Mods / Taxidermy

Tags:
Creatures Mob drops Decoration Animals
Author:
Calminaion
Side:
Both
Created:
Sep 21st at 8:51 PM
Last modified:
3 days ago
Downloads:
993
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
taxidermy_1.0.3.zip  1-click install

Taxidermy

Mount the animals you hunt - the whole animal in a pose of your choosing, or the head on the wall

Game version
1.22 or later
Other mods needed
None
Install on
Server + every client
Fauna of the Stone Age: for their animals - every module - add the companion mod Taxidermy Patches.
Butchering: works alongside it - a head or an animal's own pelt comes from field harvesting only, not from butchering. See Server settings below.
Before you take Taxidermy out of a world: pick your placed mounts up first. Heads come back when you put the mod back in - while it is out, a head on the ground or on an antler mount is invisible but still there. Placed mounts do not: they show as the game's question-mark block, and when Taxidermy returns the animal is gone - the same as any modded block with its own data. Mounts kept as items come back with everything.
Part 1

For Players

Hunt it, preserve it, stuff it, display it - plus the server settings for admins.

What It Does

Every animal you can harvest can end up on display: a hare on the mantelpiece, a rearing bear on a stand you chiselled yourself, a stag's head over the door. The mounts are the game's own animal models frozen in one of their own animations, so a mounted wolf looks exactly like the living one did - same coat, same antlers, same everything.

Every harvestable land animal
Hare, fox, raccoon, wolf, hyena, all five bears, the pigs, sheep, all the goats, gazelle, every deer including the elk, moose, chickens - and the drifter, shiver and bowtorn.
Poses from the animals' own animations
Standing, sitting, lying, sleeping, and a signature pose or two for each: a bear rears up, a wolf howls, a stag calls, a fox sniffs, a rooster crows.
It keeps what made that animal that animal
Species, type and gender, its coat (a pale wolf stays pale, a polar bear white), and the antlers, horns or tusks it was wearing when it died.
A pelt of its own for every animal
By default an animal's hide comes as its own pelt (server settings can switch this off), cut from its own coat: a whitetail's, a wolf's in that wolf's colours, a drifter's grey skin, a hen's feathers. It oils, salts, soaks and cures like any hide, showing each stage the way the game's own hides do, works in the game's own hide recipes by its size, and turns back into a plain hide in the crafting grid whenever you want one. Foxes, raccoons and bears keep the game's own pelts.
Sew it together where it will stand
Lay the preserved head on the ground, add its pelt and dry grass, and sew it with a bone needle and thread you make yourself - the mount is finished right where it lies. Or put it all together in the crafting grid.
Heads on the wall
A preserved head hangs on the game's own antler mounts, any style, any wood.
A head you do not want to mount
Skin a raw head on the ground with a knife: what you manage to cut from it - a small raw hide, bushmeat, fat and bones, each with an even chance of a slip ruining it - drops where the head was, and a stag's antlers, a goat's horns or a boar's tusks come off whole. A drifter, shiver or bowtorn head gives flax fibres instead of meat and fat.
Stands you build yourself
A mount sits on whatever is under it: put it on a chiselled block or a slab and it stands on the cut surface, at that height.
An adjust window for every mount and hung head
Pose, position, rotation and tilt, each one separately, so three bears in a row can all be different - and whether its selection box moves with the animal, handy for packed dioramas.
Fauna of the Stone Age
Every module, with the companion mod Taxidermy Patches: their heads and mounts, each stuffed with that module's own pelt, in their own creative tab.
Other animal mods can join in
With one JSON file - see the For Modders section below.

The Process

1
Harvest the carcass
Use a knife as you always do. Along with the meat, half the time there is the animal's head - or every time, with a setting. By default its hide is its own pelt, cut from its coat: one per animal, the drifter, shiver, bowtorn and chickens included. Server settings can change this - see Server Settings below.
2
Preserve it in a barrel
1 litre of diluted borax for 18 hours, or zinc sulfate for 12. The same treatment the game gives a fish.
3
Hang it - or stuff it
Hang it
A preserved head goes straight onto an antler mount.
Stuff it
Sew the preserved head + a pelt + dry grass together with a needle and thread. This makes a mount of the whole animal - in the crafting grid, or on the ground where it will stand.

