Mods / Fantasy Creatures
Author: Kiptrix
Side: Both
Created: Jun 30th 2023 at 10:53 AM
Last modified: Feb 12th at 2:32 PM
Downloads: 36222
Follow Unfollow 467
Latest file for Various v1.19.x:
fantasycreatures_0.7.1.zip
1-click install
Fantasy Creatures v0.7.1
For players still using 1.18.5-1.18.7, version v0.6.3 has been uploaded
Fixes
v0.7.1 fixes and tweaks
-just a compatibility patch for VS 1.19.x
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v0.6.3 - v0.6.4 fixes and tweaks
-Fixed dragon spawn runtime conditions to be even rarer
-Added worldgen spawn condition to give dragons a chance to spawn at very high altitudes
-Changed dragon drops to be more balanced
-Made Walnut and Oak Treants have a higher (but still uncommon) chance to spawn
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v0.6.1 - v0.6.2 fixes and tweaks
-Fixed dragon spawn conditions to only spawn 1 dragon instead of up to 4
-Patched dragon health from 70 to 100
-Patched glitched blue-dragon from spawning and inflating the texture atlas
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v0.6.0 fixes and tweaks
-Reduced Ork item drops
-Reduced Ork and Goblin spawn rates
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v0.5.7 fixes and tweaks
-Changed the dragon item to not use the dragon model and texture to reduce the item texture atlas by 10,000 pixels
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v0.5.6 fixes and tweaks
-Removed unused texture to prevent bloating the texture atlas
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v0.5.5 fixes and tweaks
All loot rates have been reduced
All spawn rates have been reduced
All player-hunting/seeking mobs have been regrouped to the "hostile" category and will no longer spawn during grace periods
Pine Treants
- Chance to spawn approximately every 00:47mins. Spawns Alone or with 1 other treant on rare occasions
- Surprise uncommon but very useful drops!
- Decays in 10 in-game hours
Treants
- 1/8 Chance to spawn approximately every 1hrs:06:mins. Spawns Alone, or with an Ent-Shepherd or 1 other treant on rare occasions
- Decays in 10 in-game hours
Orks
- Chance to spawn approximately every 1hrs:06mins. Average 2 seperate groups if conditions are right, rare chance to spawn 3-4 seperate groups.
- Reduced drop and harvest probabilities.
- Changed decay to irl 2mins:30secs
Surface Goblins
- Chance to spawn a group approximately every 00hrs:33mins. Maximum of 6 per chunk. Average 2-4 seperate groups if conditions are right, rare chance to spawn 4-6 seperate groups.
- Changed decay to irl 30secs
Cave Goblins
- Chance to spawn approximately every 1hrs:51mins. Average 3 seperate groups.
- Changed decay to irl 30secs
Skeleton (dark areas and caves version)
- Chance to spawn approximately every 00hrs:00mins:40seconds if dark enough, maximum of 3 per chunk. Average 1 group if conditions are right, rare chance to spawn 2 seperate groups.
- Reduced drop and harvest probabilities.
- Changed decay to irl 30secs
Blackguard Skeleton
- Chance to spawn approximately every 50hrs:00mins:00seconds. Spawns alone.
- Reduced drop and harvest probabilities.
- Decay is still 3 in-game hours.
Skeleton Deserter
- Chance to spawn approximately every 33mins:33seconds. Average 2 seperate groups if conditions are right, rare chance to spawn 3-4 seperate groups.
- Reduced drop and harvest probabilities.
- Changed decay to irl 30secs
Skeleton (Surface dark areas and night version)
- Chance to spawn approximately every 6mins:66seconds if dark enough, maximum of 3 per chunk. Average 1 group if conditions are right, rare chance to spawn 2 seperate groups.
- Reduced drop and harvest probabilities.
- Changed decay to irl 30secs
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v0.4.27 fixes and tweaks
These times are incorrect as of v0.5.5
Orks
- Chance to spawn approximately every 1hrs:06mins. Average 2 seperate groups if conditions are right, rare chance to spawn 3-4 seperate groups.
- Reduced drop and harvest probabilities.
- Changed decay to 3 in-game hours.
Surface Goblins
- Chance to spawn a group approximately every 00hrs:06mins. Maximum of 6 per chunk. Average 2-4 seperate groups if conditions are right, rare chance to spawn 4-6 seperate groups.
- Changed decay to 0.3 of 1 in-game hour.
- Fixed Hunter Goblin variant to match the stats of the Lone Goblin Hunter.
-Fixed Armored Goblin variant to have more health than normal goblins.
Lone Goblin Hunter
- Chance to spawn approximately every 20hrs:00mins. Spawns alone.
- Reduced drop and harvest probabilities.
- Changed decay to 3 in-game hours.
- Fixed stats.
Cave Goblins
- Chance to spawn approximately every 25hrs:00mins. Average 3 seperate groups.
- Changed decay to 0.3 of 1 in-game hour.
Skeleton (dark areas and caves version)
- Chance to spawn approximately every 00hrs:00mins:40seconds if dark enough, maximum of 3 per chunk. Average 1 group if conditions are right, rare chance to spawn 2 seperate groups.
- Reduced drop and harvest probabilities.
- Changed decay to 0.3 of 1 in-game hour.
- Fixed stats; attack and attack tier.
Blackguard Skeleton
- Chance to spawn approximately every 50hrs:00mins:00seconds. Spawns alone.
- Reduced drop and harvest probabilities.
- Changed decay to 3 in-game hours.
Skeleton Deserter
- Chance to spawn approximately every 33mins:33seconds. Average 2 seperate groups if conditions are right, rare chance to spawn 3-4 seperate groups.
- Reduced drop and harvest probabilities.
- Changed decay to 0.5 of 1 in-game hour.
Skeleton (Surface dark areas and night version)
- Chance to spawn approximately every 00mins:40seconds if dark enough, maximum of 3 per chunk. Average 1 group if conditions are right, rare chance to spawn 2 seperate groups.
- Reduced drop and harvest probabilities.
- Changed decay to 0.5 of 1 in-game hour.
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Hot fixes
v0.4.14 fixes
Fixed all broken harvestable tables not having enough slots for potential number of different item types. Tweaked all spawning rules for enemies. Added a new skeleton type; skeleton-deserter, basically a normal skeleton that spawns more often and aimly in desert like environments.
v0.4.7 fixes
Fixed invisible goblins issue where all lonehuntergoblin would have broken loot tables and had missing texture and geometry.
v0.2.28 fixes
Fixed creative menu item displays for both goblin variants (surface goblin & normal goblin).
v0.2.27 fixes
Fixed loot harvesting while carving goblins.
Looking for a dedicated coder. Dm Kiptrix on discord for more information if you are interested!
Add classic fantasy creatures into your world! [This Update 0.7.1 is a compatibility patch for 1.19.x]
Read the fixes for precise changes to spawning and whether drops rates have been affected for certain creatures!
