#Truth and Beauty: Detailed Animals
2980 messages · Page 3 of 3 (latest)
it looks like that feature may have broken somewhere too, or i could be mistaken and thinking of something in diverse diets
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
whats with this error
Which mod version are you using for Detailed Animals and Genelib?
hmm i have 0.6.0 of detaileanimal and 2.1.0 of genelib
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
See if 0.6.2 still causes it, but it might solve it
hmm ok, ill update the results here if it solved
sadly to say but the code still showing
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.
Are you using any of the Scarecrow mods by any chance? It could be any other mod that patches those entities, but just recently somebody else had this very same issue and in that case it turned out to be one of the scarecrow mods.
oww yuh, i had installed the continuetion of the scarecrow
well, im sure now thats the one causing it
what those error does anyway?
i check the deer fawn and its seems normal behavior
The mod(s) uses hard numbers/indices to add behaviours, instead of doing it correctly by appending them. Which basically has a very high chance of breaking any other mod that touches those.
According to the changelogs https://mods.vintagestory.at/scarecrow and https://mods.vintagestory.at/show/mod/28012 fixed that issue.
vintage scarecrows is what ive installed, but the changelog of 0.0.8 says "Fixed the error reported by Maltiez (hopfully)".. and im not sure if the error reported was also same as this one i sent.
The error that Maltiez reported was indeed the same error causing this patch to fail, so if it was fixed, it may work now
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.
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
but it says hopefully, its means its not sure, if i recall, i actually installed the 0.0.8 vintage scarecrow mod
and yes, the error patch was still in it..
I guess it's not fixed, then. Too bad, nothing I can do about it.
Well technically I could make my own scarecrow mod, but I choose not to
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...
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.
i see no "the critters pack" in this mods channel list. i was also thinking is this mod is completely compatible in detailed animals
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.
They used to be. I don't know what happened.
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".
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
There is a github repository, yes, but for suggestions, this discord thread is the place. I do mostly have things planned out already, though
Do you have plans to add genetic linkage as a feature?
Yes I do
👍 awesome
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 ...
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.
Will we ever get the ability to make custom breeds entirely?
Wait a fucking minute… you did do such a mod on MC
I literally did not know that was you who did that one horse mod for MC
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
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
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.
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?
That way, you can take breaks between such better
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
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)?
Also, geep could be done. Goat-sheep hybrids.
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.
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
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.
Hey guys, I keep on getting this error even though I don't have the universal husbandry mod. Wanted to ask some help.
Did you update that world from 1.20 to 1.21?
I updated it to 1.20 to the latest version of the game
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
I should be able to fix it, thanks for reporting
Been busy with IRL stuff or I'd have done it sooner
Thats, alright. Thanks as well for the reply
I am a slowpoke, confirmed xD
So, this is you? Jkjk; had to do it even if I’m also always late to the party
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...
this mod makes cassava toxic to animals and they will no longer eat it - does it do anything to make animals eat parsnips?
It lets them eat parsnip roots, but still not the leaves
Once I add this mod its weirdly started spamming my server console with this.
and for some reason it caused me to be unable to pick up items
Let me know if you still get that error on version 0.7.2. It might be fixed.
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"
That's now fixed on my computer, but I'll try to gather up some more changes before I publish it
Thanks for the report
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.
No, I'd say it's in a playable state already (and have played it on a server with friends)
I should probably rebalance the elk and some other species to not need so much food, though
Development's been going very slowly because I am splitting my time between too many projects, now also including the base game
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.
Sometimes, yeah. What are you thinking of?
Originally I went down this rabbithole wanting to do different sizes / colors of chickens eggs!
That said if you’ve got stuff on the backlog and not enough time I could also just lend a hand
Those are both things that take some code to do. Do you have any programming experience?
haha yeah, I work in software dev
Ok, so long story short both of those features are stuck in a bit of a perfectionism trap
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.
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.
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
The genetics research might be slightly beyond me (last time I studied this stuff was high school
)
although from a quick google it seems like egg size tracks closely with body weight
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
also apparently eggs start small and get larger over the first year of the hen's life, huh
That potentially adds in an incentive to keep older generations around laying
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)
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.
