#Truth and Beauty: Detailed Animals
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right click with grass in hand I think could feed elk, but I haven't tried.. I only tested chickens and capercailles so far.
(capercailles from more animals)
figured it out
tried giving him too many candied berries and he attacked me lol
Grass is best and oh dear, I will have to make him not attack if you feed the wrong thing
bro does NOT like cranberries
Hey! Not sure if its this mod or a different one but we had this running on our server for a few days and it causes tons of issues with animals, making them extremely buggy and even teleport. We unfortunately had to remove it due to these issues.
We are running on 1.19.8
This can happen if you have Creatures & Critters or AnimationManagerLib installed alongside. If you don't have either of these mods, please send me your modlist.
Yep! That would be the issue. Sadly we can't remove AnimationManagerLib as one of our core mods rely on it
Well you are not the first to run into this and the warning on the page was way down after a lot of text, so I've put it in a more visible place to hopefully save future players the trouble
For 1.20 AnimationManagerLib is being replaced with Combat Overhaul, which I think is compatible but haven't checked yet
Thank you very much, Sorry for the bother! Should have read more deeply into the description
No problem, I did ask everyone to report issues and you did exactly that, so thank you :)
Of course! We'll add it back once we update to 1.20 which shouldn't be too too long from now
Well, v1.1 of my compat patch had a typo. I fixed it and fixed foxes. I would appreciate if someone would test this. Compatibility between DetailedAnimalsv01.12 and HideAndFabric-1.3.1-dNET7-Unofficial on VS 1.19.8.
I now have AncientTools, HideAndFabric and DetailedAnimals all working together in 1.19.8.
If you have a specific idea of what handbook pages could look like for animals in your mod, it's possible to add your own!
I'm working on making a "Meal Recipes" tab and so basically you could end up with something like this:
Where it has an "animals" or "creatures" tab on the side and then pages for each where you can add whatever kind of information you want however you want.
You decide how and when pages get created and what is displayed on them. š
Good morning
Morning!
Good morning :)
Tested the new chick spawn location by setting the nestbox to generate a chick there every 12 seconds. It's looking good.
and if you make typo shifting delta t by magnitude or two to shorter you get chicksplosion..
Fast egg spoilage on 3 days months now fixed on main
Unable to reproduce elk attacking if fed wrong food
pulled, will test soon-ish
This is now released, along with a fix to the chicken textures which were broken by https://github.com/anegostudios/VintageStory-Issues/issues/4733
Chickens on versions 0.2.0 through 0.3.2 used the wrong textures, so on updating, you may see existing chickens change texture to the correct one.
Sekelsta, there was ground nest near trader, 3 eggs, not all fertile, i did right click on it but I had too little space in inventory for eggs, and only one remained, other disappeared as they didn't spawn in world either. Might it be some bug?
Will check later after some errands, they're supposed to stay in the nest if you don't have enough inventory space
had opportunity (aka encountered ground nest with 2 eggs) again, had only one slot, one egg disappeared.
23.12.2024 20:25:34 [Client Audit] Aedis took 1xdetailedanimals:egg-chicken-medium-raw from genelib:nest-ground at 512880, 140, 511592
this was only log entry abot that, no warning of something don't fitting etc.
Probably needs the code that drops the item on the ground if there's no space in the inventory.
I do want the extras to stay in the nest, not get dropped on the ground, because I think if they fall on the ground in most cases you'd just want to put them back in the nest.
I took a brief look this morning but couldn't get it working. Now I have more time to try again, but I'll be busy most of the week.
That's also fair!
no worries, life first, simply let me know if there is anything to test.
Could config options be added for adjusting things like inbreeding penalties and stuff? I only ask because we run this on my server (https://discord.com/channels/302152934249070593/1271542652126630070) and I've heard through the grapevine that some players are struggling to find and introduce new breeding stock from the wild to counteract the inbreeding penalties past Gen 3 or so.
I'd like to keep the mod, personally, but it'd probably be easier to convince players we should keep it if I could tone down some of the numbers.
Not easily, but I'll keep it in mind. I'd like to add easier ways to transport animals, which might help with that, but that part is still in the design phase.
If your players are able to trade animals with each other that could also help. Cross an inbred animal from one herd/flock with an inbred animal from a totally different one, and you get an outbred animal.
... actually, I did think of a variable that might help and be changeable without breaking other stuff. It would only affect newly spawned animals.
Anything would be a positive change, I think, but I don't want to stress you out. Just relaying some feedback. :)
I like the concept of the mod and appreciate that someone is trying to make animal husbandry more in-depth.
Interesting server idea, storms but no temporal stability..
After moving to 1.20.rc6, getting this error that floods and kills my server:
at Genelib.AnimalHunger.ApplyNutritionEffects() in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behavior/AnimalHunger.cs:line 187
at Genelib.AnimalHunger.ConsumeSaturation(Single amount) in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behavior/AnimalHunger.cs:line 606
at Genelib.AnimalHunger.ShiftWeight(Double deltaWeight) in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behavior/AnimalHunger.cs:line 601
at Genelib.BehaviorAge.CheckGrowth(Single dt) in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behavior/BehaviorAge.cs:line 163
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 896```
Doesn't happen on same save/setup running rc5. Stack seems to point to applying an entities mineral nutrition effects on game tick, and I guess it's not finding a Minerals.Value?
Linux, detailedanimals_0.3.3
Sadly it doesn't work, but I don't see why it shouldn't. Drifters spawn during storms regardless of stability, but oh well.
Probably one would need to dig bit more with modding there..
confirming this as well!
Yeah, same.
I have added this to the mod page: "DOES NOT RUN ON RC 6! Please await an update, most likely after Christmas or maybe next week as I am very busy IRL right now."
fair
For those struggling to transport animals, have you tried basket catching young to trade?
Alternatively, I'm curious how well the catcher skill from XSkills works on animals while this mod is active
Does this mod made the soar's smaller?
sows and boars in 1.19, yes, but in 1.20 should only be making very young ones smaller
Now updated for 1.20.0-rc.6
does this work with butchering?
Last I heard there was a crash on a server and CaptainOats was looking into it
#1146927354988478495 message
Thank you! ā¤ļø
Yes, the drops should be correct unless it crashes
I'm not using Butchering mod and had over 1k errors closing my singleplayer game and it's mostly from this mod.
Ok, send the log please
You're running version 0.3.3 on vintage story 1.20.0-rc.6, which is incompatible. You need to update detailed animals to 0.3.4.
Odd thought I updated it, one moment
Sucess! Thank you for pointing that out, I hadn't even noticed.
there is a crash involving butchering mod
Can you send the full log file? Actually nevermind, the mystery has been solved, it was foxes
I tried to see if I could make it happen on my computer, but pigs, bighorn sheep, sirohi goats, and chickens were all able to give birth/hatch chicks without crashing
I'm pretty sure this is going to be something that needs to be fixed on Butchering's end, but I'd still take a look at the log file and see if it has hints
Vanilla wild animals are constantly losing weight in the wild, not eatting grass or maintaining moderate body weight and thus becoming malnourished or even in extreme cases skin & bones. this invalidates hunting as animals eventually become worthless to kill, either forcing you to inbreed what few animals you can find, or killing them before you have the means of longer term storage.
This is a report I got from my server from someone who suspects that Truth and Beauty is affecting wild animals, particularly vanilla ones. We run the Fauna of the Stone Age mod series, and apparently those wild animals eat fine, but vanilla one's are the ones specifically affected.
I'm not sure how much your mod touches vanilla animal behavior, but if it does touch their diets and stuff at all, then maybe that's why this issue is being seen in vanilla animals but not modded animals.
I haven't confirmed it's validity, nor have I seen any issues reported in the server console, but I'll take his word for it. We don't run any other animals that should affect or add animals besides Truth and Beauty and the Fauna of the Stone Age mods.
I can agree, I have (bit outdated assume before last fixes for rc.6) build of DA, and yesterday I found several wolves with their litter all of them were either 'skin and bones' or near that. Results of butchering those (I don't have butchering mod) was in line with their state so very little meat and no fat at all. However I would expect them to not let themselves to starve..
My tests were conducted in singleplayer of course, save isn't very old maybe 20 hours-ish of playtime so far.
also maybe pigs and other creatures should run away from wolves in general?
@long gale If you have spare cycles you can check if non-vanilla animals are also affected as DA mainly affect vanilla ones.
From what the player I quoted told me, who's been hunting since this season started over the weekend, modded animals don't seem affected at all.
At least, not from what he can tell.
And he says that this was a problem with vanilla wild animals even before winter.
Seems there is room for improvement, skin'n'bones wolves probably wouldn't have much litter and spot I found last night had 4 mature wolves and like 6 young ones..
No need, this is a known issue which you reported earlier as animals not eating when near the edge of loaded chunks (too far away for AI tasks to activate)
ah, so this is the problem, I thought they were close enough but maybe not indeed
and in this case it would be vanilla bug for AI tasks not being fired up for those
Sort of. Doesn't mean I won't try to fix it, but does make it hard.
however I really do like how are numbers for skinny animals butchering, they gave very little in general. So very sensible imo
will have look at rc6 over weekend and new detailed animals with that of course.
Here's a modified version that runs AI tasks for animals even outside the normal range of 128 blocks from a player. I haven't had much time to test it yet, in particular I haven't checked what the effect is on performance nor whether there are any worrysome effects like animals walking into unloaded chunks and the game getting confused
I'll test it when I get home and get done with chores so probably in 3-4 h from now
Sekelsta, got some problem
Forage.cs:line 239 at Genelib.AiTaskSeekPoi`1.ContinueExecute(Single dt) in CHOPPED/vs_mods/detailedanimals/src/Genelib/Entity/T
ask/AiTaskSeekPoi.cs:line 57 at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 214 at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 125 at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 928 at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 476 at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 331 at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 143 at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 896```
I did shorten path printed in outputs to save few characters on message length
That may well be an issue with the build of Herbarium youāre using.
Also, newly spawned animals seem to have 'starving/famished' condition mostly, maybe that could be randomized to less health-threatening?
so I got new version of herbarium that solved part of above problem, stopped to spit (alot) of errors I pasted but hens and some other animal (but not modded) seemed to get stuck after restarting (full game restart to reload herbarium), reverting to version from mods portal (apropriate one for rc6) made hens again move normally.
Animals are set to spawn at somewhat hungry and between underweight and thick, which is what I've been seeing
Update 0.3.5 fixes an incompatibility with Player Corpse introduced in 0.3.4
does this mod allow for taming of wolves and rabbits?
It lets you breed wolves, which then follow the same generation taming logic as the other animals. Hares you can technically breed in vanilla, but this makes it easier to see what's going on.
The bug with hare multiply not showing up on the client should be fixed in the next release. š
Oh fun, I didn't know that was a bug
Hey how do you feel about making the female goat horns a vanilla thing too? It's a really easy json tweak, I just set the females up to have one less max size than each male and then turned it to be enabled for adults instead of just male adults
Is that a thing that happens with female goats?
I feel like vanilla is also missing female reindeer growing antlers.
Yeah, it was just missing the client side version of the multiply behavior.
Here's the devs saying it would be too much work (or really, that they're just overloaded right then): https://www.vintagestory.at/forums/topic/11699-i-love-the-goats-however/
I work with goats irl and I love them a lot, so seeing they were added has me super super excited, especially since they added my favorite goat breed ever (Angoras)!! Loaded up a creative world asap to spawn in a whole bunch of goats to look at, but to my horror... the female goats don't have hor...
