22nd at 8:54 PM
- Downloads:
- 55172
-
Latest release (for Vintage Story 1.22.2, potentially outdated):
fantasycreaturesreborn_0_8_3.zip 1-click install
With official permission from Kiptrix, Fantasy Creatures is back - and for 1.22.2! Not only this, but with a few small updates. To be clear, this is simply a fork with a bit of extra content; it will be deleted when Kiptrix updates Fantasy Creatures to fit his vision. Let's address all of the changes.
Changes from the original Fantasy Creatures:
- Massive overhaul to spawn rates, conditions, allowed spawns, etc.
- Removal of code. It's now content-only, more future proofed. I will NOT be adding a config! Sorry! That's out of my pay grade! (And I want this to be stable between patches!)
- Refined the loot drop table.
- Creatures are more deadly and hostile. Orks will frequently ambush you from behind in groups, goblins swarm, this will make early game difficult!
- New: Dragon leather, dragon hide smelting (in a bloomery to make leather), dragon leather bags, dragon leather armor, jerkin, brigandines, and great helms - between leather and sturdy, and more effective than normal leather jerkins or armor when used to create gear.
- Friendly, player-assisting neutral blue dragons you can speak to.
- As of 1.22.2: 0 error logs, 0 warnings now. All mobs now function properly! (Blue dragons might have some missing dialogue options that crop up on interaction; don't worry about it)
- Keep in mind! Any change I make to Kiptrix's work is temporary, for fun and interesting additions to the mod, and to give more reason to certain parts of the content (eg: slaying dragons). If he dropped Fantasy Creatures 2.0 tomorrow, this mod would be deleted the same day as soon as I'm aware of it. You've been warned!
- In the same note, when Kiptrix drops his updated Fantasy Creatures, I will take any of my custom content/tweaks that I enjoy, and turn it into a simple patch for Fantasy Creatures. For free use, at your leisure, and free for him to have.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.8.3 | fantasycreaturesupdate | 11158 | May 22nd at 8:54 PM | fantasycreaturesreborn_0_8_3.zip | 1-click install | ||
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Changes to the new dragon armors: Reduced the defensive stats to be equal to their vanilla versions to prevent players from becoming functionally immortal. Removed all other downsides to compensate. Kept the durability upgrade. Added +15% hunger penalty for brigandine pieces Removed hunger penalty off of the great helms, they are now essentially free-slot plate protection, and BiS by this margin, offering the best potential stats with 0 downsides, but are not more powerful than any other piece of non-draconic gear. Buffed the amount of dragon hide dropped from 3-5 to 6-14 (3 leather-7 leather at max after smelting).
Changes to the dragons: Dragons have a new attack animation, a tail strike, which initially was a full barrel-roll esque strike that didn't function as intended, so I settled for a less-polished basic tail strike until I can do better. Dragons have a new secondary seek entity animation that is notably much faster, and less common. Pairs well with the tail whip. Used more often at long range. They fly in chase now. Run. :) Dragon attack range has been adjusted to be capable of hitting more commonly. Reduced cooldown on dragon attacks so they don't idle at close range. Reduced dragon damage by 2 points on each attack to prevent some one-shots with lower HP classes.
Sapphire dragons: Sapphire dragons no longer fly. Blue dragons prefer to sit now (new animation). They also don't wander naturally on their own. Texture update soon. Fallback for when server doesn't store a dragon's name. Sapphire Dragons simply refer to themselves as such. Sapphire dragons early-setup on questing. Might be able to find things if you dig. Don't worry about it. Let me know if you have any idea how structures work. Need a rather large one for a ruined dragon hold! Would be nice to have a functioning quest. Blue dragons will become trader NPCs soon (or might make a new one that fills trader and quest giver NPC rolls). | |||||||
| 0.8.2 | fantasycreaturesupdate | 721 | May 21st at 9:19 PM | fantasycreaturesreborn_0_8_2.zip | 1-click install | ||
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Dragons fly less often now (once every few days) | |||||||
| 0.8.1 | fantasycreaturesupdate | 1249 | May 20th at 4:59 AM | fantasycreaturesreborn_0_8_1.zip | 1-click install | ||
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New content: Dragon Brigandines Dragon Great Helms Texture updates and coloration updates Changed backpack model Might be some things missing still, point anything out. | |||||||
| 0.8.0 | fantasycreaturesupdate | 241 | May 19th at 7:07 PM | fantasycreaturesreborn_0_8_0.zip | 1-click install | ||
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Top down loot changes: Treants: Replaced stick drop with Resin drop. Increased Rusty Gear drop rate, due to their rarity. Increased the amount of oak logs dropped. Surface Skeletons: Reduced skull drop chance to 1% (what, you thought bashing a skeleton in the head would give you an intact skull?). Increased bone drop count massively. Further increased Limestone Drop Count. Slight increase to Rusty Gear drop chance. Goblins: Nerfed temporal gear drop rate (1% -> 0.5%). Increased leather drop rate (5% -> 8%). Bumped up Armored Goblin's damage tier to 1, increased damage from 2 -> 3. Slimes: They're too hard to find. Their damage is also high for a T1. Dropped damage by 1 point each, bumped up the amount of Fat and Resin dropped, can now spawn at height 0.7, lowered rain requirements, increased max temp and minimum temp, increased spawn chance from 0.0012 -> 0.0018 Blackguard Skeletons: Bumped health up to 50 points. Decreased damage from 10 -> 8. Greatly reduced the cooldown between attacks. Made them more aggressive to targets and will no longer stop when damaged. Increased temporal gear drop chance from 2.6% -> 4.6%. Increased Rusty Gear drops by 200% (from around 2.5 avg to 7.5 avg) Increased limestone drops. Made it into more of a miniboss and increased the spawn chance, but set the max light level to 6, thus more likely to spawn at night or underground. Skeletons (trust me bro they're different): Buffed to be slightly stronger than surface skeletons, set them to spawn only underground, more aggressive and won't stop attacking when aggro'd, etc. Similar drops to skeletons but more dangerous. Skeleton Deserters: Made into glass cannons to give them more identity. Increased damage to 6.5, tier 1, decreased cooldown, attack duration, etc. Decreased health to 3 points. Similar drops to a normal skeleton. Lone Hunter Goblins: Buffed their leather drop chance significantly (24% chance). Slightly buffed their flax fiber drops. Dragons: With the removal of Gold Scales, I updated their table to include ingots instead. Red Dragons: A few Gold Ingots, Slightly more Silver Ingots, several Copper Ingots, making them a valuable early game mob. Scorched Dragons drop double, alongside meteoric iron ingots (just a few), making them really worth it to kill. Also increased their crystal drops.
