Mods / Fauna of the Stone Age: Sirenia

Category: #Crafting #Creatures #Furniture
Author: Tentharchitect
Side: Both
Created: Mar 15th at 7:27 PM
Last modified: Oct 24th at 7:29 PM
Downloads: 13234
Follow Unfollow 211

Latest file for v1.20.0-pre:
FotSA-Sirenia-v1.0.8.zip 1-click install


A collection of marine mammals of the order Sirenia, these slow herbivores will swim the coasts and waterways of the world. For those willing to hunt them, they are a tremendous source of meat and fat.

This mod includes:

Species
Dugong dugon, the dugong
Hydrodamalis gigas, the Steller’s sea cow
Trichechus inunguis, the Amazonian manatee
Trichechus manatus, the West Indian manatee
Trichechus senegalensis, the West African manatee



Stats
Common Name Scientific name Category Weight Health Height Damage Temp Precip Foliage Needs Altitude Group Size Meat Drops Fat Drops Hide Drops Diets Behaviors
Dugong Dugong dugon Sirenia 225/275/50 20/22/12 3M L 5/6 t2 18-40 10-100 0-100 0-1.0 1-2 M&F, 4-8 M&F&B 22+-2, 26+-3, 6+-1 11+-1, 13+-1, 3+-1 2L,3L, 2M Vegetable  
Steller's Sea Cow
Hydrodamalis gigas
  8000/10000/500 190/230/30 8M L 22/26 t4 -15-0 25-60 0-100 0-1.0 1 M&F, 4-8 M&F&B 550+-50, 675+-75,33+-4 225+-25, 337+-37,16+-2 18H, 24H, 2H Grass, nibble crop Floats
Amazonian Manatee
Trichechus inunguis
  180/240/25 18/21/8 2.5M L 4/5 t2 28-40 60-100 60-100 0-1.0 1 M&F, 4-8 M&F&B 20+-2, 25+-2, 3+-1 10+-1, 12+-1, 1+-1 2L, 1M ||  
West Indian Manatee
Trichechus manatus
  500/600/50 30/34/12 3.5M L 7/8 t2 15-40 60-100 0-100 0-1.0 1 M&F, 1-12 M&F&B 33+-4, 40+-5, 6+-1 16+-2, 20+-2, 3+-1 5L, 6L, 2M ||  
West African Manatee
Trichechus senegalensis
  320/360/50 24/26/12 3M L 6 t2 28-40 55-100 0-100 0-1.0 1-6 M&F&B 28+-3, 30+-3, 6+-1 14+-1, 15+-1, 3+-1 3L, 2M ||  




Due to their large size, these animals have a high amount of health and a large amount of resources. They rarely attack, but can hit hard if sufficiently agitated.


Features:
All species have a unique pelt that can be used to craft hide and taxidermized full body.


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. 

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

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.8 661 Oct 24th at 7:29 PM Show FotSA-Sirenia-v1.0.8.zip Install now
v1.0.7 360 Oct 16th at 5:15 PM Show FotSA-Sirenia-v1.0.7.zip Install now
v1.0.6 490 Oct 5th at 5:13 PM Show FotSA-Sirenia-v1.0.6.zip Install now
v1.0.5 5922 Jun 7th at 3:43 PM Show FotSA-Sirenia-v1.0.5.zip Install now
v1.0.4 1182 May 18th at 9:17 PM Show FotSA-Sirenia-v1.0.4.zip Install now
v1.0.3 1428 Apr 25th at 11:16 PM Show FotSA-Sirenia-v1.0.3.zip Install now
v1.0.2 664 Apr 19th at 4:00 PM Show FotSA-Sirenia-v1.0.2.zip Install now
v1.0.1 1731 Mar 20th at 6:37 PM Show FotSA-Sirenia-v1.0.1.zip Install now
v1.0.0 796 Mar 15th at 7:28 PM Show FotSA-Sirenia-v1.0.0.zip Install now

43 Comments (oldest first | newest first)

💬 TentharchitectAuthor, Oct 18th at 7:44 PM

That's sounding like a texture atlas bug, in theory it should expand dynamically from 1.19 onward but some folks have encountered edge cases where it doesn't and having a large number of mods fills it up and causes blocks to display the wrong texture. If the problem returns I'd suggest looking up the console commands for displaying the current texture atlas and make a bug report if it's the point of failure.

