Status: Early access
As of version 0.5.0 Genelib is a required dependency!
Fertilized eggs can now be stacked, but doing so will make them infertile. To prevent accidents, they'll only merge if explicitly clicked.
The Seasonal Animal Breeding has been removed in 0.7.0 and is now a separate mod
You can now tame the animals (reduce fear and agression), see below for more info!
Many bugs have been fixed but we are still on unstable releases. The main things keeping us in unstable at this point are balancing issues (serious ones) and loose ends to tie up. Thank you to everyone who has reported bugs so far!
Many have asked about animals from other mods. Currently the naming and info feature is available for every modded animal that uses the new 1.21 "animal" entity tag. Other features in this mod affect all vanillla animals (except fish and insects) and no modded animals. Someday in the future there may be support added for a select few modded animals.
Currently in Truth and Beauty: Detailed Animals we have a nutrition system, a genetics system, and a number of tweaks.
Nutrition: Keeps track of how much the animals have eaten, how much they weigh, and how healthy their diet is based on whether they've eaten the right amounts of fiber, protein, etc for their species. Improves accuracy on which foods each species can eat. Allows hand-feeding foods to animals or feeding them from the existing troughs. They can also get food from grazing or rooting around in the soil. Very young mammals can have milk from their mothers. Growth to adulthood is gradual and comes with increased nutritional needs especially for protein.
Be warned that for now the animals can only eat when a player is within 128 blocks. This is one of the reasons that the mod is still marked as unstable.
Taming: Barebones taming is in as of version 0.7.0. When you feed the animals, they will become less afraid of you and less likely to run away or attack. Young generation 2+ animals can be tamed fully (takes about 8-20 days worth of food depending on the species) and will no longer run away or attack you at all. Adult wild-caught animals can be tamed partway to reduce their fear somewhat, but not all the way no matter how long you spend on it. Wild-caught elk calves can be tamed fully, even if they grow up partway through the process (though that would be a setback).
Genetics: New and more detailed chicken textures in 10 different plumage colors, which follow realistic genetic inheritance. Goats also have a polled gene which can prevent them from having horns, and wolves have a gene controlling the black coat color.
Real quick, here are some practical impacts on gameplay, though not what the mod is really "about":
- Butchering drops and max health for all animals have been adjusted to be consistent based on real-life relative sizes. No more getting paltry scraps from a moose. Meat from chickens and hares reduced for consistency.
- Animal breeding times have been adjusted and are generally somewhat slower than vanilla. Animals are able to breed in the wild, but pretty slowly. Minecraft-style 2-animal inbreeding schemes are no longer viable (currently only implemented for chickens and goats). Instead, try to keep about 6-8 animals in your breeding pool for each generation and occasionally supplement with animals from other players or the wild. If you are only able to capture one pair from the wild, keep them around until they've produced at least 4-6 G1 offspring. The animals will also go in and out of heat (estrus). There is nothing you need to do about this, it's just a neat little detail. This does mean an animal may be "Ready to mate" one day, and back on cooldown the next. (Except hares, which use induced ovulation, and chickens, which lay eggs) The Seasonal Animal Breeding feature is no longer provided by this mod and is now standalone.
- Every species in the game is now able to breed, except bears and fish. This means you can capture adult elk and breed them to, eventually, get a mount. This also means you can breed wolves to get pups for use with Wolf Taming.
- Cassava can be grown safely outside a fence, as like onions it is poisonous to all in-game animals and they won't eat it
- I taught the bears how to steal berries off your bushes and honey from your skeps, like the raccoons. You're welcome :)
- The satiety animals get from foods is the same as the player would get, so there's no longer a double advantage to feeding flax. Satiety is also the same per item regardless of whether it's dropped on the ground or fed from a large or small trough, meaning large troughs are no longer at a disadvantage.
- Eggs can go bad if left in the nest for too long
Nutrition
Animals need to eat food regularly. Most species will be able to take care of this themselves if given an appropriate space to forage. Herbivores can graze, and pigs can root around in the dirt for, well, roots. Very young mammals nurse from their mother, or rarely from a foster mother of the same species. Over time they'll gradually start eating solid food more often until they are fully weaned. You can also hand-feed an animal by right clicking with an appropriate food, or leave it in a trough or dropped on the ground for them to munch on.
Here are the hunger levels you may see:
Starving - In a bad situation and losing weight fast
Famished - Desperate for food
Hungry - Would like to eat food now
Peckish - Might accept some food if offered, but more focused on other things
Not hungry - Has eaten enough food for now, but may still get tempted if offered something extra tasty
Full - Has eaten enough food and more would be unhealthy
Stuffed - Cannot possibly eat another bite no matter how tasty
Note that hunger has no effect on anything except food pickiness and weight gain or loss. Weight as part of body condition is what actually matters. Animals that are not fed will lose weight, but cannot starve to death.
