
Mods / Fauna of the Stone Age: Viverridae Plus
Author: Tentharchitect
Side: Both
Created: Feb 16th at 6:12 PM
Last modified: Mar 10th at 4:09 PM
Downloads: 6531
Follow Unfollow 185
Latest file for
Various v1.20.x:
FotSA-Viverridae-v1.0.2.zip
1-click install
A collection of small omnivorous mammals from the family Viverridae, along with their cousin the African Palm Civet, these trouble makers will scurry about after dark, adding life to the regions of the subtropics 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 | Length | Damage | Temp | Preciptation | Foliage Needs | Altitude | Group Size | Meat Drops | Hide Drops | Behaviors | Eats |
African palm civet | Nandinia binotata | Nandiniidae | 2/.5 | 3 | .62B .76T | 1t1 | 19-40 | 60-100 | 0.4-1.0 | 1.0-1.65 | 1-3 M&F | 0.5 | 1S | Climbing | Fruit, berry bushes |
Binturong | Arctictis binturong | Viverridae | 15/1 | 6/3 | .9B .71T | 4t1 | 17-40 | 50-100 | 0.4-1.0 | 1.1-1.3 | 1 M&F | 1-2 | 1M | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes |
Small-toothed palm civet | Arctogalidia trivirgata | 2.5/.5 | 3 | .53B/.58T | 1t1 | 24-40 | 65-100 | 0.5-1.0 | 1.0-1.4 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Owston's palm civet | Chrotogale owstoni | 2/.5 | 3 | .57B/.43T | 1t1 | 18-26 | 65-100 | 0.7-1.0 | 1.0-1.3 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, insects, berrybushes | |
African civet | Civettictis civetta | 13/1 | 5/3 | .84B/47T | 4t1 | 16-40 | 10-100 | 0.2-0.7 | 1.0-1.5 | 1 M&F | 1-2 | 1M | 3M step | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Otter civet | Cynogale bennettii | 4/0.5 | 3 | .68B/.2T | 2t1 | 27-40 | 75-100 | 0.6-1.0 | 1.0-1.05 | 1-4M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Hose's palm civet | Diplogale hosei | 1.5/0.25 | 3/2 | .54B/.35T | 1t1 | 29-40 | 85-100 | 0.6-1.0 | 1.1-1.3 | 1 M&F | 0.5 | 1S | Climbing | Protein, meat, eggs, fish, insects | |
Ethiopian genet | Genetta abyssinica | 1.5/0.25 | 3/2 | .5B/.45T | 1t1 | 13-40 | 5-60 | 0-0.4 | 1.0-1.8 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Miombo genet | Genetta angolensis | 1.5/0.25 | 3/2 | .48B/.43T | 1t1 | 18-24 | 50-75 | 0.1-1.0 | 1.0-1.6 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Bourlon's genet | Genetta bourloni | 1.5/0.25 | 3/2 | .5B/.41T | 1t1 | 25-40 | 85-100 | 0.5-1.0 | 1.0-1.6 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Crested servaline genet | Genetta cristata | 3/.5 | 3 | .55B/.4T | 2t1 | 27-40 | 80-100 | 0.3-0.8 | 1.0-1.3 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Common genet | Genetta genetta | 2/.5 | 3 | .55B/.52T | 1t1 | 13-40 | 10-80 | 0.3-1.0 | 1.0-1.4 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Johnston's genet | Genetta johnstoni | 2/.5 | 3 | .55B/.52T | 1t1 | 25-40 | 85-100 | 0.5-1.0 | 1.0-1.6 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Rusty-spotted genet | Genetta maculata | 2/.5 | 3 | .52B/.53T | 1t1 | 15-40 | 40-100 | 0.3-1.0 | 1.0-1.6 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Pardine genet | Genetta pardina | 3/.5 | 3 | .55B/.49T | 2t1 | 23-40 | 30-100 | 0.3-1.0 | 1.0-1.4 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Aquatic genet | Genetta piscivora | 1.5/0.25 | 3/2 | .49B/.41T | 1t1 | 24-28 | 65-85 | 0.7-1.0 | 1.1-1.5 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Cypriot genet | Genetta plesictoides | 2/.5 | 3 | .55B/.52T | 1t1 | 15-20 | 30-65 | 0-0.7 | 1.0-1.5 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
King genet | Genetta poensis | 2/.5 | 3 | .6B/.5T | 1t1 | 26-40 | 65-85 | 0.7-1.0 | 1.0-1.4 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Servaline genet | Genetta servalina | 2/.5 | 3 | .51B/.46T | 1t1 | 20-28 | 60-100 | 0.4-1.0 | 1.1-1.5 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Hausa genet | Genetta thierryi | 1.5/0.25 | 3/2 | .45B/.41T | 1t1 | 24-40 | 65-100 | 0.5-1.0 | 1.0-1.5 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Cape genet | Genetta tigrina | 1.5/0.25 | 3/2 | .58B/.46T | 1t1 | 12-18 | 20-65 | 0.6-1.0 | 1.0-1.4 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Giant forest genet | Genetta victoriae | 3.5/.5 | 3 | .6B/.5T | 2t1 | 22-26 | 65-85 | 0.4-1.0 | 1.1-1.6 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Banded palm civet | Hemigalus derbyanus | 2/.5 | 3 | .53B/.4T | 1t1 | 26-40 | 75-100 | 0.6-1.0 | 1.0-1.55 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Sulawesi palm civet |