Todo: Fiddle with the fixed point thing later. Enjoy! | |||||||
| 0.7.96 | fantasycreaturesupdate | 2970 | May 1st at 2:50 PM | fantasycreaturesreborn_0_7_96.zip | 1-click install | ||
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Fixed the naming issue on dragons AND finally patched up the weird issue with their spawning. | |||||||
| 0.7.95 | fantasycreaturesupdate | 50 | May 1st at 2:19 PM | fantasycreaturesreborn_0_7_95.zip | 1-click install | ||
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Reverted dragon spawn chances to be exponets again (please don't break I need to sleep) | |||||||
| 0.7.94 | fantasycreaturesupdate | 74 | May 1st at 12:44 PM | fantasycreaturesreborn_0_7_94.zip | 1-click install | ||
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Fixed a broken array into a string (didn't pop up during testing) | |||||||
| 0.7.93 | fantasycreaturesupdate | 50 | May 1st at 12:13 PM | fantasycreaturesreborn_0_7_93.zip | 1-click install | ||
Known issues:
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| 0.7.92 | fantasycreaturesupdate | 7749 | Feb 5th at 3:50 AM | fantasycreaturesreborn_0.7.92.zip | 1-click install | ||
Note: I'm reviewing the feasibility of adding a non-hostile, extremely rare Silver Dragon spawn. Silver Dragons are non-hostile traders that generate in their own structure, purchasing lore books in return for useful supplies at all stages in the game. I'd like to make it possible without converting to code. If I have to convert to code, then this may not happen at all. Silver Dragons are also hostile to Scorched and Red dragons, are Tier 5 Damage, have 1,200 Health, and only drop lore books and healing supplies when killed. They are definitely not worth the effort of slaying, as they are friendly to humans - and Seraphs - alike. | |||||||
| 0.7.91 | fantasycreaturesupdate | 1663 | Jan 31st at 2:33 PM | fantasycreaturesreborn.zip | 1-click install | ||
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Updated to 1.21.6 Updated Dragons to have better seeking range. Nerfed Red Dragon loot. Heavily nerfed Scorched Dragon Loot (far less gears, less Steel Arrows, low chance of Steel Pickaxe) Nerfed Ork Gear Drop Rate (Will not always spawn gears, max of 1 gear spawn) Buffed Goblins with slightly better stats. Goblins are far more threatening early game. Updated Goblin loot. Goblins have a small chance to drop 1 piece of leather (20%), will always drop some flax twine (between 1-3), and Hunter Goblins (not the Lone variant) will drop Limestone as well, alongside higher chances of leather. Buffed Skeletons and slightly changed their loot tables; small chance of gears, more bones, less skulls. Greatly buffed Skeleton Blackguard. Slightly improved loot. Orks can not spawn in block light above 12 now. Should still spawn in daylight hours. Potential fix for Treant error log spam. Seems to function fine on my end. Updated multiple mobs to have better winter and summer spawning conditions. Increased the biome range for spawning Blackguard Skeletons. | |||||||
| 0.7.9 | fantasycreaturesupdate | 10529 | Nov 30th 2025 at 2:29 PM | fantasycreaturesreborn.zip | 1-click install | ||
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Finally fixed dragon loot issues for the final time. For some reason, it was listed as dragon-blue, on top of naming an item steel-pickaxe instead of pickaxe-steel, and a missing block in dragon-flying. | |||||||
| 0.7.8 | fantasycreaturesupdate | 1134 | Nov 29th 2025 at 2:27 PM | fantasycreaturesreborn.zip | 1-click install | ||
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Fixed the dragon loot issues for good. | |||||||
| 0.7.7 | fantasycreaturesupdate | 80 | Nov 29th 2025 at 1:52 PM | fantasycreaturesreborn.zip | 1-click install | ||
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Should be the last patch until next major release of Vintage Story.
Reduced Spawn Rates of Scorched Dragons (-67%) Increased Spawn Rates of Red Dragons (+50%) Finally fixed the issue with pelted goblins (I should have done this myself; they just needed a rename in two sets of animations, not a purge of data in the model file) This content mod should be future proofed for the forseeable future, or until a new API change affects the core files. | |||||||
| 0.7.6 | fantasycreaturesupdate | 588 | Nov 29th 2025 at 1:26 AM | fantasycreaturesreborn.zip | 1-click install | ||
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| 0.7.5 | fantasycreaturesupdate | 759 | Nov 27th 2025 at 6:16 AM | fantasycreaturesreborn.zip | 1-click install | ||
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Fixed a small issue regarding drops for Dragons and Ent Shepherds. | |||||||
| 0.7.4 | fantasycreaturesupdate | 73 | Nov 27th 2025 at 6:09 AM | fantasycreaturesreborn.zip | 1-click install | ||
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| 0.7.2 | fantasycreaturesupdate | 16084 | Aug 13th 2025 at 6:19 AM | fantasycreatures_0.7.2.zip | 1-click install | ||
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- 0.7.2 Release | |||||||



Looking through the comments I see a ton of people asking to know how to turn down the Orcs and Goblins spawn. They are fun and they do make the game harder but I think we do nothing but kill orcs and goblins at this point. We open our door and there is 5 of them. We kill them. Walk to our pottery making area and there's 5 more. Walk back to the house oh guess who's there!
Anyways was wondering if anyone has an answer to this so we don't have to turn the mod off. I would love to turn down their spawn rate. Fun idea, but currently unplayable.
I love the work you are doing with this mod!
There is however one thing that is slightly annoying:
Recently when fighting dragons they sometimes just randomly despawn. I had HP bars for all of them just puff gone. Could this be cause by a different mod?
My friends and I found a blue dragon and penned it in to keep near base (and maybe build a temple/shrine around), but it disappeared. Is this normal for the mod, or is it like with the Ruby and Scorched dragons and they're only around for a short while?
Yes in it's code it has a despawn condition. You could potentially change that if you wanted for all the dragons. for better or worse.
Someone please god help me.
How do I turn down the spawns? It's constant.
I'm not at my computer rn, but I found something in the files. I don't remember exactly but I think the number was something like "0.0006". If I change the 6 to 3, does that half the spawns? I'd be cool with that. Please please please thank you.
It would be amazing if the mobs, especially Goblins and Orcs, could get footstep audio of some kind, because the sheer number of times I've been doing something and had a whole squad of goblins roll up and jumpscare me from behind is getting insane.
https://mods.vintagestory.at/show/mod/49031
Unless I'm misreading, this -should- fix your particular issue
Spawn rates are a little odd, plenty of Goblins and Orcs and a lot of Skeletons at night, sometimes like a comical amount of Skeletons. There were a lot of Blackguards initially but now they are extremely rare. I've seen a Dragon outside my starter base and one underground but they despawned right in front of me. Only place we've found them reliably enough to kill them is on top of an especially high mountain and they often spawn in pairs or even packs but only on that one singular mountain. Only Ruby and Black dragons, have yet to see a Sapphire. They don't use any special behaviors and just run at us like normal mobs. I am also using the River mod and wondering if World Gen options somehow drastically affect spawn rates. Rest of the mobs seem fairly rare but spawn enough to be known of.
How exactly are you supposed to slay dragons? Made a creative world to test this mod, equipped full steel plate, and it took exactly one swipe and one bite from a ruby dragon to kill me. Surely that isn't intended.
um guns maybe...? not sure about anything else XD believe there is a fork for that mod now
It appears that the dragon's bites don't have a damage tier so they bypass all armour and do a flat 15 damage. I've tried messing with the dragon.json to change it from Fire to PiercingAttack damage but no luck.
It may have something to do with combat overhaul, which I am now looking into. I'll let you know if I find success
Success
combatoverhaulfork_0.17.56 > assets > combatoverhaul > jsonpatches > retarget-fantasycreaturesupdate-compat.json
replace all Fire with PiercingAttack
combatoverhaulfork_0.17.56 > assets > combatoverhaul > patches > compatability > fantasycreatures > dragon.json
replace all Fire with PiercingAttack
May need to buff damage tiers to compenate but I haven't worked that out yet
anyone know why with the rivers mod and some other world gen mod mob spawns or very very rare ive found a group of three dragons and like 4 skeletons and thats it but before we added world gen mods we ran into everything somewhat commonly
Would be great if the dragons didn't despawn so quickly. Ideally they should be permenant so you can prepare for the fight and if in multiplayer then other players can come join the fight.
Im actually working on a really massive overhaul of this mod and that was one of the first things i started working on.
At this point the mod has gotten out of hand... Iv fixed a number of model issues the mod has, intergrated CO and armory, made kobold model support, added metortic steel support and a fuck load more of other things.
Still have a to do list a mile long. I have zero idea how realistic it is to release half of what iv done as a standalone mod.
If you make an alternative version of this mod, be sure to ping Kiptrix on the Vintage Story discord asking for permission. I'd love to stop having to work on things.
Man, I hadn't even started to look into releasing it publically yet as im far from done. So i hadn't looked into what lisence he was using hell i didn't even really read his comment section when i started. But after i posted that a few people reached out to me via other means and claimed that kiptrix is an asshole and a bunch of other stuff. I have no idea if its true or not. But based on the comment page of his own mod, and the total lack of lisence along with the fact people are proactively telling me this shit as some random? Im just going to assume hes the kind of person i don't want to be involved with. So im just going to keep my work to my self for me and my friends.
Sorry mate, Unless he drops a proper lisence or releases rights to his models and work for community use. Im just not going to touch this publically. Seriously, sorry for even bring it up in the first place. I hadn't relaized at the time what was going on. Wouldn't have said anything if i had known.