Different species have different nutritional needs, for instance goats need more fiber in their diet than pigs do. Certain species are able to eat items not normally considered food, for instance grown wolves can crunch bones. Foods that closely match the animal's nutritional needs will give small bonuses. Animals may refuse to eat a food if the nutrition it provides is very different from what they currently need. For example, pigs can eat a little bit of grass, but would like a more nutritious food for the main part of their diet. Sheep on the other hand will be healthiest eating mainly grass or hay. Animals will also refuse very sour foods such as lemons or pickles.
Bonus: What's the logic behind the choice of nutrition types?
Most of you are already familiar with the fat/protein/carbohydrate division. We use the same fat and protein (roughly - except keratin and chitin are counted differently), then take carbohydrates a little farther by dividing them into fiber (indigestible), sugar (digestible, simple), and starch (digestible, complex). These different types of carbohydrates are digested in very different ways, from the simple sugar glucose which can be absorbed straight into the bloodstream, to a complex indigestible carbohydrate like cellulose which can only be broken down with the aid of bacteria.
Creature weight no longer changes semirandomly with the seasons. Instead, animals who don't eat enough will lose weight, while those that eat too much can gain weight. You can see an animal's weight in pounds and/or kilograms depending on the config. I have endeavoured to make the weights shown as accurate as possible for the animal's species, sex, age, and condition. Females will generally weigh less and also look smaller than males depending on how much sexual dimorphism is typical for the species.
Here are the body condition levels you may see (actual effects on health and stats still WIP, but until then picture them as this):
Skin and bones - Extremely low weight, in bad shape and very unhealthy Temporarily disabled due to issues with wild animals not eating
Malnourished - Unhealthily thin, needs to eat more Temporarily disabled due to issues with wild animals not eating
Underweight - Should regain weight to be healthier
Lean - Healthy with little to no spare fat
Moderate - Healthy, medium
Thick - Healthy and on the heavier side
Chubby - Starting to get just a little bit too fat
Fat - Gained an unhealthy amount of weight
Obese - Way too fat, in bad shape and very unhealthy
Weight affects what you can get from butchering an animal. Meat is roughly proportional to total weight. Fat is strongly affected by condition, with very underweight animals dropping none at all and plump animals dropping lots extra. To discourage mistreatment, no bonus is given for animals at an unhealthy level of obesity. Hides are roughly proportional to surface area, that is, weight to the power of 2/3.
Newborn animals will gain in size and weight gradually as they grow up, which comes with an increased need for protein in the diet. Young animals will not need to eat as much as adults, because they are smaller, but they will need to eat more relative to their weight than adults, because they are growing. Most species begin to look and act as an adult quite some time before they reach their full size. They will continue to gain weight during this time, but generally at a much slower pace than when they were young.
Pressed fruit mash now takes longer to spoil (5 days instead of 1.5), making it a more viable animal feed.
As a related tweak, hares no longer eat out of large troughs.
Someday I'd like to have in-game information about which foods have which nutrients, but for now:
Fiber - grass/hay have lots, vegetables have some, fruits have a bit along with most grains
Sugar - honey has lots, after that fruit, then turnips, carrots and pumpkin have some, grass has a little
Protein - meats have a lot, then cheese,, soybeans, peanuts and milk have a good bit, animal fat has some, and then sunflower seeds, flax, rye, walnut, spelt, and grass have less but still enough for most herbivores
Fat - animal fat, cheese, peanuts, flaxseed, fish, soybean, walnut, and acorn, bones also have a bit because of the marrow, amaranth has a little
Starch - cassava and rice are almost pure starch, spelt, rye, amaranth, acorns, and breadfruit have a lot, most vegetables have a decent amount
Pretty much every food has at least a little of each nutrient, even if only a tiny amount
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
- Elk and only elk will show progress towards taming in the HUD. Other species will still become tamer, but this will only be detactable by watching their behavior.
Genetics and variety
One goal of this mod is to make individual animals have differences between them, and because I'm a nerd I also want these to follow realistic genetic inheritance whenever possible. So far we only have a few visible genes in.
Chickens have been given three feather color genes: extension (duckwing, birchen, extended black), blue/black/splash, and recessive white. Together there are 10 different possible plumage colors. There are also two genes affecting leg color, white/yellow shanks and inhibition of dermal melanin (sex-linked).
If you are on VS 1.20 goats may be polled (naturally hornless), a dominantly inherited trait. This is not too uncommon in Nubian and Sirohi goats, and at best very very rare in other goats.
The black coat color of wolves is genetically inherited at the K locus. All other colors are still random. Here you can read more than you ever wanted to know about the genetics, history, and ecology of black wolves.