Macrogalidia musschenbroekii
|
6/.5 | 4/3 | .89B/.64T | 3t1 | 26-40 | 85-100 | 0.6-1.0 | 1.1-1.65 | 1 M&F | 1-2 | 1M | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Masked palm civet | Paguma larvata | 4/.5 | 3 | .6B/.5T | 2t1 | 12-40 | 30-100 | 0.5-1.0 | 1.0-1.6 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Asian palm civet |
Paradoxurus hermaphroditus
|
4/.5 | 3 | .53B/.48T | 2t1 | 18-40 | 25-100 | 0.7-1.0 | 1.0-1.6 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Brown palm civet | Paradoxurus jerdoni | 4/.5 | 3 | .62B/.53T | 2t1 | 26-40 | 75-100 | 0.6-1.0 | 1.1-1.5 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Golden palm civet |
Paradoxurus zeylonensis
|
4/.5 | 3 | .58B/.52T | 2t1 | 28-40 | 75-100 | 0.6-1.0 | 1.1-1.5 | 1 M&F | 0.5 | 1S | Climbing | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
West African oyan | Poiana leightoni | .7/.1 | 3/2 | .38B/.4T | 1t1 | 24-26 | 75-100 | 0.8-1.0 | 1.0-1.4 | 1 M&F | 0.5 | 1S | Climbing | Protein, meat, eggs, fish, insects | |
Central African oyan | Poiana richardsonii | .7/.1 | 3/2 | .43B/.43T | 1t1 | 22-26 | 65-100 | 0.8-1.0 | 1.0-1.6 | 1 M&F | 0.5 | 1S | Climbing | Protein, meat, eggs, fish, insects | |
Malabar large-spotted civet | Viverra civettina | 6/.5 | 4/3 | .76B/.33T | 3t1 | 24-26 | 75-100 | 0.8-1.0 | 1.0-1.6 | 1 M&F | 1-2 | 1M | 3M step | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Large-spotted civet | Viverra megaspila | 7/.5 | 4/3 | .77B/.39T | 3t1 | 16-28 | 50-100 | 0.6-1.0 | 1.0-1.1 | 1 M&F | 1-2 | 1M | 3M step | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Malayan civet | Viverra tangalunga | 4/.5 | 3 | .67B/.35T | 2t1 | 22-40 | 75-100 | 0.7-1.0 | 1.0-1.4 | 1 M&F | 0.5 | 1S | 3M step | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Large Indian civet | Viverra zibetha | 8/.5 | 4/3 | .85B/.59T | 3t1 | 10-40 | 50-100 | 0.3-1.0 | 1.0-1.6 | 1 M&F | 1-2 | 1M | 3M step | Protein, Fruit, meat, eggs, fish, insects, berrybushes | |
Small Indian civet | Viverricula indica | 3/.5 | 3 | .58B/.43T | 2t1 | 10-40 | 25-100 | 0.1-1.0 | 1.0-1.65 | 1 M&F | 0.5 | 1S | 3M step | Protein, Fruit, meat, eggs, fish, insects, berrybushes |
Most of the civet and genet species can climb on all surfaces, and will attack small farm animals and eat from berry bushes. They can be hunted for a small amount of bush meat and hide.
Features:
All species have a unique pelt that can be used to craft hide, and taxidermied 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!
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 3 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 am I not seeing more entities? Is there a conflict blocking spawns?
A: Entities in this series only spawn on run time, meaning once their group spawn limit is reached within load distance, no more will spawn until they are killed or the player travels far enough that the number of loaded entities is below the group spawn limit. Some groups will take hours before an individual entity will spawn, though having your view distance below 100 blocks will also block the entities that require a 100 block distance from the player to spawn. Raising your view distance up to 500 or above will increase the number of loaded chunks an entity might spawn in, thus increasing the chance of an entity spawning. While there is a limit of entities that will block more of other types from spawning, this number is above 3000 and you'd likely notice the unusually high number of entities required to block all other spawns. Though note, dropped items, jittery dirt blocks from mud slides and similar physics governed objects count as entities for this limit.