Which pelt and how much grass

  • Which pelt a head takes depends on the server's settings. Check the preserved head's tooltip - it lists exactly what that head needs, sex included: "Mount pelt: Wolf pelt (male)".
  • Default (AnimalOwnPelts and MobOwnPelts on): a head is stuffed with a pelt of its own kind, sex and coat - a whitetail buck's head takes a whitetail buck's pelt, a pale wolf's head a pale wolf's, a drifter's a drifter's. Every pelt is cut from the animal's own colours, so you can see which pelt goes with which head.
  • If the server turns them off: the head is stuffed with a plain pelt of its size instead - the game's own hide-pelt, not the animal's own. A head follows the setting, switching the next time it is picked up or put in the crafting grid. Pelts you already made still work.
  • Foxes, raccoons and bears always take the game's own pelt of their kind, whatever the settings (a polar bear's whole, or with the head cut off).
  • The pelt is the size that animal drops, and the size sets the grass - and the stitches it takes from the needle:
Small
2 grass, 2 stitches
Medium
4 grass, 4 stitches
Large
6 grass, 6 stitches
Huge
8 grass, 8 stitches
  • Only the right pelt is accepted, in the grid or on the ground, and the preserved head's tooltip tells you which.
  • A pelt is cured the game's way: its raw hide with rendered fat, left 48 hours.

Two ways to sew it

In the crafting grid
The preserved head, the pelt, the dry grass and the needle and thread. You get the mount as an item, to place where you like.
In the world
Put the preserved head on the ground and right-click it with its pelt, then right-click with dry grass until it has enough. Hold right-click with the needle and thread to sew it into the finished mount, right where it lies. Until it is sewn, breaking it gives every part back.

The needle and thread

  • In the crafting grid, a knife, a bone and flax twine make a threaded bone needle in one go. A knife and a bone alone still make the game's flute.
  • On the ground: put a bone down and hold right-click on it with a knife, then put the bare needle down and hold right-click on it with flax twine. Sneak + knife on a bone still carves the game's flute.
  • A needle holds 60 stitches. When the thread runs out you get the bare needle back - thread it again with flax twine, in the grid or on the ground.
4
Place the mount
Right-click to place it. It faces you. A mount sewn on the ground is already in place, facing the way its pile lay. From there it is all in the adjust window, below.
Recipes are in the handbook's "Taxidermy: User Guide" page. Every step is there. Heads and hides have one general page each - "Animal head", "Preserved animal head", "Animal pelt" and the other hide stages - rather than one for every animal. Each animal's mount has its own page, with its recipe and a note on which pelt it needs. A recipe can only show the pelt by its kind, so match it by look: the same animal, sex and coat as the head. The preserved head's tooltip names it.

Poses, Turning And Adjusting

Sneak + right-click
empty hand, on a mount
Opens the adjust window: pick the pose from the list, nudge it left/right, up/down and back/forward, turn it, tilt it. Changes apply as you make them and everyone sees them.
Right-click
empty hand, on a mount
Picks the mount up, with everything remembered.
Box follows animal
switch in the window
Off: the mount's selection box stays on its block, so animals packed close together each keep their own. On: it moves with the animal as you nudge it.
Claimed land Adjusting or picking up a mount needs build permission there - anyone else gets the game's usual claim message and no window.

Available poses - every animal has standing, sitting, lying and sleeping. Then:

Bears
rear up, graze
Wolves
howl, snarl, eat
Deer, moose, goats, sheep, pigs
call, graze
Hares, foxes, hyenas
sniff
Raccoons
gather, eat
Hens and roosters
peck, crow
Drifters
crawl, attack, despair, cry
Shivers
bite, headbutt, grapple
Bowtorns
turret stance, load, stab, contort

Heads On The Wall

Craft any of the game's antler mounts - square, diamond or shield, in any wood - put it on a wall and right-click it with a preserved head. The head hangs facing out into the room, neck buried in the plaque, antlers and all.