And here's the two json patches that fix it:
file: "game:entities/land/hooved/goat.json",
op: "replace",
path: "/client/behaviors/8/enabledByType",
value: { "*-adult": true, "*": false },
side: "server"
},
{
file: "game:entities/land/hooved/goat.json",
op: "replace",
path: "/server/behaviors/14/variantsByType",
value: {
"goat-angora-female-*": ["01", "02", "03", "04", "05", "06", "07", "08"],
"goat-angora-*": ["01", "02", "03", "04", "05", "06", "07", "08", "09"],
"goat-ibexalp-female-*": ["01", "02", "03", "04", "05", "06"],
"goat-ibexalp-*": ["01", "02", "03", "04", "05", "06", "07"],
"goat-ibexnub-female-*": ["01", "02", "03", "04", "05", "06", "07", "08"],
"goat-ibexnub-*": ["01", "02", "03", "04", "05", "06", "07", "08", "09"],
"goat-markhor-female-*": ["01", "02", "03", "04", "05", "06", "07", "08"],
"goat-markhor-*": ["01", "02", "03", "04", "05", "06", "07", "08", "09"],
"goat-mountain-female-*": ["01", "02", "03", "04", "05"],
"goat-mountain-*": ["01", "02", "03", "04", "05", "06"],
"goat-muskox-female-*": ["01", "02", "03", "04"],
"goat-muskox-*": ["01", "02", "03", "04", "05"],
"goat-nubian-female-*": ["01", "02", "03"],
"goat-nubian-*": ["01", "02", "03", "04"],
"goat-sirohi-female-*": ["01", "02", "03"],
"goat-sirohi-*": ["01", "02", "03", "04"],
"goat-takingold-female-*": ["01", "02", "03", "04"],
"goat-takingold-*": ["01", "02", "03", "04", "05"],
"goat-turdag-female-*": ["01", "02", "03", "04", "05", "06"],
"goat-turdag-*": ["01", "02", "03", "04", "05", "06", "07"],
"goat-valais-female-*": ["01", "02", "03", "04", "05", "06", "07"],
"goat-valais-*": ["01", "02", "03", "04", "05", "06", "07", "08"],
},
side: "server"
},```
For the caribou you can do the same thing, but females also shed their antlers at a different time of year (May or a bit earlier rather than December) and the antlers tend to be a more spindly, branchy shape - but I have them set up to use the same antlers as males with one less max size, because art is too much work. May want to double check that antler type can be changed later without messing up save files.
I mean, I feel like the females should already be growing horns in vanilla. From what I can see it just enables it by type for āadultsā and then defines the same horns.
Would need a bit of change to the code to have different antlers/horns for females than males.
Rather than just different variants.
Sorry I'm in a hurry, but the answer to both of these is no it would not, the json patch just above shows exactly what needs to be done. Clientside enable for females, serverside let females have the same horn shapes as males except the largest
Oh, itās not enabled clientside is the issue?
Ahh, yeah, okay. I see.
Wait, no, I opened deer instinctively.
Okay, yeah, itās the same in goat.
Seems like itās possibly just an oversight in JSON implementation, then.
They changed the serverside behavior to just be *-adult but not the client side.
But, yeah, to have them never grow as big of horns your second patch would also be necessary, for sure.
Is that properly set up for what youād expect to see with female goats of all those species IRL?
I haven't verified each one, but for the ones I did check, they looked right
Female caribou having branchier horns is the only thing that would need a code change, and I don't think that's worth it
Eh, thatās doable without a code change, but it needs new models.
But I think changing the code so things stay easy to understand might make sense anyway.
As it stands youād just have to add different variants to the āsizeā field in Antlers.
But it might make more sense to just make the code a little more versatile so you could specify female versions of goat and caribou horns/antlers and let them look a little different.
Oh, right. You might even be able to name them f01, f02, etc with no code changes
sometimes talking about an issue with someone just helps us think of things lol
And sometimes talking about an issue with someone gets the fix into the vanilla game ;)
A thought, could fertile egg have something in tooltip when you have it in inventory to be able to tell which is which if you have 1 egg fertile one not. Simply as same info is visible when you have them in nest box
Version 0.3.6 now out for Vintage Story 1.20.0-rc.8
This adds new configuration options affecting inbreeding and meat drops, and fixes being unable to use eggs in some meals and moose calves being unable to spawn
Yep
deer(ar)-bug?
I see you opened another issue. I guess there were more instances of the issue than just one, whoops.
Needed deer-moose-female-adult instead of moose-female-adult, same as the issue partly fixed in vanilla rc 8 where female moose were not spawning
yup, got it, I was just making fun on word coincidence, saturday silly mood
Wondering if this mod changes anything with fear/hostility throughout generations
No (not yet?)
means another complexity mechanic is about to show up..
How i make my hen gain weight? i gave them flax is it the problem? what is the best chicken feed? i thought they would eat grain and "insects"
i know the weight is going up but it is like that for a couple in game days, could it be that they "turned" very underweight when i installed the mod?
Flax grain isnāt as nutritious as other grains for them. I believe all animal fodder(besides grass) now gives the same nutrition it does to the player, so flax is no longer as good for maintaining animal weight
I think it says that on the modDB page? But yeah. You canāt just get them to eat flax and maintain their weight anymore.
ty, so the 60 nutrition grains should make them gain weight?
Or i need more food?
I would try a different grain
Spelt is a good one.
Hens lose weight when they lay an egg and need to gain it back - currently some fine-tuning is needed as they are often not gaining it back fast enough
What day of fall do sheep and goats begin breeding? Bc Im in the second day of September, and the sheep are not interested in reproduction(even though they are very well fed)
Hotfix 0.3.7 fixes newly born or newly spawned animals vanishing/teleporting to world origin (issue in 0.3.6), also adjusts color on rooster throat to be more realistic
Give me a moment and I'll look that up
Fall breeding goes from the fall equinox to the winter solstice, so starts about 2/3 of the way through September
I see, so around day 6 or so?
Yeah, if you have the default 9 days per month
Then they may still need some time after that to actually go into heat
Fair, I was just confused, but it does give me time to organize. Also- do the fences that lambs and such can go through work for chickens? Or do I need to manually sort the chicks, lol.
Hens and roosters will normally be able to fit under it
It uses the normal physics collision system, so if you can find a short block to put in front, you might be able to block hens but not chicks
I see I see. Iāll need to work on it then so I organize my generations
Let me know if you find something, I'm curious now. I don't actually know if this will work
Yeah. I think Iād need double the fences so they donāt jump out using the half slab.
Oddly enough animals will actually not jump over a fence even if there's a full block right next to it. I think this changed in 1.18 or 1.19
When there is an invisible wall(there are foxes outside and the weirdo who occasionally checks on you is better than them)
That fence thing is a pain, I can jump over but the Feverstone horse I ride cannot even with a two block ramp. Also makes it harder to herd animals in.
I built a pen with a few sections that were two blocks tall dirt walls. The goats I chased in just walked back out when I turned my back. šæ
More or less of a pain than animals escaping if a lantern is placed next to the fence? I think it was added to prevent that (but putting a lantern on top still lets them jump over iirc?)
I believe fences work like in Minecraft, where they donāt only block 1.5 vertical space despite being only 1 block tall, but also are specifically programmed in so that AI ignores it as a possible path.
But I can jump a horse over a fence in MC. It may be something on Feverstone's end that doesn't adjust the horse for fences.
Controlling negates the AI and jumping is taller than 1.5 blocks, so that makes sense. I havenāt read the codebase to see how Vintage Story approaches the problem and what the difference is, though.
goats are notoriously hard to keep in, sheeps to a degree too, last time I tried I dug 4 block deep holes in ground for them..
Yeah, makes fences very useful.
But other considerations made us just build barns, basically.
Our town has a Hare Hutch, Sheep Barn, Pigsty, and Chicken Coop.
Greetings!
Small compat issue I've found with Combat Overhaul. Has to do with changes you made to the vanill fox entity shape.:
:44:58 [Warning] [Combat Overhaul] [HarmonyPatches] (detailedanimals:fox-female-pup-red) Listed colliders that were not found in shape: left front feet, right front feet
Do you think you could slide a fix into the next update of your mod? Simply requires renaming the left and right front feet elements to match their default shape element names. This should not require you to change the shape itself, only the names of the front feet elements so that Combat Overhaul can find them so as to avoid issues if we ever find ourselves smiting a fox pup.
That's funny, since in reality, goats are notoriously hard to keep penned in. š
well, they are but irl they are not climbin on vertical walls 3-4 times taller than themselves.. if sloped sure but..
I know, but I was just commenting on their nature. š
Our server struggles with keeping goats and sheep penned in, for some reason. Even with high fences, they gltich through somehow.
That's interesting, because I didn't make any changes to the fox shape. But I'm sure I'll figure it out. Thanks for letting me know.
I'm not seeing any issue with the latest version of Combat Overhaul (v 0.0.132)
Ok. Iāve not updated CO in a few days. Lot of updates rolling in with it.
It just clearly pointed at something missing in your midās fix shape file.
But maybe CO made an error in what to look for.
I understand the confusion but CO is pointing to the entity code, not to the shape file directly. Looks like Maltiez already fixed it since it would also have been an issue with vanilla fox pups.
Gotcha
Love the mod concept. Hope you'll keep it going and build on it! š
I do have a modding related question though-
I have a mod I released some time ago called Ethology. It tweaked animal ai to be more realistic and challenging.
When Biomes came out, I pretty much abandoned Ethology.
However, I'm wanting to turn my focus to a new server that holds to vanilla assets for the most part and creates deeper processes features using vanilla content, such as what you are doing with Truth and Beauty.
Question is, I'm considering taking Ethology back up. Will it clash with T+B if I do much altering of their vanilla AI tasks? With regard to vanilla animals?
Right now it wouldn't except the health change, I think. If I modify the AI in the future, I think we'd be able to fix patch conflicts as they come up.
I did not plan to touch health. Mostly just tweaking their seeking, fleeing, and aggro AI tasks, and adding one or two.
Purpose of Ethology is simply to create more reaistic and dynamic behaviors.
Should be fine then
You were saying?
at least with completely vertical wall they can't climb..
Their definition of vertical wall boggles the mind XD
Yes, it is "standing" there. XD
https://youtu.be/3_kTwGtHmwI?si=NlBwPlwSRHRKq5Q5&t=172
The next few seconds of this video are mindboggling.
It seems that the laws of gravity are not written for them.
They seem so clumsy ... but any climber can envy their agility and speed.
These are mountain goats.
The phrase "mountain goats" at first does not even fit in the head.
After all, most of us are used to seeing goats grazing in the meadows.
It turns out that all types of goats are typical...
How big should pens be for an animal to sustain itself?
Specifically chickens, pigs and sheep
Pigs - try about 20 blocks per animal
Chickens - maybe 8 blocks per animal?
Sheep - about 20 blocks per animal
@thorny sapphire Could you please give more context for "gui-animalinfo-foundation". What kind of foundation are we talking about? Thanks
Whatās the original English text on it?
"gui-animalinfo-foundation": "Foundation"
Foundation animal in a breed
It's used as the parent of animals that have no parent because they were generated
Cheers. That clears things up!
Next update will be adding more text again, here's what's new:
I can't translate "Sire: {0}", "Dam: {0}", could you describe in detail what these lines:
"gui-animalinfo-father": "Sire: {0}",
"gui-animalinfo-mother": "Dam: {0}",
I believe that means āThe father of the animalā and āThe mother of the animalā.
If the translation needs any corrections, write to me, I will fix it.
Thank you! Looks good :)
Do I need to feed my elk?
If you love it, yes. Otherwise, nothing bad will happen yet because I haven't coded that so far.
Updated to show more useful info, including parent names if they were named, and how long an animal has been pregnant. Also includes other language tweaks to make things sound more natural, and an update to the "Animal Husbandry" handbook entry. Thanks @minor coyote and @warped halo for keeping the German and Russian translations up-to-date <3
Is there a way to add a compatibility patch to modded entities? idk if it's been asked before
There is, yes. Most modded entities should be able to use the logic provided with just json patches
im starving an animal to death to witness behavior and portions eaten has dropped to -28 and continues to drop.
This appears to be an incompatibilty with Wool & More. I'm looking into it.
It would have to be fixed on Wool & More's end, but should just be a small change. Until then, just ignore the "portions eaten" text.
thank you!
additionally, I'm seeing this error when placing peanuts in a trough
is there anything you'd like me to focus on testing as i faff about?
That should be easy to fix~~, though technically a vanilla bug~~ Nope, not a vanilla bug
do you know if this bug has been submitted? I'd submit it, but I feel I know too little to give an appropriate report.
I can submit an issue and also add a patch to it in the mod
Appreciate the swift information.
Is there a survival handbook for animals? I think it would be useful to have one listing the various foods that they need so players can reference them,
or a tooltip on the edible foods that states their categories
I didn't know you could feed animals walnut seeds, for example.
Whatever catches your attention, I guess. I appreciate it.
Try https://mods.vintagestory.at/extrainfo though I'm not sure whether it's compatible
I'm living in Ukraine and there is war happening right now. Most of my free time I spend on modding when I get a few hours between electricity blackouts.If you love my work, you can support me onĀ Patreon, I would greatly appreciate it ā¤ļø. Donations keep me doing what I truly love - modding.
Useful information for handbook, blocks, items, entit...
your help figuring out the source of these errors is fantastic,
this here is... probably as a result of the time sped up so vastly, but the -235 days per pregnancy is odd. this is their second pregnancy, the first was at -193
I'm guessing that's also coming from the Wool & More incompatibility. If you see this happening on a creature other than moose or deer, let me know.