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~Details~
Enemy decay has been tweaked, so you don't need to harvest every enemy corpse, many of them despawn in 30 seconds :)
Enemies with important and valuable loot have long decay times.
Goblins! They appear as frequently as Bighorn Sheep and only have a little hp. Functionally, they are identical to surface drifters. They can spawn in groups and are fully animated as-well.
NEW Goblin variants! They consist of cave goblins, armored cave goblins, armored surface goblins, alternate textured surface goblin and hunter goblin! The hunters can occasionally have their andesite axe harvested. Hunter goblins will hunt foxes and hares. . . and players of course.
The armored goblin variants can occasionally have their improvised wood armor harvested.
Hunter goblins and armored goblins have slightly more health.
Sound effects added for goblins!
Skeletons! They have a clever trick up their sleeve. Be on the lookout for piles of bones. Think twice before getting too close. They have 3 hp. Normal and surface skeletons spawn underground and at night- but can stick around all through out the day. The Skeleton Deserter types can spawn in desert like environments at any given time of day.
NEW Blackguard variant! Higher hp and higher attack damage. Very rare drops for all broken and damaged blackguard armors and guaranteed rusty gear drops! They especially can be found in extreme climates at night.
Orks! To commemorate 1000+ Downloads of Fantasy Creatures, Orks have been added! No, not the big buff green guys (orcs), no, no. The pig-like kind, Orks! The wandering enemies can't see very far but they are on the hunt for all sorts of things, especially goblins! Keep your distance. They have 8 hp (16 hits to defeat with your fist), and they also deal 8 points of damage with their flint spears! They are an uncommon spawn but not too hard to find if you really go looking for them. Successfully defeating them may award you with redmeat, a spear, or even raw-hide clothing.
Treants! Did you hear that tree grunt at you? Did you watch those goblins get murdered by a tree?! Keep your eye out for the new Treants! They come in 3 varieties: Oak, Walnut and the Pine variants. They often are standing still disguising themselves as ordinary trees, but don't be fooled! Get too close and they'll deal a whopping 18 damage. And if you intend to take one of these monsters down, think wisely. They have 120hp. Defeating them will merit you the wood type they resemble, sticks, a guaranteed temporal gear, and the chance to recieve either an Acorn Amulet or Walnut Amulet and sometimes a large Olivine Crystal. The pine variant has its own special drops. They spawn very uncommonly always in forests.
Ent-Shepherd! Mostly peaceful giants that can be found tending to their treant flocks, or searching for them. The slow moving giants won't look for a fight but if you get close to them they'll take it as a threat and deal 12 points of damage. They are quite a rare find, and only have an opportunity to spawn 1 in 4 every 66 irl minutes if the conditions are right. Treants will follow behind these shepherds so beware of their where abouts. The Ent-Shepherds will lose sight of their flock from time to time and leave them behind by accident. The Ent-Shepherd has some interesting drops but only a monster would want to know what those drops are.
Red-Dragon! A new boss. They will go out of their way to prey on Bighorn-Sheep and anything that challenges them may meet their wrath. They have a dangerous firebreath attack, a claw swipe attack and a biting attack, all dealing more than 15 points of damage. The dragon also will fly away briefly and during its flight it will entirely restore its health (technical limitation, now a feature). If you cannot deal enough damage to the dragon before it flies away the fight will continue. The Red Dragon has 100hp and can be harvested for a wide variety of items. The dragon cannot be killed while flying. If you wish to not fight this foe, your best bet is to hide until it flies away. Attacking it at a range will provoke it and it will run after you.
Unfortunately the dragons cannot fly out of water :(
Ignore the work in progress entities in the creative menu ;)
Ukranian translation added, courtesy of justOmi
Sorry there has not been a config file created yet. It's been talked about, but there's not a release in sight ...yet.
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~Community, Development & Contact~
Announcing the Discord page on the Vintage Story discord:
Fantasy Creatures Vintage Story Discord Mod Post
Leave suggestions and feedback there for quicker responses and discussions!
I'd also like to announce the (sort of new) co-creator of the mod; CaptainOats! They've lended a hand on several assets as well as started working on structures that will be implemented in the future.
Want to get involved with the mod?
DM @kiptrix_ on discord! I can't guarantee everyone can contribute, but code assistance would be especially welcome.
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~Work in progress~
Stay tuned for more creatures like ogres, fairies, mushroom folk, trolls and mimics!
~Roadmap~
Next planned additions: Slimes, new variants of previous mobs and a config file (sorry for the wait).
Please leave more suggestions! I don't want to spoil anything but I certainly plan to add some creatures already suggested. I read all of the comments :)
If I turn off the rift activity (related to surface drifters) the fantasy creatures still spawn?
Could we get a config to adjust spawn rates?
goblins despawn way too fast i cant even make a knife in time before they vanish
Kiptrix
would be awesome to be able to collect the heads of the creatures to display around if at all possible?
Very fun mod, all the mobs have excellent models, animations and sounds.
Suggstions:
I like the spawn rate of Ents/Shepherd and their stats. They feel interesting and memorable to find; maybe they both could appear slightly more commonly (especially shepherds), since I've often gone years without seeing one but they both feel in a good place currently.
I think Orks are in a fairly good spot, though maybe some of their drop rates could be reduced slightly (seems they can drop up to 5 rusty gears, and the chance of them dropping a fllint spear or rawhide seems rather high given their spawnrate); but Goblins/Skeletons seem a bit too weak, I think if they were brought up to parity with Orks (maybe even making Orks a bit stronger too) they'd be far more interesting to encounter.
NAVAROME you put them in a Bloomery
@Dubbs
you can configure the spawns in the json files,
you have to open the mod folder and go into the assets folder entities then search for the creature you want then search for this area here says spawnconditionsbytype
and then change chance to a pure 0 if you want to fully disable or add more 0 if you want it to be even rarer of a spawn
or change the minTemp and maxTemp to a tempature that the world will never see and it cant spawn if its not within those temp ranges
@Kiptrix
a simple fix would be to allow them to be smashed into the bits unless theres a way to add it to the crucible to be melted into the liquid
were to melt the golden scales that the dragon drops? i tried in the crucible and it didnt let me.
Man, I'd love to play this mod but without being able to configure the spawns enough to just be able to disable certain creatures it's not really a possibility as I play hardcore and I'd prefer not to risk losing everything to a regenerating and sometimes invincible dragon. Please, man. Give us a config file. Please.
Wonderful mod! I love this, and it really brings the world to life in a magical way. My only suggestion would be for the dragon to have more ranged attacks, as he can be easily gunned down with Flint spears. Sadly, that led to an overabundance of dragon loot on our server. A configuration to disable certain creatures would be amazing.
I don't like their neutral entity designation, firstly because they are hostile, secondly it conflicts with petAI's aggressive behaviour, won't attack them until they attack you.