On an entirely unreleated note. I flat out fucking REFUSE to use discord. As far as im concerned, its a security nightmare that just safe harbors abusers and assholes. God i hate discord.
Wish this was public x.x
Any chance there's a way to add any sort of stuff like orc/goblin camp sites/villages somewhere so they don't feel so... tacked on?
I seem to remember there was a config file for this before, that allowed me to change the despawn rate of the corpse, they despawn way to fast and i often cant loot them, any way we can re-add the config file? oh well i just saw the no config file remark... well any way to change the despawn rate with out it!?
The mod mentions it won't be adding a config, but im wondering if theres any way to change spawnrates? Dragons spawn WAY to often on mountains in my world, like up to a dozen on a single mountain, i need this to be toned down.
hi. I run a public server and everything just died. I am going through the logs and am trying to fix errors I can and I found this
Patch 10 (target: fantasycreatures:entities/land/dragon.json) in combatoverhaul:patches/compatibility/fantasycreatures/dragon.json failed because supplied path /server/behaviors/8/aitasksByType/dragon-*/2/damageType is invalid: The json path /server/behaviors/8/aitasksByType/dragon-*/2/damageType was not found. Could traverse until /server/behaviors/8/aitasksByType, but then 'dragon-*' does not exist. Full json at this path: {
"dragon-red": [
not sure if this is on your side or oncombat overhaul fork's side. but I will drop it there just in case
That's the CO's issue, not me, sorry.
sapphire dragons apparently become agro after you finish talking to them!! you go to leave and they attack you!!!
This shouldn't occur unless if you recently damaged a sapphire dragon, at which point they are only aggro for a short period of time against the attacker.
My only request? Make the sapphire dragon? RIDEABLE. That's all I wish for!
It's a talking NPC, you can't combine the two without a good bit of code, I'd wager. Or it could just be a bounding box thing, but regardless, I'd have to dig around if I want to add this.
Where can i find Dragons?
I have been looking all over for them without much luck, is there anything you could do to point me in the right direction?
They typically spawn atop of mountains, or very rarely in the wild. They are considered a very rare boss monster. Scorched and blue dragons can also rarely be found underground, while blue dragons spawn typically closer to the ground level. Blue dragons, as well, are friendly to the player and will follow the player - serving as good guardians against goblins, orks, and drifters.
Lizardfolk Playermodel
I don't think this is on Fantasy Creature's side. This is either an issue with Lizardfolk, with your client, or with something else, as it doesn't appear with Seraphs or with Kemono models. Might wanna post this with Lizardfolk for a patch, as I can't add specific patches to specific models on my end without generating warnings on startup.
Also it could just be that the Lizardfolk model is reading the wrong position on the texture? Not sure. Tell them to review the Silver Helmet model.
why tf does this mod spawn like 500 trillion orks and goblins this is unplayable
They accumulate in forest areas and spawn frequently. It's listed in the mod's description that this WILL increase the difficulty of the game.
alternatively, free and near consistent food source that can supplement winter stores.
Thanks for the Update. Is there a way for me to learn the visual difference between a normal red dragon and a scorch dragon?
Ruby Dragons: Red
Scorched Dragons: Black
I'll be doing a texture adjustment much later to give more clarity, and a model update so dragons have more variety.
This mod doesnt have any dependencies correct? Also, does this work with Draconis?
0 dependencies, 0 code, all built with .json - meaning the entire mod can run without bogging down the game. I built this fork to be as clean as physically possible from the ground up. Still some unused things laying around; but those aren't called by anything, and only one notable error (which I will later address).
Yes, fully works with Draconis, but you won't find any recipe sharing on either side.
I'm trying to kill a scorched dragon, but I think it's bugged. every time i get it low and it flies away, it instantly regenerates its ENTIRE health, which combined with it's enormous health pool is making it basically impossible to kill.
if this is a bug, please fix it. if it's intentional, it shouldn't be because that's just stupid.
Scorched Dragons are T4 boss monsters. They require steel to fight well. If you're trying to cheese one, chances are they WILL fly off before you net the kill. Their leather improves some of the best armor in the game farther than ever, and they are highly valuable, offering the best protection. Ruby and Sapphire dragons are T3, their leather still buffs armor, but it's not BiS.
It's best to fight them as a duo, or with mods that bump up your damage (KRPG enchantments as an example).
Just this last Saturday a trio of grimlens consisting of my self and my friends killed a Scorched Dragon with no armor and random copper weapons after 10+ deaths apiece and depleating its health 5 times
Also dragons arnt droping leather this may be a conflict with the Butchering mod we have instaled
(EDIT) dragon leather wasnt a thing yet
I am wondering whether it would be possible to have the ingot drops be turned into different types of smeltable scales, or is the dragon skin only higher quality leather now? Or are there going to be later scale armors. Just want to know your vision.
I was thinking of more so making a color specific dragon scale specifically that can be used to make shields, and as a final layer over brigandines to give a more draconic, tailored look. It would likely be a quest trade from a Silver Dragon, to be added later on. I'd have to figure out structures first; I want a home for the Silver Dragons. But I'll do that later. I also want to make more custom dragon models. 'Cause dragons are cool. And of course a couple more mob types. At that point I'm just gonna yeet it at Kip and let him have it as a full release.
I also want to get around to adding a new attack for dragons (tail whip) and stuff... But I'm already beyond the scope of a fork. I should take my more recent changes and make it into an extended patch for clarity.
With the addition of Dragon Leather Armor, do you have plans to make it compatible with Combat Overhaul?
Still adding armor, about to add a release. I'll consider it. I'll also probably look into making everything combat-overhaul friendly.
Thank you a ton for your quick response :D
Could you add a config (json) file to disable certain mobs?
Not as a content only mod. :c No API for that. I'd have to make a code mod for it.
The Golden scales are gone. They all register as black boxes.
I'm not sure what caused this, if you removed it on accident or on purpose. But please, please, please. Add this back in. Suddenly one of the main incentives of hunting dragons is gone. We were using this item in My server as part of the economy. Now a bunch of vinconemy stalls and my Admin Currency exhange are borked.
Apart from that this mod is running smooth as grease. I love it. look forward to what else you added/changed
I didn't remove Golden Scales... Vintage Story did. Golden Scales were purged in an update. I'll fix this later by adding gold nuggets instead. I feel all loot, not just dragons, need an overhaul.
110% on the loot thing. I have been looking at loot tables for a while. But to be honest, past json files I barely know what I am doing XD
thank you for the speedy response.
Well, I added a bit more than just loot changes. Hope you like the new changes!
Currently, when fighting a dragon, if they go into fly mode it resets their total HP so its near impossible to kill something like the scorched dragon. At least solo.
This is intentional. Dragons fly and reset their HP to heal if not focused down for a while.
Is there a possibility to change the hitboxes for the goblins/orcs? I've been running into quite a few issues with them not being able to be hit by spears/arrows for some reason.
Just wanted to check while I wait for combat overhaul to get updated, but is there still a bug that crashes your game when looting dragons? I had this on a server with some freinds a while ago and could not under any circumstances loot dragons. I would kill them, skin them, crash, and then they'd be empty when I loaded back into the world. Only asking bc they're a really reliable way to get gold lmao, really useful now that combat overhaul lets you gild steel armor.
No known bugs as of this moment.
ok ty
I just tried to harvest a blue dragon and it crashed. Then when logging back in it had no loot.
Blue dragons have no loot at just the moment. They are friendly; don't try and loot them until I finish setting things up.
A warning for the author; having blue dragons prioritize darkness will undoubtedly make them wander into caves. when this happens to vanilla animals, the game tries to despawn them if they have cave above their head + they are in a certain amount of darkness - if blue dragons end up spawning unpredictably/being difficult to locate, it might be because they're tagged as animals and get despawned in that way.
If they spawn, then despawn in caves, this is natural, as blue dragons will innevitably fight - and die - anything they find in the dark. They don't prefer light level 0, but will move towards light level 12 if possible, with a secondary priority to move towards light level 28. Meaning they will often move to the edges of cave mouths and float within the 12-28 range, and at night, they will move to the cave's mouth.