  • Sneak + right-click the mount with an empty hand to open the same adjust window (position, rotation, tilt).
  • Right-click with an empty hand to take the head down.
  • The adjustment is kept on the head itself, so a head you have set just right stays right wherever you hang it next.
  • Set down on the ground instead, a head rests the way it would settle, its neck going into the ground - which is also where a raw head is skinned.
Adjusting a mount in the window

Setting a mount up in the window - every change lands as you make it

Adjusting a head on an antler mount in the window

The same window on a hung head - position, rotation and tilt

Stands

There is deliberately no base under a mount. It stands on the block beneath it, whatever that is: a full block, a slab, or a chiselled block cut to any height - the mount sinks to the cut surface. Chisel the stand after placing the mount and it follows. Build plinths, shelves and pedestals the way you want them.

Screenshots

Different Poses and Placement Height Detection

Different poses and auto height detection for slabs/chiseled blocks

Preserved heads hung on vanilla antler mounts

Heads hung on the game's own antler mounts

Mounts of the same animal with different horns

Horns come with the head - whatever the animal was wearing when it died

Two mounts of the same animal with different coats

Coats carry through the whole process, so each animal stays the one you hunted

Two mounts of the same animal with different coats

In world crafting

Two mounts of the same animal with different coats

Handbook guide

Server Settings For admins

Edit ModConfig/TaxidermyConfig.json on the server, or change it in game through Integrated Mod Manager, ConfigKit or ConfigLib. Every setting belongs to the server, so only an admin can change it, and a change takes effect at once. There are eight switches.

Setting Default What it does
AlwaysHeadAndHide
"Always drop the head and a hide"
false On: every animal you harvest gives its head and at least one hide, whatever else is installed - use this if you are after a particular trophy rather than hunting for one.
Off: a carcass gives its head half the time - never more than one; drifters, shivers and bowtorns by tier, from 10% for a normal one to 50% for nightmares and the special kinds. This is lowered the same way the game lowers its own hides: a player with the Kind trait gets a little less, a Resourceful one a little more, and Butchering's field harvest halves it.
AnimalHeads
"Animals drop heads"
true Off: animals never give a head - AlwaysHeadAndHide included.
MobHeads
"Mobs drop heads"
true Off: mobs never give a head - AlwaysHeadAndHide included. Mobs are the drifter, shiver and bowtorn, and anything another mod tags as a mob. Together with AnimalHeads, a server can keep animal trophies and leave the drifters' heads out, or the other way round.
OnePeltPerAnimal
"Exactly one hide per animal"
true On: every animal gives exactly one hide - a wolf that would drop two gives one, and a drifter, shiver, bowtorn or chicken, which drop none in the game, gives one too (for the mobs, only if the mob switches below allow a hide), as does a carcass Butchering left without.
Off: the game's own amount - two or three for some animals - and the mobs and chickens, which have none in the game, give one at the same chance as their head (half the time for chickens), lowered the same way.
AntlersOnHead
"Antlers stay on the head"
true On: when a carcass gives its head, the antlers, horns or tusks the game would have put in the harvest stay on the head instead, and come off whole when you skin it - no head, and the carcass gives them as usual.
Off: the carcass always gives them, the game's way, and skinning a head gives none.
Either way you never get them twice.
AnimalOwnPelts
"Animals drop their own pelts"
true On: every plain hide an animal gives is its own pelt instead, cut from its own coat - so its pelts come at exactly the rate its hides would.
Off: the game's own hides, and every head is stuffed with a plain pelt of its size instead - a head follows this setting, switching the next time it is picked up or put in the grid, and its tooltip lists what it needs. Pelts already made stay and still work.
Foxes, raccoons and bears always give the game's own pelt of their kind.
MobOwnPelts
"Mobs drop their own pelts"
true The same as AnimalOwnPelts, for the drifter, shiver and bowtorn - and any creature another mod tags as a mob. Off: they give no hide at all, as in the game - unless MobVanillaHides is on.
MobVanillaHides
"Mobs drop the game's plain hides"
false On: a mob can give the game's plain hide of its size - used when its own pelt is off. With both mob switches off, mobs never give a hide, whatever the two switches above say.

