Mods / Fauna of the Stone Age: Viverridae Plus

Tags: #Crafting #Creatures #Furniture
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:

Stats
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!

FAQ
Q: How do I domesticate the animals in this pack?

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

25 Comments (oldest first | newest first)

💬 Tentharchitect , Mar 2nd at 5:34 PM

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

 

💬 GadGhast, Mar 2nd at 12:10 PM

work on 1.20.3?

💬 Tentharchitect , Feb 22nd at 5:24 PM

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!

💬 MaiaK, Feb 22nd at 5:04 PM

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!

💬 Mendall, Feb 22nd at 4:40 PM

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.

💬 Tentharchitect , Feb 22nd at 4:30 PM

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

💬 MaiaK, Feb 22nd at 2:52 PM

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...

💬 Tentharchitect , Feb 19th at 4:06 PM

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

💬 Enamored, Feb 19th at 10:52 AM

How much would it cost to commission the fauna from the Pilosa order

💬 AnvilKnight, Feb 18th at 6:16 AM

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)

💬 Tentharchitect , Feb 18th at 3:07 AM

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

💬 AnvilKnight, Feb 18th at 1:48 AM

tamed and domesticated are different but it's not too hard to put in just look at pet AI and go from there

💬 Annastasija, Feb 18th at 1:40 AM

Thank you!!!! Omg I love these things, so are so cute. What happens if they are domesticated? Do they follow you around or anything? 

💬 Tentharchitect , Feb 17th at 11:11 PM

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

💬 AnvilKnight, Feb 17th at 10:57 PM

can all your animals in your mods be domesticated ? or is it just not listed for this mod impaticular

💬 WastedWanderer, Feb 17th at 6:50 PM

will it work in any 1.20.*

💬 Tentharchitect , Feb 17th at 5:18 PM

Thanks for the bug report Nebux.

And RIP Annastasija 

 They can be domesticated though, so hopefully that saves your life

💬 Nebux, Feb 17th at 8:43 AM

BUG: sometimes the death animation or pose doesn't happen. tested with a common genet

💬 Annastasija, Feb 17th at 7:36 AM

If I can't tame this, I am going to literally die. Please save my life.

💬 Tentharchitect , Feb 16th at 11:47 PM

Thank you both, hope you enjoy them!

💬 LaDestitute, Feb 16th at 9:58 PM

POG, a new FOTSA mod!
I love all of your mods, great work.

💬 Hydromancerx, Feb 16th at 8:18 PM

Yay! So excited!

💬 Tentharchitect , Feb 16th at 6:48 PM

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

💬 GadGhast, Feb 16th at 6:29 PM

Please update Bioregions mods

💬 GadGhast, Feb 16th at 6:29 PM

Nice, i love more animals :)

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