@ZetaHorzion From your modlist, I see that you have biome installed, remember to whitelist the creatures you want to spawn with biomes' config. If you don't want to spoil the creatures in the mod include "modname-*" instead, quotes included. Feel free to correct or improve if wrong.
ZetaHorzion Speaking from experience, you're sure you're not in a grace period at the start of the game (5 days, 10 days etc. "before monsters spawn")? I use a lot of mods as well and was sure Fantasy Creatures wasn't spawning for me and then, day 10 or so, bam! They are everywhere :)
Seems to not be compatible with mods i use.
https://paste.ee/p/b5Wkw
Maybe this helps figuring out why they dont spawn. Let me know if you need more info.
Great mod thank you for your hard work. A suggestion, I would love the ability in a config file to turn certain creatures on/off. I love Treants, Shepards, and the Goblins. Not so keen on the Dragon, Orcs or Skeletons, just personal preferrence they are all great creatures and additions.
this mod is fun, love the animations and additional life to the world. any way to make this compatiuble with xskills so you get experience when killing all these hordes?.. i mean should be low amount for these easy goblins and stuff but a little would still be nice! thanks mod is great
Thanks Kiptrix
Console things
Snowfall94 Thanks. I'll try that out.
I think this mod MIGHT help you out with that issue (Idk I just found it)
https://mods.vintagestory.at/nightwatcher
@Noleadge
@Amscram (just in case you wanted it too)
A suggestion: Gnolls!
These could appear in southern lands, where they live with hyenas / use them as pets. They do so in D&D lore, where Gnolls are from.
Noleadge The best mod I found for 1.19.x is "drifters belong underground". It would be wonderful though if this mod would give an option to replace all the drifters and bells (underground too) with these fanatasy creatures. I would truly love that.
is there a good mod to remove drifters from the game and put this in its place instead?
Thank you for updating this for 1.19.x. This is an essential mod in my opinion!
Just wanted to mention that the mod has a compatibility update but there are not any new features/fixes gameplay wise. I haven't had much time to do so. This mod isn't dead or abandoned!
Rakoona Just uploaded a compatibility patch for 1.19+
Seems to be causing crashes with the 1.19.3 could u pls fix it?
Hey there! First of all, great mod, been using it in my series and I believe you've already commented a few times!
Lately, since I've updated my current game to 1.19.3, there has been the occasional crash due to this mod.
Anyways to get this fix? I had to remove it for now.
not compatable with outlaw mod it seems. Anyone else have luck running them together?
this flying fire breathing and killing everything around lizard is so annoying
We need 1.19 ;-;
Could you add an option that either prevents Goblins and Orks from spawning within a certain radius of the player, or outright prevents them from spawning at a certain light level? I'm getting tired of clearing goblins & orks out of my completely walled in fully lit up castle.
Any chance we can get an update to 1.19 now that its Live.
Does this work on 1.18.15? If not when can we expect an update?
Are we able too, or will be able too, tame the dragons?
3vilpcdiva
Read some of the comments below, some people edit the mod json files to make it so that they can only spawn on snow or tall grass.
Hello,
Love the idea behind this mod, but for some reason your creatures are spawing within my VERY WELL lit house.
Obviously not advised, so I'm not mad or anything, but this mod on 1.19pre.7 causes a CTD whenever you open any item in the handbook. Will need an update for that whenever this mod updates.
Hey, for some reason the skeletons don't give any combat XP with the XSkills mod, even though other creatures - goblins, orks, etc. - do. I don't know if this is an issue with your mod, or with XSkills but I figured this is a decent place to start.
The dragon should have longer detection radius, or at least increased when attacked. We killed a dragon by shooting arrows at it from far away, it did not even react. So it should be set to "attack-mode" when attacked, no matter the distance.
Happy modding!!
ork.json shows under "runtime": { that there exists a "maxLightLevel": 32, so maybe by reducing that, along with what Kara suggested justdiver then they will stop spawning in a well lit area. You could do the same for surfacegoblin.json. cavegoblins.json shows that cave goblins spawn at maxLightLevel of 7. if you look at drifter.json in the main game folder under assets/survival/entities/land/drifter.json, then you can see how drifters show up based on the level of light and time of day. With a little adjusting, I am sure you could make it more organic for orks and surface goblins to be similar to drifters but show up based on varying light levels (look at spawnconditions: { runtime: { in the drifter.json file and see how Vintage Story vanilla has it setup for drifters).
I feel like the red dragon is far too easy to kill with that much HP considering how rare it is
justdiver what we did for our server, was removed the ability for orks and goblins from spawning on airblocks. they require grass or snow, to spawn now.
they still spawn in, in smaller numbers though
justdiver light level doesn't stop them from spawning, this issue also already exists in vanilla Vintage Story, I suggest setting something on empty floor spaces to detour this from happening. What version of VS are you on and what version of Fantasy Creatures do you have installed? using the /entity count command will show all loaded creatures in your world. A small byproduct of the mod may be that seeing drifters is less common. Find unstable areas and rifts or deep underground for drifters. This is because they all share the same spawn category (hostile mob) and the game has a max and minimum that can spawn. Its sort of a fixed limitation and I'm still exploring solutions. I'm working on a config file to hopefully manage the spawn rates for each mob better.
Having an issue where orks and goblins keep spawning in our well lit base. No drifters spawn, it's only entities from this mod. Any ideas why this might be?
Can't wait for a config- hope we'll be able to enable and disable individual creatures. I honestly just want the dragons
Can also back up Jobnor's comment, I killed 2 dragons back to back with no armor and the equivalent of a bismuth bronze spear, took 0 damage. It's like they arent even a threat if you just, walk backwards...
Kiptrix It did once when I was standing near it and provoking it, and once after I started hitting it.
Jobnor did it take flight during the encounter, and restore its health?
Fought my first dragon! I was unarmored and using a spear and was able to just backpedal while hitting it and it didn't do anything to prevent me from doing that. It spawned in this world after a bit over 22 hours, so much more graceful than before! The dragons probably need to be just a pinch faster. It didn't attack until it was able to stop moving, so I don't know if that's a game limitation thing, or if it was just being neglectful on the other moves that I know it probably has. I saw it destroy a pack of goblins and hens with fire breath and all it did when it was able to get close to me was scratch at the air where I had been. The dragons are cute, though, and if we ever get the ability to tame one -- whether from hatching an egg harvested from a dragon, or from being extra nice to the growly beasts -- I'll have a brand new obsession, ahaha!
Vulpeep Thanks for the translation!
JunidO several monsters can spawn almost anywhere. Skeletons and Dragons for certain. And soon so will the slimes!
A very nice mod, but unfortunately the creatures only spawn in the northern part of the world.
Kiptrix
ru.json
https://pastebin.com/4DFmR4wA
Cathhy I don't think thats because of this mod. It doesn't touch any assets used by fruit trees. Your texture atlas might be filling up from too many mods
Sadly, it messes up the fruit trees textures on 1.18.8... Gotta uninstall until its fixed :(
Crazyabe Few hours irl, idk, when I've played in the past before this mod existed, I don't think I would end up with nearly as many as quickly, and that was before the set respawns were limited.
