Mods / Sam's humanoid creatures
Category:
#Cosmetics
#Creatures
#Worldgen
Author: SamGray
Side: Both
Created: Jul 19th 2023 at 12:37 PM
Last modified: Jul 27th 2023 at 3:07 PM
Downloads: 1973
Follow Unfollow 53
Author: SamGray
Side: Both
Created: Jul 19th 2023 at 12:37 PM
Last modified: Jul 27th 2023 at 3:07 PM
Downloads: 1973
Follow Unfollow 53
Latest file for v1.18.0:
samshumcreat-0.0.2.zip
1-click install
Are you alone and the world around you looks safe?
Try to travel and survive in a new world filled with dangerous humanoids.
Work on the mod continues, perhaps the illogical behavior of creatures was noticed, but for now you can use
Functions:
- A new "wild survivor" entity appears in the forests and plains as part of a small group.
- Wild survivors gather berries, hunt, hide from predators, stick together, attack players if they get close
- When searching the body, rusty gears or fibers can be found.
Planned in the next release:
- Creation of more additional entities - lost miner, assassin
- Creation of locations with entities - survivor camp, mad miner's dungeon, assassin's ruins
- Creating a Dangerous Boss
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.0.2 | 1582 | Jul 27th 2023 at 3:07 PM | Show | samshumcreat-0.0.2.zip | Install now | |
v0.0.1 | 390 | Jul 20th 2023 at 7:58 AM | Show | samshumcreat-0.0.1.zip | Install now |
Could you have all of them have a chance to drop rawhide clothing and then the knife one drop a flint knife and the axe one drop a flint axes?
Thanks in advance!
Great mod, but I had to stop it because spawning chance of survivors is too high. Id like the idea of having a chance to meet those guys, but on a more rare occasion. Is there a way to modify any value in the files to lower spawning? Would be also great if they first shout on the approach (like animals) in attempt to scare away the player.
Are you the authority on how we should play our games? We must stick to the VS lore? Really? Why the traders are in the middle of nowhere really isn’t a mystery. It’s because Tyron hasn’t gotten around to/decided not to procedurally generate roads.
We must play the game as “You are alone in this world”? Well, R.I.P. to multiplayer then…which the vanilla game supports. Guess I’ve been playing wrong.
In the future, I will endeavor to live up to the gaming standards of lord TSense.
It worked for other mods (fantasycreatures) but not this one for some reason. I think it is the companion feature, as spawning one of these humanoids also places the other types nearby to create a group.
I changed it a few times until I throw the mod out, the spawnrate just staying way too high.
Have you found that those settings make for a much rarer encounter?
The wiki says that 0.1 is the lowest allowed. But is it still working with it being lower than that?
TSense
samshumcreat-0.0.2.zip\assets\game\entities\land
spawnconditions: {
worldgen: {
TriesPerChunk: { avg: 0.08, var: 0 },
tryOnlySurface: true,
minLightLevel: 10,
groupSize: { dist: "verynarrowgaussian", avg: 4, var: 4 },
just lower the numbers with text editor = lol
Not sure how the game handles 0.0008 but that is what I am going to use now
I guess everyone makes their own version of vintage story, which is why we are here after all.
I for my part enjoy the "you are alone in this world" idea a lot, which makes the traders with their wagons in the middle of nowhere even more confusing and mysterious (the surrounding land is rarely fit for wheels), their dialog seems to go into that direction too, as if they crossed over to this spot in this world from somewhere else.
Other Seraphs like you as hostile small groups make amazing additions as a super rare encounter. Like once every year if you explore a lot.
We really should stick to the vintage story flavor and not make it generic fantasy. What are Seraphs? What are traders? what are drifters?
I really love the idea of finding wild hostile Seraphs, however the spawnrate is simply too high, im finding hordes of wild survivors all over the place.
I feel like they should be extremely rare and spawn in groups no more than 4 or 3.
Id also like their appearance to be more randomized, using the player creation menu's options for hair, hair color, skin color etc
Goblins are a bit generic. It suits the game if you're going for that, but I don't see the devs adding them or similar creatures.
Hope Tyron will honor and implement this in one or other version. Hopefully one time, there will be factions and you can join or get in serious problems with some. Or maybe "Fantasy Creatures" will be a part of this, too.
Looks like a good groundwork for a bandit faction.
YourCreator Жақсы сөздеріңіз үшін рахмет, әдемі жақсы Гайан Рослинг сізді сақтасын
ты настоящий джсон мастер
DanaCraluminum
I haven't created a patch at the moment as I need to prepare a list of all possible entities from other mods if players want to match them. I'll fix it in the next release
Mohandar
unlike Outlaw mod, my entities are simple in behavior (similar to vanilla animals and predators) but use the player model to create a visualization of the living world (as if they were other players)
Do animals attack them?
Man thank you soooo much, this was sooo needed...
Since the Outlaw mod has been a little "unmantained" there were no much humanoid threats in the in-game world nowadays.
It may be pretty interesting to have a serious potential threat/enemy to face, (like enemy nations) expecially in the endgame.
The fact that they are all humanoid makes it kinda special and keeps up the realistic enviroment 🧡
Can't wait for the planned features 🤩