#Truth and Beauty: Detailed Animals

2980 messages · Page 3 of 3 (latest)

tiny stag
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Oh I see, thank you ❤️

signal pilot
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it looks like that feature may have broken somewhere too, or i could be mistaken and thinking of something in diverse diets

clear glade
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hello in 1.21.1 vs i receive this information.

12.10.2025 01:41:39 [Error] Patch 16 (target: game:entities/animal/mammal/hooved/deer-baby.json) in detailedanimals:patches/animals/deer-fawns.json failed because supplied path /server/behaviors/11/aitasks/11/mincooldownHours is invalid: The json path /server/behaviors/11/aitasks/11/mincooldownHours was not found. Could traverse until /server/behaviors/11/aitasks/11, but then 'mincooldownHours' does not exist. Full json at this path: {
"code": "genelib.forage",
"animation": "Jump",
"priority": 0.5,
"maxduration": 4000,
"priorityForCancel": 1.5,
"movespeed": 0.02,
"animationSpeed": 1.5,
"preferredLightLevel": 12,
"nurseFromEntities": [
"game:deer-{type}-adult-female"
]
}
12.10.2025 01:41:39 [Error] Patch 17 (target: game:entities/animal/mammal/hooved/deer-baby.json) in detailedanimals:patches/animals/deer-fawns.json failed because supplied path /server/behaviors/11/aitasks/11/maxcooldownHours is invalid: The json path /server/behaviors/11/aitasks/11/maxcooldownHours was not found. Could traverse until /server/behaviors/11/aitasks/11, but then 'maxcooldownHours' does not exist. Full json at this path: {
"code": "genelib.forage",
"animation": "Jump",
"priority": 0.5,
"maxduration": 4000,
"priorityForCancel": 1.5,
"movespeed": 0.02,
"animationSpeed": 1.5,
"preferredLightLevel": 12,
"nurseFromEntities": [
"game:deer-{type}-adult-female"
]
}
12.10.2025 01:41:42 [Notification] JsonPatch Loader: 3212 patches total, successfully applied 2943 patches, missing files on 272 patches, unmet conditions on 363 patches, had errors on 2 patches

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whats with this error

tiny stag
clear glade
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hmm i have 0.6.0 of detaileanimal and 2.1.0 of genelib

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actually i just downloaded the 0.6.2 of detailedanimals but i havent tested it yet with 2.1.0 genelib which is the latest

tiny stag
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See if 0.6.2 still causes it, but it might solve it

clear glade
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hmm ok, ill update the results here if it solved

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sadly to say but the code still showing

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i have tested spawning a dear fawn in creative but i see nothing wrong on dear fawn which the code subject is the deer fawn.

minor coyote
clear glade
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oww yuh, i had installed the continuetion of the scarecrow

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well, im sure now thats the one causing it

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what those error does anyway?

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i check the deer fawn and its seems normal behavior

minor coyote
clear glade
thorny sapphire
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The error that Maltiez reported was indeed the same error causing this patch to fail, so if it was fixed, it may work now

burnt frost
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how would I go about making more animals be able to forage from berry bushes? I'd like to make it so anything that eats berries will eat from bushes in their pen.

burnt frost
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Also some feedback about nestboxes - they're working now (thank god) but it would be nice if they could benefit from cellar bonuses, so that we can make henhouses where eggs won't go bad during incubation

clear glade
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and yes, the error patch was still in it..

thorny sapphire
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I guess it's not fixed, then. Too bad, nothing I can do about it.

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Well technically I could make my own scarecrow mod, but I choose not to

proud marlin
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hi wanted to ask is there some compat problems with https://mods.vintagestory.at/show/mod/2526 ?
the mod description mentioned incompat with Creatures and Critters (unofficial) but The Critters Pack works normally? havent tried it yet and a bit afraid of nuking my save

The Critter's Pack: 1.1.7 & 1.1.2-RC.1 for 1.20.7-12
Another Update And another update again - Mod Is normally semi light weight and shouldnt be heavy on servers - unless bugs
TO OTHER MODDERS: As a part of 1.1.1 there has been slight changes from the default taskai AGAIN on some of the critters i highly recommend check through what works and do...

thorny sapphire
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No one has reported problems from The Critters Pack, which is an entirely separate mod from Creatures and Critters. If you're worried, you can back up your save file before installing it.

clear glade
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i see no "the critters pack" in this mods channel list. i was also thinking is this mod is completely compatible in detailed animals

burnt frost
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this mod's eggs aren't compatible with Food Shelves, I don't know if you want to support this on your side or if you want FS to add support.

thorny sapphire
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They used to be. I don't know what happened.

thorny sapphire
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Released an update just now for Genelib which will show more precisely when an animal can breed if you have Detailed Animals installed. Before it would say either "breeds in the fall" or "breeds in the spring", now it will say something like "breeds from mid-October to mid-September".

green merlin
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Is there a github repository or another place for feature suggestions for this mod? Very simple and cool way to add mendelian genetics to the game btw

thorny sapphire
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There is a github repository, yes, but for suggestions, this discord thread is the place. I do mostly have things planned out already, though

green merlin
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Do you have plans to add genetic linkage as a feature?

thorny sapphire
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Yes I do

green merlin
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👍 awesome

thorny sapphire
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Just finished something that had been in the works for a bit: https://mods.vintagestory.at/seasonalbreeding
Seasonal Animal Breeding is it's own mod now. Next up is removing that feature from Detailed Animals so y'all can pick and choose whether or not to include it with the rest.

Depends on Genelib.This does exactly what the title says: Adjust the timing of animal breeding to match the in-game seasons.What that means:- All pregnancy lengths are set realistically according to the length of the game's years, along with the time it takes for the offspring to reach adulthood.- Certain species will only mate at certain times ...

thorny sapphire
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After a very productive weekend I have removed the seasonal animal breeding feature from Detailed Animals and added barebones taming.

  • You can tame any animal by feeding it
  • Taming reduces the chance the animal will run away or attack, similar to the way increasing generations does. There are no other behavior changes at this point in time.
  • Wild adult animals cannot be tamed all the way, and will still have some (though reduced) chance to flee or attack no matter how much you feed them
  • Young animals captured from the wild can be tamed almost all the way, except elk calves, which can be tamed fully. Second generation young of any species can be tamed fully, to the point where they no longer flee or attack at all (similar to generation 10 animals).
  • You will need less food for the taming process the younger the animal is
  • You can still continue taming an animal if it grows up during the process, however you may lose some progress
  • Depending on the species, animals need to be fed about 8-20 days worth of food to be fully tamed (or an appropriate fraction of that, to become partly tame)
  • You can tame animals by feeding them by hand, from a trough, or with food dropped on the ground

As for removing the seasonal animal breeding, that consists of:

  • Except chickens, animals can again mate during any time of the year
  • Animal pregnancy and growth times, as well as the age displayed in the GUI, are now proportional to 1 IRL month = 5 in-game days.
  • Note that due to this change, on updating, you may see young animals reset their age to 0.
    If you want the old behavior restored, where 1 IRL month = 1 in-game month, you can now install that as a separate mod.

There is also (yet another) Genelib update, adding something else I forgot I'd want for the seasonal breeding mod split.

misty geode
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Will we ever get the ability to make custom breeds entirely?

Wait a fucking minute… you did do such a mod on MC

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I literally did not know that was you who did that one horse mod for MC

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But I think taking cues from it (the horse genetics mod) + these few genetics mods might work:

https://www.curseforge.com/minecraft/mc-mods/genetic-animals

https://www.curseforge.com/minecraft/mc-mods/wings-horns-hooves-the-ultimate-unicorn-mod

You could later, as a stretch goal, apply this to modded mobs

CurseForge

adds real genetics and some fantasy genetics to your animals! Every breed of every supported animal is included. Also adds tons of realism upgrades.
1.1M Downloads | Mods

CurseForge

Adds unicorns, pegasi, nightmares, and destriers, new horse equipment, cross-breeding, custom horses, and more!
3.4M Downloads | Mods

thorny sapphire
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Oh believe me, I have definitely been taking inspiration from those mods, as well as Simply Cats. I'm seeing the switch to Vintage Story modding as a way to start over and fix the foundational flaws in my previous approach. I also wanted to switch to a broader subject area, not just horses, but I'm definitely still interested in horses (and you might see some zebras soon 👀 ). Vintage Story is also interesting in that the modding API is built right into the game, in such a way that when I was building the genetics backend, it made sense to make that moddable, too. Still has a couple flaws to iron out, which is my main overall goal at the moment.
I've thought long and hard about how to do differently shaped breeds, the way Genetic Animals does, while still allowing textures and animations to be specified depending on the exact cube shape. It just keeps sounding like an awful lot of art to be done. I haven't decided whether I'll end up going with that style of approach. Some model variations aren't too bad though, like different comb shapes for chickens.
On the other hand, one thing that I'm really pleased with is my setup for population genetics. It lets you set up different populations (which is what breeds are) from json, with different genes and different spawn chances based on climate. That was very much inspired by Genetic Animals' feature of biome-specific genes, which I thought was a lot of fun when I played with it. And this is in json, so any mod can add or remove breeds/populations from a species.

misty geode
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Any plans on adding more obscure horse gaits? There are a few limited to specific breeds only.

And as for handling the art for expanded genetics in your animals, maybe do a drip-feed approach and do a few per update?

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That way, you can take breaks between such better

thorny sapphire
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I think that gaited horses would be a lot of fun, and I've been keeping that option open wherever in the code it seemed relevant, but I don't have any specific implementation plans and am not sure if I'll get to it

misty geode
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As for what I mean by a drip-feed approach, maybe say, one update that is mostly bug fixes, for instance might include say, a few new horn models for cattle, for instance, and another update that say, is mostly new content, could include some new patterns for chickens, as an example. And then slowly build it up from there.

Also, are zebu/brahmin cattle planned?

And what about some other specific hybrids, like zubron (wisent-cattle hybrids), beefalo (american bison-cattle hybrids), and dzo (cattle-yak hybrids)?

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Also, geep could be done. Goat-sheep hybrids.

thorny sapphire
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Yep, that's basically the plan. Drip-feed new art in between other stuff. Since that goes rather slowly, I don't want to set up expectations for what might or might not happen, that could take me a very long time to fulfill. I can say though that I intend to stick with Vintage Story development and modding for a good long while, and I expect by the time I'm done I'll have built something quite nice. This is still early days overall.

misty geode
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I think I mentioned this before, but have you considered genetics for modded mobs? Fauna of the Stone Age has quite a few that could fit well

thorny sapphire
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I have definitely considered it. I can't really say for sure how far I'll get on the general project of setting up color genetics for as many animals as I can. Generally, I'm doing vanilla animals first, plus making my own mods for certain animals that I'm especially excited about. Rough plan, subject to change, but my near-term goals are:

  • Fix More Animals / Butchering incompatibility very soon
  • New mod adding one species of zebra, very soon
  • Add more features to Genelib over the next few months (certain breaking changes to the API are needed and I want to get them in sooner rather than later)
  • Maintenance on Salt and Sands
  • Further tweaking of hunger on Detailed Animals
  • Learn how to programmatically render different shapes/textures of items based on itemstack attributes
  • A few surprises in the works ;)
    I'm modding at a rate of around 2-4 days a week lately, which is a reasonably good pace. I think I could get most of those things done by January, maybe, plus some unplanned additions. I'm not going to try too hard to stick with that, though. I'm trying to take a bit more of a laid-back and spontaneous approach to modding these days, to help it stay fun.
pure moat
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Hey guys, I keep on getting this error even though I don't have the universal husbandry mod. Wanted to ask some help.

thorny sapphire
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Did you update that world from 1.20 to 1.21?

pure moat
thorny sapphire
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It ran into an issue where it got pregnant with a goat-valais-female-baby, but after the update that was renamed to a goat-valais-baby-female

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I should be able to fix it, thanks for reporting

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Been busy with IRL stuff or I'd have done it sooner

pure moat
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Thats, alright. Thanks as well for the reply

misty geode
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This mod adds 17 new tamed elk types. 
The new elk can be obtained from the treasure hunter trader (who now sells both male and female versions of all the elk, incl. base game ones). There is a 2% chance of receiving any one of them. 
 