Compatibility & Good To Know

If you run Butchering

The two work together, with one thing to know: a head only comes from field harvesting, the normal knife harvest where the animal falls. Carrying the carcass home and butchering it there gives you that mod's meat and offal but no head, because it pays out of its own tables, which this mod has no part in.

  • Use whichever you want for each animal: field harvest the ones you want a trophy from, butcher the rest.
  • Butchering gives a field harvest half the game's usual drops, and this mod follows it: the head's chance is halved too. The hide is not - with OnePeltPerAnimal on, as it is out of the box, every animal still gives one.
  • The simplest setup is AlwaysHeadAndHide on - then a field harvest always gives the head and a hide, and it is your choice which animals you take home to butcher instead.
  • The animals' own pelts come from field harvesting too, and Butchering's skinning gives its usual plain hide. That is a deliberate choice, for compatibility and for clear gameplay - one route gives the trophy and the pelt, the other gives Butchering's meat and offal, and neither mod has to reach into the other's rewards.
If an animal's mod is removed

A mount of an animal the game no longer knows cannot be drawn, so it shows a marked block instead of empty air, and breaking it destroys it rather than giving you an item that could never be used again. Put that mod back and the mounts return exactly as they were - nothing about them is lost while they stand there. So if you are only testing, leave the marked blocks alone.

If you run Window Display

The bone needle and the needle and thread sit on its windows, lying along the sill.

If you run Smithing Plus

That mod treats any item whose code contains "head" as a metal tool head, so it used to give a head a "Workable Temperature" line and let it go in a forge. Taxidermy takes those tags back off its heads, so they behave as heads again.

Performance

A placed mount or a hung head is static geometry like any block - nothing runs per frame. The first time your game draws a given animal, coat and pose it builds the mesh once and copies that animal's texture into the block texture atlas; both are then reused. That copy is the only cost worth knowing about: each texture used takes a little atlas space on your own client, only for what you have actually seen, and the game adds atlas pages as needed. The whole vanilla roster in every coat is a fraction of one page.

Part 2

For Modders

Add your own animals with one JSON file - no patches, no code, and no dependency entry.

Heads, mounts, poses, pelts of their own, skinning drops and mount recipes are all set in that one file.

The guide for modders

Everything is in the Taxidermy modder guide on GitHub - a quick start with a copy-and-edit example, every field, what skinning a head gives, the three ways to give your animal its pelt, and how to ship it all with your mod.

A note on how this was made. AI was used in the creation of this mod - in the code, the JSON, and the text on this page (images were made by me). The design, the decisions and every test in game are mine, and the only game source it was ever pointed at is Vintage Story's public GitHub repositories. If something is wrong, it is mine to fix - report it and I will.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.3 taxidermy
1.22.0 - 1.22.7
192 3 days ago taxidermy_1.0.3.zip 1-click install
Changelog

Version 1.0.3

Make the mount where it will stand with a needle and thread of your own - plus mob settings, a handbook guide and hides that stack