💬 Sernik, Oct 18th at 5:36 PM

tested on 1.20.6 - grass block has wrong texture, grass (patches of grass), cant try to replicate now, I went back to 1.19

💬 TentharchitectAuthor, Oct 17th at 5:50 PM

Sernik 
Are you using the latest version of this mod in 1.19? The last two versions had some things changed to fit changes made in 1.20 pre and will likely break in 1.19

💬 Sernik, Oct 17th at 12:48 PM

grass block has wrong texture, some animals are not placeable in this one

💬 Laerinok, Oct 5th at 6:58 PM

Always for impatients french players ;)

Mise à jour de la traduction fr pour la v1.0.6. fr.json

💬 TentharchitectAuthor, Oct 5th at 5:14 PM

Thanks Nite Fox! And now they can synergize with the new coral reefs and water plants

💬 TheNiteFox, Aug 3rd at 1:43 AM

These will pair so well now with that new Salt and Sands mod! I love you modders so much! Bringing all sorts of wonderful life to this game :')

💬 TentharchitectAuthor, Jun 9th at 3:28 PM

A very good chance!

💬 Failsmore, Jun 9th at 3:49 AM

Any chance for a mammoth mod?

💬 drakray, Jun 7th at 5:00 PM

Thank you!, didn't knew that existed! '-_- XD

💬 TentharchitectAuthor, Jun 7th at 4:04 PM

Thanks drakray!
You can find them in the Files' tab, I make sure to include the Changelogs with each update

💬 drakray, Jun 7th at 3:59 PM

Hi, nice mods you got there! :D
Do you keep a changelog somewhere?, I like to read those, see the progression of mods :P

Thank you for your good work :D

💬 TentharchitectAuthor, May 19th at 5:45 PM

The manatees do not use the fly covered carcass system and going forward I'm only going to be using that for clades of animals that actively hunt the player or terrestrial megafauna that shouldn't be spawning every kilometer or so (moose, rhinos, elephants and such)
There isn't currently a way of adding a lifespan to an entity that I'm aware of, but wiping out all members of a clade is the intended application, so you have to travel to find more animals or hunt down that carcass

💬 Stejer, May 19th at 4:14 PM

Id like to ask something, the spawn method for those animals is the same of your other mods? (meaning do I have to break a fly covered carcas to make them spawn?)

Cuz since they are underwater it becomes kinda anoying to do so. if that is the case would it be possible to make a different spawn method or something?

 

Also something I'd quite like would be for after a set amount of time you dont need to break the carcasses to make the FotSA animals spawn, since having to go around to find the carcasses can be quite annoying.

💬 TheNiteFox, Apr 26th at 1:53 PM

This mod makes my heart happy! <3

Thank you so much for bringing these lovable Sea Cows to VS! ^_^

💬 TentharchitectAuthor, Apr 25th at 3:11 PM

I wanted you to feel bad about killing them, but not that bad 😅
Will be fixed soon, hopefully getting the rhinos out in the next day or two and will do updates for the rest after.

💬 Hydromancerx, Apr 25th at 1:07 AM

Tentharchitect

I butchered a male Dugong and it gave me both a male Dugong hide and a Dugong calf hide. I don't thionk it should be giving a calf hide.

💬 corny, Apr 24th at 11:08 PM

he's back with another pelt bug report. manatees seem to always drop two pelts--one for their adult sex, and a calf one. this happens regardless of whether they're an adult or a calf. the first time this happened, i'd hunted a female adult manatee, and getting a baby pelt in addition to hers made me feel like the world's greatest monster

💬 TentharchitectAuthor, Apr 19th at 3:17 PM

Yeah the manatees are pretty rare and none spawn in a temperate climate. Thanks for pointing that out! I'll get an update soon

💬 Rhoun, Apr 19th at 2:05 PM

Ah, I get the idea now. Well, those water mobs seem to spawn pretty rare too in my very oceanic map, is it intended? Or temperate climate is not suitable for them? I didn't check your JSON file in detail, but my IDE highlighted that you're missing grow time or something like that for one of the variants:

"hoursToGrowByType": {"*-dugon":1400,"*-gigas": , "*-inunguis": 1752, "*-manatus": 876, "*-senegalensis": 876},

💬 TentharchitectAuthor, Apr 16th at 2:07 PM

I was wondering when this would come up Rhoun
So mostly I try to balance with the base game, but drops are one place where I've set a different design philosophy. Irl many animals have 30-45% of their body weight as useful meat ie would be redmeat/bushmeat/poultry etc.. but the base game gives about 3-5% worth for larger animals. I've split the different at 10-15%, to account for the months being 1/3rd their usual length so you have to hunt about the same number of animals as a real person would to survive. As more FotSA mods come out, the wilderness will get increasingly dangerous, so hunting trips will be more hazardous but the yeilds more rewarding than the base game.

As for a config, it's on the long to-do. If someone wants to make a patch with that one config mod to get it sooner though I'd be happy to add it to the mod.

💬 Rhoun, Apr 16th at 2:14 AM

Awesome mod, but aren't drop rates a tab bit on the generous side? I didn't except to get 51 meat and 26 fat from one kill :D

Is there a way to add config for this? I know how to change json files itself, but that will require doing it every update.