I notice when I feed my pigs a piece of meat, their body blinks red briefly. will download additional mod to more easily view their hp.
That doesn't happen on my computer. Do you have any mods installed that make raw meat give negative health?
It's butchering. I'll add a note to the mod page that if you have butchering installed, you should cook your meat before feeding it to animals.
sows appear to populate correctly
on this note, moose carry the 'early in pregnancy. may miscarry' note throughout full term, but still create calfs.
Wool & More conflict again for any deer-breeding issues
thank you.
Moose are unable to eat any fat or protein, correct? Is there a way to replace the 'very low' status with either a -- or some other text?
ah, additionally, (it's febuary) moose will only breed in fall but will mate in a few days.
Yep, one of those is coming from the breeding behavior added by detailed animals and the other is coming from the one added by wool & more. Tels has already written up the fix so hopefully all deer-breeding compat issues can be resolved soon
That is an excellent name for a moose
Give me a sec and I'll see what's going on the the diet
They get enough protein from grass, and for more fat you can feed a little flaxseed or sunflower seed
Rye will also provide enough protein but too much starch
hmm some kind of 'device'/'item' that shows aproximate nutrition components for animal feed and animal needs too would be handy, it can be done with trial'n'error but not everyone is into that.. some prefer read/ave means to check it.
Yeah!
either a book you click on the animal with that populates with the data, or an entry in the guides section of H
Some kind of Jonas device would be cool I think
Jonas device to -check- actual animal sure, but scroll or book to read general info wouldn't be bad, or just handbook pages..
Hi im stull using v0.1.13 for 1.19.8 and im getting lagy animals is this something thats fixed in later versions? im using a lot of mods so i know its going to be a conflict if anyone knows what it could be?
Probably a conflict with AnimationManagerLib
lmao the spelling mistake made it into your mod too.
(This spelling mistake has led me to looking into normalizing all these strings in the vanilla English file.)
That took me a bit to spot
Since they never spawned it took until now for anyone to point out the error I think.
I think using boar and sow for bears would be just a bit too confusing for most English speakers but I actually like your choices for basically all the rest of them.
Apparently hares are called either bucks and does or jacks and jills.
Using bull/cow and buck/doe for ungulates I think can work, though.
I was slightly disappointed that there were no red deer so I had no excuse to add hind and hart
You missed artic foxes I think.
Also apparently fox/fixen or vox/vixen were the original names and that slowly transformed into fox being the type of animal and them being called something like a dog fox.
Or a tod or a Reynard apparently.
Reynard was originally a fox character in a bunch of stories, then came to mean foxes in general or sometimes male foxes specifically
I left out the arctic foxes originally because it doesn't roll of the tongue as well, but I guess I could include them for consistency
Could just call them āArctic Foxā and āArctic Vixenā.
I'll change arctic vixen and leave males as-is
Nah, I'll do it the other way
I'll be very indecisive apparently
This one, that's my final answer. At least for the next five minutes.
lmao
Heya, your mod looks like it's coming along beautifully (Truth & Beautifully??)! I had a question about some IRL animal behaviours and whether they'd ever be considered for the mod. For example:
-Some animals such as deer separating from their herds (stop following) to fawn and rejoining once their offspring have grown.
-Chicken "egg songs"/rooster escorts where chickens who separate from their flock to incubate eggs as they would in the wild (outside of hen boxes?) call a rooster to their location to make the journey for themselves and their chicks back to the flock less dangerous.
-Temperature affecting egg-laying and metabolism in general. Where animals living in colder climates will need/prefer more fatty or fibrous foods to pack on weight (fat, sugar) and generate more warmth via their own digestive processes (fiber). Or how chickens will have longer egg-laying seasons in warmer climates, perhaps even extending year-round, at the expense of requiring more protein and calcium to balance themselves out.
I can't say anything for sure one way or the other about whether features will be added, even the ones that would be very cool.
I can say though that timing of the egg laying is one of the things keeping the mod unstable and I won't be able to call it stable until that's fixed
generate more warmth via their own digestive processes
That's actually already in, animals needing to eat more to keep warm. I forget now whether it was part of vanilla or I added it.
Got it! Cool to hear
Heyya Sekelsta, are there any plans for the eggs to stack better?
I presume it's for their breeds, yes? So... it's worthwhile to have a whole bunch of chickens of the same colour so they stack better?
Currently, infertile eggs will stack and fertile ones (regardless of color) almost always won't
This is also something I'd like to improve (I am in general very interested in QOL stuff) but again can't say for sure
I've noticed that, although chickens are labelled as one of the creatures who can eat dry grass & peanuts from large troughs, they will not actually eat.
Additionally, My chickens (which are 7-blocks away from a rooster) will only lay fertilized eggs.
I'll move them further and see if this continues.
chickens & eggs 16 blocks away have been fertilized by roosters
though the breedable check is useful.
Long-distance fertilization is a vanilla "feature"
Since chickens can only eat from small troughs, they shouldn't be in that list, but the list generation is done by vanilla code
Question! Iāve noted that pigs actually seem to breed year round irl, would that be able to be implemented into the mod? (With limitations tho of maybe two or three months before they can breed again once they have become pregnant and had babies)
Nvm
I am looking at the wrong information
As far as I can tell, this is one of the differences between wild and domestic pigs. Wild pigs only breed once a year in the spring, but domestic pigs can breed every few months
Same for domestic chickens. Wild= 1 egg every 1-2 days until 3-8eggs or so , in the spring/summer, a few times. Domestic 1-2 eggs daily dependent on breed until as many as can fit under them + some, year round if kept warm enough.
I caught some wild goats!! :0 gonna try and breed them in the fall.
How many starting trios would you recommend for goats? I was thinking two, but idk.
Two trios makes six goats, that's a good number
If you run into inbreeding problems with that, you can capture another male from the wild to introduce diversity while still increasing generation
Sick. My home is near some wild goats, so if I space out two pens enough I can have them separate enough that the two males wonāt breed the nannies that arenāt in their pen.
Today's update:
Expanded Foods compat: Eggs can now be cracked
Acorn nutrition added. They are high in fat and starch, and good for pigs, though small. Includes compatibility with Acorns mod.
Herbivores and omnivores now able to eat peanuts and soybeans
Fixed hyenas showing untranslated in list of creatures that can eat protein-rich food out of a trough, also fix hyena cubs being unable to be caught in a basket trap
Fixed misspelling in mooose calf
Male and female hares are now called "bucks" and "does", female arctic fox now called "Arctic vixen"
Reworked animal drops for better compatibility with mods that change what type of item you get
Log an audit entry when a player feeds an animal
your DM settings prevented you from getting silly comment about that changelog, but seriously great stuff š
Pesky discord keeps adding new settings I have to disable to not block DMs
Does this "Reworked ..for better compatibility with mods that change what type of item you get" mean it works with"Hide and Fabric" so I no longer need my compat patch?
Almost. Bears will still not drop the hides but that would better be fixed on Hide and Fabric's end (or as a compat patch). I sent Tels the tweak that would be needed and I assume he'll get to it when he has time
Also looks like a butchering compat issue was introduced, which I'm investigating now is now fixed in the latest version
Fixed new butchering incompat in 0.3.10
wow, found fertilized eggs in wilderness in ground nests
Is this compatible with More Animals? It doesn't mention anything on your ModDB about compatibility and there's nothing in the change logs about it in either mod that I could see. Catasteroid says on his mod that "I believe that it is compatible with More Animals," which is lacking in certainty. š
So that means neither mod will break if used together, but More Animals animals don't have TaB functionality yet?
I had a compat put together that fixed hides for bears and foxes and also brain drops for ancient tools.
So all three mods worked together. Ancient Tools, Hide and Fabric and Detailed Animals
I changed the system so that compat for other mods affecting drops is much easier to do
since patches now target specifically the values they change, instead of overwriting the whole harvestable behavior
Most of the ancient tools drops should now have no conflicts, however I only made the change for species that were conflicting with hide and fabric, so the other species do still have an incompatibility with ancient tools
on this, the patches to bears and foxes should I think still work, and the others are no longer necessary
for ancient tools and any other mods that add drops, I expect bears, foxes, hares, hyenas, pigs, raccoons, sheep, and wolves to correctly have the drops be added with no patches needed. Other species (chickens, deer, gazelles, goats, moose, tame elk) will still need the same patches as before but I will try to change this at some point so it just works
How does this mod work with other moded animals such as Fauna of the Stone Age? would anything change?
No, it doesn't change modded animals at all
ok ty
Any plans or ideas towards making fertile eggs craftable into non fertile so you could stack them for food making (in case you aren't going to let them hatch because found some eggs in wild and want just good scrambled eggs)
I donāt think thatās how eggs work generally. š¤£
I was thinking next time I get the hankering for reading lots of code, I could hunt down the itemstack merge function and just... make them stack
But if that fails a crafting recipe to infertile would also do the trick
I mentioned crafting recipe as it seemed simplest (even if not best) solution.
Like, they would just combine times like food does?
I actually had to implement that code into the fruit press to make it properly merge the times on the mash instead of overwriting it.
You used to be able to keep wet mash forever fresh by just inserting it and removing it from the fruit press.
No, I was thinking put all the attributes except for the "top" item into an array, and take them out when unstacking. I don't even know if a suitable place exists to insert that logic, though
Since they can't just combine genes
Ahhh, right.
So, you can do what youāre suggesting, basically.
I believe youād essentially just be creating a dummy storage to place one into and then doing what a crock does and just storing the items inside the other item using attributes.
Assuming thatās possible.
I dunno what performance would be like for that or anything.
Copying a hundred bytes of memory is fast
One weird side effect would be (assuming I do the normal thing with perish data) that you could stack a fertile egg that's gotten too old to hatch with a fresh egg and revive it
Yeh.
I mean thereās no reason to merge stuff if youāre going to these lengths, though.
After investigation... Aedis was right
Leaving notes for my unlikely future self or anyone crazy enough to attempt a pull request:
- Collectible.GetMergableQuantity needs to return a non-zero number for stacks with different egg data, either by modifying it or by adding to GlobalConstants.IgnoredStackAttributes
- Collectible.TryMergeStacks then needs to be modified to merge the attributes correctly. If this is done by overriding from a new class, it will break the newly added Expanded Foods compat
- ItemSlot.TakeOut needs a harmony patch to unmerge the attributes
- References to IgnoredStackAttributes appear surprisingly often throughout the code base, possibly indicating tons more places where logic would have to be changed
- Need to double check that all unmergings go through ItemStack.TakeOut(), otherwise we'll have egg cloning going on
argh, adding a standard grid crafting recipe for infertile eggs also restores their shelf life, and can be refreshed arbitrarily often
well then leave it as is I think, I can live with scrambled eggs made as only one dose now and then..
also probably EF will solve that because you break eggs to use them and that will convert them too.
Hi @thorny sapphire, your mod says it has a "minor" incompatibility with Wolf Taming.
It says that pups can become a different gender of wolfhound, what that really means?
And sorry for the ping, we're currently gathering some people to start a new world/server, and we're currently discussing if we use both mods or just yours
Although some girls are really pestering me to prefer Wolf Taming lol
Say you tame a male wolf pup
Wolf taming mod deletes that pup and spawns in a genderless wolfdog puppy in its place
Then when that puppy grows up it becomes a male or female dog at random
It's not a reason against using both together really, it's more of a warning that you can't pick a gendered name for the pup and expect it to match
Might get fixed someday
Alright, thank you so much! š«
For a server though... I'm inclined to recommend waiting until the mod is stable, unless everyone involved really likes animals and is ok with dealing with the existing issues (among them, wild animals not eating enough)
It's for a server, yes.
Since the day I tried this mod, I can't play without it anymore lol
Alrighty then :)
At least it shouldn't cause any crashes or stuff like that
If it does definitely tell me
Will do! š«”
I really like the "sticking to vanilla" choice for animals, but adding more complexity to it
I mentioned some while ago (although it seemed to vanish on the server, somehow)
Yeah, that sounds familiar
what foods have what nutrients?