This is the vanilla class it's based on: https://github.com/anegostudios/vssurvivalmod/blob/master/Entity/Behavior/BehaviorRideable.cs
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
It's a very small thing, but there's just so many very small things that it'd still be really helpful
Sure lemme take a look at it tonight
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.
Nice. That was even simpler than I expected. Thank you.
And no, the cooldown resetting was not already known. Thanks for the info.
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
And it's released! Thanks again :)
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?
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.
Yes, Shintharo set it up that way I think
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.
It shouldn't be changing that, no
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.😅
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.
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?
Yes I'm ok with it. I think it's pretty simple, but also I wrote it and know everything about it. If you try it and run into any issue or questions, feel free to ask.
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.
The mods are in the latest version too.
The mods are not the latest version. Try updating.
Its alright now, I went into repair mode and did /wgen regen on the black chunk that caused the error. And its now fixed.
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
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
there is no config, you'll have to go into the mod's files and edit the values yourself
but getting some configs in the mod are probably on sekelsta's list when they're not busy with other things
I tried, but there is no values, that i can find in text format.
I even install autoconfig mod but all what it shows is amout of meat and inbreeding resistance
then it might just be the vanilla values. i'm not sure. i can take a look later this week
Unfortunately I am flooded with things to do, so I don't see that happening any time soon. But mostly you can just think about how it tastes and what it feels like when it sits in your tummy, and figure it out. Or look up numbers from the USDA database or other sources.
Is it something that someone could theoretically PR onto the codebase or would you have a specific way you'd want it to be handled?
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
And thank you for the distraction. It was a nicely timed one
I just like reading this thread. It's one of a few I always keep open.
If the question is showing it specifically in the handbook, that's managable. Do you have Harmony running in the mod?
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.
I do have harmony running, and here is how the mod decides what animals can eat what: https://github.com/sekelsta/detailedanimals/blob/main/src/Entity/Behavior/AnimalHunger.cs#L419
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.
What is the nutriProps being passed in?
Oh I know it's vanilla.
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.
FoodNutritionProperties nutriProps = itemstack.Collectible.GetNutritionProperties(entity.World, itemstack, entity);
It seems like you could do this with only the itemstack passed in.
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
Oh, I see, it's because theoretically a collectible can vary nutrition based on entity and you don't wanna pass in the entity.
Ah, nevermind then.
...it's been a long time, maybe that was the reason
So basically we can use the nutrition data to determine what animals can eat what?
Sort of, but actually every animal can eat (almost) everything
So a list of what animals can eat an item would in your opinion not be very useful?
It could be useful if it was sorted by how good of a food it is
...but how good of a food it is depends partially on what the individual entity has eaten recently
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
but you like complicated stuff, right
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
Oh that would require an entirely new kind of GUI element to even attempt, haha.
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?
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.
Yup, just displaying nutrition of a food should be enough
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
The animals will already display their current nutrient values in words (low, perfect, high, etc), relative to their species.
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
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
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. 
Just portioning it into sections with words should be possible.
Or print between 0 and 10 "█" characters
Or words, words are fine
Anyway, I have to go close my eyes and lie horizontal until morning
good night
Night!
what did i started lol
why is wild boar has 107kg and is "underweight" but my gen1 boar has about 60 and "thick"?
Your gen1 boar is not yet fully grown, while this one is old and large
its is fully grown and has 3 kids
or you mean they still keep growing with age?
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
It's not fully grown until 5 years old, but they can have kids earlier than that
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
But you most likely do not want them to match
i see
yep, seasonal breeding will be a bit too much lol
1 new animal per ~160 irl hours...
wait its the same logic for all animals? oh god did i slaughter my chickens too early? 😭
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.
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
No, that's a new one. Can you narrow it down to just a couple mods and let me know which?
there should be a limit how many animals around right? right?
its just a half of this pack, and there is at least 2 more packs around
its wasnt a half, it was 1/4...
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
you probably using CO, this started to appear after latest updates, probably can ignore
Yes, thanks to you, I found the issue! Just gotta figure how to prevent a patch if a certain mod is active
for real, its not even funny
did... they breed? Or did they spawn?
breed
and no i wasnt feeding them
not sure if inbreeding is affecting this, i set it to .9
it might be. i don't remember exactly how the values work but if you make them less sensitive to inbreeding they'll be able to have more babies
do you have any other mods that affect animals and their spawning behavior?
no
that's probably it then
still, i think there should be a limit on how many wild animals around
try setting it back to default and see what happens
nothing? because they are already around
spear
i already spent about 30 mins slaughtering them
there is no end to them...
maybe its time to make a blunderbuss...