I've also set their flight AI to flee a short distance from the player as a priority when entering flight, meaning they will attempt to leave the player's vicinity every few in-game hours (which is the best time to move if you don't want them following you). I've written their dialogue to essentially say they're only half sane, driven to insanity by the temporaral phenomenom, and are the only of the three dragon types left to keep their mind after the rust creatures started to appear. As a result, they occasionally forget their names, where they are, or if you're even friendly. Which explains their patterns well; when a blue dragon flies, it resets its name due to names not carrying over on aging. I've explained this as them "doing their best to regather their thoughts", which would make sense if the rust-world is driving you insane; flying into the air would bring you further from the mantle, where the rust-world's presence is strongest. So they'll land, think they're another blue dragon, and forget who you are entirely - including if they're hostile towards you or not.
Alright, I managed to clear up the issue for good with the dragon spawning, and finally managed to fix the lang issue, too. Turns out I just needed to rework the files again and review some things (read: actually look at what I was doing instead of bashing my head against the wall like an idiot)
Only errors I see now are just... root point issues, which are basically 100% non-issues. I'll likely fix them later and just be done with this until 1.23 when they decide to change another miniscule point in the API and I have to redo everything again. But in other news, if you wanted hard mode in vintage story, you can download the older versions (0.7.94/95) and deal with a dragon onslaught.
Found around 20 schorched dragons 2 minutes after spawning 😁just a heads up, some spawn rate tweaking may be neccessary before launching.
Oh
Oh no
Oh no no, that's not good
That's uh, bad
Pushed out a patch to revert spawning to 1.21 levels. I'll test now to be sure.
Hey there, many thanks for updating this mod to 1.21, is there a chance this will be updated to 1.22 or is that looking unlikely?
If it's not functioning now, I'll patch it. But it should still be version stable.
It wasn't version stable for servers. I'm rewriting the .jsons and I'm implementing blue dragons, a neutral mob that attacks hostile mobs, and not the player or livestock. It has lower health as well, and drops typical items for healing (reeds/horsetail/linen fibers) and catmint/lily of the valley, so players with the Alchemy mod can harvest them for resources (if the dragon dies). I also want to see if I can add dialogue to them, it'd be nice to have a friendly face on your side for a change.
Game crashes (not in sp, only on servers) with the following error when trying to harvest an creature such as an ork:
Investigating now...
Getting same bug
On the mod page, can we have more images? More should see what this mod can offer, although it is obvius with the dragon, more is better.
hello! Swiftthistle I was hoping to change the spawn rates of the orks and goblins, and this is what showed up on the console (I use GTXGaming to host my public vintage story server), was wondering what it meant? D:

The default spawnrates for the orcs/goblins leads to a never ending horde wave pretty much all the time.
Notably, the orcs, in a weird way it kind of makes the game too easy because they just deliver gears and food to your doorstep 24/7
ended up toggling the mod off for now but I'll probably turn it back on when I have walls built lol
NERF THE DRAGONS THEY SHOULDN'T BE ABLE TO ONE SHOT YOU IN FUCKING METEORIC STEEL ARMOR!!!! Sorry but that bite attack not even being avoidable or tankable is so ridiculous and they constantly fly away and heal, you seriously need to nerf the dragons as not even the final boss does that kinda damage!!!!!
This mod is amazing, but yeah, I agree with the below. The spawn rate for Goblins and Orks is insane. It's a horde invasion at almost every given moment on the surface. Not sure if adjusting it before uploading it to the server would help, as it's a dedicated server.
Overall, it's still an amazing mod.
I do love this mod however the spawn rate for goblins and orcs are insane. I am aware I can change this myself however base rates are almost a world war at every waking moment lmao.
Be nice if Dragons werent flying and healing to full mid combat
Hey, would it be possible for you to add orc and goblin variants that are friendly or passive? As traders for example. I know it's a traditional fantasy TM thing, but I'm not the biggest fun of the whole "evil races" thing and it'd be cool if the hostile variants were just hostlie factions instead
LunaGore MrApothic I'm actually going to change a lot of things next patch, including a rare Silver Dragon Trader spawn. This is one of my things on my todo list.
But with how things are looking, I may not be able to implement my trader overall without some major changes and an alternate dragon model. So I may just update to 1.22 and call it there. I think the only thing I really have to change is gold scales being dropped from dragons.
But if I do add more content, I'm reintroducing Slime spawns, looking into goblin variant models (better cave goblins that use makeshift weapons), setting all block light levels for mob spawns to be a max of 4. I also want to try again with a fire attack on dragons, and have orks throw spears (the big issue is animating orks to do so; model making and animating is the main thing holding me back).
Same I've been spooked by a goblin or ork being in my base even though it's fully lit with lanterns and is a small 7x7 lol
I realize there is a new update so I will be putting this into play, but can do you look at the spawning mechanics of these mobs a bit? Despite how I set up preventions for portals of rust mobs, goblins spawn in my own blacksmith\home area or waking up to a orc stabbing me while in animation get's a little silly, in addition there is a noticeable stutter when a good pocket of mobs spawn.
I realize these requests maybe not a option due to the engine but if there are options to look at making monster spawns to feel more natural to stay out of my small structure would be lovely, thank you for your time.
KaraKazuma Orks do not drop leather. But you did bring up a good point; the Goblins drop leather too often.
I'm going to change the numbers from 20-40% chance, to something more akin to 3% chance, with Lone Hunter Goblins dropping leather at a 8% rate. All skeletons will also drop lime stones, as lime is high in calcium... so it's fitting. I think 1-4 per skeleton is fair, with Skeleton Blackguards dropping 2-5. Maybe more or less. I'll tinker with it to see what works.
This means that at roughly 100 normal goblin kills, if you loot every single one, you'll have - on par - 3 leather. Lone Hunter Goblins will instead grant leather at much better rates, but are markedly more dangerous and rare - by the time you are able to kill enough of them for anything important leather related, you'll roughly have your first batch of leather in the works. It's more of a supplement than a source, and won't be replacing any early game items anytime soon. On its own, it can make the pain of not spawning near any lime not so miserable, but not remove the need for lime at all.
On top of this, I want to broaden the loot pools of the mobs in general, so that they're useful both early and late game. Finding nuggets of zinc on orks, for example, is a great way to make them useful to hunt at all stages of the game - as zinc turns into torch holders. I'm hoping that goblins giving more flax regularly also makes other early game pursuits - like repairing clothing, making simple bows, or other things - slightly more accessible with good in-world flax RNG.
I would like it if the mobs were either a threat or valuable, so there's a reason to interact with them. So while getting a few sparse bits of these resources early on is strong, late game they still have some purpose.
I think its very broken that the goblins and orks drop leather...
I really wish the hunter goblin had a chance to drop his hat...
Why are you removing the mod version from the file name? It really helps with sorting versions.
Sorry for the long delays. I did a fair few balance changes to make things a bit tougher, but also have better loot distribution while also universally nerfing gear acquisition.
Hi, I've recently redownloaded this mod and attempted to change some of the values in the Red Dragons loot pool as well as its health, as I had before (with no issues before) but everytime I go to run the mod after I've re-zipped it has resulted in Vintage Story being unable to run the mod. I was able to add items from other mods without any problem before redownloading it and unfortunately, I cannot access my earlier version, please help...(I'm on 1.20.12 btw)
@Styger Agree
Seconding Clamatt - gears/gear rate drop for orks is too high and we'd like to modify on our server.
Is there no config for this mod? I'd like to edit some of the spawn settings but editing the mod itself causes issues with syncing for players.
Not sure how, but I'm noticing a trend in my server. My server console is saying that the Treant is using two animations on the same code, Standhurt and StandCry, and at the EXACT same time this happens, the server CPU usage shoots up and causes lag. Is that something that's possible or is it just a massive coincidence?
Am I the only one who wishes we could tame the goblins and have little gobbos walking around our base?
Got disconnected repeatedly after trying to loot Scorched Dragons. Console log below.