Pretty much all of them have each nutrient, even if only a tiny amount
But in general
Fiber - grass/hay have lots, vegetables have some, fruits have a bit along with most grains
Sugar - honey has lots, after that fruit, then turnips, carrots and pumpkin have some, grass has a little
Protein - meats have a lot, then cheese,, soybeans, peanuts and milk have a good bit, animal fat has some, and then sunflower seeds, flax, rye, walnut, spelt, and grass have less but still enough for most herbivores
Fat - animal fat, cheese, peanuts, flaxseed, fish, soybean, walnut, and acorn, bones also have a bit because of the marrow, amaranth has a little
Starch - cassava and rice are almost pure starch, spelt, rye, amaranth, acorns, and breadfruit have a lot, most vegetables have a decent amount
Is this like a functional nutrition system to replace the vanilla one almost?
Yes
Oh you even have 5 of them.
All the data is here: https://github.com/sekelsta/detailedanimals/tree/main/assets/genelib/nutrition
Animal husbandry, behaviour, and genetics for Vintage Story - sekelsta/detailedanimals
Itās interesting because on the one hand I think Iād rather like an approach like this but on the other I worry that itās too complex to work for general gameplayā¦
I had to remake it because the vanilla system is human-centric
No, yeah, I get that.
I was just thinking about if you applied this to players as well.
Because honestly I think it is more interesting to have a system like this where you get a mix of stuff from everything.
It would also create some immediate benefits to making cooking meals more interesting as you could have more vectors to try and create ideal meals for your needs without it being overly complex to implement or understand.
TBH I did think of making a mod applying the system to players. Not sure whether I'll get to that; you're welcome to try
Honestly, between stuff I have thought about for Herbarium/the need to see the refactoring and such all the way through to Herbs and Spices being polished and Trees and Shrubs being cleaned up, the few things Iāve thought about for Expanded Foods/ACA, and whatever my obligation ends up being to vanilla, I donāt think Iād have the free time to spend on modding stuff to that degree.
Yep, that's how I feel too
Trying to get more Animals / Butchering compat set up but I'm under attack by my old nemesis, art
rent other army, I mean outsource art?
and speaking about nutrition, where mushrooms would end up?
for humans most of them are inedible in sense they provide nearly no nutrition just taste..
Mushrooms are a good source of protein and fiber, with some starch and sugar as well
Though, the fiber they provide (chitin) isn't exactly what most herbivores want. But we simplify for the sake of it being a game.
how do i check and animals nutrient levels?
Look at the animal and press 'N'
i mean that in game mushroms are 'vegetable' if I recall right
That's right. But within each of the game's food groups, there's a lot of variation in what nutrients are actually found in each food item, so I set up different numbers for mushrooms, carrots, turnips, and so on.
Sekelsta, I just want to say, my first time playing with the mod and I'm loving it. Any idea when the inbreeding will be in place and working for the pigs and sheep? I see the mod page mentions it's only implemented right now for chickens and goats.
I don't know, I'm feeling a bit flooded lately in between updating another mod, improving one of the VS modelling tools, improving the VS modding API, and next week moving to a new house.
Glad to hear you're enjoying it, that sort of feedback is one of the main things that makes modding fun
Oh no rush, it sounds like you've got a LOT on your plate!
Good luck with the move! I hope it all goes smoothly
This has like, 300% been answered but why do the eggs not stack?
It is technically difficult (if even possible) to make them stack due to the chick incubation and genetics data
Ideas that have been explored:
Modify itemstack merge/split logic: Liable to cause weird bugs, but probably our best bet
A recipe from fertile eggs to infertile ones: Refreshes the rot timer, allowing the eggs to last infinitely long if checked on periodically.
A recipe from eggs to vanilla eggs: This would be awkward with the feature I am trying to add where chickens can lay different sizes of egg, they can't all get converted to the vanilla one and doing it in the right ratios could be inconvenient.
An egg carton or other storage block that can hold many stacks of eggs: Won't help with cooking recipes
For now, if you want stacked eggs, they have to be infertile ones.
Honestly I feel like a nice temp fix would be to have super bags that can onyl store eggs, like mining bags.
lol
The egg carton is just a bag, genius!
Iām curious why you can even use fertile eggs for cooking?
Isnāt that something youāre explicitly not supposed to do?
Only if they've been incubated for an amount of time I think.
I don't remember if I ever checked. Does this mod fix the issues with how Troughs work and which animals can each from which?
It prevents hares from eating from large troughs
It also rebalances the portions so that an animal needs the same number of food items no matter which trough it takes them from
Any animal can still eat from small troughs, though. This is something I'm fine with because the exploit part of it has been patched
Did you fix it for them eating off the ground as well?
Yeah
The thing I did was less "fix the bug" and more "rip out the entire system and replace it with one that doesn't have that problem"
I will look at your system and see what I think of it.
The key part is allowing a variable, possibly fractional number of portions eaten per food item, at which point "Portions eaten" is no longer a good way to describe the number
Yeah.
Oh wait so basically you just ripped out the whole portion system entirely?
I see I see.
are you trying to tell me that idea to have 'turnip slices' to have snacks for herbivoires is not needed anymore?
Hi @thorny sapphire , I'm trying to capture this hen, but it seems to not eat the grain at all, regardless if it's in the basket or not.
It's flax, dunno if it's relevant
It doesn't look like you have the mod installed
But if you did, I'd suggest trying spelt or rye instead.
Just came to say that I activated the mod and it fixed lol
Was that a bug for vanilla then?
In vanilla they peck the ground as a decorative idle animation and eat food much less often
what can chickens eat from troughs when Art of Growing mod is installed?
I'm not sure. I've never tried Art of Growing. Are the normal grains not working?
Is there something about this mod that makes some bears super tanky? Like, really high hp?
Took two swings of an admin blade in creative mode to kill a polar bear.
Also, got five full stacks of redmeat off a moose, which seems a lot.
Thatās insane.
Yes, that's coming from the "Butchering drops and max health for all animals have been adjusted to be consistent based on real-life relative sizes." feature
For most animals this was a small change but for moose and polar bears it was large
Moose in vanilla give as much meat as a gazelle or 7 chickens
This is with 9 days per month. Longer months give more drops to compensate for breeding taking longer and more food being needed
Hang on that chart's innaccurate deleted chart due to a mistake, see the one below
So what does a 30 day month result in?
Because if what we are seeing is caused by Detailed animals, it's borked.
And not scaled in a usable manner for long months.
300+ meat from a moose is nutz. And mini hulk polar bears that take two admin blade hits as well.
So moose do in fact weigh about 1000 pounds
What exactly is causing issues for this?
The meat really is not the big issue. It's the inability to kill a bear, for example. Not sure what other entities we are seeing issues with, because our server just started and the bears were the first issue we saw.
Over a dozen players with clubs and axes unable to kill a polar bear, because it's hp was too high.
You can see polar bear health was increased by less than 20%, however it may be higher on males due to their larger size
And in creative mode, two admin blade hits.
So something is ramping the hp of some animals extremely high.
Let me look up how much damage an admin blade does
300???
Something is more than quadrupling their health
We only have three mods that touch stats.
Combat Overhaul, but folks there say they see no issues with entity health such as bears.
Detailed Animals.
And Remnants, which only adjusts player class stats, not animals.
The only reasonable culprit at this point seems to be Detailed Animals.
Or some weird math going on between CO and Detailed animals.
Trying to eliminate DA as the stand alone problem.
I'm away from my pc and can't test this myself. Saw the report on my server when I woke up this morning.
I just spawned in a couple polar bears with only Detailed Animals and they both died in one admin blade hit
30 day month?
Health shouldn't be scaling with month length
But something is not acting like it should, somewhere. Maybe not with DA, but something is misbehaving.
Agreed
Need to verify that health is not also inadvertently scaling with longer months.
Code can be weird.
Or does health scale with entity weight attribute at all?
With only combat overhaul installed, they also die in one hit
It scales by "weight modifier except condition", which includes only growth from cub to adult (this would only decrease it for younger bears) and sexual dimorphism (but I'm testing both male and female bears)
Just heard from one of my moderators that is apparently also looking into this.
The problem seems to be only with polar bears, not other bear types.
So it is something specific to polar bear modifiers.
They also die in one hit when I have both Combat Overhaul and Detailed animals
Tested with the latest versions of the game and both mods
If you can narrow it down to a smaller set of mods that it happens with (everything, not just the ones expected to affect stats) let me know and I'll take another look
I'll pass the info on.
It's a weird bug, to be so specific.
Polar bears are basically immortal on our server, short of weilding a server-god weapon.
So, there is something going on and DA is involved, but not the solitary culprit.
My guy reports that he had immortal polar bear loaded, and when he turned off DA, the bear was able to take normal damage.
But when loading just DA, the bear was also able to take damage.
So there is something whacky going on between mods.
Maybe some elusive conflict that shows up based on mod load order? And only sometimes?
It has something to do with interaction between this mod and Co, we think.
For him does it happen with just DA and CO?
Also, you guys are on VS 1.20, right?
Yes.
I have to step away. Seeing if I can get him here to help trouble shoot this.
@thorny sapphireHey there im here regarding the immortal polar bear.
So basically what ive found so far with everything off apart from a health overlay is.
Detailed Animals and Combat overhaul appear to have a bug where Polar Bears do not receive damage.
Every other bear is fine its just them.
Can you send me the version numbers of all mods installed?
Try it with combat overhaul 0.1.23. That's the version I tested with and it seemed fine
Cheers I'll give it a look
ModDB is currently down though
@thorny sapphire Hey, apologize for the ping.
I was wondering how i can make it easier for my hens to brood their eggs, as they tend to rot before the hens brood them enough
You can try to make them fill up the nestbox faster, which they have to do before they start incubating. Having more than one hen share a nestbox can help, or adding in a ceramic egg or two. Hopefully in a future update this wouldn't need as much micromanaging.
@thorny sapphire Just to let you know, running only updated CO and DA and health overlay, it seems only polar bear boar's are immortal now.
Which is super weird.
Ok, I'll try it again with health overlay in case that's doing it
Tested with these mods: combatoverhaul_0.1.23, CommonLib_VS1.20.0-rc.1_net7_v2.6.1, detailedanimals_0.3.10, ExtraOverlays_VS1.20.1_net7_v1.5.0
No issues. Tested both singleplayer and multiplayer. Tested with both newly spawned polar bear and polar bear that had gone through a save/load cycle. Tested with both male and female polar bears.
My method is: Enter a world, spawn a polar bear, use admin blade on bear. Every time the bear dies in one hit. Is there anything different that you do when you see the issue?
If you see the issue when doing exactly that same thing, could you send the server-main log?
Well I'm using any other weapon apart from an admin blade, since admin blade is unreliable for testing with CO
Admin blade is a confirmed hit kill, however conventional weapons appear to do nothing
You turned on the combat log in the CO config settings to see what's actually happening (if it 0 damage or if it is small damage etc)?
Could you technically have different items for fertile and infertile eggs allowing only fertile ones to be used to make infertile ones and not infinitely craft them around?
An egg carton that can hold 12 eggs would be pretty neat though
12 slots for 12 eggs
Thank you for the answer. I added two ceramic eggs, they seem to be brooding now. They also had 3 nests instead of 2, when there's only two hens. I think they got confused with the 3rd one, not keeping themselves to their actual nest
Also, a suggestion for fertilized eggs: maybe there's a way to decrease their spoilage IF they're fertilized?
Really enjoy this mod btw, it makes husbandry more in depth, requires you to plan and such
Yep, using other weapons turned out to be the trick. I'm making progress on this. Thanks for the report!
This is fixed now in 0.3.11
No, none of the animals will die if not fed
Is this a feature your thinking of adding?
If I did it would be an addon and not part of the main mod
@thorny sapphire, The mod list on the server I've been crashing on is pretty long. But i can confirm that it's one of the puppies that looked larger that I was crashing on. It's not every time, but it does happen more often with the bush meat than any other food.
Can you send me the server-main file? there might be something in there that helps
Sorry, I don't have access to that. I haven't crashed since the wolf grew up, but I doubt that's helpful at all.
I'll see what I can do about working with the server owner to get the server-main file. I don't currently have access from clientside it looks like.
Looks like this error is something that can happen to any mod when there are duplicate copies of it installed. Try making sure you only have one copy of detailedanimals, and ask the server owner to do so as well
I will! Thank you!
do eggs become different once chickens are tamed?
asking for expanded foods recipies needing normal eggs and cracked eggs and such
No, both tame and wild chickens should be giving you eggs compatible with EF if you are on the most recent few versions
Version 0.3.12 fixes a crash when killing a hen
how do i turn these into yolk and stuff?
you need 2 bowls and hold RMB with the egg on one bowl
Hey, do the males need to be able to physically get to the females and/or a trough or can they still breed and eat through a gate/fence? ā¤ļø I tend to seperate all animals so want to check before I make my farm, only just getting to the point I can actually feed myself and the animals so havent had babies yet ha
Currently they can mate from 16 blocks away like in vanilla (ish). A future update might reduce that to 1 block away but would probably still work through a fence.