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
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!
its not like im going to harvest them...
and i would rather pet the fox ||no biting!|| instead of killing it
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
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
ducks?
Added by one of the stone age fauna mods I think maybe
A friend went crazy setting up the server
Ok, that's not something from my code then. And the deer might not be either, if you have the FotSA deer mod
having a similar problem with wild vanilla fox spawns, to be fair though i did set the inbreeding debuff pretty low in the config
How long have you played on this world, roughly?
mine is about 160h
we’re on May year 2 with 12 day months
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?
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
would be a good config option yeah
would config for litter sizes be possible?
iirc they do
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
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
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-
you’re right, I could just patch it
hell, you could do that even without seasonal breeding installed
json patches are the way : )
Just out of curiosity, which ones would you limit it to?
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
i dont, my month is set to 30 days and im using solar years, so it will take too long to get new animals
i lied, 128h in, and its not even december yet
also wildgrass compat would be nice, because animals can eat only vanilla grass
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
I love this mod already even when i havent installed it yet
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
I also had this happen with fox kits in my game
how??
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
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
okay that might be it then
I often bust up corpses because they're ugly but don't always take the bones
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
went creative mode to look at another fox mob pretty far from our base and ours also have gens
this guys have gens too, they are not really close to my base
chimkin trap helped a bit
One could utilise /entity remove e[type=fox*, range=x] to get rid of all foxes slaughter-free within x range.
i can breed wolfs right?
Yes you can
Can confirm, im not in the amount he showed but i have seen some gen 1 foxes eith like 30 individuals, but that was one individual apck
So i dont know
Fox uprising
right
that's terrifying
Hello!
Is this the right place to ask something about Truth and Beauty: Seasonal Animal Breeding ?
Yes, this is a good spot for it
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"
},
]
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.
Serverside is good.
Means those values above do actually the changes i want to do.
I do not know which vales do what, is there a documentation or anything?
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
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 = ???
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.
I see.
I use both, Detailed Animals and Seasonal Breeding.
So i have to look into Detailed Animals too for Values.
That helped me A LOT, thank you very much. 🙂
Now i need to look at how I'm gonna balance it on my settings, that will be some work. ^~^
It will be hard to make it "realistic" on 150 days per month but still rewarding and manageable.
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
mod is fine in my game. if they over spawning soemthng is causing it.
they were outbreeding the starvation attrition but adding season breeding should slow that
They shouldn't be starving to death...
i thought it specifically did not have starvation death for animals
if i'm not mistaken that's really hard to implement or something
but i could be misremembering
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 ^^)
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.
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 😛
Would probably result in all wild animals being dead instead of "just" starving
Theres just not enough food in the wild.
Yeah it might need to be applied unequally to domesticated vs not domesticated animals
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 🤔
i mean it was the reason given why its not a thing
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?
yeah not using 5 times the vanilla "maximum" for days per month?
yeah what
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.
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
so in essence your problem is your days per month as it inflates the timescale beyond the mods balancing ^^
nothing to do with days per month, everything to do with player login timing
The animals only eat when the player is near or not?
Maybe thats the issue what my players experience?
yeah but if 2-3 hours of gameplay arent even half a day the required food amount is ofc absurd
Yes, they only eat when a player is near
Aye.
2-3 hours of gameplay is 3-4 in-game days, I don't know what you're talking about
yeah but those 3-4 ingame days usually mean half a month or at least a tenth if playing with 30 days. e.g. grass regrows etc.
but if your scaling is a 150 nothing will have grown back in only 1/50 of a month
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
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)
We had not the chance to see fruit trees, it has not been winter yet so they could grow. ^^
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
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.
grass does not slow down its growth based on year length
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
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.?
There's not currently a setting. I'm looking into adding one
Done, and released along with the other accumulated tweaks
You are awesome. ❤️
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
Thank you very much!
What does is actually do?
Would 30 be a good number for my 150 days per month game?
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.
