Mods / Capture Animals
Author: DArkHekRoMaNT
Side: Both
Created: Feb 25th 2021 at 11:16 AM
Last modified: Sep 13th at 2:06 AM
Downloads: 41438
Follow Unfollow 396
Latest release (for Vintage Story 1.21.0 and 1.21.1, potentially outdated):
CaptureAnimals_VS1.21.1_net8_v2.9.0.zip
1-click install
Requires CommonLib for VS 1.18+
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.9.0 | captureanimals | 2397 | Sep 13th at 2:06 AM | CaptureAnimals_VS1.21.1_net8_v2.9.0.zip | 1-click install | ||
|
- Enabled all mod entities by default (not only vanilla) | |||||||
| 2.8.1 | captureanimals | 7650 | Jan 24th at 9:57 PM | CaptureAnimals_VS1.20.1_net7_v2.8.1.zip | 1-click install | ||
|
- Updated CommonLib version | |||||||
| 2.8.0 | captureanimals | 2557 | Dec 8th 2024 at 7:01 PM | CaptureAnimals_VS1.20.0-rc.1_net7_v2.8.0.zip | 1-click install | ||
|
- Updated to 1.20.0-rc.1 - Updated lang from Crowdin - Fixed crash/dupe when changing bait | |||||||
| 2.7.0 | captureanimals | 5440 | May 12th 2024 at 3:00 PM | CaptureAnimals_VS1.19.7_net7_v2.7.0.zip | 1-click install | ||
|
- Fixed crash on same localized name for different entity codes #4 | |||||||
| 2.6.1 | captureanimals | 2979 | Jan 6th 2024 at 3:54 PM | CaptureAnimals_VS1.19.0-rc.5_net7_v2.6.1.zip | 1-click install | ||
|
- Add ja translation by RikeiR | |||||||
| 2.6.0 | captureanimals | 305 | Jan 6th 2024 at 3:33 PM | CaptureAnimals_VS1.19.0-rc.5_net7_v2.6.0.zip | 1-click install | ||
|
- Update to 1.19.0 and net7 | |||||||
| 2.5.3 | captureanimals | 5792 | May 13th 2023 at 9:59 PM | CaptureAnimals_v1.18.2_v2.5.3.zip | 1-click install | ||
|
- Added config for exclude/include entities Lang: | |||||||
| 2.5.1 | captureanimals | 533 | May 12th 2023 at 5:17 PM | CaptureAnimals_v1.18.2_v2.5.1.zip | 1-click install | ||
|
- Show all available baits in cage tooltip | |||||||
| 2.5.0 | captureanimals | 1558 | Apr 4th 2023 at 11:21 AM | CaptureAnimals_v1.18.0-rc.1_v2.5.0.zip | 1-click install | ||
|
- Now requires CommonLib v2.0.0+ | |||||||
| 2.4.0 | captureanimals | 713 | Mar 12th 2023 at 6:29 PM | CaptureAnimals_v1.18.0-pre.6_v2.4.0.zip | 1-click install | ||
|
- Updated to 1.18.0-pre.6 | |||||||
| 2.3.0 | captureanimals | 3467 | Sep 22nd 2022 at 9:55 AM | CaptureAnimals_v1.17.4_v2.3.0.zip | 1-click install | ||
|
- Added new default baits | |||||||
| 2.2.0 | captureanimals | 941 | Sep 10th 2022 at 4:19 PM | CaptureAnimals_v1.17.3_v2.2.0.zip | 1-click install | ||
|
- Updated to 1.17 | |||||||
| 2.1.1 | captureanimals | 2175 | Mar 6th 2022 at 3:21 PM | CaptureAnimals_v1.16.4_v2.1.1.zip | 1-click install | ||
| |||||||
| 2.1.0 | captureanimals | 1273 | Dec 13th 2021 at 5:11 PM | CaptureAnimals_v1.16.0-pre.8_v2.1.0.zip | 1-click install | ||
|
- Added modicon | |||||||
| 2.0.1 | captureanimals | 1548 | Jul 25th 2021 at 12:46 PM | CaptureAnimals_v1.15.2_v2.0.1.zip | 1-click install | ||
|
- Fixed empty cage recipe | |||||||
| 2.0.0 | captureanimals | 669 | Jul 24th 2021 at 9:41 AM | CaptureAnimals_v1.15.1_v2.0.0.zip | 1-click install | ||
|
Warning! 2.0.0+ is not compatible with older versions, you will lose all your cages. - Updated to 1.15 and net461 | |||||||
| 1.3.0 | captureanimals | 1441 | Feb 25th 2021 at 11:19 AM | CaptureAnimals_v1.14.2_v1.3.0.zip | 1-click install | ||
| |||||||
55 Comments (oldest first | newest first)
please add an option to make it so when you release a captured animal it gives you back the casing its so annoying to make new casings
I'm curious, in files it says, "Enabled all mod entities by default." Could you explain how that works? Do you just throw it at them? is there a command? how would you edit the 'recipe'? Can there be duplicate recipes now or...?