Chickens, goats and wolves may have reduced fertility if they are inbred. If you don't want to think about the details, just try to avoid breeding close relatives like parents or siblings together. See Genelib for more info.
Along with genetics are some changes to breeding. Every species in the game is now able to breed, except bears and fish. This means you can capture adult elk and breed them to, eventually, get a mount. This also means you can breed wolves to get puppies for use with Wolf Taming. Pregnancy and growth times are now consistent across species and with each other. The feature making those times accurate to the length of the in-game year was split off into a separate mod, Seasonal Animal Breeding, and is no longer included with this one. Pregnancy is overall about the same length as vanilla, while growth takes a bit longer, between 30 and 60 days for most species, or less for chickens and hares. Egg incubation length self-adjusts to be consistant with an in-game year. The animals will go in and out of heat on their own, you don't need to worry about this but can just see what's going on as either "Ready to mate" or "X days until ready to mate". You may notice that many of these species were not able to breed before, but now they can.
Animals are able to breed without player interaction as long as they were able to forage for enough food to stay in healthy condition. However, generation will not increase unless the mother has been fed by the player at least once in her life. Hand-feeding and feeding from troughs both count.
Nestboxes have been modified to allow genetic data to pass to the next generation. While I was at it, I fit in an extra egg (so they hold four, not three) and also made it so you can take eggs out and put them back without them instantly losing their fertility. Note that if fertile eggs are stacked, they become infertile. New egg items have been added that look more egg-like. Yes, they are compatible with the egg cracking mechanic used by Expanded Foods. They come in different sizes, however chickens have not yet been given the ability to lay different sizes of egg, so you'll only be seeing medium eggs. To help the chickens know what the nestbox is for, you can make fake eggs out of clay and leave them inside.
Tweaks
- Female goat-antelopes have horns, and female caribou have antlers.
- The timing of antler growth and shedding has been adjusted to be a bit more accurate.
- You can craft a creep gate, which allows small animals to pass underneath while still blocking larger animals.
- Elk calves will gradually start becoming less afraid of you as you make progress towards taming them
Replaced animal names with slightly more antique, archaic, one might even say vintage versions:
- Male/female goat -> billy goat/nanny goat
- Male/female large ruminant -> bull/cow (bull elk, bull moose, etc)
- Other deer male/female -> buck/doe
- Male/female fox -> dog fox/vixen
- Male/female bear -> bear boar/bear sow
- Baby hare -> leveret
- Male/female hare -> hare buck/doe
On existing worlds
Yes, you can use this on existing worlds, but please make a backup first. There's a couple things to be aware of:
- For the chicken genetics to work, you'll need to change out any henboxes you already have for nestboxes, crafted using the same recipe. (On version 0.1.5 and later, you can simply pick up your existing henboxes and put them down again, they'll transition when they go from being a block in the world to being an item in your inventory.)
- The feature where baby animals have genders won't kick in right away. It'll only be for new animals born after the mod is installed. (Update for 1.21: Sexed animal young are now a vanilla feature for everything except chickens, which this mod still provides)
Other than that, you should be able to add this to existing worlds with no issues.
With other mods
Especially recomended:
- Diverse Diets: Lets you put more types of food in the large trough. Very useful.
- Better Entity Interaction: Lets you click on the actual critter instead of the grass it's hiding in.
- Animal Cages: Note that if you are playing on a world created in 1.20 or earlier, you will need to adjust the config like so to catch sexed baby animals:
Add this to the Animal Cages config small cage section
{
"name": "sheep-bighorn-female-lamb",
"scale": 0.85
},
{
"name": "sheep-bighorn-male-lamb",
"scale": 0.85
},
{
"name": "chicken-male-chick",
"scale": 1.0
},
{
"name": "chicken-female-chick",
"scale": 1.0
},
{
"name": "hare-male-baby",
"scale": 1.0
},
{
"name": "hare-female-baby",
"scale": 1.0
},
{
"name": "pig-wild-male-piglet",
"scale": 1.0
},
{
"name": "pig-wild-female-piglet",
"scale": 1.0
},
{
"name": "wolf-male-pup",
"scale": 1.0
},
{
"name": "wolf-female-pup",
"scale": 1.0
},
{
"name": "fox-male-pup-red",
"scale": 1.0
},
{
"name": "fox-female-pup-red",
"scale": 1.0
},
{
"name": "fox-male-pup-arctic",
"scale": 1.0
},
{
"name": "fox-female-pup-arctic",
"scale": 1.0
},
{
"name": "raccoon-male-pup",
"scale": 1.0
},
{
"name": "raccoon-female-pup",
"scale": 1.0
},
{
"name": "hyena-male-pup",
"scale": 1.0
},
{
"name": "hyena-female-pup",
"scale": 1.0
},
{
"name": "gazelle-female-calf",
"scale": 1.0
},
{
"name": "gazelle-male-calf",
"scale": 1.0
},
Oils! From Seed to Substance: Pressing seeds for oil gives seed meal as a byproduct, a high-fiber, high-protein food good for herbivores and omnivores.