This is... 🧑🍳 💋 👌
Was this issue ever fixed? I have it on my server as well, we ended up removing it to help with the lag (we had over 1000 rabbits!), but it's quite a nice mod
check the last patch
hol on
mainly the last line
people were having issues mostly with foxes
so they got bonked
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
holy jesus
ig it's not a mod thing in this case, i'll keep this channel clear of my problems 😭
do you know a bit of coding?
you can try to do the same to rabbits that they did to foxers
foxes*
true, i might try that
Maybe they just have high spawn rates... I'm definitely interested in whether those numbers would be similar for a long-time vanilla server
yeah
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!
👍 I'd love to hear how that goes either way
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.
I heard there's a command but I don't know which
you can adjust the generation yes
oh my bad i just checked the wiki, literally just /entity cmd setgen
use /entity cmd l[] setgen [number] while looking at the animal
ok perfect. thank you so much
you can even do stuff like "all in radius x"
Quick doubt about settings file, which values are accepted in "Units": "CUSTOMARY_METRIC"?
They're listed here: https://github.com/sekelsta/detailedanimals/wiki/Configuration
- 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
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?
No not natively supported, just recommended to also include I think
Can't add Red wine mushrooms to the trough 😭
Nevermind my messages, got confused the HUD/UI sources
@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.
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.
Oh, I'll look more closely then but so far it seems work nice.
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
That was supposed to be fixed in the latest version...
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.
Flax and rye/spelt
Flax has a lot of protein for a grain
So its pretty good
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.
Grass is a great filler food
They will not starve when esting it
And will not go underweight too
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
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
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
These are the mods I installed/updated since the last time I played
I have a feeling that OverhaulLib latest update could cause this
Possibly. I've had compatibility issues with that mod's predecessor before
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
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
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?
server main
Last time played, with 0.7.3
Before the revert, with 0.7.4
Both triggered the error, but no idea what
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
I'm clueless on what could be doing this.
Definitely another mod
Found it, it's the Extinguish unequipped torches
Removed the mod and it didn't break anymore
Interesting
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
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
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...
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"
I thiiiink it's Better Entity Interaction
I'd be surprised at that one, too
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
No warning was logged when I ran the game with just detailed animals, genelib, and better entity interaction
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
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...
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
DONT DO IT
(i did have like four troughs full of grass)
Do Sows or animals in general eat more if preggo?
Kinda feels like it
Only chickens do. I did mean to add that to mammals, but never got to it.
(when laying eggs, not literally when pregnant)
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.
Couldve sworn animals dont eat parsnip
Just like onions
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.
Inbreeding is only chickens and goats rn right?
This mod actually makes it so they can eat harvested parsnips, just not the crop while it's growing
and wolves, but nobody breeds wolves anyway
I was kinda expecting DA to add taming to wolves 🥀
Thank god
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.
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
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.
That mod is outdated
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?
You're better requesting a compatibility patch in the forked version
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
Log file from the last test:
The only mods installed was CO, Overhaul Lib, Genelib, DA and Seasonal Breed
Thanks, that is useful info
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
right click on them with food to feed them by hand
look at them and press N and it'll pop up a thing showing how their nutrients are doing
there are currently no penalties coded for not feeding them enough during pregnancy but I ought to do that sometime
Looks like this mod still has the problem vanilla had. No punishment for not feeding your animals consistently
It would be nice if it had that or at least have a big delay in pregnancy or smth
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
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
May we know???
It's really not much to look at: https://github.com/sekelsta/detailedanimals/commit/bf41193c8e219d6b0a9d5a666c5168d85fc43646
Basically, one of vanilla's performance optimizations is getting in the way and causing wild animals to not eat, so I'm turning it off
nice
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
That definitely wasn't already known, thanks for the report
vanilla or expanded foods?
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
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
Hi there, was wondering if pigs spawning only 1 offspring is intended behaviour?
self-explanatory, as for the inbreeding it has nothing to do with pig spawn rates and you can still start your herd from two pigs if you're careful
No, that was set up in error. Thanks for the catch
sorry, you deserve a better answer but slept very badly and am too tired to give it to you
now fixed for next release
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
when could we expect that release? (not rushing)
Is there possibly a file I could hotfix in the meantime?
assets/patches/animals/pigs.json, replace litterAddAttempts with spawnQuantityMax
awesome thank you so much, lifesaver.