I don't think they can eat through a fence but you could check if you want to be sure
just did with the pigs, boar is unable to eat through the stone fence, I am testing with the goats for mating through the fence, thank you for letting me know the distance!!
You can use this to keep the 1.20.3 version on 1.20.4 https://mods.vintagestory.at/aaaentitycorrect
Use this mod to keep the same entity patches from 1.20.3 in 1.20.4
Modders can add dependancy for this mod instead of adjusting entity patch files.
Standardized entity ropetiable behavior to last slot for:
Moose
Deer
Goat
Hare baby
Hare male
Racoon pup
Racoon male
Racoon female
Hyena pup
Hyena male
Hyena female
Fox
Adds missing ropetiable beha...
Getting a massive amount of errors on our server.
nvalid creature drop list:
18.2.2025 20:40:09 [Server Warning] genelib.detailedharvestable on detailedanimals:fox-male-pup-red initialized with null or i
nvalid creature drop list:
18.2.2025 20:40:09 [Server Warning] genelib.detailedharvestable on game:fox-male-arctic initialized with null or invalid creat
ure drop list:
18.2.2025 20:40:09 [Server Warning] genelib.detailedharvestable on game:fox-male-red initialized with null or invalid creature
drop list:
18.2.2025 20:40:09 [Server Warning] genelib.detailedharvestable on game:fox-female-red initialized with null or invalid creatu
re drop list:
18.2.2025 20:40:09 [Server Warning] genelib.detailedharvestable on game:fox-female-red initialized with null or invalid creatu```
Lot of error spaming with this sort of stuff.
don't use it with 1.20.4 It'sa not yet compatible
19.2.2025 16:00:31 [Server Error] Exception: Object reference not set to an instance of an object.
at Genelib.DetailedHarvestable.OnEntityDeath(DamageSource damageSource) in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behavior/DetailedHarvestable.cs:line 66
at Vintagestory.API.Common.Entities.Entity.Die(EnumDespawnReason reason, DamageSource damageSourceForDeath) in VintagestoryApi\Common\Entity\Entity.cs:line 1963
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 265
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\Entity.cs:line 854
at Vintagestory.API.Common.EntityAgent.ReceiveDamage(DamageSource damageSource, Single damage) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 423
at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 373
at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 391
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 154
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 147
Hitting a hen crashes client-side
That was fixed in 0.3.12
Unless you're on 1.20.4, in which case you need https://mods.vintagestory.at/aaaentitycorrect for now
Wouldn't this break mods that have adjusted their behaviour to patch the correct one without that mod?
Correct
Current status is that if on 1.20.4, you need that entity correct mod and 1.20.3 versions of other mods
This is obviously not ideal so in a future update we'll switch patches to the 1.20.4 numbers. This will most likely mean we go from requiring the entity correct mod to being incompatible with it.
I'm sorry about the hassle Sekelsta!
I'm the one that pointed out how to fix the ropetie thing (by adding the behavior server side) but given it's at the end on other mobs I'm not sure why it wasn't put there this time.
Good Morning! Question. So I noticed, when my expected gen 1 chick eggs all rotted that there is a freshness timer on the eggs along with the incubation timer.
I got what I thought was a brilliant idea and instead of leaving them in the open, built them a little coop that counted as a cellar. Admittedly I was hoping the cellar would extend the freshness timer long enough for them to incubate and hatch.
It does not appear the eggs are affected by that cellar buff.
With that being the case, what would you say is our best way to combat the eggs rotting before they hatch?
use some ceramic egg so the incubation starts sooner. Also don't be near the hen so she doesn't run away and stop the incubation timer
Thanks Grim! I'll give those eggs a try. Already hit summer tho, so I gotta get thru the year before I can try again. 
Upcoming version will have exactly one more word in the lang file. Since it was such a small change adding just one word that was similar to an existing lang entry, I made an attempt to translate it myself. @minor coyote @warped halo @noble barn please let me know if there are errors:
English: Broody
German: Brütende
French: Couveuse
Polish: Kwoka
Russian: Š½Š°ŃŠµŠ“ка
in German it should be "Brütend" as it's used here as a generic descriptor word. If it would be "broody Hen" then "Brütende" would be correct as hen is a female word in german š
Pretty decent. GrimFred was faster, though. 
It's a very nice addition which will be very helpful to a lot of people. So thanks for the added info š
i play most games fully in english as normally every wiki/info/... is in english for every game. Exceptions to this rule are games developed in germany (gothic, anno, ...)
So i try to help the german translations when i can, so other people who don't speak english as fluently as me, can enjoy the game + mods.
It's exactly the same for me. 
Thank you guys!
Hey guys. I'm sure this has been asked, but...
Any word on update to compatible 1.20.4 version? Even with the patch uploaded, we are getting a lot of errors in the server logs.
Maybe tomorrow? Maybe this week? I dunno
It works fine with AAAEntityCorrect version 0.0.2 but for some reason 0.0.3 breaks stuff again, I think the author got confused and tried to make it compatible with the 1.20.4 version of a different mod
So.. AAAE 0.0.2 works?
We loaded the most reacent release, 0.0.3, so that would explain it if that is the case.
Yes, AAAE 0.0.2 works
I loaded it. Looks good, now.
Does this mod sort of override how foodstuffs works for animals?
If i hand feed an animal till they're satiated, it'll say "animal doesn't want that much suga/fat right now"
is that vanilla or...?
that's exactly what's in the mod description:
If anyone wants a fixed version for 1.20.4
It works as far as i could tell with no patch-Errors.
I just took the patches and manually set the numbers on the corresponding animal patches 1 higher. No other changes
I tested it via killing a goat and harvesting it on my modded save.
Thanks for the clearing that up
seems like the moose wasn't entirely correct, here's the new file:
Version 1.4.0 released! We now have 1.20.4 compatibility and also:
Animals are no longer wind-pollinated, pregnancies can no longer start when male and female are 16 blocks apart.
All animals have been given more exact breeding seasons. Chickens no longer lay eggs all through December.
Redid broodiness logic
You can now see which hens are broody
A broody hen will prioritize sitting on eggs more than a non-broody hen
Hens no longer need to wait 25 hours after laying an egg before they start incubating
After a broody hen no longer has a clutch to sit on, it will take her a few days to stop being broody and start laying eggs again
Broody hens now get off the nest 1-2 times per day instead of 0-1 times per day
Fixed hens laying an egg into a new ground nest if the game is restarted while they were sitting on a different nest
Hens now lay eggs every 23-27 hours instead of every 25 hours on the dot, also pregnancies can be slightly longer or shorter instead of always exactly the average
Misc tweaks including goats will now keep growing a last little bit until they are three years old, not stop at two
I should also mention, if you were using AAAEntityCorrect before, you need to remove it before updating or there could be crashes and/or deletion of your animals
So my fix was useable for exactly 32 minutes š¤£
Awkward timing! But I appreciate it anyway ā¤ļø
i was just thinkinig today that i didn''T want to wait any longer and updated it myself. Then i thought "why not let everyone also enjoy it" and now you gave everyone a present in the form of a new update š
so i'm just like early santa and giving one sweet to everyone while you're Santa and bringing the big gifts 
Any place to see what feed the animals prefer?
Someday I'd like to have in-game information about which foods have which nutrients, but for now:
Fiber - grass/hay have lots, vegetables have some, fruits have a bit along with most grains
Sugar - honey has lots, after that fruit, then turnips, carrots and pumpkin have some, grass has a little
Protein - meats have a lot, then cheese,, soybeans, peanuts and milk have a good bit, animal fat has some, and then sunflower seeds, flax, rye, walnut, spelt, and grass have less but still enough for most herbivores
Fat - animal fat, cheese, peanuts, flaxseed, fish, soybean, walnut, and acorn, bones also have a bit because of the marrow, amaranth has a little
Starch - cassava and rice are almost pure starch, spelt, rye, amaranth, acorns, and breadfruit have a lot, most vegetables have a decent amount
From the mod page
Press N while looking at an animal to see which nutrients they want more of
ah, thank you!
You could add it as a handbook page?
It would not break the laws of physics to do so
Uhm, i wouldn't be too sure
You never know what quirks and quarcks you mess with when modding
But it's not as eay as just telling the computer "put food info in the handbook"
alas, it is not 
There are many things that I haven't gotten to yet
Man, i can imagine. I have a firm belief that your mod when you've gotten around to most of it should be base game material
Maybe! There's already one small part that made it into base game, which was making it so animals that drop more than a stack of an item put it in two separate stacks, not one big overflowing stack beyond the allowed stack size
that went past me like a gust of wind
Fixes drifters sometimes giving a stack of 2 temporal gears
Even though temporal gears aren't supposed to stack
I get storing them in a crate, but i like the 16 stack mod on the modpage
Which one?
Yep, with that mod getting stacks of 2 would be allowed again
Not that i've ever gotten a 2-piece drop
how to crack eggs. stupid question
if you mean cracking in Expanded-Food ways then like pressing a honeyycomb into a bowl
also what to feed my elk?
Dry grass is best
What kind of food Hares eat now ?
@thorny sapphire
grass
Version 0.4.1 is up, making progress on the backlog of bugs:
Use "Several days until ready to mate" message when breeding season is soon
Fix negative/fractional portions eaten on uninstall
Fixed: loose item nutrition double-counted when eaten by more than one animal at the same time
Animal hunger data now stored in behavior config
Fixed incompatibility with mods adding drops through harvestable behaviorConfig
Fixed: Raccoons that picked up loose items failed to update modded nutrients when eating them
Fix goats and deer not dropping antlers when killed
Any of these things related to vanilla bugs?
Technically the loose item nutrition double-counting is in vanilla, but super rare. It was a very simple fix though so shouldn't be hard for me to do a pull request
Oh if you wanna do a PR that would be appreciated!
Hey Sekelsta!
Our server host just today started seeing these errors come up - prior to us updating to the newest update. We attempted to update but the owner has decided to remove it when these two errors kept coming up.
Any idea what we might have done to cause these? I thought it might have been the number of eggs I had (9 eggs total in 3 nestboxes) that were ticking, or maybe because I had 2 gen 1 chicks?
There was new issue that we had seen prior to today, so I can only assume I hit a critical number, or the gen 1 chicks might have been triggering the new animal hunger error?
When you say the newest update, do you mean updating Vintage Story from 1.20.4 to 1.20.5-rc.3 while keeping detailedanimals on 1.4.1? Or some other combination of versions?
Game Version - 1.20.4
Original Detailed Animals Version - 0.4.0
Also tried Detailed Animals Version - 0.4.1
Seen the same errors on each.
Ok, thanks for the report.
I see you fixed that racoons no longer die by eating poisonous berries
...Did I? Not on purpose.
Are they immune to the poison or just have enough health to survive it? Or correctly refusing to eat the berry? And which type of berry?
Also an update on this since it's been a while. The warning is happening when the game spawns an animal probably during the runtime spawning for already generated chunks. It seems there may have been a recent change making this happen on a different thread, or perhaps it was like that before and just the logged warning was added. Either way I think this is not likely to cause actual errors noticable in-game, though it could sometimes happen.
There's a few ways this could be fixed and I have a draft of one typed up, but I want to give it more of my focus to make sure the change is correct, and I am not really able to focus on modding until I finish some real-life projects.
I did the double checking and the fix is now up
well i didn't test much but they usually tried to eat nightshade or mezron.. (from wildcraft/herbarium) and then you collect dead racoons around bushes.
Also one more little thing with animals you might like to tackle, make them go -away-/avoiding to walk on pitkilns or fires.. because currently I get often rabbits there.. (without me chasing them into that)
Hello, on not-newest DA I noticed that 2 wild piglets chased into 5x15 compartment seem to even get 'very hungry' until they do something about, is that expected/intentional or just when they sleep or other ai task is active search for food has to wait?
Also, another thought tho maybe complicated to add, if some particular animal 'sees' player enough times, maybe also got snack from player few times would be less likelly to run away/try to kill player on sight. Just to make some reward for actually putting effort to fence and feed some animals..