DArkHekRoMaNT Excellent, that worked, thank you!
This should work by default with a clean install, if you have already played with the mod use /cl config captureanimals includeentities *:* and reload the world Nexusdog
Updated to 1.21
Thank you for creating this great mod, very much appreciate your work. Could you tell me though, is it possible to add more creatures to the list? I currently have an Auroch bull spawned in my kitchen and I don't really want to kill it, but it's a bit cramped and he does tend to get in the way. Thanks
Does this still work in 1.20?
to those who are asking how to use these, think of them like pokeballs.
you made a literal pokeball ..... wtf
do i hold it in my hand and slap the animal with it? how the heck do i use the thingy?
how the heck do i use these? do i place them on the ground and bait them like the basket traps or toss them at animals like a pokeball?
I'm using version v2.7.0 on my server, and when I change any of the baits the mod does not show up in game, if I install it as is, it works fine. Do I need to change anything on the server itself?
I tried putting fruit for chickens and that didnt work, I tried putting drygrass, that didnt work, I tried changing the vegetables for the pig and that didnt work. is there something else I need to change for the server?
Updated to 1.20.0-rc.1, but I didn't add specific baits to new animals by default, maybe later Ijkdenem Whiteshadoh
Added, ty ForeverGood023
Don't move cage when changing bait. Fixed in 1.20 Linrox
1.20_pre13 api changed
```
[Error] [captureanimals] An exception was thrown when trying to start the mod:
28.11.2024 09:24:15 [Error] [captureanimals] Exception: Method not found: 'Vintagestory.API.Common.IAsset Vintagestory.API.Common.IAssetManager.Get(System.String)'.
at CaptureAnimals.BaitsManager.StartServerSide(ICoreServerAPI api)
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 644
28.11.2024 09:24:15 [Error] Failed to start system CaptureAnimals.BaitsManager
```
hi! i've made a translation for Portuguese Brazil:
Crowdin
Google Drive
Just had a crash trying to set a trap for a boar with a turnip.
Running on 64 bit Linux (openSUSE Leap 15.5) [Kernel 5.14.21.150500] with 32003 MB RAM
Game Version: v1.19.7 (Stable)
5/18/2024 5:17:29PM: Critical error occurred in the following mod: captureanimals@2.6.1
Loaded Mods: backpackpackplus@1.0.3, chiseltools@1.11.4, moreicons_cs@1.1.0, MoreTreeSeeds@1.0.0, OresAPlenty@3.2.0, plantpropagationgardenseedsmultiplayer@1.0.0, qptech@1.15.1, rustandrails@1.0.4, spyglass@0.5.1, vintageengineering@0.1.3, game@1.19.7, animationmanagerlib@0.8.7, carryon@1.7.4, commonlib@2.3.7, hudclock@3.4.0, steamandpower@1.5.0, storagecontroller@1.0.9, thatsenoughinventory@1.0.2, creative@1.19.7, survival@1.19.7, bullseye-continued@2.5.8, captureanimals@2.6.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CaptureAnimals.InventoryCage.SyncToCageStack()
at CaptureAnimals.InventoryCage.OnInvClosed(IPlayer player)
at Vintagestory.API.Common.InventoryBase.Close(IPlayer player) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 840
at CaptureAnimals.GuiDialogBait.OnGuiClosed()
at Vintagestory.API.Client.GuiDialog.TryClose() in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 310
at CaptureAnimals.GuiDialogBait.<InitDialog>b__2_0()
at Vintagestory.API.Client.GuiElementDialogTitleBar.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\GuiElementDialogTitleBar.cs:line 301
at Vintagestory.API.Client.GuiElementDialogTitleBar.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\GuiElementDialogTitleBar.cs:line 325
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 449
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 584
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 412
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1909
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1924
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 208
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Thanks, that will be helpful. I just want to do a little balancing. I think they break a bit too often. At low metal types, and that's when I think people are setting up their animals most times. I don't think many people wait till they have steel to get their animals set up. So I want to set copper and bronze to break a bit less. But I wish the cage did a tiny bit of damage when you hit them with it to add a challenge. So you would have to fight and or chase them as you were caging them. That would be fun and offset the cages not breaking so much. I tried damaging them a bit first and just killed them. But the fight was fun. Unfortunately I ran out of metal to make more before I got two pigs.
captureanimals.json from %AppData%/VintagestoryData/ModConfig and assets/config/baits.json from mod zip Mendalla
DArkHekRoMaNT according to my friend, they just disappeared when they failed the catch.
