Mods / Fauna of the Stone Age: Thylacinidae Plus
- Tags:
- Author:
- Tentharchitect
- Side:
- Both
- Created:
- Apr 23rd 2025 at 4:36 PM
- Last modified:
- Jan 7th at 12:14 AM
- Downloads:
- 48073
-
Latest release (for Vintage Story 1.21.6, outdated):
FotSA-Thylacinidae-v0.1.6.zip 1-click install
Currently includes the Tasmanian devil and Queensland devil for commissions, the rest will come at a later date!
A collection of small carnivorous mammals from the Order Dasyuromorphia, these small predators are primarily nocturnal, adding life to the temperate, subtropic and tropical regions. Some will get into fruit bushes, hen houses and other small farm animals and their ability to climb means fences won’t hold them back.
This mod includes:
| Common Name | Scientific name | Category | Weight | Health | Height | Damage | Temp | Precip | Foliage Needs | Altitude | Group Size | Meat Drops | Fat Drops | Hide Drops | Diets | Behaviors |
| Tasmanian Devil | Sarcophilus harrisii | Dasyuridae | 8/6/1 | 4/3 | .91/.71L | 3t1 | 10-30 | 10-80 | 30-100 | 1.0-1.4 | 1 M&F, 2 F&B | 1+-0.5 | 0 | 1M |
eggs, fish, meat, fruit, insects, vegetables
|
2 meter step |
| Queensland Devil † | Sarcophilus laniarius | 12/9/1 | 5/3 | 1.04/.81L | 4t1 | 14-30 | 10-80 | 20-100 | 1.0-1.4 | 1 M&F, 2 F&B | 1+-0.5 | 0 | 1M |
eggs, fish, meat, fruit, insects, vegetables
|
2 meter step |
Features:
Most species have a unique pelt drop as well that can be used to craft hide, taxidermied full body and head mounts.
The devils will seek out the spawn blocking carcasses added by the FotSA series over long distances, cleaning those up to resume normal spawning.
A big thanks to Endarius_Termina for commissioning the Tasmanian Devil and Queensland Devil!
And a big thanks to everyone who gave feedback and assistance!
A:Get a male and female adult of a given species within 10 blocks, wait until the female is ready to mate and feed her the sufficient number of portions and the male at least one. Different species require different amounts and can be found in the entity file under the multiply section. Animals can be fed either by dropping items on the ground or by using the large trough. The small trough is not supported at this time due to patching formats. Each species diet can be found in this mod's description or in their entity file under the diet section. After 10 generations, entities stop attacking the player and after 10 generations they will no longer flee the player. Only the mother's generation matters for progressing generations.
Q: Why so many animal packs? Can't you make one giant one?
A: The combined size of this series exceeds the Mod data base's file upload size limit and therefore could not be hosted on this site, making it extremely difficult for servers to use. What's more, I don't know just how large certain clade file sizes will get as new features come out and I want to ensure they don't need to be split in the future, as that may cause considerable server issues. Whenever mod packs are implemented, or if there are other resources for creating a more organized bundle, I will do so.
Q: Is this mod safe to add and remove to an existing world?
A: Yes, this mod series is safe to add and remove. Items from this mod that have been placed will be invisible or appear as question blocks if the mod is removed but can be safely broken.
All Rights Reserved. Please contact me if you are interested in making work derived from mine.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.1.6 | thylacinidae | 15275 | Jan 7th at 12:14 AM | FotSA-Thylacinidae-v0.1.6.zip | 1-click install | ||
|
Updated-1 hide is always dropped from killed animals | |||||||
| 0.1.5 | thylacinidae | 9452 | Oct 28th 2025 at 9:28 PM | FotSA-Thylacinidae-v0.1.5.zip | 1-click install | ||
|
Added-Weighted diet | |||||||
| 0.1.4 | thylacinidae | 8688 | Sep 23rd 2025 at 3:36 PM | FotSA-Thylacinidae-v0.1.4.zip | 1-click install | ||
|
| |||||||
| 0.1.3 | thylacinidae | 11060 | May 15th 2025 at 7:29 PM | FotSA-Thylacinidae-v0.1.3.zip | 1-click install | ||
|
Fixed-Combat Overhaul Dasyuridae patch | |||||||
| 0.1.2 | thylacinidae | 2086 | Apr 30th 2025 at 8:39 PM | FotSA-Thylacinidae-v0.1.2.zip | 1-click install | ||
|
Added-Mihirung interactions | |||||||
| 0.1.1 | thylacinidae | 901 | Apr 25th 2025 at 4:56 PM | FotSA-Thylacinidae-v0.1.1.zip | 1-click install | ||
|
Added-French Translation (Thanks Laerinok!) | |||||||
| 0.1.0 | thylacinidae | 611 | Apr 23rd 2025 at 4:37 PM | FotSA-Thylacinidae-v0.1.0.zip | 1-click install | ||
|
Launch | |||||||



Does this work on latest version?
Thanks Tenth for continuing to update your truly wonderful mods. No problems, just dropping another note of appreciation since they are a true gift.
Higher than one block steps do not go over fences, but any block wall only two blocks high can be scaled otherwise. A lip will also prevent them and any animals that can scale sheer walls. DrBubba
So how do you manage protection if they can climb fences? Do they also climb walls? Can they climb two-high fences, as well?