Changed
  • The mount recipe is sewn with the new needle and thread instead of the game's sewing kit. It takes one stitch for each dry grass: 2, 4, 6 or 8 by the pelt's size
  • The one "Animals' own pelts" setting is now two: "Animals drop their own pelts" and "Mobs drop their own pelts". An existing config file carries its old choice over to both
  • With "Mobs drop their own pelts" off, drifters, shivers and bowtorns give no hide at all, as in the game
  • Names are shorter: hides and pelts no longer show their size, and heads and mounts no longer show the sex. The tooltip shows them instead - the animal's sex on hides, heads and mounts, the hide size on hides, the pelt size on pelts
  • Skinning a head on the ground drops everything where the head was - no window, and no pile of bones left behind, since that is a ribcage and not a head. Skinned heads already in your world vanish once emptied instead of turning into bones
  • Skinning a head now also gives bones - a bone, or up to two from the biggest heads
  • Each thing a head gives - the hide, meat, fat and bones - now has an even chance of being ruined by a slip of the knife
  • Heads are skinned on the ground only - the crafting grid recipe is gone
  • Tooltips no longer list the steps and controls - they point to the new handbook page instead. A preserved head still says which pelt its mount needs, following the own-pelts setting: the animal's own pelt, or with it off a plain pelt of the right size - and for the animals with male and female pelts, which sex: "Mount pelt: Wolf pelt (male)"
  • The handbook is tidier: one page each for the raw and preserved head - so the barrel recipe that preserves a head now shows there - and one per stage for hides - "Raw animal hide" through "Animal pelt" - instead of a page for every animal and coat. They show a wolf's head and pelt. Mounts keep a page per animal, each with a short note on which pelt it needs
  • For moddersThe hide is now an ordinary entry in headSkinningDrops, and every entry can have a chance. A list without a hide still gives the small raw hide, so existing files work unchanged
Added
  • Making a mount in the world: put a preserved head on the ground, right-click it with its pelt, add dry grass, then hold right-click with a needle and thread to sew it together. The mount is finished right where it lies, facing the way the pile did. Until it is sewn, breaking it gives every part back
  • A bone needle and thread: a knife, a bone and flax twine in the crafting grid make one in one go - a knife and a bone alone still make the game's flute. Or on the ground: hold right-click on a bone with a knife, then on the bare needle with flax twine; sneak + knife on a bone still carves the flute. A needle holds 60 stitches, and when the thread runs out you get the bare needle back - thread it again with flax twine, in the grid or on the ground
  • Both needles can be set down on the ground, and on Window Display's windows
  • A handbook page, "Taxidermy: User Guide", with every step from getting a head to hanging it on the wall, including oiling and curing the pelt, and both ways of making a mount, with the needle and thread
  • "Antlers stay on the head", on by default: when a carcass gives its head, the antlers, horns or tusks stay on it and come off whole when you skin it, instead of coming with the carcass. Never twice either way
  • "Animals drop heads" and "Mobs drop heads", both on by default: turn one off and that kind of creature never gives a head
  • "Mobs drop the game's plain hides", off by default: turn it on to get a plain hide from mobs when their own pelt is off
  • For moddersThe pelt label can include {gender}, for an animal whose males and females have pelts of their own
  • For moddersMaking a mount in the world reads the mount recipes in the crafting grid - which pelt fits which head, and how much grass - so your recipe patches work there unchanged. Recipes that still take the game's sewing kit keep working
  • For moddersA new definition field, category - "animal" or "mob" - so your monsters follow the mob settings
Fixed
  • Hides of the same animal in the same coat now stack - two stags with different antlers used to stay apart. Male and female hides are kept separate. Hides you already have stack too. A stack holds as many as the game's own hides of that size: 64 small, 32 medium, 16 large, 8 huge
  • A head now only takes a pelt of its own sex - a bighorn ram's head could be stuffed with a ewe's pelt. Pelts are now male or female like the heads, for the animals with pelts of their own that come in both: hares, wolves, hyenas, pigs, sheep, goats, gazelles, deer and moose. Pelts you already have pick up their sex the first time they are moved or put in the grid. Foxes, raccoons and bears keep the game's own pelts, which have no sex, and chickens already had hen and rooster pelts
  • A head now only takes a pelt in its own coat - a white wolf's head could be stuffed with a brown wolf's pelt. The same rule the pelts stack by. Plain pelts and the game's fox, raccoon and bear pelts still fit any coat
  • The handbook showed rows of blank mounts under "Ingredient for" on the pages of everything that goes into a mount - one per mount recipe. It now shows a single mount
  • A rare crash when joining a world with heads or pelts on the ground or on antler mounts
  • Setting a head down no longer shows a hide for a moment before the head appears
  • With Smithing Plus installed, animal heads were taken for metal tool heads because of their name - they could go in the forge, and showed in its crash when leaving a world. They are left alone now
1.0.2 taxidermy
1.22.0 - 1.22.7
425 Sep 27th at 11:25 AM taxidermy_1.0.2.zip 1-click install