For those using the Biomes mod, you may be in a Realm that has no spawns of a given group, or there may be only a few species native to that Realm thus lowering the effective spawn rate. This issue will be lessened as more packs come out.
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.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.2 | 1791 | Mar 10th at 4:09 PM | Show | FotSA-Viverridae-v1.0.2.zip | Install now | |
v1.0.1 | 3454 | Feb 19th at 10:04 PM | Show | FotSA-Viverridae-v1.0.1.zip | Install now | |
v1.0.0 | 1286 | Feb 16th at 6:17 PM | Show | FotSA-Viverridae-v1.0.0.zip | Install now |
Haven't tested it in 1.20.3 but I know there will be lots of error reports and broken interactions with base game entities
work on 1.20.3?
There should be two entities coming out in the next month or so that will solve that issue in the Mediterranean region, don't you worry!
I won't lie, the fact that it's biome specific is both extremely cool and extremely annoying (from a purely gameplay standpoint, how the heck am I going to get fat and meat in large quantities lmao)
That is wicked. Thanks for the explanation!
MaiaK walk through a real forest some time, you don't really see wild animals all that often. That's what makes it a treat when you do. So I wouldn't turn it up spawns too high. Or you might make spotting them too common place and it will get boring.
Entities will only block their spawn group until the 3000 entity limit is reached, use /entity count to see if you have 3000 hares and civets
So presumably you didn't edit the Biome's Realm file, so you spawned in Europe or Central Eurasia. In which case, the big horn sheep, black bears, and pink salmon are not native and should not spawn. Base game brown bears and wolves have fairly cool spawn criteria and might not spawn often in a Mediterranean forest area and otherwise there aren't many high population entities in that Realm. You can make the spawn rates higher, go into the entity files and change the spawn rate number MaiaK
I got a question. I just started a new world, and I noticed that in the warm forest area that I spawned in (I'm using the Biomes mod and plains and valleys for worldgen) seems to be some sort of mediterranean forest zone.
So far, it's been around 2 weeks of play, and I've seen an abundance of civets and hares, but very little else in regards to animals. No fishes in ponds, a single bear one time and never again, no wolves, no sheeps, just a few chickens. Is it possible the civets around are taking up spawns for other animals, or is the area I'm in just really really lacking in biodiversity?
I wish there was just a way to increase animal spawn rates way higher...
So assuming you're asking for extant or Holocene members, my current rate is 1-2$ an hour, though I plan to bump that up after my summer job. The initial rig of an animal usually takes 8-16 hours to make, for the texture and set up, it's usually another 2-4 hours for smaller animals, while larger animals, say elephant sized, took around an extra 6-12 hours. So a single Pilosa member might be somewhere from 24$ to 56$ and then subsequent animals that can use the same animations would be less. Please shoot me a DM on discord or reddit if you want to hash it out more, I'll probably only accept a few more commissions before closing them for the season. Enamored
How much would it cost to commission the fauna from the Pilosa order
yeah i just now noticed i thought the API was simpler than what i now know sorry some mods it's easy to patch somthing in real quick (but i'm still messing with)
As with the base game, animals have their melee player ai task disabled at third generation and their flee radius gets smaller with each generation before 0 at gen 10.
A few folks have tried to make compatibility patches with pet AI and haven't succeeded, but if you think it's easy I'd much appreciate you sending any attempts to do so my way so I can add them to the mod! AnvilKnight
tamed and domesticated are different but it's not too hard to put in just look at pet AI and go from there
Thank you!!!! Omg I love these things, so are so cute. What happens if they are domesticated? Do they follow you around or anything?
I didn't test it on earlier versions, but presumably yes, with just the errors from the 1.20.3 to 1.20.4 changes.
All my animals that don't use custom nests can be domesticated, so all mammals and the penguins, horned turtle can be AnvilKnight
can all your animals in your mods be domesticated ? or is it just not listed for this mod impaticular
will it work in any 1.20.*
Thanks for the bug report Nebux.
And RIP Annastasija
They can be domesticated though, so hopefully that saves your life
BUG: sometimes the death animation or pose doesn't happen. tested with a common genet
If I can't tame this, I am going to literally die. Please save my life.
Thank you both, hope you enjoy them!
POG, a new FOTSA mod!
I love all of your mods, great work.
Yay! So excited!
Thanks! Though the Biomes mod is currently updated and does everything the Bioregions mods did, but easier to maintain and manage so I've retired the Bioregions mods GadGhast
Please update Bioregions mods
Nice, i love more animals :)