Fixed for next release. I'll try to get a few more fixes/tweaks in, then put it up
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.
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.)
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.
I had this issue as well and would love to help you fix it
What kind of information do you need, logs, video recordings etc? im happy to provide
The only thing I can link it to is leaving the world and rejoining without fully closing and reopening vintage story
leaving and rejoining, give me a few mintues and I'll try that
If it is a ram thing that'd be odd as I have 32GB of DDR4
same
(my RAM would spike high, and not drop, then seemingly reload all the mods and be a good 10gb above before I left the world.)
me as well, but about 10GB used on browser tabs :P
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
this was a couple weeks ago me looking into it, but I think it had to do with mods like FOTSA adding a lot of new mobs, and the vanilla game having a small memory leak if you don't close the client? I don't remember properly tho
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
weird
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.
ah I can confirm I had that issue too just wasn't sure if it was this mod causing it
animals run in place and if you hit them they make the hurt noise but don't die/seem to take damage
both issues might be different ways the same issue is presenting? if the issue is ram related maybe
All right, I've narrowed it down to 680 lines of code where the problem could be happening
Holy moly
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
thats unfortunate
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
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.)
I think pizza already did that but it might be only for 1.22
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?
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
That's perfectly understandable just thought I'd ask ty
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? 😄
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
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
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
Version numbers, please
Sorting features don't exist, and yes you can write patches for modded foods
I could graft this sorting on by patching the method that returns the "text" of the page and having it add the word for the particular nutrient the same number of times as the ticks it displays on the page. 
Yeah sorry.
Mod Version: 0.7.4
Vintage Story 1.21.5
Ok, I think I fixed that in 0.7.5, so please try updating
In fear of sounding dumb
Does this mod work with the FotSA animals?
Or does it not add the features to their animals?
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
how hard is it to write a patch for modded foods? Do you need to edit JSON's(?) of the original mod? Sorry I'm new to vintage story but have decent tech experience, but would have no idea where to start (other than learning everything from scratch via documentation)
(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)
This is usually a bug caused by relaunching worlds without closing the launch. It's wise to always close the game entirely and reopen after you leave a world. Did you did that by any chance?
That is done via JSON, yes.
yeah I'm looking into it and it doesn't seem hard, just wrapping my head around mod structures and such
I did actually, I thought it was dumb luck that it was working again
Could it be the result of exit code not working properly and causing a memory leak
Do you plan on adding any new domestics entirely?
Not in this mod, no. Might add a horse in a separate mod.
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.
Fixed in 0.7.6, thanks for the report.
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.
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..
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.
Exact mod version, please? Because I think I remember fixing that
Had one of my players pick up the chickens and boxes as a temporary fix
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.
Ah now I remember, that error was coming from the base game. It's fixed as of Vintage Story 1.22.0-pre.4.
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
try exiting the world, closing vintagestory, and relaunching as thats the main thing thats fixed any weird stuck items/entities/creatures issues for me at least and don't exit the world and re-enter always completely close and reopen the game every time you leave the world
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
since you changed the chicken hen/rooster and chick shapes, and their nnames
its causing warninngs
Actually that issue should be fixed now in 0.7.6, regardless of how you load in
Well yes, I need to update this mod to 1.22 before you can use that.
No it's not, those compat warnings have been around since Combat Overhaul was created. All they mean is that if you try to stab a chicken, you can't stab it in the legs because the game won't register the hit. The freezing is almost certainly unrelated, and you should try version 0.7.6 if you haven't already.
hmm
i see
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
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
bah humbug, thanks for the report
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
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
It does reset when I close the game entirely, but it gets to a point, even before going back to the main menu, where it becomes unplayable
I assume it’s from constantly checking the states of the animals
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
No, I haven't started on animal mod compatibility for this one
Okay got it, thanks for the response!
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.
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
Is the mod compatible with Wolf taming mod?
No, the compats there were contributed by someone else. I'm trying to move away from spending so much time on json patches and focus more on things that other people can't easily do
Yesn't, as described on the mod page
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.
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
Here's some discussion I had about the details: https://discord.com/channels/693810274083274763/1291844519490486393/threads/1450110374627246203
It's in this server: https://discord.gg/TVYzxNEmm
Alright. I responded in that channel.
