Mods / Fauna of the Stone Age: Pantherinae

Category: #Creatures
Author: Tentharchitect
Side: Both
Created: Apr 10th at 5:09 PM
Last modified: 1 day ago
Downloads: 1471
Follow Unfollow 39

Latest file for Various v1.18.x:
FotSA-Pantherinae-v1.0.5.zip 1-click install


A collection of big and medium cats of the subfamily Pantherinae, these powerful predators will act as an elusive danger players will have to avoid, and protect their livestock from.

This mod includes:

Neofelis diardi, the Sunda clouded leopard.
Neofelis nebulosa, the mainland clouded leopard.

Panthera atrox, the American lion. (Extinct 11,000 years ago)
Panthera leo, the lion.
Panthera onca, the jaguar.
Panthera pardus, the leopard.
Panthera spelaea, the European steppe lion. (Extinct 13,000 years ago)
Panthera tigris, the tiger.
Panthera uncia, the snow leopard.

Each cat makes loud calls from time to time, acting as an early warning for players who learn to recognize which cats are making the sound and which will hunt humans. What’s more, meat can be set on the ground that will temporarily sate predatory cats, making them ignore the player unless they get too close. Or meat can be used to lure them into hazardous terrain.

When hunting prey, the Pantherines will slowly stalk their target before pouncing once close enough. Evasive and observant players should be able to escape in time and avoid conflict when not equipped to do so. The larger cats are similar in strength to brown and polar bears and players should avoid them when possible. For those determined to face these foes, it is recommended to use strategies early humans employed for hunting large predators.

Feature:
Carcasses:  These unique type of fly covered carcasses will prevent big cats spawning in the area around them. They have a chance to spawn when first arriving in an area or when all big cats have been killed off from the area, allowing players to locally wipe out big cats. Destroying the carcass of the respective type will allow more cats to spawn again and some carnivores and scavengers may destroy them as well, so if you want big cat spawns prevented in an area protect these carcasses.



Design theory:

This mod is intended to be feature complete upon release. Outside of adding new base game features to bring these animals up to the new standard, updates will be limited to bug fixes, art asset touch ups and compatibility patches. This is intended to make the mod more server friendly and easier for other modders to patch interactions between their own creatures and the ones in this mod.

All the animals in this mod have a strict population cap and will only spawn on runtime, not world gen. This is also to make the mod more server friendly so as to not add an overwhelming number of entities. 


Links:
https://ko-fi.com/tentharchitect

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

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.5 79 1 day ago Show FotSA-Pantherinae-v1.0.5.zip Install now
v1.0.4 360 May 8th at 5:45 PM Show FotSA-Pantherinae-v1.0.4.zip Install now
v1.0.3 728 Apr 17th at 4:12 PM Show FotSA-Pantherinae-v1.0.3.zip Install now
v1.0.2 17 Apr 17th at 4:10 PM Show FotSA-Pantherinae-v1.0.2.zip Install now
v1.0.1 110 Apr 14th at 2:53 PM Show FotSA-Pantherinae-v1.0.1.zip Install now
v1.0.0 177 Apr 10th at 5:14 PM Show FotSA-Pantherinae-v1.0.0.zip Install now

27 Comments (oldest first | newest first)

💬 Zorf, May 22nd at 8:46 PM

Great to hear!!!! I just couldn't help but imagine having the bloodcurdling banshee howls of my adorable local lions in VS :3 Glad to hear it's on your mind!

💬 Tentharchitect, May 22nd at 5:03 PM

Thanks Zorf!
I won't add mountain lions to this mod, but I have plans to do a Felinae mod eventually and have them and all their family members there. 

💬 Zorf, May 22nd at 4:42 PM

I love this! I know they're a different family, but do you think you'd ever add mountain lions?

💬 Tentharchitect, May 15th at 9:58 PM

Thank you so much for testing it and listing out the steps you took!
I still wasn't able to induce the exact same error, but I believe I've figured out the cause. I had removed the decayedBlock value so the carcass wouldn't just become an ordinary carcass after you harvested it, but it seems under certain conditions the game doesn't like that. Putting carcass-medium in the quotes seems to have fixed it. 
I'll include this in the next round of bug fixing, thank you for bringing this to my attention.