But if this isn't a problem for anyone else, that's fine, ignore what I said, I could be wrong.
Few hours "in game" or few hours "IRL"? because that sounds about right for "a few hours" IRL.
Kiptrix XSkills is the only one I can think of, I've got like 1 point in Looter, but I see so many goblins/orks so frequently that I get gears from them more often than drifters, I got up to like 8 of them in a few hours just from fighting all the ones that spawn near my base, not even looking for them.
MCRusher Thats strange. They drop the temporal gears as often or even less than surface drifters. Do you have any other mods that might impact mob drops?
This is a great mod, but I keep getting spammed with temporal gears at the current spawn/drop rates.
It kinda removes all value from them and makes them more of an annoyance that doesn't stack.
For now I'm just gonna remove them from the drops in the entities json files, but would it be possible to, idk maybe get a toggle to turn that drop off for these mobs?
Hork_Lord Currently there isnt a way to disable the dragons. The latest update made them faster though and changed a lot of their loot drops. They were also made even more rare in this latest update but its really difficult to tell just how rare that really is.
Hey there, My friends and I have this mod installed on our server we like having the orks, goblins and all the other creatures however the dragons seem to drop some OP loot and are a bit too easy to kill for us, Is there perhaps a way to disable dragons spawning until we hit the later stages of the game?
Thanks again,
Hork Lord
The enemies are pretty simple, and maybe they would be more fun/engaging with better/more aggressive AI. But, I like this mod just because it makes the world feel more alive and gives me random things to kill.
I ran into the dragon last night in <5 hours played on a new world. It was red and only one of them, so I don't think it was one of the debug/testing dragons. However, it seemed pathetic to me. It basically charged me once but didn't hit me (not even sure it swung at me) and it died pretty quickly to a recurve bow with tin-bronze arrows.
In general, maybe smarter AI would be nice (especially as an option for people that want to keep thing easy), but overall really enjoy this so far.
@Kiptrix I also agree with Crazyabe about the Goblins, Orks, and Skeletons being nothing more than a nuisance. I find lots of comedic entertainment in the goblins due to their general goofiness. I have encountered an Ent-Shepherd, but no Ents. The first dragon I saw in my last save spawned in water --on ~day 10-- and was unable to take flight, but tried plenty.
I'm still really excited for this mod, though, and hope that the lessened chance of spawning is because of variants of existing monsters and new creatures being added!
Oh, and the skeletons are exceedingly goofy, and I love them.
Crazyabe that was very useful feedback! Please let me know if you ever see a treant or the ent shepherd. They should be spawning, but getting other's feedback on stuff like that is more useful than me replaying a new world 10 hours a day to find out. Also while a lot of the current enemies are obnoxious and such, they will have even less of a chance of spawning out in the open in future updates. I intend a handful of them, dragons too, to spawn with new structures. All of the enemy types will also be recieving new classes and difficulties.
Jobnor I am not entirely certain, but the world may have an internal clock tick that my dragons synced up with causing them to spawn sooner. You actually witnessed a bug with a debug dragon, I forgot to set the red dragons spawn rules to only spawn the red dragon. The one you got to see used the blue dragon's model (not going to be included in *this* mod) and the white texture was testing to see if I could color grade the dragons to save on texture space (and I didn't find a good way, so in the future expect different mods that add other dragons).
Just did! I had the problems before the update. They spawned separately and I witnessed one of them with all their textures white before they fully loaded in. I was on about day 11 when the first one appeared, and day 17 when the second one did. I'm just at the bronze age, and have 20 day months.
I ended up going into creative to deal with them because I'm still fighting with flint tools and didn't want to walk the 8k blocks back to my house after inevitably dying to them. I'll let you know if I have any other spawns! I am assuming that they spawned early because the mod was not active when I created the world, but that's just purely speculation.
Encountered my first dragon, thank god the things are passive until you harass them, the fact that they hunt Sheep and not Pig is just a bonus in my books given how agressive the damned sheeps are.
on the other hand, I'm making assumptions based on a critter that's stuck swimming in an ocean meh.
General review of other mobs:
Goblins - Worthless Vermin, more annoying than dangerous with their obnoxiously constant loud laughing.
Orks - slow, blind, and pretty much harmless Walking Lootboxes, usually worth killing for the free meats, rusty gears, and replacement Flint Spears*
Skeletons - Ignore if not outside my house, not worth fighting - almost everything drops bones, and skeletons aren't even guarenteed to do that- skeletons just as often drop a single useless skull instead, in turn I've killed so many to stop the annoying noises they make my fence has a skull every other block as a warning to people that aren't going to be coming by either way.
Blackguard Skeletons - Ignore and avoid, their 'good' Drops are not common enough to be worth fighting for, and they are too dangerous in melee for me to bother fighting.
Ents - I've ran through, or cut down several forests and still not seen a single one of any type.
Ent-Shepherd - Never seen one.
* I'm the sort of nutjob constantly running around with 5 flint spears in his bags and one in his hand, because 1) '5 ranged piercing damage' is enough to kill most things in 2-4 shots while I run around in circles, 2) melee is simply more dangerous than throwing my weapons until things are dead, 3) Flint Spears are basically free, compared to anything that requires metal I can't be arsed to dig up or smelt.
Jobnor Did you install the latest update? 0.6.2/0.6.1
Its incredibly unlikely, but the way the game handles the chance to spawn enemies is an approximation. The math for the dragon spawn should be about once every 37 irl hours. But there is such thing as them spawning sooner. It's just a low chance. Your feedback is heavily appreciated.
I haven't even had my first temporal storm and I've had two dragons spawn near my base.
This is vastly superior to what vanilla offers. I absolutely love the mod.
Haven't fought ents nor dragons yet, but all the rest are very fun to fight against.
And oddly all of the mobs feel like they fit the theme of the game better than anything Drifter related.
oh boi this one needs to be very cautious with its spawn rate. I can't imagine this turning into buggy skyrim and being swarmed by five or more dragons because the game decided it was fine spawning them in a group instead of a single one.
Finally we can answer the question "BUT WHAT ABOUT DRAGONS?!" that being said, maybe you should up its health. i mean 70 is only a little bit more than a polar bear at 66, and its less than a bell at 100. i feel like a bloody DRAGON ought to be considerably tougher in health than a bear
When can ride dragon
This dragon is going to scare me to death when I see it, I swear!
Hi luv your creatures and the mod, just wanted to add some suggestions in to the mix,
1) Can we see some AI interactions between the Feverstone mod and Dangerous Waters mods creatures and your Ork's and Goblins, namely the Sharks, Croc's, Piranah and Forest fish so they attack the orks, goblins when they enter the water.*
2) would luv to see the Orks and Goblins fight off the Skeletons and of course have the skelly's attack them as well.|
3) Ork's and goblins are friends with the wolves even having them as pets, but are afraid of the bears and yes bears hunt them in turn.