💬 TentharchitectAuthor, Mar 31st at 3:05 PM

Possibly, their maximum temperature caps out at 40, so if you're in summer in the tropics or using the hot earth settings it might be too warm for them. It doesn't require a new world but some species (Dugong and Steller's sea cow) require salt water to spawn. They also need to be below sea level as a way to avoid them spawning in tiny ponds, so you'll only get the freshwater ones in deeper lakes and ponds

💬 Deoxys_0, Mar 31st at 1:22 PM

Hey, I really love your mods and added this one to my world as soon as I saw it, but I can't seem to find any of the new animals from this mod. I know your description says they're spawned at runtime, not world gen, but any chance it still requires a new world? If not, what biomes/temperature ranges are they found in? Maybe the areas I'm in are too hot.

💬 SpearAndFang, Mar 22nd at 6:54 AM

Toto420
The game version you are using, this statement "crash instantly sometimes when i open inv", and the number of mods you are using makes me think you are experiencing the texture atlas overflow issue.  Try adding this mod and maybe your problems will go away:
https://mods.vintagestory.at/autoatlas

💬 TentharchitectAuthor, Mar 21st at 8:02 PM

I don't know Toto, I'm pretty cautious when it comes to making sure my mods don't cause issues and I've rigorously tested adding and removing my animal mods from save files. I believe it has to do with Herbarium or a code mod interfering with a system other mods are using, but those are outside my knowledge base and I can only guess

💬 Toto420, Mar 21st at 7:16 PM

but why does it work fine with your mods, and the second i remove those we crash ?

💬 TentharchitectAuthor, Mar 20th at 4:15 PM

So now it looks like you're getting a crash from fruit tree branches, which I suspect is because you are using 1.1.0 Herbarium which in 1.19.4 has a game breaking bug that the devs of that mod are working on. The likely reason it is crashing when you've removed three of my mods is that enough objects are removed that the game does a remap and then crashes 5 seconds in once it reaches the bugged items or blocks. There might be other game breaking bugs in the mix, but I'm not intimately familiar with most of the 73 mods you are using.

💬 Toto420, Mar 20th at 2:14 PM

hey @Tentharchitect, so sorry about that i see i fixed the camera thingy, i will test it in a couple minutes and update you on the exact 3 crashes i get (something with openal32 or whatever everytime i delete your three other mods i can spawn in for 5 sec and crash instantly sometimes when i open inv)

pastebin.com/t5MRnCi2

 

💬 TentharchitectAuthor, Mar 19th at 4:24 PM

Hi Toto420

Could you delete all those crash logs, you sent all your crash logs from the past seven months which predate this mod by quite a bit and it makes the comments unreadable.
At first glance, it looks like your last three crashs related to an itemCamera which this mod does not add. The prior crash relating to itempelt might be related to this mod but I think that is the base game item as this mod uses the ID floorpelt and wallpelt.
Ultimately I think you'll be best served by posting just the latest couple crash logs to the mod thread on the discord, perhaps the mod creator of the relevant mod might know more

💬 Toto420, Mar 19th at 4:06 PM

hi ! im having lots of trouble taking of your mods from my server singleplayer is fine but server we all crash but strat up fine

💬 TentharchitectAuthor, Mar 17th at 5:56 PM

Awesome, thank you Laerinok! 

💬 Laerinok, Mar 17th at 3:40 PM

Tentharchitect

Hello,
This is fr.json

💬 TentharchitectAuthor, Mar 16th at 8:38 PM

Thank you all!

I totally agree Lovetalker my hope is that as the Floral Zone and Fauna of the Stone age mods come out, all corners of the world will be viable to have a Vintage Story play through in

💬 Lovetalker, Mar 16th at 6:45 PM

I am absolutely in love with what you're getting up to here, I can envision in the distant future, a detailed VS earth-like map with your regions with accurate-enough climates, how fun would it be to have all the different corners of the world even just "loosely" well-simulated.

💬 Roidgy, Mar 15th at 11:23 PM

thank GOD we finally get some good goddamn mods for this game

💬 Mobius, Mar 15th at 10:40 PM

MANATEES.... I love them... friends!!! Very happy to see more aquatic dwelling creatures & this is an amazing choice!

💬 Mossywildviolets, Mar 15th at 8:56 PM

I hadn't thought of adding them before! They are one of my favorite animals so this makes me so happy, thank you!!

💬 Struuudel, Mar 15th at 8:31 PM

Honestly the VS team should hire you on as a developer. All your mods are great.

💬 TentharchitectAuthor, Mar 15th at 8:21 PM

Glad to hear Hydromancerx! Thanks Laerinok!

💬 Hydromancerx, Mar 15th at 7:53 PM

Tentharchitect

You have made me so happy with this!!! 😁

💬 DanaCraluminum, Mar 15th at 7:41 PM

💬 Laerinok, Mar 15th at 7:40 PM

I can't wait to find out. Your mods are wonderful. :)

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