And also proposed a suggestion to make things easier
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
Vanilla bug fixed in the latest 1.22, mod needs to update for 1.22 before you can make use of it though
you are posting to 1.22 only after stable right?
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
DRACONiS COMPAT YES
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.
oh i see
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.
How has things been going @thorny sapphire?
Likely mod incompatibility with Good Hunting or similar
I am a human
Unfortunate. I offer my condolences
I see, but like, how are you, how has it been going(unless you dont like talking about that)
I don't know how I'm doing
after twenty minutes ofthinking about it, apparently
So you in that state huh
Well
I'm going to go be a human away from the computer now. Thanks for making me a bit more self-aware
Nice
Go talk to a friend
Uh
Do a backflip(without breaking your neck)
Took a shower, did the dishes, and touched grass, now feeling A-OK
Nice
This feels like you are making an offerinf
So
Oh nvm
You answered it
Good that you feeling good
Ben touched grass too. He was quite happy about that
Ben is most certainly not sharing
I mean who is ben
This guy
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
It's json patch errors. Easy enough to fix if you know json patching, but quite annoying to maintain across version updates
@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?
It depends on the species, iirc either 1/8 or 1/16 the total pregnancy length
Ah okay thank you, I was worried I might have done something wrong
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
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.
Alrighty! Good to know 😄
Hello, should curent detailed animals work on 1.22 or I have to wait for update (I saw genelib updates)
This popped up. It may be of some interest to you...
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.
It won't work in 1.22 yet
The genelib update was for Equus
Closed source and the mod page description has several AI-isms. I agree this author seems sus
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
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
ah thank you very much!
you keep yourself busy..
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
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
rivers
true
Sorry I type that in the wrong chat. 🤣
excited for 1.22 🥹
is this gonna be updated for the new versions? @thorny sapphire
scroll up like 5 posts?
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
Any news on updating? I did see the description of the mod.
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
I MISS YOU DETAILEDANIMALS
👀
So as y'all might have guessed from the devlog, some very exciting and distracting things are happening with vanila
Hello!
Is there some form of ETA for an Update to Detailed Animals and TaB?
I suspect I will be busy with the vanilla animals for a while yet
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
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
Yeah dw om the jason master
Do you have a github set up for it?
I could upload the json there
Yes, it's linked fro mthe mod page
I will se if it even loads without crashing
If it doesnt i will start messing with the json
Got the code part fixed
and yep there's a bunch of json errors in the server-main log. And potentially more errors not in the log
W
Ok, will start it today
Ty:3
Heretic
Heretic
Im gonna start the AM speech the moment i see your husband
he ran away
Does he also enjoy games with light gambling? Given how chance based panning is.
Not judging just curious
Nope I think he just hasn't played enough to get bored of it
and likes early-game free copper
It is good for getting copper, I prefer sifting through boney soil because I get little odds and ends
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
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
Nice! Have a fun trip : )
You can if you can figure out how
Ok so most of the json pathing has been fixed there is just some things i will need help with if you dont mind(tomorrow)
There will also have so lang changes i will have to do
I forgot about that
Tbh worst part is raw dogging it cause my wifi died so no music(i am using 4g for typing here)
How far along are you with this? Because I noticed there is a 1.22.7 now
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
Thats code errors
I need sekelsta to release the newest version of github as a dll
I noticed this while trying to find the cause of a memory leak
@thorny sapphire Thoughts?
Tbh i did notice i forgot to fucking ping sekelsta
I thought i selected them
Fuck
Wonder why i got no messages
Also, what vanilla animals are not covered by this mod?
I also think you should take this on once you fix up Truth and Beauty
the new ones added in 1.22
oh shit theres a 1.22 build?
not yet
Sorry I was camping and I just got back. Will take a look at this tomorrow after work
De
I also forgot to ping you
That's ok this is very exciting news and I always check this channel anyway
This isn't github but here you go
What i needed
Ty
Will get on to testing
I totally did not forget completely i said this
Im gonna do this tomorrow after uni
moment
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
i was thinking of just making them have large piglets which grow into normal gray pigs
i mean i only ever rlly see those pigs
the large ones?
the grey ones
oph
tbh I've been kind of tempted to restore the pig models from 1.21. I think they're cute
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)
Eh, i see it but i like the new one
Fair enough
I also resolved this issue
So elder pigs give birth to normal piglets
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
Wdym
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
I mean about all the general rebalancing of pigs. Though having it done is also helpful
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
big fatties
obesity as a game mechanic
@thorny sapphire
sorry for the wait
only code errors remain
i rechecked everything
@empty mountain
hooray!
can you give a small shout out to my mod db account? (@Protobean)
93 hp and UNDERWEIGHT? 😭
YAY
Fixed the code error, will need to do some final checking and testing yet
Kay<3
ping me when its out on da mod db! :D
Me too
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.