💬 bluelightning32, May 15th at 5:51 PM

I removed all other mods, and I was still able to reproduce it.

Repro steps.
1. Go into creative mode.
2. Spawn a big cat carcass
3. Hit it until it dies (the flies drop).
4. Harvest it with a knife
5. Take out the bushmeat from the contents window.
6. Close the contents window.

On a multiplayer server, you will get disconnected. In single player, the exception is printed to the console, but you won't get disconnected.

💬 Tentharchitect, May 15th at 3:19 PM

Strange, I tested all the cats and the cat carcasses and couldn't get the error to reproduce. 
Are you using any mods that edits how bushmeat, fat or hides work? Those are the potential drops and might lead to a NullReferenceException if they were removed or edited.

💬 bluelightning32, May 15th at 4:40 AM

When I harvest a cat carcass with FotSA-Pantherinae-v1.0.4.zip, the server kicks me off temporarily. This error is shown on the server console:

14.5.2023 21:38:13 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object
at Vintagestory.API.Common.Block.IsReplacableBy (Vintagestory.API.Common.Block block) [0x00055] in <ac8f793f72eb491b9577378f83f29660>:0
at Vintagestory.GameContent.EntityBehaviorDeadDecay.DecayNow () [0x00133] in <e3e95c8f905742c6b130bc8ef1849c64>:0
at Vintagestory.GameContent.EntityBehaviorHarvestable.Inv_OnInventoryClosed (Vintagestory.API.Common.IPlayer player) [0x00025] in <e3e95c8f905742c6b130bc8ef1849c64>:0
at Vintagestory.API.Common.InventoryBase.Close (Vintagestory.API.Common.IPlayer player) [0x00029] in <ac8f793f72eb491b9577378f83f29660>:0
at Vintagestory.Common.PlayerInventoryManager.CloseInventory (Vintagestory.API.Common.IInventory inventory) [0x0001a] in <7dc1ecd263244f3984ddc1d2817eedfa>:0
at Vintagestory.Server.ServerSystemInventory.HandleInvOpenClose (Packet_Client packet, Vintagestory.Server.ConnectedClient client) [0x00045] in <7dc1ecd263244f3984ddc1d2817eedfa>:0
at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <7dc1ecd263244f3984ddc1d2817eedfa>:0
at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00151] in <7dc1ecd263244f3984ddc1d2817eedfa>:0

💬 Tentharchitect, May 9th at 2:52 AM

I made certain to use a unique ID for my animals that others had also made, so there shouldn't be any mod conflict with using both. If you'd like to prevent one of the two from spawning you can try the mod Spawn Conditions which allows you to configure any base game or modded creature to your liking, or you can go into the entity files and adjust the spawn chance near the both of the json file. The former is better as it shouldn't disappear when the mods update.

💬 bringitonwimps, May 9th at 1:24 AM

i like this mod, but i also use the kritters and creatures mod and it  seams there may be some conflicts, like it also has  tiger.  idk if there is a way to set which big cats are available.. also seeing if i can do the same with kreatures and critters.  but really like the big catws and the models are nice.

💬 Tentharchitect, May 8th at 11:39 PM

Fair enough, if you would like to play it without sounds you can either go into the animal entity files and set the roar behavior chance to 0.0 or delete the sound folder completely.

💬 1618, May 8th at 11:32 PM

I enjoyed the mod but deleted it because they wouldnt shut the hell up. The constant animal sounds in this game really annoy me; the drifters, the wolves, etc.

💬 Tentharchitect, Apr 30th at 7:04 PM

Thanks! Glad you're enjoying it!

And I know exactly what happened XD I set all of the cat's roar sounds to be audible from the realistic range, ie lions can be heard from 3 km away, but because I tested sounds in single player I could only hear them when they were loaded in near me which is capped at .5km away. I'll tweak that next time I update it, have a few bug fixes already lined up.

💬 Frepo, Apr 30th at 7:28 AM

Awesome mod!! Love big dangerous animals, just what the game needs, some REAL threats! Thx for this man!

One thing though, their sound seems to be broadcasted server wide. So if one player is near one when it growls, another player 50 km away deep down in a mine will hear it too.
Funny nobody has mentioned this, maybe its only a problem for us, some other mod or something messing with us.