Depends on playstyle:
- Grassier Grass: Makes hay collection easier and fairer by letting you scythe more from taller grass.
- Natural Trails: Makes you need much larger, more realistic pasture sizes as sheep and other grazers may trample some of their grass (details configurable).
- Butchering: If you want more realistic meat acquisition. You will need to cook your meat before feeding it to animals, as this adds a -1 HP effect to raw meat. Works with butchering versions 1.7.4+ only, not older versions due to crashes. Hopefully this time we've finally fixed all the incompatibilities.
- Natural Fertilizer: The animals poop.
- Every mod not specifically mentioned goes here, I guess. Note that if you install other animal mods, this one is expected to have no effect whatsoever, neither good nor bad, on any animals they add.
Major incompatibilities:
- Zippy's Moose Tweaks, R.Meat, and ALL mods that rebalance animal meat amounts - do not use, they will conflict with this mod's patches to the same, and only one mod's (or neither) will actually go through. Instead, use this mod's config to adjust how much meat animals give. Rebalances to the animals (such as making moose give more meat, not less, than elk) are already done very thoroughly by this mod.
- Vintage Scarecrows version 0-0-8: Causes patch conflicts in AI task additions.
- Animation Manager Lib: Causes off-by-one errors on every clientside behavior patch. Update to 1.20 and use Combat Overhaul instead.
- Creatures and Critters (unofficial): Patch conflicts for multiple species may cause animals to act strangely
- Universal husbandry - Does the same thing as this mod. Crashes and/or fills your log with errors when wolves try to give birth if both are used together. Use either that one alone, or this one plus Diverse Diets. Both provide the same features.
- Unknown mod - Together causes the moose and deer to be ant-sized. I looked into this and it appears in theory that it is most likely caused by a conflict with some other mod json patching deer, but I do not know which one. Please let me know if you find out, or if you see this happen without any other mods.
Features that used to be provided but are now part of vanilla:
- Hares show client-side multiply info
- Fixed nutrition being double-counted if two animals ate the same loose food item at once (1.20.5)
- Fixed animal drops sometimes coming stacked higher than the allowed stack size
- Fixed gazelle calves not growing up, and having the same hitbox size as adults (1.21.0-pre.1)
- Fixed all goats dropping 1 medium hide instead of it being age- and type-specific (1.21.0-pre.1)
- Audit logging of egg removal from nest box (1.21.0-pre.2)
- "A broody hen is needed!" would show even when a broody hen was present (1.21.0-pre.2)
- Nest box supports multiple bird species and egg laying supports multiple chick types (1.21.0-pre.2)
- Male and female variants of animal young for all mammals (except bears) (1.21.0-rc.1)
Languages
English, Spanish (Español). I am a beginner at Spanish so please let me know if there are errors, por favor dime si hay errores.
French (Français) --- Thanks to Flamby38
German (Deutsch) --- Thanks to Brady_The
Polish (Polski) --- Thanks to Niexyk
Portuguese, Brazilian (Português brasileiro) --- Thanks to Zatin
Russian (Русский) --- Thanks to ИгОорКа
As of version 0.4.4-rc.1, English, Spanish, German, Polish, Portuguese, and Russian are complete and up-to-date.
Special thanks to Aedis for finding so many bugs! And thanks to G3rste for high-quality open source mods I was able to learn from when I was starting out.
You're welcome to join the discord and ask questions or share your animal adventures. It's shared with my mods for that other block game.
Development
If you find a bug, please first try updating your mod version in case it was already fixed, then let me know on discord or on the github issue tracker.
FAQ
Is this mod in a finished and polished state ready to be used by a general audience?
No, it is still considered unstable. There are major issues remaining that will impact gameplay and game balance (the main one being that animals in the wild cannot find enough to eat).
Can the animals starve to death?
No, they will lose weight but they won't die.
sekelsta
Ah forgot about that mod split. We recently changed from 12 to 30 days and the animals give now every month birth :D Will give the seasons breeding a shot.
Thanks for your effot, really appreciate it :) Glad you found the wolf breeding problem. Soon the wolves will raise again. They got extinct on our server near the spawn :D
For the stuck in place bug, i guessed the problem was a mod conflict with another mod. Could not reproduce that issue in creative and it went away after updating a bunch of other mods in the last weeks. We're still running the 2.1.5 genelib version and got no animals stuck in place anymore.