New types:

Bald Bay

Bay

Black

Blanket Appaloosa

Blue

thorny sapphire
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I am a slowpoke, confirmed xD

trim cosmos
misty geode
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Have you ever wanted to expand your stable for a new, majestic steed? Well now you can!
This mod is going to expand on the vanilla riding system by adding multiple vanilla rideable animals! Starting with a Majestic Moose!!Great thanks to TenthArchitect for incorporating this feature into his FotSA mods, go and check them out yourself! His mods s...

signal pilot
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this mod makes cassava toxic to animals and they will no longer eat it - does it do anything to make animals eat parsnips?

thorny sapphire
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It lets them eat parsnip roots, but still not the leaves

weak rose
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and for some reason it caused me to be unable to pick up items

thorny sapphire
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Let me know if you still get that error on version 0.7.2. It might be fixed.

empty glade
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hi, my server is using 0.7.2 and i'm noticing these coming up in the console:
[Server Debug] pig-eurasian-adult-female attempted to play an animation code which its shape does not have: "dig"
[Server Debug] fox-red-adult-male attempted to play an animation code which its shape does not have: "eat"

thorny sapphire
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That's now fixed on my computer, but I'll try to gather up some more changes before I publish it

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Thanks for the report

quiet loom
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oh wow, I was looking for something similar to this but this mod is incredibly detailed. Great work!

Is the issue with wild animals not eating severe enough that it causes extinctions right now? Would love to add this on to a new game I'm starting with friends.

thorny sapphire
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No, I'd say it's in a playable state already (and have played it on a server with friends)

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I should probably rebalance the elk and some other species to not need so much food, though

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Development's been going very slowly because I am splitting my time between too many projects, now also including the base game

quiet loom
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damn didn’t realize you work on the base game. Nice!

Curious, do you accept contributions from people? I’ve never modded VS before but I was looking through the basics before I found your mod and think I have a grasp on it. This seems like a fun project and I have some spare time.

thorny sapphire
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Sometimes, yeah. What are you thinking of?

quiet loom
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Originally I went down this rabbithole wanting to do different sizes / colors of chickens eggs!

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That said if you’ve got stuff on the backlog and not enough time I could also just lend a hand

thorny sapphire
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Those are both things that take some code to do. Do you have any programming experience?

quiet loom
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haha yeah, I work in software dev

thorny sapphire
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Ok, so long story short both of those features are stuck in a bit of a perfectionism trap

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Sizes have the items implemented already, but need logic to figure out, given a hen's genes, what size egg she should lay. Which means I should do more research on IRL chicken egg size genetics so that I can either match it, or depart from it for game design reasons rather than out of ignorance.

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For egg colors, it'd be fairly easy to create new item definitions for each color and code in logic for following the genetics (I am much more familiar with egg color genetics than egg size genetics). But that would create a lot of unnecessary items, so I would rather add in a color attribute and have the game render the egg accordingly - and also that would allow neat stuff like having slightly different shades of the same color able to stack (and just choose one shade), as well as maybe some fancy egg dyeing system. Currently the base game's Item class lacks a method for rendering it in different ways depending on the attributes. Technically I could harmony patch that in with a mod, but Radfast suggested I add support for that to the base game instead, so if I do then that could maybe be a 1.22 thing. Or I could just add a dependency on AttributeRenderingLib, I suppose.

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Oh, and the other thing going on with genetics stuff is that genelib currently does not have good support for traits controlled by a large number of poorly-understood genes. I added a good way to handle that on a branch, however it's not backwards compatible, so if possible I'd like to time the release of that to coincide with 1.22 as well

quiet loom
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The genetics research might be slightly beyond me (last time I studied this stuff was high school berk )

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although from a quick google it seems like egg size tracks closely with body weight

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So from a pure realism perspective it might make sense to have genes that govern maximum bodyweight that would increase both meat yield and egg size

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also apparently eggs start small and get larger over the first year of the hen's life, huh

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That potentially adds in an incentive to keep older generations around laying

thorny sapphire
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Yep, I raised chicks this year and when they got old enough to start laying their first eggs were tiny and adorable. (the one in the back left there)

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But I actually thought of something you could do that would be super helpful, if you have any interest in the jaunt and equus or draconis mods. There's currently a bug in Jaunt in this class: https://github.com/safwyls/jaunt/blob/main/Jaunt/Behaviors/EntityBehaviorJauntRideable.cs where when a player is trying to tame an animal and do the saddle breaks, if they save and exit the game at any point, the counter resets. That class had its saddle break logic copied from the vanilla rideable class, which also had that bug at the time, but it was later fixed I think about 1.21.2. So if that fix could be copied over it would be very helpful as otherwise people can't really use those mods at all.

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And yeah, ideally it wouldn't be duplicating so much code, but I have a sneaking suspicion that it should wait until 1.22 comes out to get refactored

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It's a very small thing, but there's just so many very small things that it'd still be really helpful

quiet loom
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Sure lemme take a look at it tonight

quiet loom
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Got a PR up. Although I noticed while testing that there seems to be a similar issue where the saddle break cooldown resets on save and exit? Not sure if that's known already.

thorny sapphire
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Nice. That was even simpler than I expected. Thank you.

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And no, the cooldown resetting was not already known. Thanks for the info.

thorny sapphire
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Alright, normally I give people the option of which username they'd like to be credited under, but 'scornonthecob' is just too good. It has to be xD

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And it's released! Thanks again :)

quiet loom
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After a bit of poking around, maybe I misread this. I see in Equus the wild and feral horse have "saddleBreakDayInterval": 0, is that intended?

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I did seem to get a little bit of cooldown on occasion but in retrospect it was so short that it probably just expired when I saved and restarted, and most of the time there's no cooldown.

thorny sapphire
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Yes, Shintharo set it up that way I think

pure moat
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Hey guys, wanted to ask, does this mod cause changes to animal spawns? I am having problems of not finding any moose or elk even in cold regions or elevated regions.

thorny sapphire
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It shouldn't be changing that, no

pure moat
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Ahhhh I see, thanks Sekelsta for the confirmation. I have been looking for elk and moose like crazy. Maybe because I've not been in an area for too long for things to spawn a lot.😅

thorny sapphire
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Yeah, maybe. If you're worried, you could create a creative test world with your same mod list, spawn in a moose and an elk, and make sure they appear in game with no errors.

native eagle
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Hi! This is more related to Genelib then Detailed Animals, but I figured this was a solid enough place to ask my questions. First of, are you ok with other people making their own mods that require it to use (Such as how it's needed for Equus?) No worries if not! If you are ok with it though, do you figure it would be simple enough for a new coder to work with?

thorny sapphire
pure moat
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Hey @thorny sapphire, allow me to ping please, because I ran into a massive log spamming of errors when I entered into some new chunks. I am running a dedicated server and this is the last part of the log as it started to error.

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The mods are in the latest version too.

thorny sapphire
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The mods are not the latest version. Try updating.

pure moat
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Its alright now, I went into repair mode and did /wgen regen on the black chunk that caused the error. And its now fixed.

sleek epoch
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sorry if this been asked already, rn too lazy to read
can we get in-game info on food types? like starch, sugar etc? for some reason i cant remember what gives what, so in-game guide would be really nice

vale patio
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Is there any chances to configure breeding and growth in old version for 1.20.12 when season breeding was included?
My pigs and horns growing very slowly, more than year passed, but they growth a little.
Maybe there is some config? I didn't found it

signal pilot
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but getting some configs in the mod are probably on sekelsta's list when they're not busy with other things

vale patio
signal pilot
thorny sapphire
sleek epoch
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i see

hushed storm
thorny sapphire
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No, I don't really have anything in mind for that. I've just been procrastinating on getting familiar with the handbook code enough to add it in there xD

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And thank you for the distraction. It was a nicely timed one

hushed storm
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I just like reading this thread. It's one of a few I always keep open.

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If the question is showing it specifically in the handbook, that's managable. Do you have Harmony running in the mod?

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I dunno exactly how the game determines what can eat what using your mod, but we can theoretically add various things like diet and nutrition in various ways, including in the handbook or in tooltips or the like.

thorny sapphire
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Each food has different levels of protein, fiber, etc values listed in NutritionData. Each animal wants different ratios of those nutrients, and keeps track of the total across different items.

hushed storm
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What is the nutriProps being passed in?

thorny sapphire
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The regular nutritionProperties of the food

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a vanilla thing

hushed storm
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Oh I know it's vanilla.

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I'm just confused because you have 2 versions of this and both have that already specified instead of just... looking it up off the itemstack.

thorny sapphire
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FoodNutritionProperties nutriProps = itemstack.Collectible.GetNutritionProperties(entity.World, itemstack, entity);

hushed storm
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It seems like you could do this with only the itemstack passed in.

thorny sapphire
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Yeah, but iirc that function compared against a string, and I'm always paranoid about performance. In this case, that method can be called by AI tasks, so I'll call it justified

hushed storm
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Oh, I see, it's because theoretically a collectible can vary nutrition based on entity and you don't wanna pass in the entity.

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Ah, nevermind then.

thorny sapphire
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...it's been a long time, maybe that was the reason

hushed storm
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So basically we can use the nutrition data to determine what animals can eat what?

thorny sapphire
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Sort of, but actually every animal can eat (almost) everything

hushed storm
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So a list of what animals can eat an item would in your opinion not be very useful?

thorny sapphire
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It could be useful if it was sorted by how good of a food it is

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...but how good of a food it is depends partially on what the individual entity has eaten recently

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Probably a reasonable implementation would be to just show the nutrition levels of the food directly, either as high/low or as a numerical percentage

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but you like complicated stuff, right

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something else I was considering was a list of each food the animal can eat, and a button at the top to sort it by each nutrient

hushed storm
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Oh that would require an entirely new kind of GUI element to even attempt, haha.

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I'm thinking just a nice way to display nutrition properties for a food in a compact way on the page for that food might be enough?