On a server with friends, we've tried to adjust the spawn rate by halving the "chance" number from 0.0006 to 0.0003 since surface goblins and orcs are spawning en masse. This made the mod completely non functional and everything related to it will simply not load on the world, not even the spawners for admins to spawn the creatures. Is there any way to properly reduce the amount of spawns? Perhaps anything that can be configured with ConfigLib?
We'd love a way to remove the rusty gears spawning on Orcs, it is too often and overpowered!
Got some errors kicking out in my console, but the game seems to be running fine, and hasn't crashed. Figured I'd post them anyways;
1.1.2026 10:53:07 [Warning] Shape fantasycreatures:entity/land/treant: Two or more animations use the same code 'standcry'. This will lead to undefined behavior.
1.1.2026 10:53:07 [Warning] Shape fantasycreatures:entity/land/treant: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior.
Please make a way to change the loot tables as they seem really overpowered for situations where you can massacre/farm them with guns and such
Does anyone know of a compatibility mod for making the mobs in this usable with butchering? Worst case they just get processed the vanilla way.
so when changing spawn rates on dragons its not a simple number like 0.0006 these say 3e-05. what am I changing here? just the 05?
Swiftthistle I wish I could provide a log, but every time I recreate the crash, it simply says I threw an exception at the server and takes me back to the main menu with no log provided. I'm asking my buddy who runs the server if he actually has the mod up to date, and will edit accordingly.
EDIT: Version is 0.7.9.
EDIT 2: No crash on skinning Scorched Dragons now. Weird. Sorry for the scare!
DrDumbass
Do you have any logs at all so I can review? And are you sure you're 100% on the most recent patch? On the most recent patch, I've had no issues with Scorched Dragons, and it's clear neither have other players...
Can confirm it still crashes on looting Scorched Dragons. I've killed two but come away with nothing each time.
on my server we have encountered several invisinle goblins. just downloaded newest patch and going to test now
Swiftthistle Understandable, i appreciate the response! Take care.
I find Scorched Dragons spawn still way to often, I have so much good loot now XD.
Swiftthistle Fair enough. I'm not super familiar with the differences between code mods vs content mods (aside from the obvious "one is using coding language" assumption) so I didn't know how complicated it'd be to do what I was asking.
MajinDark Stygian_Ikazuchi
You can not add a config file to .json only files as there is no code to read it. I'd need to convert to a code mod to do so.
Fantasy Creatures reborn is highly modifiable to your general needs (changing basic values and spawn conditions), but not with a global config. This would require changing the mod from a content mod, to a code mod. I kinda don't want to write code for this because it's not my own mod. It's a fork. It's meant to be temporary, and I'm just maintaining it so players have something to use until Kiptrix is able to finish his work.
I might look into it later. If you see an update to the mod, check the patch notes to see if I upped this from a content mod to a code mod. If I upped it to a code mod, I'd probably break down and just add missing functionality myself, or even more new mobs - which I don't want to do in a mod I don't own. So for now, it's a gentle "no".
Id like to second Stygian_Ikazuchi's suggestion, a produced config file server owners can adjust on the fly and apply after restarts would be great other than the latter of having to edit the code itself and rebuild.
Spawn Rates of all mobs
Loot Tables
Etc.
Ran across a place were dozens and dozens of mobs from this spawned, it started to lag quite a bit.
Swiftthistle I was more asking if you could create a config file to override these settings without having to modify the mod every time there's an update. I run a server and try to keep mods up-to-date, but each update I have to modify this one and send that to server members. A spawn override config would make it much more convenient since at worst I'd have to modify that config if spawn rates are changed.
Amagora I'm afraid I will not be coding for this mod. I am maintaining it as a .json content-only mod. This keeps it more patch-stable and resistant to change.
Stygian_Ikazuchi
I'll update the page with a short tutorial on how to modify monster spawn rates.
Joshleb
No problem!
ProphetOfMercy
This is simply a temporary fork until Kiptrix is able to update his mod to fit his vision. It will be deleted when Kiptrix updates his mod. If Kiptrix wants me to make temporary holdover forks between versions, I don't know if I'd be capable of doing that without the source code and explicit permission to do so.
Kiptrix
Wait, are you two working on the mod together? Or is Fantasy creature reborn only sticking around until you update your original version?
Swiftthistle
Awesome! Thanks chief!
Hey,
I it may not be too much to ask for but I was wondering if there was a way to fix this so that it worked with the Skeleton player mod.
My friends and I are playing an RP server and we think it would be awesome to get this to play with the player skeleton model so that you could be a player based skeleton with a working mind versus in a world where skeletons are also enemies.
Swiftthistle Any chance at making it easier to change spawns of monsters? Like a config or something?
Joshleb
Fixed, then fixed another issue I spotted, and I think that finally smooths out the last of the issues. I had to scan the file like 5 times until I noticed that I named the wrong dragon in the file, and then I checked logs and saw that I wrote steel-pickaxe instead of pickaxe-steel.
It is definitely lootable. Has a better loot table, can even drop steel items, and up to 150 gears. Considering how you struggled to kill it, that's probably fair loot.
Joshleb
I'm sure it has to do with dragon_flying again, this time for the alternative file for the black dragon... Let me fix it, and push a new fork.
Just killed a Scorched Dragon with a friend, we managed to get it stuck and riddled it with crossbow bolts. Tried to skin it and my friend crashed still.
Is there any way to see what the loot of a Scorched Dragon is so we can spawn it in via creative?
ProphetOfMercy Kobolds are on my to-do list for one of the future releases! They will assist dragons but play a roll similar to goblins but more underground. There will be a tier above them aswell. Dragonkin/dragonborn like enemies. There will also be more dragon variants as well, with new projectile attacks!
Ozyzzyl Please update to the newest version. I just fixed this.
ProphetOfMercy Red Dragons are easy. Try a scorched dragon.
Ok, so some feedback.
3 of the players in my server killed a red dragon, only one person died and it was killed with relative ease. The one person who was killed got 1 shot, and the 3 man team had 2 frontliners and one ranger. Everyone had a mix of chain and/or bits of plate armor, all of which were iron tier (using ancient armory, Combat Overhaul, C.O: Armory).
They said it was relatively easy to fight, so im curious if I can make a suggestion...
- Make a new enemy such as Kobolds that fight alongside the dragon, using either ranged weapons and/or melee weapons. Both dragons could have a summon ability similar to a Rust Shepherd, which spawns minions to help fight. This in turn would keep the fights interesting while dealing with mobs.
- Suggestion #2 would be to have the dragon summon orcs to help it fight players and other entities it's hostile to. Maybe 2 orcs per player in the vicinity attacking the dragon. This action could have a cooldown or be done in relation to the health status of the dragon.
Anywho, you can completely ignore this if you want. Just spitballing ideas.
For packs of goblins the hunters are completely invisible when they spawn in.
Stygian_Ikazuchi ahhh that makes sense, I got you
Joenemba the issue is their maxquantity and group sizes. they spawn in a horde, but I find the size of the horde to be REALLY annoying to deal with so I cut their numbers to only spawn 1 at a time. Before I started doing this, I'd have to constantly fight 5 or more at a time, often of both goblins AND orks.
Stygian_Ikazuchi What's the rate you set them to in the .json? I'm not the most family with the proper values of this game yet.
Cause at a glance, it looked like surface goblins were set to spawn with a like. 0.0015 chance. Is that not less than 1% chance, or am I reading it wrong/not understanding it?
Swiftthistle Any chance you could add a config to handle spawnrate of creatures? I appreciate the updates to fix the bugs but it's getting a little tiring having to modify the jsons to disable the dragon and turn down goblins and orks with each update lol
Last update finally fixes the last dragon loot errors. Turns out that it was just syntax, and everything is finally working as intended. I don't know what broke last update to make this happen, but version 0.7.8 is final for now (uploading it this moment)
What I see that's left in the logs:
Entity fantasycreatures:dragon-scorched with shape fantasycreatures:entity/land/red_dragon seems to be missing attachment point center but also has the FloatUpWhenStuck behavior - it might not work correctly with the center point lacking
Non-harmful; will not investigate.