💬 Tentharchitect, Apr 27th at 3:56 AM

Sorry to hear that, if you could tell me which cat is the one that was giving you issues I'd be happy to look into rebalancing it.

And when you mean spawning every where do you mean there is more than one instance of cats/pride of cats spawning per square kilometer?

💬 AmenoS, Apr 26th at 11:42 PM

Bad enough that a server of 5 all came to the conclusion that this mod is very badly balanced. They keep spawning everywhere and they do way too much damage. We have to get rid of it. We're in the metal age and we can't even deal with it.

💬 Tentharchitect, Apr 17th at 4:15 PM

I was recently made aware of the Texture Atlases being a shared resource for all mods, and that my textures were using up most of that resource. I've since compressed them down to take up a more reasonable amount for what this mod adds. To further reduce it I've removed some features so players can have more space for other mods, but will restore them if the Texture Atlas system is reworked to be less of a limiting factor. If you'd like to keep the albino, melanistic and other color variant versions, you can use v1.0.2, but it will use slightly more texture space.

💬 Tentharchitect, Apr 15th at 5:26 PM

Thanks for providing feedback Yelb, it's given me some good info to work with. I'll be incorporating it in the next update within a week.
And if the experience I'm creating isn't quite what you're looking for, Craluminum's new mod Spawn Conditions should allow users to fine tune things themselves. For those wanting to remove the extinct animals or reduce the pride sizes this should make it possible without editing the mod itself.

💬 Yelb, Apr 15th at 10:14 AM

Hi again. I’ve removed the mod for now. Cats are everywhere, another pack of steppe lions spawned 60 blocks from home, only two nights after i killed the first group. Also, they are very noisy, they growl very often. So, i still love the idea of the mod, but at the moment the balance or behavior is unfun.

💬 Tentharchitect, Apr 14th at 9:26 PM

That is bad luck with spawning. The lion prides appear half as often as the solitary males or female with babies do, and a pride of steppe lions are meant to be the second toughest challenge in the game. My thought with them is that you need to work with others, pick them off one at a time, lure them away, use modded weapons, traps or just avoid the area. I'll reduce the pounce rate in the next update, but challenge wise those seem on par with what I was going for, the Homo sapien mode equivalent of a end game drifter swarm. 

💬 Yelb, Apr 14th at 8:44 PM

The last encounter, really a few blocks away from my home, was about steppe lions. A pack with 5 adults and 7 kitten !

I could take the adults one by one with precise spears. About the kids... They were cute while i was murdering them in melee.

Really it may be bad luck with spawn, but it’s way too much, too often.

💬 Tentharchitect, Apr 14th at 6:57 PM

Thanks for the feed back! Sadly the animal ai isn't complicated enough for them to fall back to a certain distance and attack again but I can fiddle with the pounce chance.

Which species were they? The lions all spawn in groups so it could have been a single spawning. Otherwise once one instance has occurred no more of the same genus is supposed to spawn in the same area. And their health is varied by species as well, the smaller ones are weaker than wolves while the largest is comparable to a polar bear in health and damage. 

💬 Yelb, Apr 14th at 6:17 PM

Now i played with them, and if i like the idea of the mod, i find the cats waaay too common. In only a few days in my current game (first year, august), i’ve seen six or seven of them only around my home, one kitten. I’ve killed two of them and it was weird, they acted like crazy, jumping on me. It would feel much better if they jump once, run away, come back later, etc. So, same attack behavior, but with more delay between attacks, and fleeing further after each attempts. Also, they die after throwing only 3 flint spears i think ? Anyway, i like these cats, but they need tuning IMO.

💬 Yelb, Apr 14th at 4:02 PM

Excellent ! Didn’t meet these cutties ingame yet, but i can’t wait to be eaten alive by a big cat, thanks !

💬 Tentharchitect, Apr 10th at 8:33 PM

Thanks Moby!

💬 Moby_, Apr 10th at 6:29 PM

These new animals look amazing!

💬 Craluminum, Apr 10th at 5:43 PM

Could you add me in discord?

Craluminum#9038

💬 Craluminum, Apr 10th at 5:42 PM

Source code?

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