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Right now the handbook doesn't really have proper pages for animals so unless you were thinking of displaying this stuff on some kind of GUI for a specific animal I dunno where you'd put the sorted list.

thorny sapphire
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Yup, just displaying nutrition of a food should be enough

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The main tricky thing with that approach is that you have some species wanting 10% protein, and others wanting 60% protein, so "low" and "high" are relative. But I've been trying to stay away from actual numbers in order to discourage micromanaging

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The animals will already display their current nutrient values in words (low, perfect, high, etc), relative to their species.

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It'd be nice to match that style but I don't see how it could be done. So maybe instead it could display a bar, or something

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TBH though if you can get it into the page with just low/medium/high or an outright percentage, I should be able to tweak it easily enough later

hushed storm
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If we used the old slider element where disabling it hid the handle you could create a visual bar like that but I dunno that we have anything anymore. kek

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Just portioning it into sections with words should be possible.

thorny sapphire
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Or print between 0 and 10 "█" characters

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Or words, words are fine

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Anyway, I have to go close my eyes and lie horizontal until morning

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good night

hushed storm
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Night!

sleek epoch
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what did i started lol

sleek epoch
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why is wild boar has 107kg and is "underweight" but my gen1 boar has about 60 and "thick"?

thorny sapphire
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Your gen1 boar is not yet fully grown, while this one is old and large

sleek epoch
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its is fully grown and has 3 kids

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or you mean they still keep growing with age?

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btw, seems like mod does not show correct age of an animal, im using solar years and my month set to 30 days, this boar was born in june and its early september of the same year, but info says this

thorny sapphire
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It's not fully grown until 5 years old, but they can have kids earlier than that

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The age shown is correct and does not match in-game years. If you want them to match, you need the Seasonal Animal Breeding mod

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But you most likely do not want them to match

sleek epoch
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i see

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yep, seasonal breeding will be a bit too much lol

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1 new animal per ~160 irl hours...

proud marlin
thorny sapphire
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Same basic logic, but with some variations on the details. Most of the species switch to adult form when they are 70% of their full-grown weight. Note that growth slows down a lot towards the end, so you'll have to decide for yourself whether it is worth waiting.

chrome fable
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middle clicking on eggs from this mod made my game crash, also have I believe the exanded foods eggs, which didnt crash. Is this a known incompatability with anything? Ive quite a few more mods installed as well

thorny sapphire
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No, that's a new one. Can you narrow it down to just a couple mods and let me know which?

sleek epoch
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there should be a limit how many animals around right? right?

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its just a half of this pack, and there is at least 2 more packs around

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its wasnt a half, it was 1/4...

tiny stag
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Hi, I'm getting the following patch errors:

  "code": "health",
  "currenthealth": 16,
  "maxhealth": 16
}
13.1.2026 17:33:18 [Error] Patch 37 (target: game:entities/animal/mammal/wolf-adult.json) in detailedanimals:patches/animals/health.json failed because supplied path /server/behaviors/3/maxhealthByType is invalid: The json path /server/behaviors/3/maxhealthByType was not found. Could traverse until /server/behaviors/3, but then 'maxhealthByType' does not exist. Full json at this path: {
  "code": "health",
  "currenthealth": 16,
  "maxhealth": 16
}```
#

Should I ignore this or should I fix before hosting my server?

#

I searched with VSCode to narrow down all mods that patches the game:entities/animal/mammal/wolf-adult.json file and had only shown this mod, Butchering, Seasonal Breeding and Wool & More, and none of them seemed to change anything about MaxHealth or currentHealth

sleek epoch
#

you probably using CO, this started to appear after latest updates, probably can ignore

tiny stag
sleek epoch
#

for real, its not even funny

thorny sapphire
#

did... they breed? Or did they spawn?

sleek epoch
#

breed

#

and no i wasnt feeding them

#

not sure if inbreeding is affecting this, i set it to .9

signal pilot
#

do you have any other mods that affect animals and their spawning behavior?

sleek epoch
#

no

signal pilot
#

that's probably it then

sleek epoch
#

still, i think there should be a limit on how many wild animals around

signal pilot
#

try setting it back to default and see what happens

sleek epoch
#

nothing? because they are already around

signal pilot
#

spear

sleek epoch
#

i already spent about 30 mins slaughtering them
there is no end to them...

#

maybe its time to make a blunderbuss...

signal pilot
#

the issue is that there's no way for the game to differentiate between intentional animal breeding and incidental breeding, because animals mostly eat of their own volition. it isn't like the other block game where you click on them with food and feed them individually by hand

#

so gating the number of babies that wild animals can have would also gate the number of babies you can make when domesticating animals

#

the next thing you can do is remove the foxes' food sources. i don't remember everything they eat, but wiping out their prey sources is a start. hares, chickens, other small animals

#

i think? they can eat berries? but i don't remember

sleek epoch
#

i mean there is taming mechanic in the mod, could use that

signal pilot
#

given that this is an uncommon issue that is likely related to manually reducing their sensitivity to inbreeding, i don't think it's necessary to make changes mod-side, personally

#

you now have many fox pelts and lots of bushmeat. rejoice!

sleek epoch
#

its not like im going to harvest them...

#

and i would rather pet the fox ||no biting!|| instead of killing it

thorny sapphire
#

distraction!

#

look at this adorable creature

#

anyway, it seems I have foxes set up with a max litter size of 12, while the average is 5. So that's probably not helping matters

#

I doubt the inbreeding setting is causing this

quiet loom
#

The ducks and the deer are the ones that seem to be breeding very successfully in my game, I've seen some large groups of those

thorny sapphire
#

ducks?

quiet loom
#

Added by one of the stone age fauna mods I think maybe

#

A friend went crazy setting up the server

thorny sapphire
#

Ok, that's not something from my code then. And the deer might not be either, if you have the FotSA deer mod

empty glade
#

having a similar problem with wild vanilla fox spawns, to be fair though i did set the inbreeding debuff pretty low in the config

thorny sapphire
#

How long have you played on this world, roughly?

sleek epoch
#

mine is about 160h

empty glade
thorny sapphire
#

That's long enough for a few generations to go by, yeah.
I should make it so foxes can't breed until 10 months old, and maybe add a config option to prevent animals from breeding unless a player has fed them?

empty glade
#

do they need to eat to breed in the wild? if so, maybe that threshold could be bumped up and therefore help with keeping prey population down as well

#

more config options are always great though

signal pilot
empty glade
#

would config for litter sizes be possible?

signal pilot
#

also i totally forgot to ask if those having these issues had the seasonal breeding mod installed

#

because i have always used seasonal breeding ever since it was split off and i don't have this issue but there are other factors as well

#

my play times aren't nearly as long because i'm perpetually tinkering with a very heavy modpack, and i also just realized i use FOTSA so those foxes aren't affected by TaB

empty glade
#

I do not have seasonal breeding installed but I see now where it’d be helpful lol
I’d totally get it if I could configure which animals seasonally breed

signal pilot
#

i think you can? maybe not via a config file, but json patching is pretty straightforward if you go into the mod's files :p

#

that's how i got started modding anything

#

"hm, this mod won't let me configure this how i want...." -rips the hood off of it and starts beating it directly with a wrench-

empty glade
#

you’re right, I could just patch it

signal pilot
#

hell, you could do that even without seasonal breeding installed

thorny sapphire
thorny sapphire
empty glade
#

I’d just want to turn it off for animals in the livestock category, switching to 30 day months next play through and husbandry restrictions seem extra painful

sleek epoch
sleek epoch
sleek epoch
#

i should just spawn a few bears i think...

#

im sorry, little ones...

sleek epoch
#

also wildgrass compat would be nice, because animals can eat only vanilla grass

empty glade
#

just came across an even crazier pack, they spread before i could get a good pic but it was double or more the amount pictured

#

it seems to be foxes specifically we're having trouble with

fossil galleon
#

I love this mod already even when i havent installed it yet

sleek epoch
#

ok, while i was slaughtering dealing with overpopulation i noticed this

#

they have gens

#

and i have no idea why
i didnt feed them, i didnt drop something that is eadible on the ground etc

quiet loom
#

I also had this happen with fox kits in my game

thorny sapphire
#

how??

quiet loom
#

my half-formed theory was that I remembered the mod saying it made it so wolves could eat bones

#

Can the foxes also eat bones? I might've dropped some of those at one point

thorny sapphire
#

only if dropped as an item

#

not placed down in a pile

#

and actually I think it's just wolves and hyenas that can eat bones, let me double check

#

yes foxes are set up to be able to eat bones, I don't think that was on purpose

quiet loom
#

okay that might be it then

#

I often bust up corpses because they're ugly but don't always take the bones

thorny sapphire
#

The corpses will also disappear on their own after a few days if you leave them, I think. Not sure what happens if the chunk isn't loaded

empty glade
#

went creative mode to look at another fox mob pretty far from our base and ours also have gens

sleek epoch
#

this guys have gens too, they are not really close to my base

sleek epoch
#

chimkin trap helped a bit

minor coyote
#

One could utilise /entity remove e[type=fox*, range=x] to get rid of all foxes slaughter-free within x range.

sleek epoch
#

i can breed wolfs right?

thorny sapphire
#

Yes you can

tawny fog
#

So i dont know

#

Fox uprising

signal pilot
#

that's terrifying

tawny fog
#

Its like a plagie

naive cedar
#

Hello!

Is this the right place to ask something about Truth and Beauty: Seasonal Animal Breeding ?

thorny sapphire
#

Yes, this is a good spot for it

naive cedar
#

Awesome, i wanted to ask how i can change the values of the animals.
My Server runs with 150 ingame days per Month, this means 1 Ingame Month equals to 5 real Days. (Run's 24/7)

I need to change some values of how long / often they can get pregnant, is this possible with this?:
(Copy paste of the pig-adult.json inside the mod)

[
{
file: "game:entities/animal/mammal/hooved/pig-adult.json",
op: "addmerge",
path: "/behaviorConfigs",
value: { },
side: "server"
},
{
file: "game:entities/animal/mammal/hooved/pig-adult.json",
op: "addmerge",
path: "/behaviorConfigs/genelib.multiply",
value: {
enabledByType: { "*-male": false },
pregnancyMonths: 3.8,
multiplyCooldownMonthsMin: 3.9,
multiplyCooldownMonthsMax: 4.1,
lactationMonths: 3.5,
//estrousCycleMonths: 0.65,
//daysInHeat: 2.0,
breedingPeakMonth: 11.5,
breedingMonthsBefore: 1.0,
breedingMonthsAfter: 1.0,
},
side: "server"
},
]

thorny sapphire
#

Not easily. You'd need to unzip, go through each file, change the numbers, and then run it with the modified version. On the bright side, this stuff is purely serverside, so players won't need to download anything for it when connecting.

naive cedar
thorny sapphire
#

multiplyCooldownMonths min and max control how long you need to wait before breeding the animal, after it gave birth
pregnancyMonths controls how long the pregnancy takes
anything with // at the front does nothing, but if you see daysInHeat without the // at the front, you'll probably want to increase that
breedingPeakMonth, breedingMonthsBefore, and breedingMonthsAfter you should leave alone, unless you want to change what time of year the animals breed

naive cedar
#

Alright..

PregnancyMonths = Pregnancy Lenght.

MultiplyCooldownMonths min/max = Time to wait after pregnancy.