As in, they can eventually grow to be "elder" if they have the right genetics, or they grow from piglet to elder directly?
The former
like the size of the model, or just the weight in numbers ?
The new vanilla large boar mechanics
Hi sek
it would be rlly funny if instead of getting bigger they just got stretched wider
making pigs pancake shaped through eugenics
No thoughts only https://www.iucn-wpsg.org/eurasian-wild-boar-detailed
counter point
hmm I see, that's quite an argument
I dunno, this is all feeling a bit sus to me.
If i told you i am eating pizza would you be scared
Sus scrofa or Sus domesticus or Sus scrofa domesticus?
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
stupid pigs. i shall flatten them
Thats called a burger
YROUE A BDURGER
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!
fr, it’s in the top five vintage story mods of all time for me
fish genetics when
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
Woahhh
:3
Question about the genetic part of the code
Is it safe to install on a old world with animals i have partly domesticated
Yep
I'd suggest making a backup beforehand just in case, though
One question, the fixes i made worked allright right? I rechecked the bears/wolves, goats, sheeps and deer
Oh yeah, food and animal products
I double-checked everything except the behavior and task indices, since those are a pain
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
Yep, typical modding adventure
1.21.6_installer(10)
I have a copy of almost every version between 1.20 and 1.22 installed, just in case
"just in casw"
Collection
Alright, there we go: https://mods.vintagestory.at/detailedanimals
Hell yeahh
i just spend like 20 minutes dragging a goat kid from a mountain back
Lol
that motherfucker jumped into a cave TWICE
Peak has returned
good news! kinda
happening hundreds of times a second
idk what it means but its there
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
not having any issues as far as i can tell
just..
a flooded console
ok so everything despawned and i cant find anything in the console
okay so ALL MY FUCKING ANIMALS KEEP DISAPPEARING WTF
Oh dear
this might be bc of lumos but idk
doing so
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.
Big thank you again to @tawny fog for doing most of the update!
I just did the brute work, <3
The hard part!
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
I just added T&B:DA to my server, i do not have Lumos installed (or any light configurating mod for that matter), and unfortunately I am getting these warnings in my logs:
it seems to only be with pigs? it legit could just be an entity ID issue? lol
Im gonna have to check sum
Might be a change sek dis
Did
I think with how fried my brain is rn i will explode if i read one line of code
the issue seems to have been lumos
It only happening with pigs is highly sus... pigs are the one entity doing something new
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.
what kind of chicken is this
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
i did, same thing. just doesn’t say the involved harmony IDs
@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
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
ironically that crash report is not mine, i was able to pick up multiple chicken eggs just fine
Haha, I was referencing my own report ;-; but it appears to be the same problem lol
anoither instance of the crash
Chicken eggs worked fine for me ever since 1 single crash instance.
However any idea why pigs are causing issues?
Single player. So many duplicates
I can get cleaner logs as well later as I've removed several mods since this.
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)
@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
Are there any plans to expand foxes slightly? There is one experiment that may be of interest to you for future content.
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...
Now fixed, you need to update genelib instead of detailed animals though
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.
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)
hmm I don't think I had any other mod that affected animals but I can double check since I really wanted to use this mod but log errors were being strange
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.
Ok great thank you!
Also a new version of Detailed Animals is now out, fixing warthogs and red river hogs being unable to spawn
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
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
Ill give it a look tomorrow!
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)
This would make so much sense and explain why all animals looked quite small (not just the ant sized but like knee height pigs)
Issue is now that the new update for D.A. needs old version of genelib
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
Oh duh yeah my bad I had accidentally unticked genelib I guess
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
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
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.
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.
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