This says Cage broken! over the hotbar? Or do they just disappear Terrek
You are using a creative cage with an entity, you need an empty cage pudgydumpling
Cage stores a full entity info, so this should work Novalee
Is this still working properly? So far we've yet to have a cage returned after throwing them. 2 steel at supposedly 5% and 1 meteoric iron at 10% seems awful fishy.
Has anyone tried this with tamed animals? I'm curious if they'll retain their bred generations or petai tamed status when captured.
Added. You can change it on Crowdin RikeiR
I had the same problem. Thanks for sharing @ThePirateBrew
edit: this unfortunately seems to override "excluded entities".
For some reason the config for included entities doesnt work whatsoever in 1.18.15. Ive changed up the config several times to include modded animals, both with and without wildcards. Maybe my syntax is wrong? If i add anything to included i just get "animal cannot be captured" unless its a base game animal.
EDIT: After some testing, using "/cl config captureanimals includeentities *:*" fixes all mod compatibility issues, looks like it was a syntax error on the wildcard side.
The config value should look like this: "Value": "*:*"
@DArkHekRoMaNT
Thank you for making such a great mod.
Japanese translation for CaptureAnimals_v1.18.2_v2.5.3 is here!
DArkHekRoMaNT i had it downloaded and in the mods folder, while it's true that i tried to download the capture animals itself i didn't even think about doing the same with commonlib. i'll take a look. thanks and sorry.
CommonLib 1Joachim1
when i try to activate it in my game it says (in spanish so i'm translating it) "unable to resolve mod dependencies, check the registry files." i'm on my steam deck (linux, flatpack) what should i look for? is there any log for that?
In the last version, I added a config for allowed animals WickedSchnitzel
The bait bonus may differ, depending on the animal. Therefore, only the base efficiency is shown on the cage OpPointBaker
There should be a config to blacklist creatures like traders. People are kidnapping these.
Playing 1.18.0-rc.2 using v2.5.0. When I add grain to an empty cage the window shows the updated capture rates, hoever when I close the window and mouse over the cage it still shows the empty 50% rates. Is this the normal behavior or is the tool tip supposed to update to reflect the bait in the cage?
thank you so very much.
Updated Babbydoll24
will this work in 1.18?
It would be great to have cages ground storable
Yes. But if baits are not registered for them - only default chances from the cage Stejer
Causes unhandled exception with player corpse — corpse doesn't generate, waypoint isn't created. For people wanting to put animals in cages and find their way back to where they died for recollecting their stuff, you're going to lose your stuff.
Well colour me damned I didn't know there was an update for Player Corpse until it was brought up on GitHub. Thanks!
Yes thank you!
God please update this for 1.17.2 that'd be amazing. I wanna make a massive bear pit.
Hi! I made a french translation for your mod, feel free to add it if you want. 😊
fr.json - CaptureAnimals 2.1.0
CaptureAnimals v2.1.0 compatible with 1.16.0-pre.8 or higher, not compatible with 1.15.10
CaptureAnimals updated to 1.15
Warning! 2.0.0+ is not compatible with older versions, you will lose all your cages.
Hoping to use it on 1.15 but tis broken. Any plans to bring it up to 1.15 soon?
Version: v1.15.0-pre.4 (Unstable)6/20/2021 12:40:09: Critical error occurred
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.CollectibleObject.Attributes'.
at CaptureAnimals.ItemCage.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
v1.3.0 - [Warning] Failed resolving a blocks itemdrop or smeltedstack with code captureanimals:cage-blistersteel-case in smithing recipe captureanimals:recipes/smithing/cage-case.json
For those who are tired of driving hens or sheep for thousands of blocks 🙃
Cage case can be crafted on an anvil using all tool materials, to turn it into an empty cage, add resin. By default, it captures with a 10 to 25% chance. If you hit and could not capture, then the cage will be downgrade to case, or it will break with a 50-5% chance. The chance depends on the material and is written in the cage tooltip.
You can increase the cage capture chance in two ways:
The first and second methods can be used together.
Default baits:
Below 2.0.0 - see main forum post (homepage link)