LactationMonths = Time they Lactate.

BreedingPeakMonths = Months when they can pregnant

BreedingMonthsbefore / after = the range for Breedingpeakmonths

Is that all correct?

I assume //estrousCycleMonths and //daysInHeat is a placeholder, removing the // infront should enable it?

But what does both do?

EstrousCycleMonths = ???
daysInHeat = ???

thorny sapphire
#

They are disabled on purpose, so that the game does not use them. If you take out the //, then the animal will only be ready to mate (in heat) for daysInHeat=2 days out of every estrousCycleMonths=0.65 months. In other words, it would make breeding almost impossible, with those given values, on your settings.
Note that normally the other mod, Detailed Animals, does provide those values, so if you are using that you may want to edit it there. But best to leave them alone in the Seasonal Breeding mod.

naive cedar
umbral owl
#

does this mod still have starvation death for wild animals or are the rabbits out breeding it? my server is being overrun by a rabbit plague

hardy topaz
#

mod is fine in my game. if they over spawning soemthng is causing it.

umbral owl
#

they were outbreeding the starvation attrition but adding season breeding should slow that

half temple
#

They shouldn't be starving to death...

signal pilot
#

if i'm not mistaken that's really hard to implement or something

#

but i could be misremembering

acoustic crescent
#

Yeha I am culling foxes wherever I find them xD

By now its the raccoon population that seems to be growing bigger... (or they are just spawning a lot ^^)

half temple
#

I mean, animals do spawn a lot.

#

But I'd rather have to cull animals and have firstt nation problems of too much meat, than not have any.

umbral owl
#

honestly i wish starvation attrition was in the config so it could be turned up or off as desired

#

i like starvation attrition there does appear to be some form of it in the mod but not enough

#

i want more 😛

acoustic crescent
#

Would probably result in all wild animals being dead instead of "just" starving

#

Theres just not enough food in the wild.

quiet loom
#

Yeah it might need to be applied unequally to domesticated vs not domesticated animals

umbral owl
#

and i disagree that high starvation rates would result in no wild animals i looked around for many chunks while dealing with this and it was mid february and we have 20 days months on our server (and have folks online almost always) and every other animal was in normal amounts i feel like less animals in winter makes logical sense but normal breeding + spawn conditions should keep animals pop at a healthy range even with high starvation but honestly something does need to happen having to go around culling thousands of rabbits like this is painful

#

and unless your in barren deserts or tundra there is plenty of food for most animals (grass>herbivore>predators) the racoons and animals who rely on berries are the most disadvantaged honestly game would benefit from a berry inedible to players but edible to animals that ripens in winter for berry reliant animals to have some nutrition 🤔

acoustic crescent
naive cedar
#

Im currently tweaking the config files of both mods, (detailed animals + seasonal breeding) and no matter what i do, the animals are always starving, my players can't keep up the feeding or gain weight on the animals..
(150 days per month)

Is there a efficiently way to stop that?

acoustic crescent
signal pilot
#

yeah what

naive cedar
# acoustic crescent yeah not using 5 times the vanilla "maximum" for days per month?

Thanka for nothing then?

It's necessary for the type of server i host, slow paste with enough time to actually play the months.
Everything works fine so far besides that the animals non stop starving.

I make it more precise, when the player gets on and feeds the animals, 2-3 hours later the animal already starves again, so my problem is actually not the days per month right now, just the absurd amount they need to be fed.

thorny sapphire
#

I see, yeah, that's not an issue I've tried to solve before

#

It'd definitely balanced for a more single-player timing, where 2-3 hours later means 2-3 hours of gameplay later, which is plenty long

acoustic crescent
thorny sapphire
#

nothing to do with days per month, everything to do with player login timing

naive cedar
#

The animals only eat when the player is near or not?
Maybe thats the issue what my players experience?

acoustic crescent
#

yeah but if 2-3 hours of gameplay arent even half a day the required food amount is ofc absurd

thorny sapphire
#

Yes, they only eat when a player is near

thorny sapphire
acoustic crescent
naive cedar
#

I did not see a lack of grass tho, the animals have plenty around them

#

Its tick based, not days based as far as i know

acoustic crescent
#

did they take out the grass growth from the dayspermonth scaling that affects crops?

#

i mean fruittrees would be pretty wonky as well with ur setting as they always work under the 9dpm assumption (unless mods)

naive cedar
#

We had not the chance to see fruit trees, it has not been winter yet so they could grow. ^^

acoustic crescent
#

So i can see a lack of food aside from maybe dry grass

#

you can fatten up most animals on grass alone though with the use of hoppers. just need to swing by occasionally so they actually eat

naive cedar
#

Aye, i tested that on a test server with the same settings i use, i gave them everything they can eat, added some ingame hours and they started starving again, i will test it with less days per month to see if it really has an effect or not.

thorny sapphire
#

grass does not slow down its growth based on year length

acoustic crescent
#

either that or your players are doing something strange? my 12 days a month work fine with animals fattening up etc.

#

at most they are gettin peckish

naive cedar
#

Perhaps, but would it be possible to change a json file in the mod to ajust that for my settings.?
Or is it hard coded in the mod.?

thorny sapphire
#

There's not currently a setting. I'm looking into adding one

thorny sapphire
#

Done, and released along with the other accumulated tweaks

naive cedar
thorny sapphire
#

Oh, I was so tired last night I forgot to leave instructions. You'll want to set AnimalHungerTime to 30 to transform in-game days to IRL days, probably

naive cedar
thorny sapphire
#

The hunger rate is balanced based on players coming back to feed their animals about once every in-game day or two. There are 30 in-game days in one IRL day, so setting it to 30 makes it balanced for always-active servers where players are maybe logging on to feed their animals every one or two IRL days. For an always-active server, 60 or 90 could also make sense if people tend to come on every few days or once a week.

tiny stag
#

This is... 🧑‍🍳 💋 👌

reef gale
tawny fog
#

hol on

#

mainly the last line

#

people were having issues mostly with foxes

#

so they got bonked

reef gale
#

hmm

#

it's crazy, even right now the server is up and we're getting massive rabbit counts, without the mod too. no idea what could cause this

tawny fog
#

holy jesus

reef gale
#

ig it's not a mod thing in this case, i'll keep this channel clear of my problems 😭

tawny fog
#

do you know a bit of coding?

#

you can try to do the same to rabbits that they did to foxers

#

foxes*

reef gale
#

true, i might try that

tawny fog
#

WAIT

#

IS IT AN ECOLOGY THING

#

SINCE FOXES GOT BANISHED TO THE UNDERWORLD

thorny sapphire
#

Maybe they just have high spawn rates... I'm definitely interested in whether those numbers would be similar for a long-time vanilla server

tawny fog
#

NOW RABBITS ARE RISING UP

#

peak

#

ecology disruption simulated

thorny sapphire
#

The nerf to breeding should have affected hares as well

#

though not as much

tawny fog
#

yeah

reef gale
#

I'll remove all the rabbit entities and see how they naturally repopulate throughout the day, see if it gets into those high numbers again. If they don't, it might've been the mod, but I'll have to re-add it to see if the fix worked as well. Appreciate the help!

thorny sapphire
#

👍 I'd love to hear how that goes either way

reef gale
#

quick question, is there a way to spawn a Detailed Animals entity with custom properties in, say with a specific generation? If we do end up re-adding the mod, I'd like to refund our players who put time into the mod with their equivalent domesticated animals.

thorny sapphire
#

I heard there's a command but I don't know which

acoustic crescent
#

you can adjust the generation yes

reef gale
#

oh my bad i just checked the wiki, literally just /entity cmd setgen

acoustic crescent
#

use /entity cmd l[] setgen [number] while looking at the animal

reef gale
#

ok perfect. thank you so much

acoustic crescent
#

you can even do stuff like "all in radius x"

tiny stag
#

Quick doubt about settings file, which values are accepted in "Units": "CUSTOMARY_METRIC"?

thorny sapphire
#
  • METRIC
  • CUSTOMARY
  • IMPERIAL
  • METRIC_CUSTOMARY
  • METRIC_IMPERIAL
  • CUSTOMARY_METRIC
  • IMPERIAL_METRIC
#

and I'll need to double-check something about that hunger config setting I added, to make sure slowing down hunger doesn't make taming take forever

tiny stag
#

Can I suggest something about the hand-feeding taming? I'm currently struggling to hand feed my baby boars with their parents nearby and some goats that keep running around, is there a way to implement some sort of temporary effect where after they eat, they stand idle/non-agressive for just a couple seconds?

#

And I also see that a lot of foods has their nutritional values for feeding to animals, but most of them doesn't work on troughs. Wasn't the Diverse Diets and Cuniculture natively supported in the mod?

quiet loom
tiny stag
#

Can't add Red wine mushrooms to the trough 😭

tiny stag
#

Nevermind my messages, got confused the HUD/UI sources

silent lichen
#

⁨@thorny sapphire⁩ Hello, I am again poking detailed animals, and hens are funny but in funny way. I caught few wild, placed them 1 henbox, they still do produce own eggspot too but only if they are not feed, (seems that laying new egg is favored in this case vs sitting on existing eggs). But as always awesome work.

thorny sapphire
#

I think that's expected, if I'm understanding you right. I got rid of the logic where they lay eggs until the nest is full and then sit on them. Now, instead, they lay eggs every day until they become broody, and they have a chance to become broody when the nest is full.

silent lichen
#

Oh, I'll look more closely then but so far it seems work nice.

silent lichen
#

Have wild hog in pen, pressed 'n' on her, and status has three times 'Nutrition' list, all same, similar is in 'Info' also 3 times age.. but only once Sire/Dam info

thorny sapphire
#

That was supposed to be fixed in the latest version...

half temple
#

Hmm... what's the ideal bit of chicken food? Some sort of vegetable and a grain?

#

Or just two different grains?

#

I've been using expanded food bread crumbs for starch.

tawny fog
#

Flax has a lot of protein for a grain

#

So its pretty good

half temple
#

and pigs, it's a whole bunch of everything, I see.

#

basically, since I only have two, I just throw 4 portions of whatever gives them their lowest stat the most.

tawny fog
#

They will not starve when esting it

#

And will not go underweight too

thorny sapphire
#

That's interesting, grass is supposed to be pretty much the worst food they can still eat. I wonder if I have that set up right.

#

oh, I bet it's because each piece is so small, and the way it's calculated they're more interested in small foods

tiny stag
#

Hey @thorny sapphire , sorry for the ping, but it happened to me as well the same some people posted in the moddb comments, logs get spammed with errors:
2.2.2026 19:21:27 [Error] Exception: Object reference not set to an instance of an object. at DetailedAnimals.AiTaskForage.ShouldExecute() in /home/tiffany/dev/vintage/detailedanimals/src/Entity/Task/AiTaskForage.cs:line 64 at Vintagestory.GameContent.AiTaskManager.StartNewTasks() in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 361 at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 134 at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 126 at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1097 at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 669 at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 238 at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 158 at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854

#

They happened all in new worlds, and rolling back to 0.7.3 has no issues to start a new world

thorny sapphire
#

What other mods do you have installed?