Definitely complicated to add and definitely something I want eventually. I thought that was going to happen much sooner but then got bogged down in all the nutrition and balance stuff
Two possibilities here, one that as you say they're too busy sleeping to eat and the other that they're too young to be weaned and were looking for their mother
how to differentiate between those?
they do eat eventually (and they are not that small visually)
Also a question, if hen is in 'ready to mate' state, won't sit on eggs that are nearby right?
and I removed one of eggs, she intermediately laid one more (but didn't sit on existing 4), then got to underweight and.. nope won't sit.. oh well stubborn one.
This was changed, they'll need to be around a full nest for a bit before they get inspired to brood. Once they have that idea though they'll be very determined to keep sitting on a nest and will only take short breaks.
If they don't look very small, then probably too busy sleeping
4-5kg each
Not sure by weight but you can check age directly on the info screen (press N, then info tab). They won't touch solid food at all until at least .625 months of age, then gradually they will switch over until by 3.125 months they no longer drink any milk
will check when I am nearby, now bismuth hunting..
oh, one is now 27days (30days months), other is 1month 9 days.. so maybe one was indeed young.
hmm, something that lets you see tags over animals denoting whatever they are breeding-allowed or not, (or hungry), would be handy, esp for partially domesticated (aka first gens) when they dash like crazy now unless creative mode.
Hello, you know I found one serious terrible disturbing problem when you have Detailed Animals on, all modded birds so badly need to even have same (exactly and imperfect) behaviors like chickens..
Also, really hungry animals (like starving/famished) should have priority probably to grab food than to run away from seraph..
Yep, those are both already on the list. And as much as I'd love to keep working on this, in real life I need to build a chicken coop and a rabbit cage by April 25th. And after that will probably be busy litterbox-training rabbits. So while I might get able to do a couple things here and there before then, odds are I won't get back to serious development until mid-May or so. Very excited for that, and also for the chicks and bunnies š
I was incorrect, again found dead racoon under bitter nightshade bush,,
wwalking up on wolves and bears who eat crow's eyes and harvesting their meat honestly is one of my favorite things...
weeel yes it is amusing but also very.. nonsense, only -one- generation of curious animal would eat poisonous berry..
could 'N' panel for animal show some internal stuff in some cases, to help figuring why wild animal may be famished.. when running free on grass and itis one of grazers (moose0
One way gate for animals would be handy, so you can chase them onto it, but once they dash thru, they can't get out..
piglets will eat from troughs by themselves, right?
probably when they are old enough, yes, very young will still nurse sow
if handbook page for hen shows they can eat so many things, why most of those don't go to small trough? Is it intentional or just unfinished spot?
I believe that information is added to the handbook by the mod Extra Info, which includes feed animals can pick off the ground.
yeah, but would be nice to be able use berries in small trough for chickens..
Indecision about whether I should painstakingly go through the small trough adding a config for each food item, or rip out the system and replace it with something more dynamic
In the meantime use cuniculture
I do, but still I can't put berries into trough, (and I wanted that for chickens which apparently, also irl, love red currant)
There's always the option to take this opportunity head-on and dip your toes into mod development. š
Indeed
Is this mod compatible with combat overhaul's new hitboxes?
Should be, yes
Version 0.4.3 now available. Since I didn't have much free time I mostly worked on stuff I found fun, also I think I finally fixed the longstanding laying hen weight loss. Changelog:
Chicken genetics:
Recessive white and blue/splash genes no longer affect leg and beak color, only feathers
Added gene for yellow or yellow-tinted legs and beak
Added "inhibition of dermal melanin" gene that removes black from leg and beak color
Adjusted duckwing rooster texture on chest to look better during animations
Horn accuracy:
Female musk ox and takin max horn size increased to match males
Mountain goats of both sexes now have smaller horns
Female ibex and markhor horns are now much smaller than males
Redid horns on tur goat to match East Caucasian Tur
Add more randomness to when animals choose to mate within the "ready to mate" window
Fixed animals becoming pickier when they lost weight
Hens now eat extra food before laying an egg, which should prevent them from losing unhealthy amounts of weight
Awesome, I am going to parrot around it I mean, to try and poke some.. bit or three.
Seems that at least one hen managed to again go underweight after laying single egg, will observe more (I am on 0.4.3 now)
But it could be related that I just spawned that hen from creative inventory, second one I just spawned dropped as moderate, laid infertile egg and ended up on lean.. as I wrote, will keep poking š¦
They did catch up quite quickly so seems your fix indeed works.
both are lean (and they seem to eat more, 6 x rye, 2x flax for 2 hens and rooster disappeared since last check)
one of hens refuses to eat currant saying that it is too much sugar, but, per 'n' panel it has very low sugar..
Another interesting observation, 2 hens, rooster, full henbox with 4 fertile eggs, they laid new egg in ground nest inside (indoors!! tho on cob), but none of them actually sits on box (peeking via creative mode) were there any changes that could affect that (it is past spring already)
Yes, they'll keep laying eggs now until they go broody. One may go broody eventually if they spend time around a full nestbox, and stop laying eggs until 3 days after the chicks hatch or the eggs are removed.
Hi there, I did the brazilian portuguese translation, maybe one thing or another is misinterpreted by lack of context, but I can send a fix file later
I didnt found this "incubation time remaining" string, could be from other mod?
I noticed on the mod page that there was no inherent incompatibility or compatibility with FOTSA - would I be correct in thinking that to add hunger to FOTSA animals, or really any other animals added by mods, would be a matter of patching in JSON, similar to the patches for vanilla animals?
I'd be patching it myself - I'm mainly just asking if anyone else has tried and run into any major issues before I dive down the rabbit hole.
Correct, FotSA support just needs json patches, and I'm happy to answer questions if you run into any issues or confusion.
Thanks! This will be in next release. And good catch on that incubation string. It was supposed to be using a translation from the base game files, but then I edited it and it didn't register anymore. I'll get that fixed.
I've seen similar reports on Moddb, but as far as I understand it's not possible to reproduce the error. In my case, the crash occurs only on the server where this mod is installed, if you play a singleplayer everything is fine. Transferring the map from the singleplayer to the server also leads to this error
Oh, that's good to know! I'll try it out with a separate client and server then
Yep, that did the trick. Now I can work on fixing it.
Another idea for animals, hens and other animals that sleep during night, should maybe have smaller range for detecting seraph getting too close to trigger escape, after all they are sleeping, right?
also, maybe how easy to scare could be something gene-related so not all animals would be exactly same in behavior (also maybe how agressive they are)
Is it intentional that when i spawn from creative inventory new hen, it lays egg (usually is infertile unless I spawn rooster first and spook them so they don't lay quickly) it has significantly shorter timer before spoiling (9 vs 40 days roughly) ?
Egg spoilage and incubation both scale with days per month. Outside of creative mode, laying an egg right after spawn could maybe make it seem like the world has been going on for longer
I thought both eggs (fertile and infertile) should scale same way, that is why I asked. Probably adding debugs there, rebuilding and I could redo test if it indeed does some booboo there..
another observation, on bighorn goat, was 'hungry' gave single rye grains, went to 'stuffed'. While pigs usually need lot more, does that mean they are waiting for patching patiently unlike me poking and testing animals besides pigs/chickens?
Also hens do behave better with laying eggs, however they are stubborn as real as you said other day, 2 nest boxes, 2 hens, rooster, boxes are full with eggs, what one of broody hens did? made a groundnest and laid next egg instead sitting on full nestbox 2 blocks away.
And since one of two hens is very lazy in incubating eggs, I am pondering rename that one to 'ChickenStew'..
This is deliberate. I made the fertile eggs last longer only so that they don't go bad before they hatch
but then if first egg is infertile one has to reorder them (pick all, place back, add clay egg) to prevent hen stop sitting because of rot..
I should add actual saturation numbers to the info display when debug text is enabled, that'll make it easier to check that all the animals are coming out with the right max satiety values
I see, I'll make a note of this but am not sure what to do about it
as usual, just-a-parrot-things.. you know
I almost want to have debug messages from animal feeding/searching for food etc, because time to time they are bit.. odd with that.
like button in 'n' panel to dump state so I can try to gather info what goes odd, like 'hungry' and all satations 'high'
I don't know if you want to build off the current main branch and play around with that, but it sounds like there's a crash when a certain animal type spawns. Possibly only if the spawn is natural. But I'm not sure which type. I added more info to the exception so if it happens again it might say.
There was a bug I fixed in 0.4.3 that should have fixed hungry and high on all nutrients, but I had to delete the release due to crashes
Ok, it won't fix the animals that are alrady like that but it should (hopefully) prevent that from happening in the first place
But i can rebuild, and even add more debugs etc if that helps.. I can run server and play on localhost
Running server and playing localhost will crash right now
I was killing time with chiseling while waiting for hens to do their stuff..
I know how to fix it in theory I just need to read through all the vslib networking code to learn how to fix it in practice
aha, I see.
I noticed this time hens decided to sit on eggs while it is night which perfectly makes sense, maybe there is way to ensure they do that -more- often?
sekelsta, if you want I can share some screenshot in pm (or here if you prefer, but it is not -very- DA related until I start to chisel barn door)
hens should be sitting on the eggs at night pretty much every night, once they start brooding
feel free to PM me if you want
one (poultry stew) was reluctant to do what it supposed to do even if sometimes had 'Brooding' but now they do as should pretty much sit on boxes all time.
sow and boar hungry and very hungry, okay, trying to give them hay block, nope, too much fiber, so give them grass instead, fine, like 4 chunks for each at least went down the drain. Maybe message could indicate that offered amount is just too big?
Sort of? It would, but that part of the code can't tell whether there's a smaller alternative, and the way it's set up that's always the case for anything below somewhat hungry
And now I spotted my hens still brooding and sitting on boxes, with 'starving' they got too determined or it was because one of them is 'poultry stew' named ?
also pigs are bit more difficult to keep stuffed than for example bighorns, like, full trough of grass, plus giving them bits of meat (bushmeat, bushmeat jerky) is not enough, like grain seeds are needed..
I am not saying it is bad, just writing observations.
Correct, pigs are omnivores and not herbivores.
This is interesting and I'm not sure whether it's supposed to happen
Probably not. Let me know if she gets up to eat later.
I feed her manually (rye grain if i recall, I can let it be if I reproduce)
maybe I should rebuild with more debugs to log stuff?
but if I understand, that means they would eat anything to not be very hungry/famished.. and they ignore mostly full trough of grass (grass/hay because i had no other idea what to toss into it for them)
They can't digest grass
They can chew a little but they mostly can't digest it because their stomachs aren't designed like a cow or horse
Pigs eat all the same things humans eat
It was tricky setting up the pigs because the numbers I used kept eitehr letting them eat too much grass, or not letting them eat enough grain. But I made some changes since that should help with that so I should try rebalancing it again
so basically turnips should work for them
Def better than grass, I'm not sure but they might want a more nutritious supplement alongisde
in survival I usually treat pig like 'unwanted food disposal' if I happen to have one, even wild-ish..
so what out of vanilla stuff would work (they ignore acorns.. surprisingly..)
especially bushmeat goes to jerky and to pigs if I have too much of it
so 4.3 should have that
Yeah, and 0.4.2, and maybe earlier
wow they do, awesome
I was almost pondering if 'n' panel could have toggle for 'debug food' that makes this animal log food/hunger state changes, so you can see more what it ate, when it got hungry etc.
pigs should be able to eat pretty much every vanilla food that isn't tough like thatch
well it needs to be something you can toss into trough, otherwise it gets bit.. tedious to feed more than couple
one of these days...
yup I know, that is why I seek temporary solution
maybe recipe that makes 'omnivore animal fodder' out of 1 veggie, 2 doses of something with protein (bushmeat i am looking at you), and maybe some grain/starch? that can be tossed into through?
and does not spoil too quickly?
as temporary hack to make that doable without redoing feeding entirely
valais goats behave like bighorns just are waaaaaay more skittish if I am out of creative
ok one of hens is very hungry and still is sitting on eggs, I'll let her be
it is poultry stew, so I can accept risk of starving that one..
I als noticed that if i skip time with time add, it resets henboxes in sense that hens leave them logically even if physically they are still seem to sit on them, and eggs cool off.
poultry stew is now famished, tho nutrition panel shows fiber high, fat perfect, everything else low or very low..
Double checked this now, and what's supposed to be happening is that the hens get up to eat food once or twice a day but otherwise stay on the nest even when quite hungry. It's not unusual for them to lose some weight during brooding but it shouldn't be much.
so now I'd want grafana to display hens weight... kidding..