'fantasycreatures:entities/land/dragon-flying.json': Failed deserializing dragon-flying.json: After parsing a value an unexpected character was encountered: {. Path 'server.behaviors[4].aitasksByType.dragon-flying-*', line 121, position 0.
Investigating now. It's just a syntax error. I need to stop doing this when I'm about to head to bed (which I'm doing again right now).
Wolfitude
Just fixed it 3 seconds ago.
delphi 00Duck
Fixed
Hesoyam
Adjusted the spawn rates of Scorched Dragons (-67%) (this was specifically a holdover from when I set the rates for Scorch on the server); I did increase the Red Dragon Spawn Rate by +50%, so they're a bit more common than Scorched Dragons now.
can confirm, multiple invisible goblins
Arent the new Scorched Dragons supposed to be rarer than the Red Ones?
Because in my World this is not the Case. If seen One Red Dragon so far, but just stumbled upon three Scorched Ones all sitting on the same Mountain within like 300 Blocks of each other.
Safe to say that Mountain is now off Limits.
My logs are saying i have the same problem
Hey, after this patch the lone hunter goblins are now invisible. I could see them in the former patch, but not anymore.
Lets gooooooooooooooooooooooooooooooo!!!! Glad you got permission to push the fork. Hopefully this brings the game back into the mod scene in a positive way
RogueishRaven Shouldn't be a problem now; I stripped the unused animation duplicates from the .json (thank you Panduhs for pointing it out, saved me 5 minutes of time~)
Stygian_Ikazuchi Turns out this was caused by dragon_flying not having a harvestable attribute. Should be fixed now. (Again, Panduhs saved me around 20-30 minutes of fiddling around here. Thanks Panduhs)
Hello, I happened to spot this on my server log.
Swiftthistle If we find another red dragon and kill it, we'll try to recreate the crash and I'll get you the crash log
Stygian_Ikazuchi Get a crash log for me ASAP.
Cremini Sorry, was at work. For mobs rader: it's fantasycreatures:(mob name found in .json file). Example: fantasycreatures:dragon-scorched
For spawning in dungeons: That has to be done as either a secondary mod that changes the structures in Ancient Dungeons/etc to include a forced spawn for whatever you want. I can't do that on my end. You'd have to modify their structures to include it.
So a friend and I killed a red dragon and tried to harvest it on my server. Our clients both crashed and when we reloaded the corpse was gone. Unfortunately forgot to grab the crash log for the client.
Swiftthistle Well first, I wanted to ID the monsters to configure "MobsRadar" mod properly. Second, I am using a few mods, such as the "betteruins", "Ancient Dungeons", "Wilderland Cave" and "Undeground Mines". Saddly, goblins or other monsters don't spawn in such environnement. I'm not great with mods, I was hoping there would be a way to have them spawn. Thank you for your rapid answer. :).... Wait, gonna sound dumb, but are the "monster IDs" in the json file?
@Cremini
There is no configs as this is a content mod that simply adds some fantasy monsters to your world. Thankfully, it's easy to tamper with; if you want to buff, nerf, or remove monsters, you can edit the .json files from there.
@EthelVril
@Sodamkho
I believe I never adjusted spawn settings for any of the monsters (even when I added the scorched dragon). This means that they likely spawn in any light level, within most temperature zones, and at most heights. I can adjust this later on to force them to spawn in lower light levels, but then you'd see far less of the mobs in the open world, or only see them at dusk/night/dawn, which would still feel somewhat meh. For now, most mobs are easy to trample, even with some of the basic buffs I applied. You can also self adjust the .json files to your liking; entities/land/*mob*.json. Make sure it's copied to the server if playing online. If it's an issue as a whole I'll adjust the spawn conditions.
@Stygian_Ikazuch
You can simply nerf the Scorched Dragon or remove it by editing the .json files. It's in entities/land/dragon.json. To remove it, simply change the spawn conditons to something insane (-40 and -40 on the temp), and it'll stop. You can also just set the amount spawned to 0.
Hey, I noticed there was no config file. Anything on that? Also, I use MobsRadar. What are the inputs for each entity?
Same problem as Sodamkho with mobs spawning in my base
NDL Villagers mod also doesn't work with this mod as the guards do not attack any creatures from this mod
how to counter mobs spawning in base
please thanks!
So happy right now.
Is there a way to disable the Scorched Dragon? My server currently consists of literally me and one friend and we'd rather not deal with that thing if we can help it lol
SparrowOfRealms
Stygian_Ikazuchi
You can update this mod on your servers safely; nothing will be lost or changed, nor will you suffer any instability. But! Keep in mind that if you remove a mod, you are leaving unsaved data in your world. This will cause a lot of stability issues! It's safe to update, but not remove as a word of warning.
This fork is a content-only mod. Depsite only adding monsters with the code already found in the game, any new monsters added to the spawn pool will begin to slow the game down. The more creatures, the greater the effect. A dozen content mods won't burden the game so much; few mobs here and there won't change anything. But adding in every mod under the sun that adds in new creatures will drastically slow your game down.
Is this safe to add and remove freely to an existing world?
Any issues switching to this from the original mod on a server?
can't wait to see what happens to this in 1.22
You sir, are a gentleman and a scholar.
ProphetOfMercy
Kolljak
Should be fixed.
BillyGalbreath
About to add your changes; I didn't dig there, clearly I should have.
Glad to see you managed to get official perm from Kiptrix, thanks for sticking with it and continuing to update it.
The error i posted is whats causing alot of crashes for me and my players. The entities mentioned below are constantly throwing these errors for having the same code for the animations.
If i knew how to fix it, i would.
This is combination with Wilderlands Rustbound and its lunarbound dependency was throwing alot of errors. Rustbound already has its own problems, especially with the lunar dependency.
The other issue --- this mod was last updated in August. Its outdated obviously, but whenever i mod a game, I GOTTA have enemy variety. Just wish modders would make modding groups and combine projects together to make a bunch of entities/enemies to add to the game, and look over eachothers work to make sure stuff is updated and working.
For example, Wilderlands Rustbound, Fantasy Creatures, and Outlaw wouldve been legendary additions to the game if all 3 worked perfectly with eachother and with combat overhaul.
had the same issue as ProphetOfMercy. had to remove the mod from my server.
14.11.2025 16:32:09 [Server Debug] pig-eurasian-adult-male attempted to play an animation code which its shape does not have: "dig"
14.11.2025 16:32:47 [Server Warning] Shape fantasycreatures:entity/land/goblin_armored: Two or more animations use the same code 'standcry'. This will lead to undefined behavior.
14.11.2025 16:32:47 [Server Warning] Shape fantasycreatures:entity/land/goblin_armored: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior.
Sameal Just tested it, and AFAIK it works fine in 1.21.5. It might have some problems with loot and whatnot as stated below, but it seems to work fine for me. Will update if I have any problems with it.
BillyGalbreath
Cheers. That has done the trick
ConspicuousTable
You can open the entity files and update the names and types for some items.
In dragon.json change the "code" for "game:powderedsulfer" to "game:powder-sulfur" (total 1 edit)
In ent-shepherd.json change the "type" for both mushrooms and the beehive to "block" instead of "item" (total 3 edits)
After that it should work fine
Is there a way to increase the spawn rates?
Does this mod still work on 1.21.5?
ConspicuousTable That does change things. This temporary fork is built for 1.20.12 and development has been discontinued. Expect issues.
G'day,
I'm havin an issue where Ent Shepards and Dragons have no loot. Every other creature is fine.
I can harvest them (open the loot window)
I've tried running only this mod on a new world and spawning them in from creative.
A quick look at their config seems no differnt to ohter creatures but I have minimal knowledge there
EDIT: I'm on 1.21.1 if that would change anything
@skaface443 There are ways around it.
1: If anyone can contact the creator and ask. (Unlikely to work, but possible)
2: Remake the mod from scratch. None of the same code or assets (unless the assets used are public domain)
3: Look for implicit permission. The creator might have made statements elsewhere (e.g., in a forum post, README, or Discord) implying they’re okay with others using or modifying the mod. This meets the criteria of getting permission to edit the mod files. (Just be sure to have proof)
Dovinya well its still running on 1.21.1. So you can still have it, but youll prob. never get updates or new content
God this whole situation is so goddammed annoying. I just want a whimsical fantasy world but there is no real alternative to this mod out there (yet) but the original developer is not to be trusted with the development/maintenance from what i've seen.
