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: 1689
Follow Unfollow 51

Latest file for v1.18.0: 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

  • 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 1343 Jul 27th 2023 at 3:07 PM Show Install now
v0.0.1 345 Jul 20th 2023 at 7:58 AM Show Install now

17 Comments (oldest first | newest first)

💬 Hydromancerx, Feb 22nd at 7:03 PM

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!

💬 mj_outlaw, Nov 16th 2023 at 7:49 AM

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.

💬 RuneScholar, Nov 12th 2023 at 10:32 AM

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.

💬 TSense, Nov 9th 2023 at 11:36 PM

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.

💬 Phoenicius, Nov 8th 2023 at 9:39 PM

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, Oct 12th 2023 at 5:39 PM\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

💬 TSense, Oct 8th 2023 at 10:34 AM

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?

💬 massey, Sep 21st 2023 at 11:46 PM
💬 SleepyNotDead, Aug 20th 2023 at 5:14 AM

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

💬 Nikkolai, Jul 29th 2023 at 7:02 PM

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.

💬 Edel_Recke, Jul 29th 2023 at 7:58 AM

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.

💬 Moon_Dew, Jul 20th 2023 at 7:50 PM

Looks like a good groundwork for a bandit faction.

💬 SamGrayAuthor, Jul 20th 2023 at 2:01 PM

YourCreator Жақсы сөздеріңіз үшін рахмет, әдемі жақсы Гайан Рослинг сізді сақтасын

💬 YourCreator, Jul 20th 2023 at 12:58 PM

ты настоящий джсон мастер

💬 SamGrayAuthor, Jul 20th 2023 at 12:12 PM

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

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)

💬 DanaCraluminum, Jul 20th 2023 at 11:37 AM

Do animals attack them?

💬 Mohandar, Jul 20th 2023 at 11:35 AM

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 🤩

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