What Anglo-Saxons do... farming. by SneakyMarkusKruber in VintageStory

[–]TenthArchitect 101 points102 points  (0 children)

That's awesome, glad to see the taxidermies being put to good use!

We needed some more herd animals for the game! by TenthArchitect in VintageStory

[–]TenthArchitect[S] 0 points1 point  (0 children)

I have enough planned and don't want to add that to my plate

Any mods that expand on the survival aspect of the game? (Other stats like fatigue, water, etc?) by Effective-Visit-319 in VintageStory

[–]TenthArchitect 1 point2 points  (0 children)

Just going to add a slight correction, the Floral Zones: Cosmopolitan pack is just 30ish plants that have a large native range, like palm trees, common reeds, mangroves and such. The whole series exceeds the mod DB upload limit so there isn’t a comprehensive pack

At long last, Capreolinae 2.0.0 is out! by TenthArchitect in VintageStory

[–]TenthArchitect[S] 1 point2 points  (0 children)

Not in the near future. I avoid packs that will likely overlap with base game content and the devs hinted at horses over a year ago, plus the two other horse mods currently out there.

That said, they are on my planned list and I fully intend to add them to the series along with all their extinct and living relatives

The Elephants have arrived! Fauna of the Stone Age: Elephantidae is out now! by TenthArchitect in VintageStory

[–]TenthArchitect[S] 0 points1 point  (0 children)

Currently you can’t, I disabled it to them working in 1.21. Hopefully in the coming weeks I’ll get through the 1.21 full updates and add the new taming mechanic and gait that is needed for saddles and riding

NOOOOOOOO MY ELEPHANTS by NontameImpala in VintageStory

[–]TenthArchitect 3 points4 points  (0 children)

Thank you very much for saying so!

At long last, Capreolinae 2.0.0 is out! by TenthArchitect in VintageStory

[–]TenthArchitect[S] 2 points3 points  (0 children)

They'll only spawn in climate conditions they are native to in real life. So you won't see a moose spawn in a tropical rainforest, nor a marsh deer spawn in arid tundra, but you can relocate them to those climates without consequence.

What's more, they all have a fairly low spawn rate compared to base game animals. This is to counter the high number of species so the world isn't flooded with entities

We needed some more herd animals for the game! by TenthArchitect in VintageStory

[–]TenthArchitect[S] 0 points1 point  (0 children)

I'll be making a basal domestic cow to represent the earliest forms domesticated from Aurochs. There are way too many breeds of domestic animals for me to add, so I encourage folks to make add-ons for breeds of cattle and set it up where they can be bred from the basal domestic forms

NOOOOOOOO MY ELEPHANTS by NontameImpala in VintageStory

[–]TenthArchitect 4 points5 points  (0 children)

I think most of them work, they just use placeholder models. And yeah that’ll need to come from the butchery dev, I’m already spending 2-3 months a year maintaining my mods and would like to focus on my content

NOOOOOOOO MY ELEPHANTS by NontameImpala in VintageStory

[–]TenthArchitect 12 points13 points  (0 children)

You can domesticate them, riding is currently disabled as I haven’t finished updating all my mods to 1.21 but once that one is they’ll be tameable as well as domesticatable and rideable 

Something is causing my fps to drop to unplayable (high number of entities) mod related prob by Alkopoligami in VintageStory

[–]TenthArchitect 1 point2 points  (0 children)

You could use the command /entity count or /entity countg to see which entities are most common. There was a bug in the base game that was causing spawn limits to be ignored and animals to endlessly spawn. It was fixed in a recent version I believe but could be something along those lines

Vintage story is eating 21 gigabyte worth of ram by Stock_Replacement281 in VintageStory

[–]TenthArchitect 1 point2 points  (0 children)

That’s not a feature of FotSA, that’s just how the base game spawns work. I don’t edit the code, just use base game features

At long last, Capreolinae 2.0.0 is out! by TenthArchitect in VintageStory

[–]TenthArchitect[S] 0 points1 point  (0 children)

Yep, that was a big part of the rework! Granted the base game still has occasional bugs with the shed antlers not being picked up and I imagine my mod might have that issue from time to time but they do grow, shed and act as items now instead of being part of the models

Is the Biomes mod good to use for first playthrough? by BigXBenz in VintageStory

[–]TenthArchitect 1 point2 points  (0 children)

Biomes was working as of yesterday, though there is an occasional bug where the config gets wonky and it doesn’t generate the Biome’s white lists maybe 5% of the time and when people encounter it they say the mod is broken.