Version 1.0.2

The mobs by tier

Changed

  • Drifters, shivers and bowtorns give their head and hides by tier: 10% for normal (surface), 20% deep, 30% tainted, 40% corrupt, and 50% for nightmare and the special kinds (double-headed, stilt, bellhead, deepsplit, gearfoot)
  • With "Always drop the head and a hide" and "Exactly one hide per animal" both switched off, they now give a hide at the same chance by tier, and chickens half the time - their own pelt, or a plain hide with own pelts off. Before, they gave none, as in the game
  • These chances change the same way every head's does: the Kind and Resourceful traits, a kill by something other than a player, and Butchering's field harvest, which halves them
  • For modders: a new definition field, chanceByType, sets the chance per entity type and counts for both head and hide
1.0.1 taxidermy
1.22.0 - 1.22.7
110 Sep 26th at 1:30 PM taxidermy_1.0.1.zip 1-click install

Version 1.0.1

Every animal gets a pelt of its own

Added

  • A pelt of its own for every animal, cut from its own coat - every deer, goat, pig and sheep, the wolf, hyena, gazelle, moose and hare, the drifter, shiver and bowtorn, and a feathered pelt for the hen and rooster. Foxes, raccoons and bears keep the game's own pelts
  • Raw, oiled, salted, soaked and cured like the game's hides, each stage looking the way the game's own do, named after the animal
  • They work in the game's hide recipes by their size - hide clothing and the rest - and turn back into a plain hide in the crafting grid
  • Placed on the ground a pelt lies at its real size
  • The drifter, shiver, bowtorn and chickens, which drop no hide in the game, now give one - their own pelt
  • A mount is stuffed with its own animal's pelt, at the size that animal drops
  • A preserved head's tooltip lists exactly what its mount needs
  • A raw head you do not want to mount can be skinned with a knife for a small raw hide, bushmeat and fat - a drifter, shiver or bowtorn head gives flax fibres instead of meat and fat
  • Skinning on the ground works like harvesting a carcass: hold the knife on the head, take what comes off in the game's own window, and once it is empty and closed the head becomes a pile of bones to break. It works in the crafting grid too. With Immersive Corpse Drop installed everything drops on the ground instead, as that mod does
  • Three settings, all server-owned and taking effect at once, in ModConfig/TaxidermyConfig.json or in game through Integrated Mod Manager, ConfigKit or ConfigLib: always drop the head and a hide, exactly one hide per animal, and the animals' own pelts on or off
  • A full guide for modders on the mod page: add your animals with one file, choose what their heads give when skinned, and give them your own pelts or one of this mod's pelt designs, even their own creative tab

Changed

  • Out of the box every animal gives exactly one hide - its own pelt, where it has one - so a wolf that could give two now gives one, and an animal the game or another mod left without a hide still gets one. Switch "exactly one hide per animal" off for the game's own amount
  • A head now comes half the time, lowered the way the game lowers its hides - by the Kind and Resourceful traits and by Butchering's field harvest - or every time with "always drop the head and a hide" on. The old HeadChance setting is gone, and an old value in the config file is ignored
  • A mount now takes a sewing kit as well, used up as in the game's clothing recipes
  • Gazelle, moose, and some deer, goat and pig mounts take the pelt size that animal actually drops
  • A head set on the ground settles the way it would rest, its neck going into the ground - long-nosed heads like a deer's or an elephant's tip back onto the jaw
  • Heads follow the pelt setting: turn the animals' own pelts off and every head takes a plain pelt of its size. Heads from 1.0.0 keep working

Fixed

  • A falx hit on a drifter, shiver or bowtorn could throw its head on the ground - heads now come from the knife harvest only
  • Heads placed on the ground showed the wrong model after a relog
  • Moose used the deer's entry
  • A mount of an animal whose mod was removed filled the log with warnings
1.0.0 taxidermy
1.22.0 - 1.22.7
266 Sep 22nd at 4:52 PM taxidermy_1.0.0.zip 1-click install

Initial Release

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19 Comments (oldest first | newest first) (threaded | flat)

WilliamClyde, 3 days ago (modified 3 days ago)

Exactly what i was looking for few days ago and it was nowhere to be found. This mod is great. Sadly, it lowers my fps noticably, so i dont want to use it.