#

See, the thing is, these were the only lines of code changed between 0.7.3 and 0.7.4:

#

and what they do is prevent a crash under certain circumstances. One of those circumstances could be when the json is set up incorrectly. The crash log you sent also could happen if the json is set up incorrectly, and I can't really think of any other way it could happen, but maybe I missed one. So my working theory is that there's some mod conflict, and rolling the version back causes it to error earlier and delete the entity

tiny stag
#

These are the mods I installed/updated since the last time I played

#

I have a feeling that OverhaulLib latest update could cause this

thorny sapphire
#

Possibly. I've had compatibility issues with that mod's predecessor before

tiny stag
#

But I'm not sure as well, since the last time I played (yesterday) was in a already started world

#

Today I decided to test some new mods in a new world, and caused that

thorny sapphire
#

Do you still have the log from when you rolled back to 0.7.3 and it worked? If so, we could check if an exception was logged while deleting the entity, and that would confirm the theory

tiny stag
#

Huh, I'll check 1 sec

#

It just happened in 0.7.3 as well, after breaking a vessel, so definitely not the mod, but a incompatibility

#

I have an archive for last night, and both runs of today with 0.7.4 and 0.7.3

#

What file exactly u wanna?

thorny sapphire
#

server main

tiny stag
#

Both triggered the error, but no idea what

thorny sapphire
#

2.2.2026 20:55:09 [Warning] forage ai task on game:fox-red-adult-male with no hunger behavior
2.2.2026 20:55:09 [Warning] forage ai task on game:fox-red-baby-male with no hunger behavior
2.2.2026 20:55:09 [Warning] forage ai task on game:goat-markhor-adult-male with no hunger behavior
2.2.2026 20:55:09 [Warning] forage ai task on game:goat-markhor-adult-male with no hunger behavior
2.2.2026 20:55:09 [Warning] forage ai task on game:hare-european-adult-male with no hunger behavior
2.2.2026 20:55:09 [Warning] forage ai task on game:raccoon-common-adult-female with no hunger behavior
2.2.2026 20:55:09 [Warning] forage ai task on game:raccoon-common-adult-female with no hunger behavior
2.2.2026 20:55:09 [Warning] forage ai task on game:fox-red-adult-male with no hunger behavior
2.2.2026 20:55:09 [Warning] forage ai task on game:fox-red-baby-male with no hunger behavior
2.2.2026 20:55:09 [Warning] forage ai task on game:fox-red-adult-male with no hunger behavior
2.2.2026 20:55:09 [Warning] forage ai task on game:raccoon-common-adult-female with no hunger behavior
2.2.2026 20:55:09 [Warning] forage ai task on game:raccoon-common-baby-female with no hunger behavior
#

That'd be your issue, right there. Something's up with the json patches

tiny stag
#

I'm clueless on what could be doing this.

thorny sapphire
#

Definitely another mod

tiny stag
#

Removed the mod and it didn't break anymore

thorny sapphire
#

Interesting

tiny stag
#

It's the only thing that could make sense from the latest batch of mods I installed

#

That and OverhaulLib, but they only fixed something about Bowtorn, it didn't fit the issue

thorny sapphire
#

I looked at that mod and really don't see anything in it that would be causing this problem

#

I guess next test is seeing, if I try them both together, do I get the error

#

When running both together, I didn't see any issues. I don't think it's the problem

#

Specifically how I tested is I installed both, spawned in a fox, and then checked server-main for that warning about no hunger behavior

tiny stag
#

And nothing?

#

Damn, I have no idea. I'm running a new world for the last 10 minutes, and no issues so far

#

Happened again now...

thorny sapphire
#

At least a binary search should be pretty straightforward, you just have to check the log files each time

#

Disable half of mods, open world, enter creative flatland containing a fox (or spawn one in), close world, open server-main, ctrl+F "with no hunger behavior"

tiny stag
#

I thiiiink it's Better Entity Interaction

thorny sapphire
#

I'd be surprised at that one, too

tiny stag
#

Can you confirm?

#

I have removed all 5 mods I installed yesterday and managed to run 2 worlds without these errors

#

Then reinstalled one by one doing what u told me, creating the world, going to creative, spawning a fox, and checking the logs

#

It's also easy to notice when it bugs cause the animals gets stuck in idle after spawning

thorny sapphire
#

No warning was logged when I ran the game with just detailed animals, genelib, and better entity interaction

tiny stag
#

Ok, I legit have no fucking idea what that is loool it seems to have different triggers to just spawning it to bork

#

I'll just keep playing and hope it does not bork out

thorny sapphire
#

I dunno, I wouldn't limit it to just those few. Are you sure you'd have noticed if it was happening before then?
If it's not a mod compat issue, perhaps it could be weirdness with having the mod installed twice somehow, though that's not the error message that usually causes...

tiny stag
#

I dunno, I also cleaned my Cache folder sometimes during these tests in order to prevent that, but I didn't cleaned on every single test

tawny fog
acoustic crescent
#

Do Sows or animals in general eat more if preggo?
Kinda feels like it

thorny sapphire
#

Only chickens do. I did mean to add that to mammals, but never got to it.

#

(when laying eggs, not literally when pregnant)

half temple
# tawny fog DONT DO IT

Just have enough flax growing to feed them that, along with some veggies. I grow parsnips just to feed my pigs.

#

Flax+Rye for my chickens, flax+parsnips for my pigs.

#

Rye+Cabbage+Chickens+Pigs for me.

#

and they'll get a treat of whatever fruit I press for good measure.

tawny fog
#

Just like onions

half temple
#

Onions are pretty much the only ones they won't eat.

#

Though now... I gotta' figure out what to do with two Cockrels that were born this generation... do I split them off to another pen? Or... kill their dad, and one of the half-brothers?

#

Though I'm also not trying to have in-breeding. It's kinda' hard to tell who's related though, since I named the mothers so late.

tawny fog
thorny sapphire
#

This mod actually makes it so they can eat harvested parsnips, just not the crop while it's growing

thorny sapphire
tiny stag
#

I was kinda expecting DA to add taming to wolves 🥀

tawny fog
thorny sapphire
# tiny stag I was kinda expecting DA to add taming to wolves 🥀

It already does, every time you feed a wolf it becomes less likely to attack. If you start with a generation 2 wolf pup, you can tame it all the way and then it will never attack players anymore (unless attacked first). It just doesn't show in the UI anywhere. It also only adds taming, not training, so while the wolf won't attack you anymore, it also will not follow you around or follow commands.

#

I'd like to work more on that general sphere of things, but it'd be a large project and I've got another 7 or so large projects going and really need to start cutting down.

tiny stag
#

No way, really? That's what I legit wanted lol

#

Just puppys walking around home ❤️

#

Like without running away from me or trying to eat me alive lol

inner lagoon
#

Chicken eggs do not seem to be compatible with Art of Cooking usage. Tested in a creative world with the fewest mods I could run and had the exact same issue. Running v1.21.6 with all mods updated to their latest version.

tiny stag
#

That mod is outdated

inner lagoon
#

True, but it still runs fine otherwise. However, if maintaining compatibility isn't a priority, perhaps a recipie that reverts the modded eggs back to vanilla eggs would suffice?

tiny stag
tiny stag
# thorny sapphire ``` 2.2.2026 20:55:09 [Warning] forage ai task on game:fox-red-adult-male with ...

Hey Sekelsta, got an update and finally found the culprit for this bug. I'm confident it's caused by Combat Overhaul or Overhaul Lib. I did not test it further if that would happen with just CO and OverhaulLib since I spent the last 5 hours trying to troubleshoot this damn bug lol
A key trick for this bug is that only happens when creating/loading/reloading a world for the 2nd time without closing the client

#

The only mods installed was CO, Overhaul Lib, Genelib, DA and Seasonal Breed

thorny sapphire
#

Thanks, that is useful info

thorny linden
#

In the detailed animals mod, how can I tell if Im giving them enough of other neutrients? Also how do I feed them by hand

#

ping me

#

also not feeding them will that have an effect on pregnancy in anyway

thorny sapphire
thorny linden
#

It would be nice if it had that or at least have a big delay in pregnancy or smth

thorny sapphire
#

As it says it's still early access (yeah , I know it's been in that state for a while)
Basically, first I need to make sure the animals eat properly so long as the player provides them the means, then I can start adding consequences if they don't

thorny linden
#

Sounds like a you problem 🤔

#

(Jk)

thorny sapphire
#

Going to try out a thing that should help with that first point in next release, I've been delaying because it affects performance but I think it's the right move

thorny sapphire
tawny fog
#

nice

lean tiger
#

Been really enjoying this mod overall but one thing I noticed is that if I use the modded eggs to make scrambled eggs (or other cooking) they don't have any texture, if no other food is used the food is completely invisible. Not sure if this is a limitation/already known but just wanted to share incase

thorny sapphire
#

That definitely wasn't already known, thanks for the report

#

vanilla or expanded foods?

lean tiger
#

Vanilla no other mods that should be effecting food or cooking
Also on 1.21.6

#

Some screenshots to show what I mean incase it helps at all too

alpine silo
#

howdy, looking through the config and wondering what the "Animal Hunger Time" and "Animal Meat" configs account for as well as if theres a way to turn off the inbreeding mechanic since its been very hard for me to find certain animals like boars/pigs

exotic spear
#

Hi there, was wondering if pigs spawning only 1 offspring is intended behaviour?

thorny sapphire
thorny sapphire
thorny sapphire
thorny sapphire
alpine silo
#

just wanna make sure, if i lower the "AnimalHungerTime" value it reduces how often they need to eat? im not entirely sure if its a "lower value means more eating" or "lower value means more eating"

#

right now i have it set to "0.5" because id like to worry about filling their troughs a bit less but they still seem to be absolutely devouring everything i put in there

exotic spear
thorny sapphire
exotic spear
#

awesome thank you so much, lifesaver.

thorny sapphire
vital sphinx
#

Any hope the item pickup bug will be fixed in the next release? Or maybe I need to go back to a previous release? I love this mod but can't use it on my games currently because I eventually can't pick anything up anymore.

thorny sapphire
#

The item pickup bug isn't real, it's just a manifestation of your computer's grumpiness. I can never get it to happen on my computer no matter what I do. Therefore, my computer likes me.