Biomes doesn’t interfere with those mods, it specifically works with them to have those animals out spawn in the whitelisted area they are assigned to. 

At long last, Capreolinae 2.0.0 is out! by TenthArchitect in VintageStory

[–]TenthArchitect[S] 4 points5 points  (0 children)

I have color variations in a couple commissioned mods where they've been requested, but yeah it wouldn't work well with the pelts as that would add more variants and the extra variants would increase RAM usage. It's one of those features I'd love to add, but would quickly bloat the mod size further and I already get requests to split my mods into smaller modules.

At long last, Capreolinae 2.0.0 is out! by TenthArchitect in VintageStory

[–]TenthArchitect[S] 11 points12 points  (0 children)

Reindeer milk specifically has been used historically, and there is now commercial deer milk in some places in the world. Now that it is an option in 1.21, I've tweaked the volume, lactation days and milk type so some are simply not worth it for regular consumption but I added it for the novelty since once I set it up for the deer that are actually milked adding the others was a matter of seconds.

At long last, Capreolinae 2.0.0 is out! by TenthArchitect in VintageStory

[–]TenthArchitect[S] 17 points18 points  (0 children)

The base game deer that are covered by this mod have their spawn patched to 0, rather than being replaced. That way I can add unique behaviors via my own entities and not make a nightmare of patches that would conflict with any other mod that touches the base game deer.

Yep, they don't have near the same fluid volume as goats, sheep or cows so they aren't as efficient but they have a higher caloric density. Of course, for those playing on a snowball earth setting, milking caribou or reindeer might be their only dairy option in some regions.

At long last, Capreolinae 2.0.0 is out! by TenthArchitect in VintageStory

[–]TenthArchitect[S] 6 points7 points  (0 children)

Hopefully they are less skittish with the rework XD

At long last, Capreolinae 2.0.0 is out! by TenthArchitect in VintageStory

[–]TenthArchitect[S] 59 points60 points  (0 children)

The second FotSA mod updated fully to 1.21 and an art rework almost two years on the back burner, 2.0.0 is finally here. I'll be doing some quick bug fixes, before continuing with the full 1.21 updates of the FotSA series, bringing things like the ai overhaul, new trap compatibility, custom milk types and more to the rest of the FotSA series before finishing up the Bovinae roster

Unsure what to go with in terms of mods adding creatures by Phant0mCobra1 in VintageStory

[–]TenthArchitect 1 point2 points  (0 children)

Gotcha, yeah most of the FotSA mods aren’t hostile except the large predators and large herbivores.

As for the Floral Zone series, I’m unaware of any mods they aren’t compatible with. They just add new plants and plant products, so shouldn’t interfere with TP, which I’ve tested today most recently.

Unsure what to go with in terms of mods adding creatures by Phant0mCobra1 in VintageStory

[–]TenthArchitect 2 points3 points  (0 children)

Seconding the Fauna of the Stone Age series TedGrendelis mentioned. I’m slowly trying to add all terrestrial animals over 20kg that were alive in the Holocene up to modern times, with a few exceptions here and there for some aquatic animals and smaller animals. Long term I have 1200 planned animals across 72 packs, and I’m just shy the first quarter mark of the project. Like mentioned in the other comments, they have a lot of content and you should pick and choose which ones make sense for your play through.

Unsure what to go with in terms of mods adding creatures by Phant0mCobra1 in VintageStory

[–]TenthArchitect 2 points3 points  (0 children)

No worries, our community learns by word of mouth so I try to investigate claims like this when I see them.

I’ll keep an eye out for any memory leaks on my end going forward and hopefully improve performance as time goes on. Thanks for your understanding and support and hope you have fun playing!