Intrigued, but cautious! Thanks, Tentharchitect
Thanks Chesicus so there are three things you need to change. Runtime, worldgen and Group spawn limit. Group spawn limits any more run time entities if that many is loaded in, so you'd need to raise that. It could be that your view distance is low and resulting in lower amounts of animals, as each chunk is checking for spawns and more chunks loaded means more spawns.
Hey there. I really like all of your animal mods. I want to know if there's any way to change the spawn rates manually. I want to significantly increase the number of these creatures in the world per loaded area (chunk), creating a much denser wildlife experience. I want to see larger groups, more frequent spawns, and a higher total cap for these entity families. I've tried configuring values myself in the mod folders but have had no luck. I find it weird that my spawns feel so low, because I've seen other comments saying that their spawns are way too high. I'm not sure if there's something in the game's code that needs to change or what, but I've really hit a wall here. Anything helps, I really appreciate it.
Tentharchitect yeah I saw your message about reporting in the mod you updated. I will keep it in mind with any animals from your mods, but so far in the region I've settled in I haven't encountered any of the big cats. Hopefully soon as I travel!
Thank you kindly ChiefKrogan! No worries, it's a bit of an intensive process but it'll come together sooner or later. Reporting behavioral weirdness on the overhauled ai will help though, as there is more than I can possibly test for going forward
Tentharchitect good luck with your summer job then and with the modding! I wish I could help you but I don't know the first thing about modding this game.
My summer job schedule of 80 hours a week ends on the 26th. Right now I have only 6-12 hours to mod a week and probably 120-200 hours to go on updating the whole FotSA series. I'm currently puzzling out the last issues with the new ai overhaul and should have my first complete entity file today hopefully. My tentative plan is to start releasing the mods I've finished come the 26th one at a time so I have a chance to see if weirdness happens as the new overhaul changes a lot and I expect a bunch of emergent outcomes to occur that I can't test for in that time frame. ChiefKrogan
Hey man any news on the updates? I love your mods so much, the game feels so dead and empty without all the animals. I can't wait to be able to play with them again.
Copy that!
Thanks, Tentharchitect
Glad you're enjoying them DrBubba
After a quick glance at the logs, all of those issues are known. I'd switched to using the base game deer models in Capreolinae, but they didn't have consistent naming conventions so needed manual edits for a bunch of the individual deer. With the deer models updated in 1.21, I'm waiting to address this for when I update that mod for 1.21
Heya Tentharchitect
LOVE your mods, first off.
I'm trying to track down some issues with my game with a redditor and he IDed some possible issues with Combat Overhaul and a couple of your packs and I want to share the info with you and Maltiez. Is there a preference from you on how I can get that info to you? Can I just share the link to my dropbox folder with my logs with you? Or would you want them another way?
I do, the mods will contain all living and recently extinct (approx 11,700 years) members of the family they are named after, and those with the plus in the name will include some close relatives from other families as well. In this case, I had the devil commission so made this mod without the namesake animals. Though the rest of this mod will accompany one of the two remaining Australian Floral Zone's releases. jawsef
Do you plan on adding thylacines in the future? It looks like they are in the icon and it would be really cool to see them in game!
Tentharchitect
Please add compatibility with Butchering mod. We love hunt on the devils and cook them! Yammy!
Okii ty ! <3
I do have a Discord, I'm more active on it than here. Feel free to DM me there, though for the most part I want to keep payment stuff through that, as it gives a good amount of anonymity
Do you have Discord ? I wanted to ask you something and I even wanted to pay you Ko-Fi but they only accept PayPal and an other thing and I can't pay with both of them... I am soooorryyy I really wanted to support you... so if there is an other way...
Ohh that so cool ! And yes true ! <3
I can't run all of your mods at once with my pathetic old PC but I love your work so much, always a joy to see you upload a new fauna mod
I have my listed planned clades up in my mod author description. Ostriches, rhea, elephant birds, flightless doves and a few other miscellaneous flightless birds are the remaining ones planned. I figure at some point the base game will implement birds, but that can be a project for another mod author.
And thanks! Hopefully mod packs are implemented soon as a way of bundling things.
Oh okay thx ! Sorry I didn't knew that lol ! Would be cool if the upload size is increased in the future ! And nice idea I understand ! Thx you for your amazing work ! <3
Do you plan to add some types of birds in the future ? There isn't a lot of mods that do that perfectly, It seem to be difficult right ? Because there isn't birds in Vanilla so I guess modders can't use the Vanilla ones to make news ? ^^
Thanks, glad you're enjoying the series and thank you for the reminder to add the FAQ to this mod page!
Long story short, the file size would be too big to upload on the DB. Once I get closer to the end and have a better idea of how big all the mod sizes are I might make 6-10 bundles, but I don't want to do so too early in case compatibility files or new base game features dramatically increase the file sizes, like when the antler system came out the files size per animal that uses it nearly doubled. Vari_Ares
YEAH BABYYY NEW FAUNA!
Hi, I LOVE all your Fauna mods ! Can you create a mod where you put ALL your animals mods in the same mod at once please ? And every time you create new animals mods you add them in this "Big" mod ? That would be cool to have everything in the same mod for people who want all of them easy in ONE click ! <3