(we're ranching over 200 animals and almost after every restart 1/4 of the animals were stuck in place)
Best regards :)
For those of you having trouble with animals walking in place - please try the new genelib version 2.1.6 and see if that fixes it. If not, try enabling developer mode and extra debug info, then next time you see a stuck animal look at what AI task it's running and tell me about it. There's a known issue in vanilla where female animals can run in place if they're trying to stay near a male but there's a fence in the way, but with that issue they do still stop to eat, so I assume the problem is something else.
Teax That one's intentional, actually. That feature was moved to a different mod, Seasonal Animal Breeding.
Also, I found what was wrong with wolves not breeding, so that will get fixed next release.
sekelsta
Greetings, as it seems breeding time does not scale with days per month. I.e pigs need 25 days in vanilla, with your mod its down to 19 regardless of days per month.
I assume this is not intended
I've also been getting the animal walking in place bug. I took time to test which mods may be causing the issue, but my results were inconclusive. I don't use Universale Husbandry, but I didn't get it to trigger with any mods I suspected: Jaunt, xskills, Combat Overhaul, Expanded Foods, A Culinary Artillery, Animal Cages, Blood Trails, Footprints... I actually couldn't get the bug to happen in the test world I made, even after turning all my mods back on, bit my main save had the bug occur even after turning off a few mods (xskills, Jaunt, and Combat Overhaul are the ones I tested there).
Same bug as sputim Mesita Slikkelas but reloading the save fixes it
Filling troughts with chutes and chests results in following error which overloads the server as result.
It happens if the trough was full with turnips, got empty and another foodtype wanted to fill the trough. In our case it was hay, the hay stopped in the chute and didnt get filled into the trough which was still empty.
Replacing the trough fixed the error spam.
Edit: After more testing and forcing the error, it occurs the small trough inside a chicken pen throws that error as soon as the trough gets empty. Refilling the trough via chutes works as fix but error starts as soon as the trough is empty again
Found additional to the wolf problem, a problem with your detailed animals and the butchering mod.
The goats like the alpine ibex does not drop any hides, no matter how well fed they are. Without your mod, drops are as expected.
Did not test every goat. With pigs, sheeps and deers its working fine, only the goats seem to be broken.
And yes, tested it again on a new world with only your and the butchering mod enabled/partly disabled
sekelsta As i wrote, tested it only with your mod and diverse diets for feeding the wolfes. And diverse diets should not conflict here.
So no no other mods used. Again tested it on a new created world
Teax That sounds like a mod conflict. Do you have any mods installed other than this one that change either wolves specifically, or animals in general? Could be Wolf Taming if you have it; I know that was compatible several versions back, but haven't tested them together recently.
Greetings, played a little bit with this mod, genelib and diverse diets for feeding carnivores.
Created a new world, spawn everything i needed.
Sadly i cannot breed wolfes. Herbivores breed just fine, feed, get pregnant and birth babies.
Female wolfes even with moderate or higher weight just swap betweeen "... left before ready to mate" and "ready to mate" even if i put more females and male wolfes together nothing changes.
First my thought was, the inbreeding chance prevents this but after adding more and more wolfes to the pen, not one got pregnant.
What am i doing wrong here?
Best regards
Same bug as Mesita and Slikkelas VS 1.21.5: wild animals and animals in pens play the walk animation but are stuck in one place and are starving. Killing them seems to be the only solution. I don't have any other mods like Universal Husbandry or Feverstone Wilds that change animal behaviour.
I have an issue with the animals standing in place starving, just as others have mentioned. It happens with wild animals and animals that are in pens. Is it possibly from the feverstone wilds mod? however, I also had the same issue before that mod was installed.
Kwyl: I solved those errors with a little help from ChatGPT. I had to edit the .JSON file "pressedfruitmash" in AppData\Roaming\VintagestoryData\Mods\detailedanimals_0.7.0.zip\assets\detailedanimals\patches.
The file should say this:
{
"file": "game:itemtypes/resource/pressedmash.json",
"op": "replace",
"path": "/transitionableProps/0/freshHours/avg",
"value": 120,
side: "server",
dependsOn: [{modid: "expandedfoods"}],
},
{
"file": "game:itemtypes/resource/pressedmash.json",
"op": "replace",
"path": "/transitionableProps/0/transitionHours/avg",
"value": 48,
side: "server",
dependsOn: [{modid: "expandedfoods"}],
},
]
You just have to remove "ByType" and the "/*" from those two lines and then save the file. I used Notepad++. Super easy and now it works with no errors. Hopefully the Author notices it and fixes it.
sekelsta ^
sekelsta it was me)) wish u to find a good way to fix that and another bugs
TextureWyT Based on a similar report from someone else (who very helpfully posted the full log file on discord), I think this may be happening due to an incompatibility with the Universal Husbandry mod. Sicne both mods do the same thing, there is no reason to include both, anyway.
sekelsta I think there is a bug when the animals/chickens are starving and underweight. I made a recording of the issue, where they are just standing in place with the walking animation. I can interact and kill them, but it is breaking immersion.