4) Ork and goblin villages! So instead of having the orks and goblins just randomly spawn anywhere, have them spawn in there village and when enough have spawned they form a group of 4 to 10 and then in a group leave and go foraging or scouting as a raiding party, while still leaving enough in the village to defend it, this way if the player wants the ork or goblins out of his area, they will have to find and attack, then wipe out the village, there by clearing the local area of them.
5) Orks and goblins are in competition with the player for food, so the orks and goblins will gather berries and veggies as well as hunt game and livestock for food, Orks & Goblins will defend large groups of berry bushes from players, till they have taken all the berries off.
6) loot from Orks and goblins should reflect the hunt and gathering food, they also like shiny things so treasure is also in there as well.
7) Trolls, would luv to see some trolls wandering about!
* I'm also think this would all be better done as a third party mod, where a config file is all that's need to get all these mod's to work together and add some AI in for the creatures, all the assets are already in game or added by the main mod's in question.
Anyways great mod keep up the great work and cheers again for making it.
First off, I love where this mod is going. As a few others have said, though, I feel like there are some unbalanced aspects in regard to drops. Orcs seem to drop way too many gears to the point where they're not special at all any more. Also, red meat seems too easy to come by anymore. Maybe orcs should drop bush meat instead? I don't think an orc would be too tasty, but more of an emergency food. Just a thought!
Kiptrix ok,cool. I was thinking of using your mod in a new series. I wanted to do a more "fantasy/LotR" themed series. Ill have to test it out and let you know. Also, if you need someone to help make models, Im quite good at model making... Just let me know. Would love to help out if its needed.
Wizard76 I have not checked, but from what I can tell they should be compatible. I think it really comes down to the amount of creatures you want in your world. I intend to add a config for fantasy creatures in the near future.
Kiptrix Im seriously considering adding it to my series. I like the direction this is headed. Do you know/have you tested if this works with Feverstone Wilds?
Wizard76 I think I've seen some of your series actually! I would love to see this mod in more youtube videos. The good news is there will be more content by time the next season is ready. I'll also have worked out some of the kinks and hopefully finished the config file so many are wishing for by then.
Keeping an eye on this mod.
I want to play this, but Im doing a Youtube series on 1.18.5, and I dont want to add many more mods for stability purposes, but will definitely check it out for another season. Love the direction this mod is going.
Hi!
New mobs doesn't count by X-skills mod, can you fix it?
Cause grinding your mobs - it's a good way to rise up Battle skills
gaydad I'm not quite at the point of making patches for other mods, but that one is definitely on my list once I get around to it. I know that sometime around my release of Fantasy Creatures v1.0.0 I'll certainly have patches sorted for the mods on my radar that would most benefit from this.
Voidwalker yes there will be more friendly creatures! I'm learning C# right now to implement a lot of them the way I'd like to. The more humanoid friendly creatures will eventually spawn in new structures like reclaimed ruins and maybe small settlements. But some of that will be a long while from now. Perhaps soon I can squeeze in some friendly creatures.
First I'd like to say your mod is Hands down one of my favorite mods, and part of my must have Modlist.
Second, I was curious if you would be doing friendly mobs aswell? Maybe have a Mob that was friendly to the Player and maybe offered help or items?
Inb4 dragons are next.... T-totally wasnt editing goblin spawn into for server and totally didnt see anything. <3
Awesome mod I love it, well done! Any chance of integration with VSVillage so that villagers are hostile to the creatures and vice versa? Not sure if it requires a lot of work, tried messing about with the files myself to no avail, but I think it would be really cool. Thank you anyway Kiptrix :)
PeterSanderson Latest update has patched this! Enemies are no longer set to neutral and now are part of hostile group.
adres4t Unlondon wXDogeKingXw drops and spawn rates have been changed again! I'd like to remind everyone that especially with the newer decay rates, these corpses can despawn rather quickly and you are under no-obligation to take the loot dropped by them. That said, much loot has been given a reduced chance.
Exmortis Yes these enemies are weak! They're supposed to be the fodder enemies that Vintage Story has a lack of. Coming updates will have tougher variants that spawn among the weak ones!
Noticed that the mobs from this mod don't seem to follow the "grace period" and are spawning on my SMP server from day one.
I also would appreciate a config, and perhaps similar to the Outlaw mod, a configurable safe distance from spawn in which they will not spawn
I second the comments made by Unlondon and wXDogeKingXw, first 5 min and 2 temporal gear dropped from skeletons. They get 1 spear hit, orcs 2 hits etc. and it is waaay unbalanced. Try making spawns very rare, like 1-2 on 4x4 chunk area and make the enemies stronger, almost bear-level-strong, balance loot to give reward for killing an enemy like that. Temporal gears should not be in the loot table as it is part that drifters are good at, just my opinion, but other stuff like ingots or metal tool components, armor components and such. You could make it so that particular type of enemy drops x loot, like armor pieces, other enemy something else, a system known from some other games, as an example. It's really a sea of possibilities. Most importantly, keep the spirit up, Your mod is looking great so far and balancing is sometimes the hard part but not impossible to achieve!
Mobs spawn way too frequently and are really weak compared to the high drops/rewards they give. They also spawn absolutely everywhere which isnt very nice when they're all over your village and terrorizing your animals. Models are amazing though! A config would greatly improve this mod
Orks are dropping like way too much gear, too much reward for low risk
Just wanted to mention that I'll be patching the skeleton deserter spawn rate again soon. I keep getting inconsistent spawn activity with them.
@Exmortis
I agree! Most mobs seem really easy to handle.
Excellent mod, now a staple of my playthroughs
As it stands though, most mobs aren't much of a threat compared to the Drifters, especially after getting Copper/Bronze armour.
Would be great to see a tougher variants, or maybe things like Goblin archers and similar.
Regardless, great mod!
Kara Its intended so that you have time to store away your loot and then loot the Blackguard skeletons because they have good loot sometimes.
not sure if intended Buuut... For normal skeleton (underground)
line 79.
i saw blackguard ones are set to 3 hours.
looking great i love vintage story but ive been wanting a block game with more fantasy elements
This mod is getting better and better <3
Treants!!!!!!!! Excellent!!!!!
Mackeroni https://mods.vintagestory.at/spawnconditions
Me and my friends would love to have a config for the spawn rates. We love the creatures, but they're very common and it feels like they're everywhere!
Idea for goblins, i noticed they move a bit slow and have low impact when they manage to hit, maybe give them some shanks or something or occasional throwables. Maybe make some of them faster. I also wondered if you could make them change during temporal storms/night time. Loving it so far, disabled eldritch monsters because I feel like this mod can fill the gaps!