#

(Seriously though, I need either more information about when it happens so that I can make it happen on my computer, or someone affected by the bug willing to spend quite a bit of time trying a bunch of different mod versions and seeing if they make it go away.)

exotic spear
# thorny sapphire (Seriously though, I need either more information about when it happens so that ...

for me it always happened when I left the world back to main menu and then rejoined, however this often sometimes usually resulted in me running out of ram as well (I think some mods have a mem leak 💀), so my thinking is that it might have something to do with running out of ram? I stopped having the issue all together once I started restarting the game if I had to leave the world for some reason.

gritty helm
lean tiger
#

The only thing I can link it to is leaving the world and rejoining without fully closing and reopening vintage story

thorny sapphire
#

leaving and rejoining, give me a few mintues and I'll try that

lean tiger
#

If it is a ram thing that'd be odd as I have 32GB of DDR4

exotic spear
exotic spear
lean tiger
#

I'm running vintage story with nothing else open and it's happening so if it is a memory leak/ram issue it's a big one

#

I've checked my logs and can't find anything in them to further narrow it down tho sadly

exotic spear
lean tiger
#

Interesting I have ~50 mods but the only one adding new entities is more animals which adds like 8

#

I also had it happen when I didn't have more animals

exotic spear
#

weird

thorny sapphire
#

Ok, there's definitely something going wrong when I leave and rejoin the world. None of the animals move around. But I can still pick up dropped items, so that might be a separate issue.

lean tiger
#

both issues might be different ways the same issue is presenting? if the issue is ram related maybe

thorny sapphire
#

All right, I've narrowed it down to 680 lines of code where the problem could be happening

lean tiger
#

Oh boy good luck o7

#

If there's any logs or stuff we can provide to help I'm happy to

thorny sapphire
#

Good news: I found out what line of code was causing the issue I was seeing
Bad news: It's the unreleased fix for wild animals starving all the time
Bad news part 2: Because it was still unreleased, this isn't the same issue you guys were reporting

lean tiger
#

thats unfortunate

thorny sapphire
#

Alright, that collection of bug fixes is out. The fix to animals starving did not make it in, due to the above issue, but all the other accumulated fixes are available now. I also updated Genelib with a tweak that could theoretically fix issues that happen when the world is loaded twice without fully exiting and reopening the game

lean tiger
#

small question would it be possible to list the things animals can eat in the guidebook somehow? (like either under goats it lists things like grass grain etc. or under grain it lists goats, hares, chickens, etc.)

thorny sapphire
#

I think pizza already did that but it might be only for 1.22

lean tiger
#

yea on 1.21.6 food shows the stats for things like sugar/fat/protein etc but the only way I've found to see what feeds what is putting said food in troughs would there be anyway to backpatch that or nah?

thorny sapphire
#

no way no how I'm not backporting anything. You want a 1.22 update? you want new features? you want vanilla bugfixes? those are all things I am spending time doing instead of backports. Can't do everything, because there's not enough time in the day

#

of course you can backport it yourself if you'd like

lean tiger
#

That's perfectly understandable just thought I'd ask ty

north notch
#

These pick up and animal behavior issues, are those from a specific update of this mod? I'm on 0.7.2 at the moment and figured I should update it, but maybe not right now then? 😄

thorny sapphire
#

People started reporting them after 0.7.3 (ish)
||technically 0.7.3 had a different issue but likely related||

#

so staying on 0.7.2 sounds like a pretty good idea

exotic spear
#

could we also get the ability to search like "starch" and for it to show foods that give starch? is it possible to rank them in order of how much of whatever you search (in this example, starch) it gives? currently I see my animals need X, but have to search through every food to see what gives what :P

is it also possible for us to make a patch for modded foods? currently they all just give a generic basic stats, but for example I wanna make potatoes (from another mod) give super starch and that sort of thing

naive cedar
#

i have a weird problem, sometimes a animal gets bugged for no known reason, (until now only deer) and the server writes this alot of repeating error codes, while this noone on the server can pick up items...

178
at DetailedAnimals.AiTaskForage.ShouldExecute() in /home/tiffany/dev/vintage/detailedanimals/src/Entity/Task/AiTaskForage.cs:
line 97
at Vintagestory.GameContent.AiTaskManager.StartNewTasks() in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 361
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 134
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1085
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 669
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySim
ulation.cs:line 158
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 854
4.3.2026 23:21:31 [Server Error] Exception: Object reference not set to an instance of an object.
at DetailedAnimals.AnimalHunger.WantsFood(ItemStack itemstack) in /home/tiffany/dev/vintage/detailedanimals/src/Entity/Behavi
or/AnimalHunger.cs:line 344
at DetailedAnimals.AnimalFoodSourcePatches.Trough_IsSuitableFor_Prefix(BlockEntityTrough __instance, Entity entity, CreatureD
iet diet, Boolean __result) in /home/tiffany/dev/vintage/detailedanimals/src/Nutrition/AnimalFoodSourcePatches.cs:line 39
at Vintagestory.GameContent.BlockEntityTrough.IsSuitableFor_Patch1(BlockEntityTrough this, Entity entity, CreatureDiet diet)
at DetailedAnimals.AiTaskForage.SeekFood() in /home/tiffany/dev/vintage/detailedanimals/src/Entity/Task/AiTaskForage.cs:line
178

thorny sapphire
hushed storm
naive cedar
thorny sapphire
gritty helm
#

In fear of sounding dumb
Does this mod work with the FotSA animals?
Or does it not add the features to their animals?

gritty helm
#

solved the question myself
yes it does

#

but I have a bug, items i pick up still have their asset on the ground. not world ending but interesting

exotic spear
#

(I'm really only interested in making patches between mods I am using so they integrate a little better, nothing major, but not got a huge desire to learn the entire modding system in order to do so)

tiny stag
exotic spear
gritty helm
misty geode
#

Do you plan on adding any new domestics entirely?

thorny sapphire
#

Not in this mod, no. Might add a horse in a separate mod.

jade stream
#

Having issue that animals are not eating from troughs in the latest release of this mod 0.7.5 version for Vintage Story version 1.21.6

Tested by starting new game with the only mods being detailed animals and genelib v2.1.8 ... Staying within 10 blocks of the animals who slowly starve with full troughs all around.

Reverted to 0.7.4 and the problem does not occur.

thorny sapphire
#

Also, those of you who were seeing the item pickup bug, please let me know if it's still happening in 0.7.6. I think the change I made should have fixed it, but since it never happened for me, it's hard to be sure.

naive cedar
#

Not sure if it helps, but maybe it has something to do with AnimalCages Mod ( Version 0.7.4 )
I did not test it but from reports of my players they caged deer and released it, then the pickup bug happend..

solemn mirage
#

I keep getting this error, forgive me if I'm wrong but I believe it's this mod that's doing it. It prevents picking up items when it happens or the removal of items from the floor after you pick them up.

thorny sapphire
solemn mirage
#

0.7.6, the latest

solemn mirage
#

Had one of my players pick up the chickens and boxes as a temporary fix

solemn mirage
#

I think it's worth noting I had The Critters Pack prior to the issue, removed it due to mass breeding/spawning of chipmunks which was overloading the server.

thorny sapphire
#

Ah now I remember, that error was coming from the base game. It's fixed as of Vintage Story 1.22.0-pre.4.

solemn mirage
#

Ah alright, Is there any fix to it or is it just random

#

Won't be updating to 1.22 until the stable release due to all the mods lol

lean tiger
exotic spear
#

same, haven't had that issue since I started restarting the client anytime I needed to relog. It's honestly a fine temp fix as loading the save takes longer than relaunching the client lol

tawny fog
#

btw

#

error message causing freezes, likely compat issue

#

(it is compat issues)

tawny fog
#

since you changed the chicken hen/rooster and chick shapes, and their nnames

#

its causing warninngs

thorny sapphire
thorny sapphire
thorny sapphire
jade stream
#

Basket traps don't seem to work. The animals can be starving and will just leave the basket traps with food alone. I'm even camped out just 50 blocks away, spying on them trapped inside a fence with a basket trap.

Version 0.7.6 for VS 1.26 stable

exotic spear
#

I had this issue back in 1.7.4 too, I could only manage to trap gen1 baby pigs after literally days of just watching them, but everything else (mainly chickens) didn't ever want to

thorny sapphire
gritty helm
#

There is a memory leak somewhere in this mod
After about 30 mins of playing my RAM goes from 16-40GB of allocated memory and I start to experience 1-3 seconds of freezing, I’ve isolated it down to this mod from the ones I’m running

This is in version 0.7.6 in 1.21.6 VS

exotic spear
# gritty helm There is a memory leak somewhere in this mod After about 30 mins of playing my R...

Did you ever leave world to main menu and rejoin the world? I have had this issue with many different mods, most related to animals in some way. I think the game doesn't clean up any animal related stuff on world leave but adds more of it each time you load. Since I've started closing client any time I need to go back to main menu, I've had 0 memory leak issues, and have played for something like 10+h at a time without any issues (not always actively playing the whole time but yk).

#

But I'm also still on 0.7.4 so idk if it might be related to update :P

gritty helm
#

I assume it’s from constantly checking the states of the animals

regal arrow
#

Hey sorry if this is an annoying question, I know that FotSA and by extension the Bovine mod is compatible with the seasonal breeding mod, but is it compatible with Genetics? Also I apologize if this is the wrong channel to ask

thorny sapphire
#

No, I haven't started on animal mod compatibility for this one

regal arrow
#

Okay got it, thanks for the response!

misty geode
#

Do you plan on expanding animal mod compat for seasonal breeding? There are a few that could work out. Including stuff like Legacy of the Phanerozoic.

sudden anvil
#

Hey it might be a stupid question (bc im stupid in fact), but the mid description says something about wolf taming. Is it referring to another mod? Or can wolves be tamed in this one, and if so- neutral to player type tame or minecraft dog type tame?

#

Oh nvm I found the info here

#

Sorry

sudden anvil
#

Is the mod compatible with Wolf taming mod?

thorny sapphire
thorny sapphire
misty geode
#

How feasible would it be for other users to make their own patches to send to you? I’m probably gonna need to figure out how some things with specific mods work though.

thorny sapphire
#

Very simple. Once you understand how json patching works, all it takes is writing down some stuff about the mod's layout and what values each animal should use

misty geode
#

Alright. I responded in that channel.

#

And also proposed a suggestion to make things easier

umbral owl
#

anyway move that comment over here XD

#

totally normal birb behavior rooster just arent known for it usually but swans, emus and penguins do it all the time

thorny sapphire
tawny fog
#

you are posting to 1.22 only after stable right?

thorny sapphire
#

Not on purpose but at this point probably

#

1.22 update status:
Jaunt - done
Salt and Sands - mostly done
Draconis - mostly done
More Animals - not yet looked at
vanilla - mostly done
Genelib - partly done
Detailed Animals - not started
Seasonal Animal Breeding - not yet looked at, probably no update needed

thorny sapphire
#

whoah there, I'm talking about updating draconis to 1.22. Nothing to do with detailed animals except that I intend to finish that before starting on this.

regal arrow
#

Not sure if it's an issue with this mod or butchering but I just skinned an Angora goat and it gave me 20 huge hides, which doesn't seem right.

regal arrow
#

Mild correction Mountain goat, not Angora goat

#

Everything else was normal

tawny fog
#

How has things been going @thorny sapphire?

thorny sapphire
#

Likely mod incompatibility with Good Hunting or similar

thorny sapphire
bold bronze
tawny fog
thorny sapphire
#

I don't know how I'm doing

tawny fog
#

Ahh

thorny sapphire
#

after twenty minutes ofthinking about it, apparently

tawny fog
#

Well

thorny sapphire
#

I'm going to go be a human away from the computer now. Thanks for making me a bit more self-aware

tawny fog
#

Go talk to a friend

#

Uh

#

Do a backflip(without breaking your neck)

thorny sapphire
#

Took a shower, did the dishes, and touched grass, now feeling A-OK

tawny fog
#

This feels like you are making an offerinf

#

So

#

Oh nvm

#

You answered it

#

Good that you feeling good

thorny sapphire
#

Ben touched grass too. He was quite happy about that

thorny sapphire
#

Ben is most certainly not sharing

tawny fog
#

I mean who is ben

tawny fog
#

THAT'S A BUNNY

#

I thought it was a jacket or sum

#

Bnuyy

misty geode
#

Would turning off specific mobs from Creatures and Critters stop any errors between it and your mod?