Link for the recording:
Hi! my server crushing with that one error how can i fix that? or i need to w8 patch? plyaing on 1.21.5
Been getting an error on every startup:
4.11.2025 07:37:56 [Error] Patch 3 (target: game:itemtypes/resource/pressedmash.json) in detailedanimals:patches/pressedfruitmash.json failed because supplied path /transitionablePropsByType/*/0/transitionHours/avg is invalid: The json path /transitionablePropsByType/*/0/transitionHours/avg was not found. No such element 'transitionablePropsByType' at the root path
This is spamming my server logs for some reason im unsure has to why.
KingKirow That looks like you are playing on a newer version of Vintage Story using an older version of the mod. You will need to update the mod to a version that is compatible with your game version.
DrBubba Make sure you're using the latest version of Detailed Animals with the latest version of A Culinary Artillery. If it still doesn't work, try cracking a vanilla egg (you can make a creative world for it) to figure out which mod the error is in.
Heyo My games keeps crashing because it thinks the "goat-valais-male-baby" doesn't exist or something
Hi guys,
My game keeps crashing when I run my server with the mod. I've checked the logs and this error seems to be making it crash.
Does anyone know how to fix this?
Heya, sekelsta...
I can't seem to crack eggs into any containers all of a sudden. :( Halp?
Slonker Partly. You can, after much work and hard effort (bears eat a lot of food!) tame them about halfway. So they'd act about like a generation 5 animal in terms of attacking and fleeing. But since there are no bear cubs in the game, you can't start on a cub to go farther than that, and you can't breed them either.
I apologize if this is an obvious question, but is it possible to tame bears in this or no?
Greetings, great mod. Would it be possible to add some compatibility with your eggs for https://news.kalataka.ru/foodshelves, right now the egg shelfs dont see your eggs as eggs :/
That's so odd. We've had these chickens for more than a year and they've laid eggs in the box, however they juist won't brood. Could we be unlucky? Maybe we've put them too far from our house? Everytime I come to visit them they're sleeping on the floor...
MadameJojo I checked just now and this seems to be working ok. It may take a day or two with the nestbox full for a hen to start feeling broody. Until then, she'll keep laying eggs.
Heya! Got a new issue again.. the chickens won't nest at all. Even with the nest boxes placed, they are NOT going on them to incubate the eggs. We put ceramic eggs in the nestboxes but alas... they just won't go on them.
I adore this mod, it gives so much more depth to the animal. However I'm having some weird interations between this and my world gen mods. While I use worldgen this mod for some reason stops me picking up items from the floor while they're active. I'm going to do further testing to find out what has caused this.
Edit 1: After further testing I've found that the Wildcraft Fruits & Nuts seems to stop you picking up items with this mod installed. Unsure why this is. I will test this further to see if any commands lines conflict.
Edit 2: It is all fruits and nuts I don't believe this mod has anything to do with it.
If you're using WildCraft Fruits and Nuts you need this fix to allow the game to work without crashing - https://news.kalataka.ru/show/mod/29077
Elk taming is fixed now. Still working on hunger stuff (and some other stuff I was in the middle of). I'm starting to think adding a config setting may indeed be helpful (especially for multiplayer servers), but ideally I like to get things set up so that the default settings work well before I make them configurable.
MadameJojo Thanks for the report! Elk taming was indeed broken, and will be fixed next release.
sekelsta
I noticed too that when you get them from the wild (the baby elks), when they grow up they are still considered wild and are not tameable. Do we need to domesticate them through generations now? Or is that a bug?
As for nutrition, they were mostly inactive then it happened. I put them in the stables but they still needed to eat a lot. I may have overfed them with hay though so I'll test it out. Thanks!
MadameJojo I took a look at the elk. They're set up to take 2.5 in-game days (48 IRL hours) to go from stuffed full to starving. 4-5 in-game hours (8-10 IRL minutes) should be about the time it takes for them to go from "peckish" to "somewhat hungry". After that, the ones I looked at didn't get any lower because they kept eating grass. This was with just a pasture and no troughs.
Some factors that might be involved in your issue:
- On multiplayer servers, the animals continue getting hungry even when you're not online (to a maximum of "famished")
- If the elk is leading an active lifestyle, he'll need a bit more food. This only goes up to 1.25x (that is, stuffed full to starving in 38 IRL hours instead of 48) so can't be the sole cause of what you're seeing.