So I guess no goblins and dragons or whatever until somebody better makes a similair mod.
Ardail its more common in VS modding than you think. Many modders lock down their mods, so that no one can patch them but them.
Terms of Use here is a bit iffy aswell. Since basically even a basic JSON Patch could be considered "modifying copyrighted material" so he couldnt even spin his changes into his own JSON Patch for the original.
"nobody else can copy, distribute, or modify your work without being at risk of take-downs, shake-downs, or litigation."
source: https://choosealicense.com/no-permission/ https://mods.vintagestory.at/terms
JSON Patching and changing the intended behaviour of any mod would fall under modifiy copyrighted work. If you do it for yourself without publishing its okay, just like taking a pencil and correcting an spelling mistake in a book. But you cant republish said book with your correction to the public since you distributed and modified copyrighted content.
I've asked for clarification on that matter from anego, but tbh i dont think ill get a response. But most of my mods could be argued are infringing on copyrighted material (especially Entities Configuration). Having Mods be defaulted to the "No License" kinda hurts collaborative work and just ends with heaps of abandonware or 1-complaint-from-being-nuked mods.
Really? the OG mod author smacks this update down because they abandoned it and doing the "if I can't have it none of you can"?
That's really petty if true, I hope it's not but dang :/
All I can say is that I tried contacting the Original mod maker via discord multiple times over 4 months when i was playing on a server early this spring. No response at all.
Echoweaver there are always at least two sides to any story. I can symapthise with the author while seeing that objectively he very much abandoned the mod for over a year. And yeah, burnout happens to all of us. I hope you are doing well man, wherever you are.
ChiefKrogan CaptainJake Yeah, and more than half the time when this kind of thing happens, the original author never does release the promised update. I'm sypathetic -- I've burned out and not released mods I intended to in other fandoms. It just breaks my heart that we're on 1.21 now and updates have received the smackdown.
CaptainJake I agree that the situation was ridicolous. Being 2 versions behind while working on an update wouldn't have rubbed people the wrong way if the mod author didn't go radio silence since febuary 2024. That's a year and a half almost of no signs of life. I was certain that his mod was abandonware too, that is the only logical conclusion one can reach when you don't update, don't talk, don't respond - nothing - for over a year. Especially since a ton of people were offering to help him update the mod. And ever since the argument he went radio silence again. Oh well, it is what it is. Hopefully somebody else will make a fantasy mod of their own soon and be more open about what is going on.
ChiefKrogan Yea, I saw that drama on his page, but that whole thing is ridculously, everyone would support you if you continue working on this mod because he isn't. The op is 2 versions behind now and even that version needed a lot of fixes.
Swiftthistle good luck on your projects then!
ChiefKrogan CaptainJake
I am not allowed to modify or update the mod anymore without permission. If Jay would like a version stable for 1.21, he would either have to do that on his own and keep it private, or message someone directly to do that for him. I will not be contributing to this project in a public manner anymore and I am working on my own projects in the meanwhile, albeit slowly due to work.
CaptainJake as far as I'm aware the original mod author was very mad about this unofficial update even existing and thus this will not be updated further. Unless something changed.
ChiefKrogan Sounds like he was giving you feedback to help you update. Or do you not intend to? JayRaptor wants to update to 1.21 also
Ossom this version of the mod is for 1.20.12 not 1.21.1 so if you choose to use it regardless do expect there to be crashes.
1.21.1
Skinning a Red Dragon crashes the player doing the skinning
Adroithill
I just changed it from code to content, but left as much of the original filebase in tact (I did not do any clean up on the files as the game simply doesn't load them, and my intention here was to simply make it more stable without nuking anything the original mod author did; this is why you can find unused dragon colors and the like). The mod shouldn't have a memory leak as it doesn't do anything that causes memory to leak; it basically just hooks into base-game systems and implements content; nothing new or fancy about that. If you're experiencing a memory leak, I don't know what to say boss; it could be a VS issue itself, or an issue of another mod, or even just an excess of mods in general. Content mods can also be taxing if you're running too many.
yksb
I did nothing to change the original file structure nor remove any unused content. I did as much as possible to preserve Kiptrix's work, even if the work goes unused. You can still find the textures for black and blue dragons as well, and with some fiddling, you could in fact make black and blue variants spawn - but I will not do anything of that sort. For the code, I left it there simply because it was part of the original mod, but now defunct. I was as unintrusive as possible.
Hi, just wanted to say, the original mod is set a code mod, while yours is set to a content. The .dll and .pdb files will not be read if it's set as a content, unsure if this is intentional but wanted to let you know
Is the dragon... Zoralth? (Don't look it up)
Looks very similar or I'm just too far gone.
Keep crashing defo memory leak vs is taking more and more ram and freezing
Nexusdog the creatures of this mod kills every critter and other creatures. Thats probably why your critters are not prevelent.
Can anyone verify whether this mod conflicts or suppresses other creature related mods? I have Critters installed but no critters are prevalent in my world.
I have so far had no problems with this one in 1.21, and fingers crossed I won't. Thanks for patching and hopefully the main mod gets an update soon but until then, great work and here's to you!
Faeldray I count you lucky because I am getting hit by them 24/7 in 1.21 and a dragon showed up and killed me when I opened my front door in my hobbit hole.
Testing this on 1.21, I've seen treants, ent shepherds, and skeletons spawn but no goblins or orks. I don't know why, there's nothing in the code that stands out to me as the cause.
Will we be getting an update to this for 1.21
Thadose I am not allowed to make any changes to the mod beyond the most recent update. Please refer to Kiptrix's original Fantasy Creatures Page for future updates.
Is their a fools hope a cave troll might be in the future? I love running into the goblins and orcs and feel they would be even more a menace with a troll. or to just come across them in areas they might call their lair, like forest trolls, cave trolls, mountain trolls, hill trolls. could even have the funny ones from the hobbit, the stone trolls who turn to stone in sunlight. I know I am asking for much but a simple troll would be enough for me. thank you, and love your work, gotten alot of fun out of this mod with simply running into goblins and orcs in the open world.
does anyone know if this still works for 1.21.0?
@Michaloid Yes, every right. And I can have a laugh at the context of it all.
@Venex
You can go into the mod zip file and edit the ork/goblin json file using notepad to edit which creatures they'll attack, I believe.
FrankieYale The original modder has every right to question the author of the reuploaded mod. As per the no licence policy of the Terms of use.
While this mod is really good Orks/goblins will kill EVERYTHING leaving nothing left to hunt for food to materials, is there a way to make it so they only target players not animals?
Has anyone tried this with the no rust creatures mod? Is it possible to replace the rust creatures with these?
I wish there was a config mod compatibility so we can tweak monster stats ourselves to make them either stronger or weaker.
With the Level up mod, you casually slay these creatures like they're flies, even the red Dragon is relatively easy to kill and cheesable with bows without any aggro detection.
Scorch1402 Why have you brought this curse upon us
OverGrownHell The Scorched shall rise.
The chat logs will sing in death.
The armies of Rot were enough to bring the old world to its knees yet they broke upon his blade, now it is the turn of the Orks and Dragons to be slain and torn asunder. Also didn't the dwarves digging deeper unleash eldrich horrors in Tolkiens works?
Scorch1402 You have made a terrible mistake. I will send a private mod for the server. You will rue this day, Scorch the Slayer. Foul magicks are at work upon the lands of Ren, and you will be the catalyst of its destruction. The day of reckoning will come, and it will come soon.