Hunter Goblin looks super cool man! They all look pretty good, I'll have to mess around with this at some point. Would love any interesting mechanics you might think of, to bring the creatures more into the world. Cheers thanks for the hard work!
Just updated and played for about 3h with it and the spawn+drop rates seems much more reasonable now ! Great work, can't wait to see what else you have in store :D
Your creatures look amazing! Definitely excited to see where you go with this mod ^^
Any ideas how this mod will interact with DanaCraluminium's Spawn Conditions mod? Will it be overridden by your mods spawn controls?
Also spotted this spelling error for Group when Spawn Conditions collected the spawn data
fantasycreatures:surface_skeleton-normal": {
"Climate": null,
"Runtime": {
"Chance": 0.1,
"MaxQuantity": 3,
"MaxQuantityByGroup": null,
"SpawnCapPlayerScaling": 1.0,
"MinDistanceToPlayer": 18,
"Group": "nuetral",
"MinLightLevel": 0,
"MaxLightLevel": 12,
"LightLevelType": 3,
"HerdSize": {
"offset": 0.0,
"avg": 3.0,
"var": 1.0,
"dist": 0
},
whoaaa this mod is growing super fast
it's so exciting omg
Wow i just checked to see anything new not expecting this rapid of a turn around, truly awesome work! Will be back with more input as long as you're not bothered! Appreciate you homie, let me know if there's anyway I can be more helpful!
In depth patch just dropped. Fixed all spawn rates and reduced item drops. For details look at the changelog or the fixes drop box in the Mod description.
I spent 15 hours on 3 survival save files combined with other players feedback to tweak things to be playable.
Don't hesitate to leave feedback. Hopefully this is the last patch for v0.4.
Next major update will be v0.5.x and the ModID will be changed. This means if you update to v0.5.x you must remember to uninstall v0.4 and below to avoid conflicts. Only have one version installed at a time!
>>>>>Onto adding Treants! . . . and some other surprises!
I've generated a new world yesterday with this mod, eldritch monsters, and better drifters with all of them up to date. I'm seeing mostly Orks with the occasional skeletons and goblins (both being standard variants). Ork loot feels quite overwhelming since the packs are large and relatively easy to kill yielding over 10 gears, meat and a lot of spears/clothes. Definitely seems a bit much, would make more sense to get what you get off a single ork off a whole pack. Seems like the orks spawn the most in fieldy/swampy areas. Skeletons also sometimes drop 2 skulls, these skulls haunt me... I can't find the new mob variants of the goblins and skeles but i have seen them before in an older install of the mod where the world was pregenerated. This new world i've only played on for about 2 months in game time.
Kiptrix
1. Installed on a new World
2. About 5-6 days i noticed especially the Skeletons spawning excessively (Like mentioned before even inside my lit house a dozen of times now, no drifters have spawned in it so far nor any other creatures)
3. Near granite gravel and a pine/maple forest in a clearing. Temperate climate i suppose
4. So far i have not actively seen was the Goblin Hunter (i did encounter one but it was invisible before the hotfix dropped and then promptly crashed my game. have also not gotten far enough to venture into caves so i cant tell anything about the variants spawning in those), nor any of the armored variants
Will give a run-down as best as I can.
1) Installed in a new world
2) About 4-5 in-game days. It wasn't directly the volume of enemies or danger that overwhelmed us, rather the chore of them spawning so close/filling up the village every day. Also confirmed that they seem able to spawn regardless of light level.
3) I'm not 100% sure on how to identify biome. Our village is built on a small island inside the mouth of a bay. Temperate I guess? About 30-40 blocks above sea level.
4) Zero difficulty finding any of them.
Also, my friend did confirm to me that some spawning was happening irrespective of light level. Which might explain part of why the village was getting overrun.
Madman2429 Alass DickieA @CherryRook Thankyou all for the valuable feedback! I'll be tweaking the harvest/drops rate and spawn rates. I'll be also testing things more thoroughly.
Also no, there is nothing replacing drifters- my mobs may be disproportionately lowering the chances of drifters spawning- I'll also be looking to balance that.
If you could help- let me know some of the following information:
1). Did you install fantasy creatures in a new world or a preexisting world?
2). How long did you play (in-game time or irl amount of time) before encounters got overwhelming?
3). If you can remember, what kind of biome were you in where the mob spawning was at its highest?
4). Are you experiencing difficulty finding any of the mobs added?
@Kiptrix I don't think it was any one enemy, but a sort of 'net spawning'. We had to make clearing out our village almost a daily task, though it was rare to have the culprit be the same group back to back. Such as day one was skeletons, then orks, then goblins. Occasionally it'd be two sets on the same groups on back to back nights, with a few reports that it seemed they were spawning on illuminated blocks (though I was unable to personally verify that they hadn't found a corner or rafter to hide in then wandered out during the day).
I suspect (based on looking out over a field from a tower) each group has it's own chance to spawn, rather than a global 'spawn enemy' chance which then has a chance to be any of the sub-groups and as more groups of enemies are added the overall spawning speed appears inflated.
Hello, just wanted to update since my last comment that one of the last two patches seems to have fixed the crash issue that I was running into. I'm now able to play with this mod without any issues. I do have to agree with several others that the spawn rates seem to be a bit too high, though - I don't know if it's because my current home is in a forest, but I can't seem to go half an in-game day without two to six Orks showing up in my general vicinity, and Skeletons are just as frequent at night.
I also wanted to ask a question, because I haven't really seen any Drifters since enabling this mod. Do the creatures from this mod replace Drifters, to any extent? Or have I just had weird luck and not seen any by coincidence?
Ayy just wanted to give an update since my last comment. Really loving the work, it adds so much more variety to the game. The one thing I maintain is that the loot seems a bit excessive. I feel like i'm getting too many bones, spears, and clothing items. Skull drops have reduced a bit fortunately but still seem a bit common. I'm only pressing this because It feels inconsistent with base game drop tables when the mobs aren't too hard to kill, again amazing work and clearly has a great dev/team behind it! Thank you
First ever comment i type as i just recently got the game from a friend but i am loving it with this mod! However i have to agree with Lezandrys, the spawn rates seem a bit excessive, for Skeletons mostly, the Blackguard variant spawns more often than the regular variant for me not sure if it is intended to be a rare variant but from the description i thought it would be (as well as having spawned a bunch of times inside my home, although that could be a lighting issue on my part but i made sure to have torches always lit).
They spawn so often i have almost 3 full stacks of bones now. Config file for spawn rates would be very cool if its possible! Otherwhise as i said i am loving this mod, thank you for your work ! :)
Madman2429 I am actually in the talks of creating a config file for future updates. Nothing final yet! What enemies were occurring too often?
Lezandrys I don't mind at all! Please, anyone at all, if something seems amiss with the mod and you take a look and know exactly the fix- go ahead and share! I am relatively new to modding. I have years of content mod experience but limited experience with certain games and this is one of them. That said, I'm debating on pushing another patch before the modid migration. But it'll definitely be patched in the very next update I post.