- Animal AI is set up to wait until the animal becomes somewhat hungry, and only then start looking for food. This works well for chickens and hares, because a single piece of food is enough to fill them up, but less well for elk, who won't eat their fill on their own. I made an adjustment to this and am now trying it out.
- The food levels may on reflection have been named somewhat inaccurately, so when the elk is "somewhat hungry", a better name for that would have been "peckish". I'll remove the "somewhat hungry" level entirely and just use "peckish".
- If the animal is more than 128 blocks away from you, it can't eat, even if the chunk is loaded. I may or may not be able to set up a workaround for it; we'll see.
- If the elk didn't really like the foods being offered, he may not have eaten enough of them to stay full for long. I should check how this works out for elk for various foods.
Next release, whenever it's ready, should hopefully mitigate the problem somewhat. In the meantime, please do let me know if any of those causes sound especially likely to be affecting you.
Metalsoul212 That's already implemented, but the problem I ran into is that there are circumstances where they cannot perform actions at all, like when the chunk is not loaded or the entity is in inactive AI state.
Perhaps the solution to wild animals being severely underweight due to lack of food could be solved by simply making them perform a "Root for Food" action. It would fill their hunger bar some certain amount to make up for the lack of actual food.
So as for the species, this is the elk I was mostly talking about. It's an adult, has access to a lot of grass and we feed either by hand or in the through, and it's multiplayer. He gets hungry ALLLL the time! I feel like I have to feed every 4 or 5 hours in game... am I missing something?
sekelsta There's currently an unofficial version of EF but the compatibilities seem to be variable - the creator of the pemmican's mod tried but waiting for the official EF to be updated seem to be better, since it hasn't yet! Once it is it might be easier to re-add compatibility :D
MadameJojo When you say "WAY too fast", how fast is that exactly? What species? Adult or young? Fed by pasture, trough, or hand? Multiplayer or singleplayer?
Niniisan In 1.20 there used to be compatibilty with Expanded Foods allowing this mod's eggs to be cracked. However, in 1.21 there were some differences to how this is done, so it seems the compatibilty will have to be redone.
Is there a possibility to restore the ability to still have vanilla eggs as well in the pool of eggs? I can't use Expanded Foods and this mod at the same time because of this, since this mod's eggs are completely different than the normal one used in recipes (including breaking them, not possible).
Love the mod but the animals are getting hungry WAY too fast. Is ther a way to tweak it a little?
I have added this info to the mod page:
Major incompatibilities:
- Zippy's Moose Tweaks, R.Meat, and ALL mods that rebalance animal meat amounts - do not use, they will conflict with this mod's patches to the same, and only one mod's (or neither) will actually go through. Instead, use this mod's config to adjust how much meat animals give. Rebalances to the animals (such as making moose give more meat, not less, than elk) are already done very thoroughly by this mod.
Thanks!
sekelsta I have already identified the errors. If I am correct, patches 16 and 17 belong to Scarecrow and patches 9 and 11 to Zippy's Moose Tweaks.
Your mod works perfectly, thank you very much. I will report the error in Zippy's Moose Tweaks mod.
silexes Thanks for hunting that down! I took a look at the problem and the error appears to be on their end, not mine. I left a comment on their mod page describing how to fix it.
I get the same error as RedRockG whenever I start up my world. It seems to be coming from when I have the mod "Vintage Scarecrows" and your mod, "Truth and Beauty: Detailed Animals", enabled at the same time. Disabling one or the other stops throwing the error.
RedRockG That looks like a mod incompatibility. If you figure out which other mod is involved, please let me know.
With how I've seen some other comments about what I've also noticed with this mod, plus using Explanded Foods, where trying to crack the eggs into liquid whites and yolks. My personal suggestion to make a temp fix is to add a crafting recipe that converts the Detailed Animals eggs into vanilla eggs. I do love both mods so I wouldn't want to uninstall one of them.
"code": "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"
]
}
4.10.2025 19:41:31 [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": "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"
]
}
4.10.2025 19:41:31 [Error] Patch 9 (target: game:entities/animal/mammal/hooved/moose-adult.json) in detailedanimals:patches/animals/moose-adults.json failed because supplied path /server/behaviors/7/drops/0/quantity/avg is invalid: The json path /server/behaviors/7/drops/0/quantity/avg was not found. Could traverse until /server/behaviors/7/drops/0, but then 'quantity' does not exist. Full json at this path: {
"type": "item",
"code": "redmeat-raw",
"quantityByType": {
"*-male": {
"avg": 32,
"var": 3
},
"*-female": {
"avg": 24,
"var": 2
}
}
}
4.10.2025 19:41:31 [Error] Patch 11 (target: game:entities/animal/mammal/hooved/moose-adult.json) in detailedanimals:patches/animals/moose-adults.json failed because supplied path /server/behaviors/7/drops/2/quantity/avg is invalid: The json path /server/behaviors/7/drops/2/quantity/avg was not found. Could traverse until /server/behaviors/7/drops/2, but then 'quantity' does not exist. Full json at this path: {
"type": "item",
"code": "fat",
"quantityByType": {
"*-male": {
"avg": 6,
"var": 0.8
},
"*-female": {
"avg": 3,
"var": 0.4
}
}
}
I really like the mod so far, but there are 2 things that bug me:
1) My Hens keep making wild nests instead of using the nest boxes that I gave them and they also won't get broody despite having enough food.