#

Also, I don't know what the error is specifically between the two mods, but it would seem multiple individuals have found ways of fixing some of said issues

thorny sapphire
#

It's json patch errors. Easy enough to fix if you know json patching, but quite annoying to maintain across version updates

regal arrow
#

@thorny sapphire Hey sorry to bother you again, how long does the "might be pregnant" phase last if you're playing on 30 day months?

thorny sapphire
#

It depends on the species, iirc either 1/8 or 1/16 the total pregnancy length

regal arrow
#

Ah okay thank you, I was worried I might have done something wrong

tame jackal
#

Heya! Dumb question - if I set all the roosters to be unable to breed (or something along those lines) will I get eggs that aren't fertilized, or will I just not get eggs at all?

#

We want eggs but we need to go out and introduce more chickens to the flock to prevent inbreeding, so my thought was to just make it so the chickens can't breed so the other folks on my server don't have to pay close attention to the chickens while i'm offline

thorny sapphire
#

Yes, that should work. I think disabling breeding on the hens should also let them keep laying eggs, but infertile ones. Both of these take about 2 weeks (I don't remember how that translates to game time) before the hens become infertile, since they store semen from the last male for a while.

tame jackal
#

Alrighty! Good to know 😄

silent lichen
#

Hello, should curent detailed animals work on 1.22 or I have to wait for update (I saw genelib updates)

misty geode
#

This popped up. It may be of some interest to you...

https://mods.vintagestory.at/show/mod/47726

What it is[[Designed for as a barebones framework for modders to flesh out!]]In one sentence: Purpose = a small, honest, server-first mutation shell (+ or - size / hit boxes / health / speed / glow / bonus drops + debug spawners) that modders can copy patterns from or strip to a skeleton, not a finished ecosystem mod. Not a genetics mod.
Mutatio...

#

Okay, something seems sus. The maker has uploaded a bunch of dependency-type mods in a short period of time.

thorny sapphire
#

The genelib update was for Equus

thorny sapphire
halcyon harbor
#

Hi! Some months ago you posted an update status for several mod. thought I asked if you could share some news again since I follow a lot of them

thorny sapphire
#

Jaunt - there's a bug I should fix but otherwise the update's done
Salt and Sands - done
Draconis - done, Shin's problem now
More Animals - not yet looked at
vanilla - stable is out but I could still fix more bugs
Genelib - done
Detailed Animals - barely started
Seasonal Animal Breeding - not yet looked at

halcyon harbor
#

ah thank you very much!

reef gale
#

Do you wager there's a lot of work that needs done for Detailed Animals to work with 1.22? I was considering making a temporary fork for our server, but if it's beyond going to .net 10 and ignoring a wall of warnings in the console, I'll just be patient lol

thorny sapphire
#

There's quite a few things. The net10 update and fixing for API changes from vanilla code and genelib are probably done but need double-checking. Asset changes are not yet started - need to check for any patches that have become mistargeted due to vanilla asset changes, need to update data for the new vanilla species, and can remove the gendered animals now that it's been a second update since vanilla added them

green granite
#

rivers

thorny sapphire
#

true

green granite
teal spear
#

excited for 1.22 🥹

thorny linden
#

is this gonna be updated for the new versions? @thorny sapphire

acoustic crescent
#

scroll up like 5 posts?

thorny sapphire
#

I got distracted adding a genelib feature I've wanted since last year, am actually quite happy with how that turned out

#

I think soon I'll be ready for this again

misty geode
#

Any news on updating? I did see the description of the mod.

thorny sapphire
#

Currently working on another genelib feature (ability to see what a horse's coat color is called)
Once that's done maybe

#

or maybe I do vanilla stuff

tiny stag
#

I miss this mod very much

teal spear
#

I MISS YOU DETAILEDANIMALS

tawny fog
#

👀

thorny sapphire
#

So as y'all might have guessed from the devlog, some very exciting and distracting things are happening with vanila

naive cedar
#

Hello!
Is there some form of ETA for an Update to Detailed Animals and TaB?

thorny sapphire
#

I suspect I will be busy with the vanilla animals for a while yet

tawny fog
#

Owh

#

Do you know how bad the issue is on detailed animals,m

#

?

#

I could try to fix it with my (very amateur) c#

#

Just maintain it

#

Also if you allow

thorny sapphire
#

There's a fairly small code change involved, which would not be hard for me to do and would be a little hard for anyone else. And then there's the usual fixing up patches for any paths that changed in the entity jsons, which is the part I'm not looking forward to. And then sheep and pigs may possibly need adjustments due to the new models and species. I can do the code change and pass it along if someone is willing to update the json

tawny fog
#

Do you have a github set up for it?

#

I could upload the json there

thorny sapphire
#

Yes, it's linked fro mthe mod page

tawny fog
#

Bet

#

When you fix the code part lmk so i can start fixing json

#

Lwhen i get back home

tawny fog
#

If it doesnt i will start messing with the json

thorny sapphire
#

Got the code part fixed

tawny fog
thorny sapphire
#

Thank you!

#

My husband says "panning's so much fun though"

tawny fog
#

Heretic

#

Im gonna start the AM speech the moment i see your husband

thorny sapphire
#

he ran away

regal arrow
#

Not judging just curious

thorny sapphire
#

Nope I think he just hasn't played enough to get bored of it

#

and likes early-game free copper

regal arrow
#

It is good for getting copper, I prefer sifting through boney soil because I get little odds and ends

tardy hawk
#

can I disable the other things from this mod and get only the genetics and appearence changes? I prefer to not have the difficulty things (like balanced diet, spoiling eggs on nest and such)

even if I had to make another mod to use patches to disable it

tawny fog
#

Hi, my friend invited me like yesterday night to a weekend travel so i wont be able to do anything this weekend, however as soon as thats over i should be finished by the 12th-14th

thorny sapphire
#

Nice! Have a fun trip : )

thorny sapphire
tawny fog
tawny fog
#

I forgot about that

tawny fog
misty geode
#

And on it, I am getting this spammed in my logs:

#
16.8.2026 16:25:32 [Error] Exception: Method not found: 'Void Vintagestory.GameContent.EntityBehaviorMultiplyBase.set_PortionsEatenForMultiply(Single)'.
   at MonoMod.Core.Interop.CoreCLR.V60.InvokeCompileMethod(IntPtr functionPtr, IntPtr thisPtr, IntPtr corJitInfo, CORINFO_METHOD_INFO* methodInfo, UInt32 flags, Byte** nativeEntry, UInt32* nativeSizeOfCode)
   at MonoMod.Core.Platforms.Runtimes.Core60Runtime.JitHookDelegateHolder.CompileMethodHook(IntPtr jit, IntPtr corJitInfo, CORINFO_METHOD_INFO* methodInfo, UInt32 flags, Byte** nativeEntry, UInt32* nativeSizeOfCode)
   at DetailedAnimals.Reproduce.Initialize(EntityProperties properties, JsonObject attributes) in /home/tiffany/dev/vintage/detailedanimals/src/Entity/Behavior/Reproduce.cs:line 60
   at DetailedAnimals.Reproduce.Initialize(EntityProperties properties, JsonObject attributes) in /home/tiffany/dev/vintage/detailedanimals/src/Entity/Behavior/Reproduce.cs:line 60
   at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 238
   at Vintagestory.API.Common.Entities.Entity.Initialize_Patch3(Entity this, EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d)
   at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 164
   at Vintagestory.Server.ServerMain.SpawnEntity_internal(EntityProperties type, Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2609
   at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2589
   at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 195
tawny fog
#

I need sekelsta to release the newest version of github as a dll

misty geode
#

I noticed this while trying to find the cause of a memory leak

tawny fog
#

So i can actually test my changes

#

Mainly the new mob stuff

misty geode
#

@thorny sapphire Thoughts?

tawny fog
#

I thought i selected them

#

Fuck

#

Wonder why i got no messages

misty geode
#

Also, what vanilla animals are not covered by this mod?

misty geode
tawny fog
fresh inlet
#

oh shit theres a 1.22 build?

tawny fog
thorny sapphire
#

Sorry I was camping and I just got back. Will take a look at this tomorrow after work

thorny sapphire
#

That's ok this is very exciting news and I always check this channel anyway

thorny sapphire
tawny fog
#

Ty

#

Will get on to testing

tawny fog
#

Im gonna do this tomorrow after uni

tawny fog
tawny fog
#

good news

#

i should be finished the next 2 hours

#

@empty mountain

#

i had to like one compromise which is i didnt figure out how to make the large pigs have normal offspring

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i was thinking of just making them have large piglets which grow into normal gray pigs

empty mountain
tawny fog
empty mountain
#

the grey ones

tawny fog
#

oph

thorny sapphire
#

tbh I've been kind of tempted to restore the pig models from 1.21. I think they're cute

tawny fog
#

The red river pig looks so good

#

Also

#

One last yhing

#

Im thinking of tripling weight of large pigs, 2.8x meat and 2x skin

#

(3 elevated by 2/3 is around 2)

tawny fog
thorny sapphire
#

Fair enough

tawny fog
#

I forgot to save a change i did

#

So im pissed at myself

tawny fog
#

So elder pigs give birth to normal piglets

thorny sapphire
#

I'm thinking 168 for the new adultWeightKg for pigs, at least for the large ones. I'm inclined to make those an older version of the normal ones.

#

If you send it without the pigs done I can probably figure that bit out

tawny fog
#

Oh the uh

#

Whole birth thing?