I am most of time in creative, and almost always when I am close to hens, so nothing spooks them
This should be pretty rare outside of skipping time (say, less than 1 of 24 nights)
and for small animals ability to slice turnip/carrot/parsnip into pieces lowering individual piece value would be interesting, well that would be useful for stew, poor stew out of one turnip chopped to pieces....
will observe
Was thinking of adding a Shift + right click with food to feed 1/8th of the food item, and allowing animals to eat food 1/8th per visit from troughs if they don't want the whole thing. How that would work is the animal gets 1/8th of the nutrition, and the itemstack ahs a 1/8th chance to decrease the count by 1
but that could break badly if you use same itemstack for cooking
Would have been really nice to reuse the sliced vegetables from Expanded Foods for this, but unfortunately those get more stauration, not less
maybe safer to have recipe to chop thing into pieces..
yes I agree more synergy between mods would be nice too..
What do you mean?
you have 2 turnips in hand, itemstack, you feed 1/8 dose to bunny or pig, then you try to make soup out of that..
or stew
Sure. You gave the pig a nibble then ate the rest yourself
Maybe not maximally hygenic, but hey, that's not my problem xD
riight, would be better to cut bit for pig first..
Or, I dunno, you could interpret it as just snapping the end of a carrot off and giving it to the pig
Did you know you can put food in a trough for pigs, then break the trough, get the food items back, and eat them yourself?
How many hours in-game since she sat?
hmm not sure, but it might be like sitting more than one or two ingame days in row..
She should be sitting about 11 hours at a time or less, then getting up for food
few times I heard noise they make when are about lay egg, (while sitting on boxes)
definitively both sit more than 11h..
and I didn't skip time at all recently, just building while waiting
.4 day more passed, still starving, and still they don't seem to go for a snack..
but it is evening now, so maybe o morning.
just tested this on mine and she got up and ate about 11 hours after sitting
but I see the nighttime interruption actually is a problem even without skipping time
starving, eggs progressed by another 0.2 day..
none of two small troughs got any portions eaten too..
so far poultry stew lost 0.05kg at least.. other one also lost 0.03kg already (edited)
if I park myself in chicken coop, now and then I hear distinct sound that usually accompanies egg laying. Could it be that they finish one 'sitting' task and start next too quickly to go and search for food?
Poultry stew left nestbox once first 3 eggs hatched, now there is one lonelly egg.. edit, seems it is still sitting as it should even if a bit away from box..
Also, hen eating 1 portion of grain and being not hungry anymore, and chick eating same (and getting stuffed) is.. bit odd.. I mean would be nice to have less than unit quantity 'consumption' from trough rounded if you destroy it (of course rounded down)..
When there was only 1 egg left in nestbox, I added 3 ceramic, and poultry stew keep sitting even if last fertile hatched and only ceramic ones were left.. when I took ceramic away immediatelly got up.
so generally definitively you fixed that eggs spoil before they sit them enough.. maaaaaybe they now are bit too motivated to sit.. but.. that can be helped with spooking them now and then.
This should only happen if you skip time past the end of the incubation session. If you let time progress normally it shouldn't... but you said that's what you did... but when I tried it worked as it should. They should be taking a 48-60 (in-game) minute break in between.
Maybe sleeping could have an effect?
I did not skip time at all for past few days ingame, I can redo test sometime later. It could I was just idling.
(that is, opened crative inventory to ungrab mouse, and doing sth in other window)
Yeah that's what I understood
sorry, I am just stubborn š¦
at least now I got 4 chicks that in first day ate more than rest of hens together =)
I think in way sleep is very similar to time skip
hmm, nestbox, 1 egg left, added 3 ceramic, 'egg being incubated' got shown in tooltip, took all eggs away (1 fertile, 1.5days till hatching 19 days fresh, and 3 ceramic) then put again including creative/survival switch to spook all.. before putting, and still it has same 'eggs being incubated'..
But timer to hatching decreases so I guess now one of hens (none of them sits ON box), is 'sitting' on it..
repeated exercise, spooked them again, box lost tag as it should, so probably previous time it was quick to sit on it again.
also once I put turnips for pigs too, they seem to be fine, maybe no need to tweak anything there.. one of bighorn eves got thick already, on grass diet..
will poke that more later.
so now with 7 chicks, heaviest is 0.1kg, food (rye grains) disappear like there is tornado there, and 2 adult hens and rooster barelly were making slowl disappearing, I mean, there is some room of improvement there as chicks would not eat same fast as adult hens no matter how hard they try..
I overestimated heaviest is 70g.. majority 30-50g..
The joys of rounding upwards
well yes but my point is that even dozen of chicks hatching should not increase grain use 10x..
yes, they grow, yes they eat alot..relativelly to their mass..
It'd be fixed by the thing I talked about earlier, once I get the more serious stuff under control
I'm feeling pretty stressed right now between real-life stuff and the crashes in 0.4.3
Sure, I am just sharing my thoughts. Take your time, and best of luck with RL stuff š
are piglets supposed to take forever to grow?
speak of the devil. they grew. nevermind
I think DA makes growth more on par with breeding cycles which are year based, which imo is good direction but also amount of food you have to secure for that makes it lot more challenging.. you can't get by with feeding them only when breeding as with vanilla (and I like that).
Sekelsta, again found 'skin and bones' piglets in wild.. and malnourished hogs, not sure if/how that can be dealt with.. Correction: piglet, skin and bones/starving, sow, malnourished/famished.
"Hi everyone, sorry for the inconvenience, but does anyone know how to fix the missing font issue?
What OS are you on? If it's linux you probably need to install a font package but I'm not sure which one.
"I'm using Arch Linuxāsorry, I thought I had mentioned it. I'm using ChatGPT to communicate."
It works on my laptop but not on my desktop, so I'm going through installing packages that are different between them and seeing if it starts working. I'll let you know if I find it.
By the way ChatGPT will completely reword your question and leave stuff out, so I'd strongly recommend using google translate https://translate.google.com/ instead. It's really really good at turning stuff into English.
Google's service, offered free of charge, instantly translates words, phrases, and web pages between English and over 100 other languages.
Thank you so much <3.
I went through and installed every package with 'font' in the name that my other computer had, but it still doesn't work.
Released version 0.4.4-rc.1, fixing the multiplayer crash that was present in 0.4.3
Released version 0.4.4. Fixes color genetics showing wrong on chicks
Released version 0.5.0 splitting the genetics code off into a new mod Genelib, which is now a required dependency
Does anyone know why my pigs don't breed?
I have the sufficient amount of food and i have both boars and sows
It just keeps saying "Breeds during the fall" when it's fall already
The message is kind of vague but wild boars breed in late fall, so if it's November or so it'll be time
Oh, so they don't breed in september?
It's a pretty small breeding window ngl
definitively Detailed Animals make it more difficult but also more satisfying when you accomplish it..
A small change is out with Detailed Animals 0.5.1, mostly this rearranges the code between it and Genelib, but it also adds compatibility with Oils! From Seed to Substance by improving the nutrition accuracy for the pressed seed meal
hello, Genelib throw me a crash at startup, here's the message:
Thanks!
I'm pretty sure it's a mod incompatibility, you're using too many mods related to animals. Try removing some.
I would suggest start removing Good Hunting and Zippy's Moose Tweaks
See if it keeps crashing without these
Can you send the server-main log as well please? If you haven't started the game since it'll be the latest, if you did but less that five times it'll be in the archived logs
I restarted a bunch of times since but i'll reinstall the mod and check.
Fun fact. You can "Hunt" animals by hand-feeding them the crow's eye from wildcraft: fruits and nuts mod. It has a tiny amount of poison (-40hp š). No need for weapons
oop, that's OP
Yeah. I fed my bighorns once with snowberries (-0.5hp) and noticed they turned aggro on me. When I picked up crow's eye I thought - "what if..." and it turns out that works, so maybe that's something you want to prevent
I won't be using it - was just curious, but certainly that's something that can be abused
I didn't tried to feed a bear but you know that crows eye can be candied to enhance the poison even further š
if you throw eddible berries into hole with bear it might consume them if hungry enough..
@thorny sapphire Hi, I have made a translation for this mod
Thank you!
Tried another thing. Black bear was chasing me, and I tried hand-feeding him bitter nightshade berries. He just grunted a couple of times and died XD
The whole hole digging operation can be skipped
Just be patient another day or two, please xD
sekelsta, do your mod has Portuguese (Brazilian) translation?
Yes, and they appear to be up to date
Looks like I forgot to list it on the mod page, oops
This is released now!
This is also fixed now
Are animals mating seasons depending only on date or are there any other factors? All of my bighorns changed from less than a day until ready to mate to three days until ready to mate. After it happened to two of them I thought that maybe that was because I left simulation range or something, but now I purposely stayed near the base for entire day and it happened to the rest of them anyways
It depends first on the season and then once it's the right time of year they regularly go in and out of heat. If a male is reachable (they can mate through one fence but not farther than that), then a female in heat is very likely to become pregnant. Otherwise, she goes out of heat after a day or two, and will need to wait a few days before she's ready to mate again.
Hmm... I've made a big pen (L-shaped roughly 20x15) I assume it is not too big or something?
I hope it won't happened again. Right now I play 3-day months and it's already 3nov
Hopefully. For best results, stay within 128 blocks of the pen when they're in heat, so that the AI tasks activate. But not so close that they try to attack or run away from you.
I was like 20 block away smithing and smelting for almost a whole day and their "heat status counter" just reset instead of going into "ready to mate" š¤·āāļø
Oh, interesting. It should have showed them as "Ready to mate" for two days first, unless something else caused that to reset. I'll look into it when I get a chance. In the meantime, let me know if you notice anything else.
Welp. Off to the smithy. Lets see if that happens again
Ok, one of them just switched to "ready to mate" and 4 are still in "less than...
is it known that creep gates hover slightly above the ground? playing around in a creative world testing builds and this is the first time i've placed creep gates
if it's an issue with another mod causing it, i am happy to send along more details
Yes this is expected, the gap is so that it can swing without scraping, just like the vanilla fence gate
oh, i had never noticed that before! thank you!
Released Genelib 1.1.7 to hopefully fix the too-many-foals bug with Equus, and Detailed Animals 0.5.4 to be compatible with some internal changes from that. Please make sure to update both at the same time, and if using Equus make sure you have the latest version (1.1.8+).
It is always a good idea to back up your worlds before updating mods, but this time, it is an even better idea than usual.
ok so mod is crashing my server a female goat is trying to give birth and failing is it safe to remove for now?
Please send me the crash log
Removing it will delete any gendered baby animals you have, but not cause other problems
But it's probably easier for me to just fix the crash!
i think this is the crash log from that time also the last part of the console spam pre crash
Now should be actually fixed in version 0.5.6, sorry about that. That's what I get for putting out an update on 3 hours of sleep
i'm going out on a limb here with my very limited programming knowledge, but i'd like to try something probably way too ambitious. i like to play with the FOTSA mods (and Equus) and i was wondering what it takes to patch creatures for compatibility with Truth and Beauty (unless Equus already has it in some way thanks to genelib, but if it does i don't know about it). obviously i imagine it's a ton of work and that's why it's said that only a select few modded animals may be supported in the future, so i'm not expecting to swoop in and bang out every mod compat ever. but i am definitely curious and i would really like to add it to at least a couple of the animals i play with, such as FOTSA's aurochs and the Equus horses. really though this is more of an open question
to be more specific, i guess when i say "compatibility" i mean nutrition and seasonal breeding - i would hazard to guess genetics beyond that are probably a major bottleneck and most mods just aren't really set up either for color varieties nor for rigorous attention to inbreeding
but again, i know basically nothing about programming so i feel like i might as well be asking "well idk, why don't they just vaccinate for cancer?" or some equally dumb question LOL
It's possible, but be aware there will be some large changes coming with the 1.21 update that could break it, so I'd recommend waiting until after that
oh yes, this is all speculative right now while i'm deciding what mods to include when i restart my server for 1.21
none of it will be changed for a while yet because i have to wait for the update itself and then for all of the mods i like to be updated okay-ish enough to run on it
Thankfully Equus already has the colour genetics and inbreeding part of that already. But them having the whole nutrition system when Detailed animals is installed would be cool
@thorny sapphire Hey so sorry to bother you, how do you access the Gui that lets you see your animals nutrition level and prevent breeding, I can't seem to find the button prompt for it anywhere. Additionally how do you name animals?
Look at the animal and press "N"
Ah okay, Thank you!
friend is getting this error and crashing whenever loading into singleplayer, but is able to play fine on our multiplayer server. any tips?