Calminaion , 3 days ago
@WilliamClyde: Exactly what i was looking for few days ago and it was nowhere to be found. This mod is great. Sadly, it lowers my fps noticably, so i dont want to use it.

Can you give me more details? is it having a lot of the mounts/heads placed or is it just having the mod in general? In my testing I haven't noticed any drops and I have a lot of mounts and heads dotted about in a creative world for testing.

WilliamClyde, 19 hours ago (modified 19 hours ago)
@Calminaion: Can you give me more details? is it having a lot of the mounts/heads placed or is it just having the mod in general? In my testing I haven't noticed any drops and I have a lot of mounts and heads dotted about in a creative world for testing.

I dont have very good PC and on mid settings without shadows i get around 40 fps. And with this mod or with Wooden fortification mod or similiar mods, i launch the game and i notice it instantly, the fps is 10 down  and it just runs worse overall. Might be my weak pc tho. If you dont see problem i wouldnt stress it too much

Saimos, Sep 27th at 5:48 PM (modified Sep 27th at 5:58 PM)

S-tier mod, very thought-through and fun!

Calminaion , Sep 27th at 8:29 PM
@Saimos: S-tier mod, very thought-through and fun!

Thank you, that is very kind of you

Saimos, Sep 26th at 12:48 AM

Great mod!

Though a bug I notice is placed heads sometimes turn into pelts visually when on the ground.

Saimos, Sep 26th at 6:49 PM
@Calminaion: Thanks. The bug is fixed in the latest version

Since installing the patch, all head models were missing and now there are no heads dropping or even in the handbook.

Calminaion , Sep 26th at 7:08 PM
@Saimos: Since installing the patch, all head models were missing and now there are no heads dropping or even in the handbook.

Did you update the main mod aswell? Send client main and server main logs so I can see clearer

Saimos, Sep 26th at 7:41 PM
@Calminaion: Did you update the main mod aswell? Send client main and server main logs so I can see clearer

Sorry, when I say patch, I meant updating this mod from 1.0 to 1.0.1.

 

Same problems though.

Calminaion , Sep 26th at 7:54 PM (modified Sep 26th at 7:55 PM)
@Saimos: Sorry, when I say patch, I meant updating this mod from 1.0 to 1.0.1. Same problems though.

Thanks for letting me know, I tested it and updating doesn't cause any loss or issues. If you send the log files then I will be able to see what the issue is and also check incase you have the old version in there aswell

Saimos, Sep 26th at 8:13 PM
@Calminaion: Thanks for letting me know, I tested it and updating doesn't cause any loss or issues. If you send the log files then I will be able to see what the issue is and also check incase you have the old version in there aswell

Found this in the log:

26.9.2026 21:10:49 [Error] [taxidermy] An exception was thrown when trying to load assembly:
26.9.2026 21:10:49 [Error] [taxidermy] Exception: Could not load file or assembly 'taxidermy, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Assembly with same name is already loaded
   at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr __ptrNativeAssemblyBinder_native, UInt16* __ilPath_native, UInt16* __niPath_native, ObjectHandleOnStack __retAssembly_native)
   at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr __ptrNativeAssemblyBinder_native, UInt16* __ilPath_native, UInt16* __niPath_native, ObjectHandleOnStack __retAssembly_native)
   at System.Reflection.Assembly.LoadFrom(String assemblyFile)
   at System.Linq.Enumerable.ListSelectIterator`2.MoveNext()
   at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
   at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 606

Yunan, Sep 22nd at 6:26 PM

Hi! Will this give me a head if I use Butchering mod? I will follow, hopefully there will be comparability and then I will absolutely add it on my server :3 

Nalier, Sep 22nd at 5:34 PM

Hi! So, I'm wondering if this would conflict with the Butchering mod.

Calminaion , Sep 22nd at 6:20 PM
@Nalier: Hi! So, I'm wondering if this would conflict with the Butchering mod.

It partially works, you can only get the head from field harvesting so would be best to change the HeadChance in Modconfig/TaxidermyConfig.json to 1 to guarantee a head.
Then you can field harvest when you want a head or the butchering when you want that stuff.