#

Basically the pigs have a new type:
Pig-{type}-{age}-{sex}

#

It uses the pig type to determine children

#

I can send it tomorrow afte runi

#

If i wake up early

#

Before uni, even

thorny sapphire
#

I mean about all the general rebalancing of pigs. Though having it done is also helpful

tawny fog
#

Ah

#

I will send them tomorrow when i wake up

#

Cant turn on pc rn

thorny sapphire
#

Sounds good

#

Thank you very much for being helpful

tawny fog
#

I just did it cause i wanted to use the mod on 1.22 for my next world

#

:3

regal arrow
#

I wonder if it would be possible to influence them to age into large variants using the weight system, like if you feed them enough when they're young they'll grow up to be bigger

tawny fog
#

i rechecked everything

#

@empty mountain

tawny fog
#

when you fix the error

#

and publish it

thorny sapphire
#

hooray!

tawny fog
#

can you give a small shout out to my mod db account? (@Protobean)

#

93 hp and UNDERWEIGHT? 😭

thorny sapphire
#

Fixed the code error, will need to do some final checking and testing yet

tawny fog
#

Kay<3

empty mountain
#

ping me when its out on da mod db! :D

tawny fog
#

Me too

empty mountain
tawny fog
#

Weird

#

Fifnt japprn yp me

#

Send log

thorny sapphire
#

Ok, I will give myself one (1) day to set the pigs up with genetics controlling their final size. If I don't finish by then, I'll release it as-is.

hushed storm
thorny sapphire
#

The former

empty mountain
thorny sapphire
#

The new vanilla large boar mechanics

tawny fog
#

Hi sek

empty mountain
#

making pigs pancake shaped through eugenics

thorny sapphire
#

hmm I see, that's quite an argument

hushed storm
#

I dunno, this is all feeling a bit sus to me.

tawny fog
thorny sapphire
hushed storm
#

Sus amogus.

thorny sapphire
#

This is very close to done but there's a math error in the piglet render scale
Spent today fixing various other bugs with it

#

So much for one (1) day

empty mountain
tawny fog
empty mountain
stoic eagle
#

im super happy to see that theres actually work being done on updating this mod, i absolutely love detailed animals and hope to see Seasons get updated soon after too!

empty mountain
#

fish genetics when

thorny sapphire
#

Alright, I am quite pleased with the results. Most pigs will be normal-sized but the very largest will be absolutely massive.
Growth goes piglet -> normal pig -> (sometimes) large pig. Or some will stay as normal pigs. If they will grow large, they will do so at or before 6 years of age.
Now I need to write a changelog and release

tawny fog
#

:3

#

Question about the genetic part of the code

#

Is it safe to install on a old world with animals i have partly domesticated

thorny sapphire
#

Yep

tawny fog
#

Ok good

#

<3

thorny sapphire
#

I'd suggest making a backup beforehand just in case, though

tawny fog
#

One question, the fixes i made worked allright right? I rechecked the bears/wolves, goats, sheeps and deer

#

Oh yeah, food and animal products

thorny sapphire
#

I double-checked everything except the behavior and task indices, since those are a pain

tawny fog
#

Oh fair

#

Task are hell

#

I checked these to make sure the changes you wanted to do

#

Were being applied in the same tasks as before

#

So i low key redownloaded 1.21.6 and used its entity assets to rechekc

thorny sapphire
#

Yep, typical modding adventure

tawny fog
#

1.21.6_installer(10)

thorny sapphire
#

I have a copy of almost every version between 1.20 and 1.22 installed, just in case

thorny sapphire
tawny fog
#

W

#

Yuppiee

thorny sapphire
#

Have fun!

#

And let me know if you find any bugs

empty mountain
#

i will lyk if it conflics with any mods im using

#

also

#

YAAAAAAAAAAAAAAAAAY

tawny fog
empty mountain
#

i just spend like 20 minutes dragging a goat kid from a mountain back

tawny fog
#

Lol

empty mountain
#

that motherfucker jumped into a cave TWICE

empty mountain
#

happening hundreds of times a second

#

idk what it means but its there

misty geode
# empty mountain good news! kinda

Is it crashing or stalling? Only asking because I’m trying to hunt down the cause of some stalling that prevents world gen on my end

empty mountain
#

just..

#

a flooded console

empty mountain
#

ok so everything despawned and i cant find anything in the console

empty mountain
#

okok so UPDATE its uh...

#

whenever i reboot the game

#

they despawn

empty mountain
#

okay so ALL MY FUCKING ANIMALS KEEP DISAPPEARING WTF

teal spear
#

compat with equus doing okay?

#

(hasn't checked)

thorny sapphire
#

Oh dear

empty mountain
tawny fog
#

Test only T&B:DA

empty mountain
thorny sapphire
#

Looks like that could happen if mods add grass blocks in a format I wasn't expecting, and the only issue it would have is the console spam and not being able to eat the grass. I'll clear the useless errors, and leave the ones that actually say which block code is at fault, and trigger only for ones common enough that the animal can't find any other already-supported grass type.

#

Fixed in 0.8.1 probably 0.8.2 this time I'm pretty sure

#

Please keep me posted on this disappearing animals thing. That's very concerning.

thorny sapphire
#

Big thank you again to @tawny fog for doing most of the update!

tawny fog
thorny sapphire
#

The hard part!

empty mountain
#

ill test it out!

empty mountain
#

ok and the goats also seem to just

#

despawn

#

chickens are gone too

#

???

#

gonna see if disabling lumos fixes it. using in conjunction with redlight, which makes light sources a bit dimmer but warmer, so we'll see if that does it

stoic eagle
#

it seems to only be with pigs? it legit could just be an entity ID issue? lol

tawny fog
#

Might be a change sek dis

#

Did

tawny fog
empty mountain
#

the issue seems to have been lumos

thorny sapphire
#

It only happening with pigs is highly sus... pigs are the one entity doing something new

stoic eagle
#

I mean, I haven't not seen any wild pigs. They definitely spawn. That server warning is rather sparse, I don't get much spam.

#

It could be conditional to something.

#

Or maybe those were just old pigs.

empty mountain
#

what kind of chicken is this

misty geode
#

a man

empty mountain
#

game crashes when i try to pick up chicken eggs

thorny sapphire
#

Check if it happens without toolsmith

#

Ok someone in the comments tried and that wasn't it

#

Well, I will be unable to fix this for the next few days at least, due to real life stuff

empty mountain
stoic eagle
#

it could be a genelib issue

#

it might need a patch from the dev

stoic eagle
#

@thorny sapphire in case it helps pinpoint things when you have a moment

the crash traces down to line 24 of Array2DAttribute.cs in Genelib
System.Array.GetValue(Int32 index) is being called on a 2D array inside Genelib.Array2DAttribute1.Equals
In .NET, GetValue(int) throws ArgumentException: Array was not a one-dimensional array whenever ItemGeneticEgg.GetMergableQuantity tries to compare/stack genetic egg attributes.

Hope that saves you some time

grim briar
#

It appears to be a genelib issue from when I read through the report. I cannot play my save right now because of the crash lol, I'm trying to find a way to remove the egg from my inventory without opening my save

stoic eagle
#

ironically that crash report is not mine, i was able to pick up multiple chicken eggs just fine

grim briar
#

Haha, I was referencing my own report ;-; but it appears to be the same problem lol

empty mountain
grim patrol
#

I can get cleaner logs as well later as I've removed several mods since this.

grim patrol
#

basically a lot of duplicate ID happening with this (only pigs) I believe this is also causing a crash with locust spawners somehow. I couldn't even begin to tell you how or why (I am in the middle of testing it since it seems it's a conflict somewhere and could just be the pig error is the last legit error I see)

stoic eagle
#

@thorny sapphire I submitted a PR for the 2D array serialization issue in Genelib: https://github.com/sekelsta/genelib/pull/10

It fixes the casting/indexing bug in Array2DAttribute<T>.Equals(). I’ve been running and testing the patch live on my server with multiple people. Clean logs. It resolved the off-thread save crashes, item stack/merging issues (like eggs and fleece), and entity attribute desyncs

without this fix, crashes were so regular and unpredictable that it made playing with genelib+detailed animals unfeasible

GitHub

Changes

Fixed a casting/iteration issue in Array2DAttribute<T>.Equals() where multidimensional arrays were being treated as 1D IList collections.
Updated dimensional bounds checks (R...

misty geode
#

Are there any plans to expand foxes slightly? There is one experiment that may be of interest to you for future content.

https://en.wikipedia.org/wiki/Domesticated_silver_fox

The domesticated silver fox (Vulpes vulpes forma amicus) is a form of the silver fox, a melanistic form of the wild red fox, that has been to some extent domesticated under laboratory conditions. Domesticated silver foxes are the result of an experiment designed to demonstrate the power of selective breeding to transform species, as described by...

thorny sapphire
grim patrol
#

Were you given a chance to take a look at these as well?

[Error] Exception: The given key 'DetailedAnimals.AiTaskEatFromInventory' was not present in the dictionary.

5.9.2026 17:37:39 [Warning] Couldn't add entity 24298, type game:pig-eurasian-adult-male to list of loaded entities (duplicate entityid)! Will remove from chunk, sorry!

#

Those are from before I removed detailed animals. I believe the error was from when I was trying to hand feed animals but I could be wrong.

thorny sapphire
#

Those appear to be mod compatibility issues, except the duplicate entity ID which is probably a vanilla bug (possibly fixed for 1.23, but it'll take a lot of testing to be sure)

grim patrol
thorny sapphire
#

I tried giving a raccoon some berries with only Detailed Animals and Genelib installed, and it worked fine. From the logs it looks like that in particular was having issues.

thorny sapphire
#

Also a new version of Detailed Animals is now out, fixing warthogs and red river hogs being unable to spawn

grim patrol
#

Hahaha any ideas why animals are mini - large sow there, a mini goat normal deer.

if you move away from them and come back they back to normal size. It's actually quite a funny bug

thorny sapphire
#

Oh no the mini animals are back

#

Last time this happened they were a negative age, and sized like an embryo to match.
The previous time there was some data left out of the json, which can also happen from a mod conflict.
This time, who knows.

#

You can check the age by pressing N

grim patrol
thorny sapphire
#

Detailed Animals 0.8.4 released, fixing the size bug I introduced last version and fixing duplicate nutrition info
(size bug turned out to be that I made it so that when animals were supposed to look a bit smaller than the default, they would actually keep getting smaller and smaller over time rather than staying at the target size)

grim patrol
grim patrol
thorny sapphire
#

That's a minimum version, not a required version. So if you have genelib 3.2.1 already, it will work

#

But the game automatically downloads the exact version listed during dependency resolution, which is really not ideal for this case

grim patrol
#

Oh duh yeah my bad I had accidentally unticked genelib I guess

grim patrol
#

Would it be possible for the game to distinguish between bred and wild animals when it comes to size differences? Considering all animals in the wild are always famished they are all quite small.

The difference between a rabbit and a deer. The size of a 10 year old wild sow

#

at Gen 1 you will see the smaller scale animals (if that is how it is intended) and breed up, but wild caught would look larger (let's say all that foraging leads to excess muscle mass). Just seems strange to have knee high and smaller hogs

thorny sapphire
#

The mod's not done and I've only barely stopped it from making backwards progress this time. I don't disagree with this but still think the real solution is to have wild animals not be famished all the time

#

I'd like to have all of the everything, but realistically if it's not on fire I'm probably going to focus on vanilla instead

misty geode
#

Someone identified why Creatures and Critters has issues with your mod

#

https://mods.vintagestory.at/show/mod/4216

Hey, so this mod is making Genelib throw an error:


[Error] Patch 0 (target: game:itemtypes/food/egg.json) in genelib:patches/egg.json failed because supplied path /attributes/nestitemByType is invalid: The json path /attributes/nestitemByType was not found. No such element 'attributes' at the root path

Can't figure out what's causing it, but the error goes away when I disable Creatures and Critters. In what ways does this mod alter vanilla eggs? I already tried looking at vannillaeggstuff.json (sic) with no breakthroughs.
thorny sapphire
#

One error with genelib and a dozen or so with detailed animals, from what I recall. It's not easily fixable on my end. Creatures and critters needs to use less destructive patching if they want to be compatible with other mods.

regal arrow
#

Sorry if this is a stupid question, with this mod installed do the vanilla mobs count as separate entities? Because I feel like this mod would work great with the better husbandry mod if it's compatible