I am adoring this mod, it is so refreshing to have threats that aren't just more drifters!
However, I've had to take it off my multiplayer server. The spawning is a bit aggressive, and it didn't seem to have a config file to try and tone it down/restrict where they can spawn. Other than that we were all loving the mod ^^ Super fun to have the army of darkness show up!
That was one very quick fix :D But unfortunately, while the invisibility and loot table are indeed now working properly from what I can tell, those were just the most game breaking issues. A good chunk of the individual references in the behaviors section of the lone hunter goblins seem to still use the wrong name. Just scrolling through the json, I can see missing "lone" prefixes in a few places: health and max health are still wrong, the AI entry for fleeing on damage, and the damage and damage tier on melee attacks. Not quite as vital as the bugs you've already fixed yesterday, but it'll definitely mess with the intended balancing of those two goblins :)
On a similar note, I'm not sure the game recognizes the damage and damage type values in some of the files. I noticed that the json of the skeleton blackguard specified a damage tier of 2, when the ingame overlay says it's 0. Changing the "normal" to "skeletonblkgrd-normal" in those two lines of the json made the overlay match the code. I'm assuming that since the other skeletons seem share the base code, they'll likely have similar issues, even if it's less immediately obvious from the overlay.
Hope you don't mind me pointing out these things here. If anything, it's a compliment - I wouldn't be nearly as invested in helping to get your mod as bug free as possible if I didn't enjoy the new mobs as much as I do :D
I love this mod
v0.4.14 fixes
Fixed all broken harvestable tables not having enough slots for potential number of different item types. Tweaked all spawning rules for enemies. Added a new skeleton type; skeleton-deserter, basically a normal skeleton that spawns more often and aimly in desert like environments.
Kiptrix Ty :D im really enjoying your mod so far
Lezandrys DickieA Lionheart_
I pushed a hotfix that fixes the invisible hunter goblins! So sorry that bug slipped through a few updates ago!
I can confirm the bug with the invisible goblins that crash my game when I try to skin them, same as DickieA and Lionheart_
In a creative world, I've narrowed it down to the lonehunter type variants, so I went into the .zip file to do some quick digging. Considering that the ingame goblins had 20 HP and damage tier 0 instead of the 7 and 1 specified in the lonehuntergoblin.json in the entity folder, and the one thing that missing textures, broken loot table, and this mismatch had in common was the fact that they were given individually for each subtype, it wasn't all that difficult to figure out the fix from there:
In the .json file, the subtypes are referred to as "huntergoblin-[subtype]", but the game expects data for "lonehuntergoblin-[subtype]". Simply adding the "lone" in front of any instances of the former was enough to fix it in my game.
I've been encountering a crash sometimes when I harvest an Ork, not all Orks, but some.
I'm on 1.18.6 stable, playing on a server.
Edit: It seems to be happening mainly with the ones with a dark blue shirt.
Edit: I've had no problems harvesting Black Guard Skeletons but I got my first crash now.
Hello, thank you very much for the mod. I was waiting for it to be a bit more fleshed out to download it, and I've been enjoying randomly encountering goblins and orks out in the wild.
I just wanted to report that I encountered the same exact crash report as Serfs in my singleplayer world. I am not using the .net7 build, as some of my mods are not yet fully compatible with it. My mod list is a bit excessive so tracking it down if it is a mod compatibility issue would be difficult, but I neither have A Culinary Artillery nor Better Drifters installed (I saw both mentioned)
Same as in Serfs' case, I disabled the mod and the crash stopped occuring. It was happening with a bit of variability ~1 minute after loading the autosave, and the original crash happened while I was digging out the basement of my first permanent base but kept occuring even when I simply stood still after loading the save.
Assuming I did it right, I have a backup of the world at the point where the crash was happening if you would like me to provide the crash report, but when looking between them it was exactly the same as Serfs' besides our modlists.
I tend to lurk but I rather like the idea of this mod, so I wanted to share in hopes that maybe a fix can be found. For now I will keep playing without the mod enabled because it was not possible to continue the world with that crash occurring.
DickieA I have been attacked by an invisible goblin before, i managed to kill it by seeing my cursor turn red, but once i skinned him i crashed
Loving the mod, just updated and excited to try the orcs! I had a question, is there anyway to edit loot tables? If i had the option i'd make the human skull drop a lot rarer and reduce the amount of bones from skeles a bit just for personal preference to keep bones a bit more scarce and to stop the overflow of human skulls.
EDIT: Believe i just got attacked by an invisible goblin. Anyone aware of this bug?
I love this mod so much, my brother and i plays vintage story and we feel there have to be more enemigues, this mods solves that, and unlike other mods its cool to figh and the mobs inst have so much pvs its pretty balance.
I love this mod so much! Orks are amazing addition!
Pig orcs are best orcs!
To commemorate 1000+ Downloads of Fantasy Creatures, Orks have been added!
What a great idea and excellent execution; keep up the good work!
Grats Kiptrix
Hooray! 1000 Downloads! Thanks everyone who's given the mod a shot. I want to commemorate this with a new entity I'll be adding in very soon! (It's not the Treant, its another surprise!) Hint: Oink-squeal
Serfs take a look over on Culinary Artillery's mod page. I'm seeing slightly similar crashes by other users. Mods related to recipes/crafting may be the culprit. Make sure you and everyone on the server has updated to the new net7 release. It seems like thats about the extent that I can determine about your crashes. I hope you get things sorted and hopefully you'll be able to use fantasy creatures again in the near future!
Thanks for the advice on inactive mods! I was thinking that the crash may be the base game as well judging by that report, but I couldn't reproduce it after removing your mod so I decided to post the log to you anyway.
I had three crashes on my singleplayer LAN world.
One crash with six people connected, one with two people connected, and one while the world was not open to LAN.
It only took a couple of minutes between the autosave and each new crash.
After the second crash, I went over to where one of the connected players from the second crash was located and attempted to mimic his actions (chop up two stacks of wood and place down the firewood in an old charcoal pit). After doing this and standing near the pit for thirty seconds I crashed again for a third time.
The same error was generated every crash. I have been playing for the last six hours without any other issues. Not exactly a perfect reproduction of circumstances, but I did what I could lol.
Serfs Thanks for the thorough bug report! I personally havent been able to identify anything specifically related to Fantasy Creatures. The relation to low light is the only common factor between any mods (Better Drifters and Fantasy Creatures). I just did some testing with Better Drifters and didn't happen upon any errors or crashs. Fantasy Creatures only adds spawn items for all the creatures and the creatures themselves. Its strictly a content mod for now meaning it doesn't utilize .net7 stuff to my knowledge and has zero code changing the inherent innerworkings of the game. I am thinking your problem could be a general crash of the base game, or a very obscure mod conflict. All of these mods at a glance seem compatible.