Running on 64 bit Windows 10.0.19045.0 with 48876 MB RAM
Game Version: v1.20.12 (Stable)
8/12/2025 12:14:14 PM: Critical error occurred
Loaded Mods: [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected]
System.Exception: Don't know how to instantiate collectible behavior of class 'genelib.tryfeedinganimal' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 265
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 53
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 615
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 424
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 377
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass13_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 122
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
i forgot genelib had its own thread
to clarify as well, this is a brand new world being generated, not attempting to load into an old one
Answered on the genelib thread
does this change how chickens are domesticated?
im not seeing a generation number on new chickens
It only changes one thing, which is that generation number no longer increases in the wild. To have higher-generation chicks, your hen needs to have been fed specifically by you (either directly by hand, or from a trough) at least once in her life.
hmm
they are though
going from ere to here and ive never seen one with a generation tag
what versions of genelib, TAB, and game are you running?
i'm not having this issue on 1.20.12
TAB is 0.5.6, genelib is 1.1.9 and the game is 1.20.12
TAB has an update, update to 0.5.7
and you're also certain it's your chickens reproducing, and not chicks that entered the pen with them from the wild?
should be, these are from another pen ive kept them in for like a year
and they've been fed consistently and kept good weight?
ive kept at least one small trough of flax grain full
how many chickens do you have total? if you had to ballpark it
i thought i could get away with 2 troughs for the chickens i was keeping but damn was i ever wrong, i had to do a massive cull over winter because i couldn't keep the troughs full to keep weight on them
playing with art of growing, it burned through my limited grain stores real fast
uhhhhhhh im away from the base
i havent been keeping much tabs on them, more been focusing on the goats in the pen they used to share
do you spend much time within like 128 blocks of them?
all said it does sound like it could be a bug but definitely make sure you update your TAB and then give it some more time to see what happens
maybe test it on a creative world
huh
ok maybe im just stupid
found a generation 1 rooster and hen in the old pen
happens!! it can be really hard to tell until they're fully grown and their hitboxes are bigger
Is this mod feasible for a new world on 1.20.12 or should I wait out a few more versions?
We use it on our own server (1.20.12) and it's fine
i know your hands are full and 1.21 has made updating creature mods a bit of a bear. BUT, are there any plans to incorporate the changes to entity tasks in TAB? tentharchitect, for instance, is doing some really cool things with animal behaviors in the FOTSA mods - making big cats seek shade during the hot parts of the day and becoming more active at dawn and dusk
if that's not within the scope of TAB, that's also obviously understandable. i don't know if/what the VS devs intend to do with vanilla animals and their behaviors. but i saw tenth doing it and was curious to see if there was anything similar in the works
I think I'll have more fun making the mod if I don't answer questions about what features are planned, because that way I get to do the fun decision-making while coding in the actual feature
1.21 update testing - spawning in one of each animal
and the winner is... spawning wolves causes a crash! congratulations to wolves for escaping my notice on something or other, apparently
that's totally fair and i respect it completely! i appreciate the honest response š„°
troublesome wolves. thanks for being evil yet again
Detailed Animals is now updated for Vintage Story 1.21! Many, many changes were required (I think out of all 4000 or so mods, this one had the most that needed to be changed for the 1.21 update) so it is possible some bugs may have snuck in. Please report any you find! Thanks, and enjoy :)
Really really silly, I am desperately trying to put animals up via animal cages, added the text from the download into the config file, I believe its all correct (happy to send my config to confirm if needed) but cannot pick up the bloody animals. I even changed it to have 0.8 for hp before it picks up. I've killed so many hares ha. Is it cuz they're "brown hare"s rather than just hare? Presuming I'm doing something wrong ha
Probably because the internal code names were changed. You can either update the config yourself, or wait and hope the Animal Cages mod updates. This issue would most likely happen the same without Detailed Animals as well.
Ahh thank you for letting me know! I was wondering why I could pick up a chicken and not hares. Can I add any animal via adding the name to the config, even animals from, say, the Critters Pack or JackRabbits? Sorry if thats a commonly known question
Yes you can
Amazing, thank you!!
does anyone here happen to have an updated config for Animal Cages? I have tried to do it myself but I am not so great at that apparently š
I think there's one here: https://discord.gg/WGxN9hqK
Or if not, at least people who can give advice
New version released with updated patches for hares and gazelles to work with the tweaks that came out in 1.21.1-rc.2
thank you so much!!
Is there no version for the latest stable? I can't start a new game with the mod on 1.21.0 since it requires the rc version.
I have it on the stable. You download, go to mods folder, open Truth and Beauty (mine opens into the zip file), open modinfo.json, change the version to 1.21.0. Press save and accept changes if you are closing out of a zip file. It will then work. Obvs make a backup before starting your save up, since it may have crashes/bugs/problems. I've had no issues so far apart from animal cages but that's a problem with that mod ha
You can do that, but if you do, the moose AI will be slightly messed up since the patches are targeting the .1-rc layout. Not the end of the world, I guess.
So there isn't a version for 1.21? Just asking since I don't like to use rc version because of bugs.
If you want to avoid bugs maybe you should avoid 1.21.0 as well and wait for a later stable version
There is indeed not a version targeting 1.21.0
I mean 1.21. is called stable for a reason. But thanks for the information.
i think they mean a stable version of TAB
Well, I was talking more about stuff like the 1.21.0 bug where hair shows through hats, and stuff. But yes, that too. There were a huge number of changes needed for the update and they have not gone through much testing.
Edit: Since 1.21.1 came out, I do recommend that. It's had a lot of bug fixes over 1.20.12, and fixed some important bugs that were in 1.21.0 as well
hey @thorny sapphire I sent you a dm with an idea I had, would love your input
my chickens have not ever laid in the nestboxes, only make wild nests. I have placed some in the nests to see it if helps but no. Have I done something? š
Interesting. If you updated from 1.20, can you try picking up the nestboxes and putting them back down again?
sorry didn't see this! I am all up to date with mods and game (stable) I was on multiplayer so told host. We happened to stop before he did it, and when we went back on, the henboxes were nestboxes. However, even after him picking up and putting back down, they won't use them, nor sit in them if I manually put in eggs. I thought it could be the "training egg" thing, like I needed to tempt them to use the boxes in the first place, so I put one in each nestbox and still nothing. We have played nearly a full year with them in game and not one egg's incubation time has gone down, even the ones I purposefully left on the wild nests š starting to think I captured a polycule of no-kid hens and their boyfriend.
Also, side note, all the Boars are pregnant now?? Haven't played long enough for them to give birth, but yeah, they got the sows pregnant and themselves pregnant, and are on day 6 of pregnancy now. I'm not judging them, just slightly confused. Even the wild ones I haven't fed are pregnant
Oh dear, thank you for reporting both of these things! I'll try to get them fixed when I can.
I'm getting this error spammed in my server console. The server is on version 1.21. and up to date on both genelib and detailed animals.
Thanks, that is helpful to know about. I've been super busy lately with stuff that isn't modding, but will try to get this fixed
No worries! More than happy to wait for updates and fixes, your mods are always a joy to play with! 
Daily reminder that this mod is amazing
Very true
Today's progress on modding work:
- Released an updated More Animals version fixing a crash on the rot handbook page
- Fixed on my computer, but did not release, issue of pregnant male boars
- Fixed on my computer issue of hens not laying in boxes
- Started investigation of a Genelib bug affecting the Equus horse breeding
- Heard reports that bears have 0 weight, yet to be investigated
A new Genelib version is now out which fixes the chickens not laying eggs in the nestboxes, and also the issue affecting Equus horse breeding
Yay, thank you! I happen to have a pregnant male hare now š this is on a solo save so no update on if they can give birth ha. I truely love this mod
Looks like that issue was also affecting hyenas, raccoons, and sheep, all now fixed on my computer. That should be all since I've now manually checked each file.
How this happened is that these animals used to have separate entity files for adult males and adult females, but in 1.21 they were merged. This makes my life easier for most things since I only have to patch once, but in this case, I needed to explicitly specify that only the females not the males should be able to get pregnant, and I forgot to do that for some species.
Which also happened once even in vanilla.
The male pigs were getting pregnant I think it was.
This is fixed now in the latest update, however I also disabled MeatScalesWithYearLength by default and only just now realized that means I need to go through and double check all the numbers to make sure the default is what would have been used with 9 day months, not 30
is there something I'm missing? 
genelib 2.0.0 and detailed animals 0.6.0
Also I should note that meat drops are apparently still not working correctly.
Just had a report from someone on my server that they butchered a bear and it gave no meat
How to cook eggs from the mod?
Same way as regular eggs, except they don't stack if they're fertile. Yes I can fix that, just have to do other stuff first
I can't use eggs for cooking at all. I have a small amount of recipes but they don't work either. Maybe some other mod breaks the feature.
List of mods: https://gist.github.com/Nyuhnyash/2af119acb70818f62b41aa0814bf52ba
A little tip to save space if you use the food shelves mod: you can stack 2 to 10 eggs using the egg baskets and then take them all out together.
Sounds like I need to add old-fashioned egg cartons
It's working fine without any other mods. Let me know if you narrow it down to one that's incompatible.
This worked fine when I tried it. Does it happen with no other mods?
that looks sick
I've had it removed for a while now, I can't say for sure. Resetting our server to no other mods would also be quite the ask unfortunately - doubly so since for some reason transferring the save to my own computer currently fails
Yes please! Bonus points if you make it so you place them in ground storage to move eggs in and out but can store them on shelves after you pick them up and move them!
This is now fixed in the latest release, along with an incompatibility with wolf taming. Also, meat and fat drops were reduced, but probably not by enough.
I'll give it another shot
there's a lot this mod adds that I REALLY want to have.
is there any chance that you can hook Butchering if present to preserve the weight attribute being shown on their dead animal item? That would help with troubleshooting these things, without needing to track the weight before picking up the animal. Alternatively (additionally?) a command to print out the predicted drops for an animal before butchering would probably help.
We're currently playing with R.Meat -- I expect the numbers to change at least slightly since it overestimates meat drops to some extent, but not to the level of "no meat at all" that we've seen.
(on a related note since you're already calculating meat dynamically, is there any chance you could also calculate fat dynamically?)
Fat and meat are both calculated semi-dynamically
R.Meat is quite likely the problem. It patches meat harvest amounts, and so do I, so there could be a conflict. Instead of that, if you want the numbers increased, I'd recommend just editing the config setting for that.
though, looking at their patches, it does look like they should in theory be working together
Oh, fat is dynamic already? That's great. That said from what I saw in the code, r.meat at least shouldn't have a conflict - it patches the drop numbers, while TAB does it via code at harvest time, right?
yeah, exactly
I can only go off what I've heard from the other people unfortunately - I'm not the main butcherer and work has had me too stressed to do a proper test. That said I have next week off and can do some serious digging in the next few days.
No, TAB also patches in the numbers. But both of them carefully keep to the same path, so it wouldn't cause an error in the logs, I think. It'd just mean one or the other of the patches gets overwritten
Gotcha gotcha.
Well, the chicken egg situation was the major thing from last time - hoping I can report back with good news in the next few days
Sorry about that. Been busy since I got hired to work on vanilla so I've been fixing bugs in the base game instead
no worries! Also whoa, I didn't realize you got hired to work on the game. That's sick!
O damn you got a promotion nice
Updates are out for both Genelib and Detailed Animals, you'll need both for it, adding the long-awaited feature of stacking fertile eggs (but they will become infertile when stacked). Fertile eggs will not stack automatically when collected or shift-clicked, only when explicitly placed with the mouse. You can see on mouseover whether an egg is fertile and now much longer it needs to be incubated.
Also:
- Fixes hens not laying the fourth egg into the nestbox
- Tweaks to phrasing in the Spanish translation, suggested by NeoB
Speaking of which, I just remembered that means translations will need an update. It's just a single language key, the word "Fertile." in orange, followed by the incubation time remaining
"egg-fertile": "<font color=\"orange\">Fertile.</font> {0}",
If you post it here I can just add it in
Jumped in to say that this mod is incredible! And now I see the dev got hired to work on the base game?? That's so cool!
Does that mean this mod's going to become a part of vanilla or not necessarily? š¤
Not necessarily. There's a limited amount I can say due to the NDA, but basically, my role is mainly bug fixing.
Bugs confirmed! I knew they would add them sooner or later 𤣠joking aside, congratulations for the job.
Can anyone confirm if the Cuniculture mods are working?
I see 2 of them in the modsDB, but both of them have comments about bugs and both are outdated
I'm not sure, but I believe almost all of the features it had have been added to vanilla in 1.21, except being able to put grass in small troughs