The lands of Men will fall. The Elves will burn in their forest home. And the dwarves will dig ever deeper to escape the death you have unleashed today.
dragon is too easy buff pls n thx
thenobodysheep
In the dragon's .json (and other mobs), near the bottom of the document, you can find these lines of code (this is for the dragon)
"spawnconditionsByType": {
"dragon-red": {
"runtime": {
"group": "hostile",
"tryOnlySurface": true,
"chance": 1e-05,
"minDistanceToPlayer": 128,
"maxQuantity": 1,
"maxLightLevel": 32,
"lightLevelType": "onlyBlockLight",
"groupSize": {
"dist": "verynarrowgaussian",
"avg": 0.25,
"var": 0
},
"insideBlockCodes": [
"game:air",
"game:tallgrass",
"game:snowlayer-1"
],
"minTemp": -40,
"maxTemp": 40,
"minRain": 0.0,
"minForestOrShrubs": 0.0,
"maxForest": 0.3,
"maxShrubs": 0.6
},
"worldgen": {
"TriesPerChunk": {
"avg": 0.04,
"var": 0
},
"tryOnlySurface": true,
"maxQuantity": 1,
"groupSize": {
"dist": "verynarrowgaussian",
"avg": 0.25,
"var": 0
},
"insideBlockCodes": [
"game:air",
"game:tallgrass",
"game:snowlayer-1"
],
"minTemp": -40,
"maxTemp": 40,
"minRain": 0.25,
"minY": 1.5,
"minForestOrShrubs": 0.1,
"maxForest": 1.0,
"maxShrubs": 1.0
}
}
}
},
All you have to do to prevent spawn is tweak a few numbers, like setting the "maxQuantity" to 0, or the "maxLightLevel" to 0. Since the dragon can only spawn on the surface, setting the light level to 0 would essentially make it unable to spawn. Setting it to a maxQuantity of 0 means that when it succeeds a spawn check, it would add 0 dragons to the world at 128 blocks away from the player. Though now that I think on that, the game may have a default for a minimum of 1 (as a failsafe), so perhaps limiting it to 0 blocklight is best. You could also just change the maxTemp at the bottom to -40, that way it has to have insanely perfect conditions to spawn.
Basically, there's a ton of ways to effectively disable the natural dragon spawn without deleting files (if you don't want to delete the files for some reason).
Swiftthistle
Where is their spawn weights in the JSON located?
Samuel_REDACTED Simply change their spawn weights in the .json file in assets > entities >land > (mob). You can make them extremely rare or simply not spawn at all.
Is there a way to completely disable certain creatures from spawning, such as the dragons as I use and really like the ones from Draconis.
Qiri You can modify them manually by opening up the file, navigating to assets > entities > land > (the mobs) and opening each file. You'll want to adjust their movement speed, health, loot, and entity seek range there. Relatively easy to understand. They are .json files, so you have to use notepad or something similar to open them.
Be very careful with movespeed values, the base is around 0.016, I bumped a lot of mobs up to 0.04 and over rougher terrain, they kept up very well. If you want them to always be on your tail, 0.052 is around player-ish speed. For seek range, it's in blocks, so setting it to around 30 will be outside of sound range; you won't hear their aggro noises. Keep in mind that the higher this is, the harder the mod is by default. You can, coincidentally, increase their drops, change, them, or modify them there.
Note: Anyone can do this with the older versions of the mod. But I am not allowed to modify the mod in any other way nor update the mod by Kiptrix's request. Make sure everyone downloads your version of the mod for the server, and includes it in their server IP mod folder.
For health, do note that a thrown flint spear does around 4.5 damage; IIRC I set Orks to have 12 or 15 HP based on type. A flint spear deals 2 damage stabbing, and 5 when thrown; that's six hits melee or three when thrown, not including damage bonuses from classes. So if you make the mobs very fast, and very strong, they will be overwhelming especially with larger aggro ranges at early game.
What I'd recommend is to make Skeleton Blackguards more common, increase their movement, damage, seekentity range, and health, and let them be "elites". 40 HP and 0.05 movespeed alongside a 35 seekentity range and 10 damage is more than enough to make them formidible.
Thanks for the temp update while we wait for the official update.
Would it be at all possible to had a config file we can edit to increase difficulty of entities? Like their HP and dmg?
Excited to be able to use this mod again, but they feel rather easy to dispatch, so it would be cool if we could increase difficulty for our saves and servers if we want more of a challenge :)
Kiptrix A modder complaining about his mod being modded lel. Just take it as a compliment and stop guilt-tripping the guy when you chose to radio silence a mod people are invested in. Also funny how this mod got a speedy response out of you, but not the "collection of unanswered offers to help".
thank you for the temp update, tbh its amazing!
Kiptrix This is a hobby, and we all get busy. I dropped by your Discord link to offer to help, but when I saw the collection of unanswered offers of help, I didn't bother. It was pretty reasonable to think the mod had been abandoned.
Swiftthistle made a huge contribution in terms of stability and performance improvements. Perhaps they can assemble these into a pull request against your repository to be sure that you catch all those issues in your official update.
Kiptrix Understood, and thank you for your time and I'm sorry to disappoint you. If you have a place where I can contact you, perhaps donate time, money, or effort to the cause, please let me know. I sent you a friend request on discord as a_noble.
I want you to know that your mod is the inspiration that led me to looking into coding and understanding more of the Vintage Story API, and that it's a positive thing you've made here. Before my break from the game, this was a must have in my play throughs. It was only when I returned did I find it caused actual harm to my PC, and seeing no new responses in your comments, your mod page nor a reply on Discord, did I decide to take action.
I made the update public to help other players who had the same issues I did. I'm sorry for the misunderstanding and the waste of your time to come here and make this statement.
Swiftthistle
I don't want to sound harsh, I just didn't expect anyone to fully commit to doing an update. I'm not mad either, I should have mentioned that. I was just dissapointed. But likewise I know theres a lot of people that have been begging for an update, and while I wanted to do that, life got quite busy. I'm happy there is something players can use in the meanwhile. I know you didn't mean anything malicious by posting this version, and I'm also sorry for the lack responses on discord. I have a lot of mail and not a lot of time.
Again, this can stay up for the time being, I just don't want to encourage a bunch of unnapproved forks of my mod.
Found it; https://mods.vintagestory.at/terms
Kiptrix I'm sorry. I didn't know that you were working on an update, I literally just caught up to the point in Jay's stream where you DM'd him an hour ago. I honestly thought the project was entirely dead, as I had even sent you a friend request on Discord - to no response.
If I had known that an update was in the works, I would have asked if I could have made a blunt update to the mod like this just so the stream wouldn't be so unstable. I personally did this because I was using your mod, and this mod + my PC being connected to a power strip, was causing me to experience brown outs and kernel corruption. I didn't want to stop using the mod, because I like what you'd made, and I saw no activity on your end and no response, so I pushed it out so other people wouldn't suffer kernel corruption like I did.
Essentially, the mod would eat up all of my ram and cause a lot of lag spikes on my PC, and with my PC struggling to hold all of the errors with a lot of spawns flooding the log every tick, it'd (to my knowledge) build up junk data that would then lead to a crash and forced restoration. It happened twice in a row to me.
When your update launches, I will remove this mod. I mean no offense, and I did this for my own computer's safety, and thought I would share since other players wanted to use it for their games as well, and I didn't want their computers at risk either. And yes, updating this mod to be a content mod did fix my issues. I tested this mod solo and in a solo-mod environment, it was making my PC unstable.
I wish you would have asked me first. I have an update on the way. I'm not happy about this. I won't take any other actions, this re-upload can stay up for now. I know there has been demand for an update for some while. I do not approve of any future changes or updates added to this page. Please ask and wait for approval.
To make light of things, I'll share some things coming soon to the actual mod;
-Hobgoblins (meaner, larger goblins)
-Orcs (not 'orks', orcs, big buff monstrous heavily armoured baddies)
-Krakens
-Balgor (totally not that thing from lotr)
-Dragons will actually breath fire
No dates for the release of this/these update(s) yet
can you include a sub-mod to turn the goblins into hot babe goblins
My prayers are answered! I'm so excited about this update!
Cliffrd Hopefully he can use it in his next stream.
Etnard I think we all were. :P
Thank you for your work!
Was also using this mod because of his stream haha
How funny, it was their stream that encouraged me to download the original since it was working at all, so this is perfect! Great work :)