The mods you have turned off, and I am not entirely certain here, but the mods you have turned off could have lingering data. Unless you intend to use the innactive ones again in the near future, it could be a safe move to fresh install VS (back up worlds and stuff) and add the in use mods again. But I don't think thats entirely necessary unless you start getting more spontaneous crashes.
How many crashes did you recieve (different game sessions per crash) and how long did you get to play before crashing?
I recommend backing up your world and trying all the active mods again with fantasy creatures. It might be helpful to see another crash report or even better- it doesnt happen again.
Hope this helps!
Hey hey Kiptrix, I got an error that was fixed after removing your mod. It could be a coincidence, but it is hard to say.
I am running the .net7 build 1.18.6 and this was spit out at me several times. I enabled Better Drifters, Culinary, Expanded Foods, Bricklayers, and Beehive Kilns with your mod. All other mods were added beforehand at work start.
I disabled your mod first because out of the mods enabled, only better drifters and fantasy creatures had any blocks or entities active on the map since installation.
The location of the crash was a player near-ish some low-light areas. After disabling fantasy creatures there were no further crashes for the last hour.
Game Version: .net7 Experimental build - v1.18.6 (Unstable)
7/17/2023 3:40:24 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.12-pre.2, betterdrifters@2.1.3, fc@0.3.58, moreparchment@1.0.0, nailsmold@1.0.1, primitivesurvival@3.2.4, sfaws@1.0.0, riflemod@1.1.0, game@1.18.6, commonlib@2.1.1, expandedfoods@1.6.6, fishing@1.1.5, medievalexpansion@3.9.3, petai@1.7.10, creative@1.18.6, survival@1.18.6, xlib@0.7.4, captureanimals@2.5.3, feverstonewilds@1.2.0, treetapping@1.0.0, xskills@0.7.5
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.EntityCubeParticles.Init(ICoreAPI api) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryApi\Common\Particle\EntityVoxelParticles.cs:line 54
at Vintagestory.Client.NoObf.ParticleManager.SpawnParticles(IParticlePropertiesProvider properties) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\Util\ParticleManager.cs:line 92
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ClientMain.cs:line 757
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 73
at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ClientProgram.cs:line 300
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ClientProgram.cs:line 127
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
-> Bug report aside I think it'd be cool if the enemies had a bit more health. An archer with ranged damage bonuses from the mod xskills, a recurve bow, and copper arrows can constantly one-shot the skeletons/goblins. Unless they were coded to swarm (which would be tedious for players) it makes them a bit of a non-threat. Would love a difficulty slider for them if possible. Loving the new goblin variants and the skeleton with the sword though!
Hey All,
Gotta apologize, after much research i think that the lag isnt necessarily this mod. I followed advice from devs to run the game on dedicated local server and it runs all the mods without issue somehow.
Ryuu The skeletons are just spawned. The bone piles are the animation they play when they are "sleeping". This is also designed as a trick- their death animation is very identical to their sleeping animation but once you've defeated them they stay dead. This has zero conflict with the Player Death Mod, this mod doesn't interact with anything directly in other mods, unless that mod intends to change how all entities behave (I have no control there, but very few to no mods do this). Other than the sleeping animation you can find the skeletons in, there are no other bone piles that have anything to do with the skeletons in this mod.
I hope I answered your question well enough!
:)
Are the skeletons strictly spawned or do bone piles get reanimated now when you chance upon them on top of spawning? Also, how does this work in relation to the Skeleton in the Player Death mod? Does it conflict with or delete the skeleton if your mod does indeed reanimate bones that are world generated outside of spawning skeletons like drifters & wildlife are spawned?
I definitely like the idea of this mod. My sort of "dream" monster mod would be more standard RPG-style where the monsters just spawn everywhere regardless. I find the "only spawning at night" thing to be a very Minecraft thing and I never liked it much as I'd like to go out during the day monster slaying.
I'd love to see skeletons spawn at any time of day, but at certain places, like ruins. Not sure if this is possible though without making custom ruins.
Aljistar
I don't plan on making structures myself, but plan to perhaps see if they could be patched into other structure mods.
And, yes, I fully want to add sounds and polish and tweak parameters of these two before diving into any other complex things.
Love the work so far. if you can make the goblins have custom sounds a lil more fast/ agressive.
skellies are on point but see if you can spread out their spawn clusters. would be cool to see a graveyard location, same as goblin mudhuts in overworld.
also suggest you iron out these 2 mobs to polish before you add more and overwhelm yourself.
DandyDan I'm having issues replicating the lag (admittedly my pc specs are a little strong). May I ask which OS you're playing on and when you notice lag during gameplay?
The 0.3.17 version is definitely giving me lag and the host disconnection error with version 18.6 of base game. I segmented all mods and this one is root cause.
Any plans for treants and cave monsters?
Woot! This is excellent!
I guess we need some Sea Monster? To make sailing more dangerous
Hype!
I'm excited to see what comes next!
You should spotlight this on their discord!
Absolutely love it! Excited to see what else you add :)
Yaaay another creature mod!! LOVE IT!! I would argue this is what the game needs most of all.
Some suggestions:
Roc: A big bird that spawns on high altitudes (near a roc nest). Only attacks players (or perhaps any creature) who ventures too close to their nests. Attacks by picking up the player and dropping them. Can harvest their nests for roc eggs.
Ogre: Bulky melee fighter (also throws larger boulders that does increased damage and have extra knockback) who can destroy blocks. Stronger materials like stone and metal takes longer to destroy (reinforced blocks even longer). I know that mobs that can grief your base is not very appreciated by many, so a config option to turn off their world destruction abilities is adviced.
Wraith: Immaterial entity that can levitate and move through solid blocks and have a whopping 90% reduction to incoming normal (physical) damage. Spawns near ruins and underground loot rooms. Maybe add some sort of weapon that can deal with them efficiently. Also add a block (some sort of totem) that keeps them away from your base.
Werewolf: Melee fighter that only spawns during nights (preferrebly during full moons, if there is a moon cycle mechanic). Can only be hurt by silver weapons.
Looking forward to see what this mod brings! And don't forget to add trophies for each mob :)
Could you make a version of this that just reskins the Drifters to be Goblins? I never liked the Drifter model, your Goblin model is perfect.
Fixed creative menu item displays for both goblin variants (surface goblin & normal goblin)
Fixed loot harvesting while carving goblins
gona add this one soon!! :3 might wait, until what LadyBlake said gets fixed =P
Cause Exception when they get Carved.
>skeletons
BRING THEM IN!
Yoooo this is pretty cool
it would be so cool if their eyes somehow glow too
perhaps rare spawns of Cyclops?
large hit box and high damage like nightmare drifters or double-headed
but very slow in moving and attacking can initiate a ranged attack with a wind up to give the player a heads up
(it can be a scaled-up stone with more damage multiplier)
>fairies
UWWOOOOOO!!!
>dragons
You have my attention.