2) I have several medium sized eggs in my inventory and none of them stack... why? Is there a way to make eggs stack so that I don't waste a bunch of inventory space? It also sucks when trying to cook with them since I can only make a one portion meal every time :/
Sort of, it just saved some data to the entity and keeps it around since there's no code to get rid of it. No active tracking, though.
sekelsta LOL does that mean the game is still tracking the male's pregnancy the whole time and just ignoring it? That's hilarious.
ArsenikMilk When you update, the boar will just pretend that his pregnancy doesn't exist. There will be no sign of it and he will not give birth unless you downgrade again, then it'll be back.
Huh. When it said my boar was pregnar, I figured it was just a weird quirk and saying that he had bred with the sow (which was also pregonate). Since they're still only halfway through term (otherwise I'd just wait and see), do you know what will happen to the boar that was prengan when I updated the mod?
Bigoy The 0 weight foxes and bears should be fixed now in 0.6.0. The patch errors you are getting are happening because of a mod conflict. Let me know if you figure out which mod.
Wiele problemów, ale zawsze powraca do gry, rysunki modów zawsze mi problem. Jest zbyt trudny, ale wymaga mnóstwa pracy, aby wszystko było dostępne.
Mod nie działa również z półkami na żywność
in 1.21, noticing all bears are 0kg and have minimum drops lol
hello, i get some errors about deer, also a lot of animals, including bears, foxes have their weight displayed as 0 pounds, not all of them though, these problems were nonexistent on the previous 1.20 versions of the mod. is there a way i can solve these?
22.9.2025 12:30:47 [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" ] } 22.9.2025 12:30:47 [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" ] } 22.9.2025 12:30:47 [Error] Patch 0 (target: game:itemtypes/resource/pressedmash.json) in detailedanimals:patches/pressedfruitmash.json failed because supplied path /transitionableProps/0/freshHours/avg is invalid: The json path /transitionableProps/0/freshHours/avg was not found. No such element 'transitionableProps' at the root path 22.9.2025 12:30:47 [Error] Patch 1 (target: game:itemtypes/resource/pressedmash.json) in detailedanimals:patches/pressedfruitmash.json failed because supplied path /transitionableProps/0/transitionHours/avg is invalid: The json path /transitionableProps/0/transitionHours/avg was not found. No such element 'transitionableProps' at the root pathhens do not lay eggs in nests,
animals are stuck on the map in a stationary place,
I don't know if chickens produce offspring at all because they don't sit on eggs in the henhouse,
Linden looks like the thing we have in common that might be responsible is the critters pack and primitive survival, the rest - I doubt it would play a role
Hello! I really like your mod! But I’m running into problems with the chickens... Mine only lay eggs in wild nests, never in the proper nests, even when I put the clay egg inside to encourage them. Also, they apparently don’t go to brood the eggs, so I always end up with a huge pile of rotten eggs in the yard.
Lidenn - getting the same issues, might be worthwhile PMing your mod list, and my mod list - we could find out what is causing the behaviour.
Rexid Unfortunately no. All I know is that it's probably not a conflict with animal related mod.
Lidenn did you figure out what the conflict was because I am having the same bug?
Lidenn Seems to be working fine on my computer. I'd suspect mod conflict, yes.
Hey, all the animals stay still, even when you hit them. I'm wondering if this is a known issue or an unknown conflict with some mod. After removing genelib and detailedanimals, everything goes back to normal.
thank you
Bigoy When it's less than 5 or so days away, it'll show a number. You may need to wait until it's the right season for that species to breed. Hens can technically get broody any time of the year, but it requires them to see a nest with a lot of eggs, and they will only lay eggs during spring and summer.
How do I see how many days until ready to mate an animal has? Do hens become broody only in the spring and summer?
nickzom Yes, you need 1.21.1-rc.1 or higher. There were some bugfixes needed for this mod to work which were only included in the .1 rc version. I don't recommend 1.21.0 at this point.
1.21 update says in game it is for v1.21.1-rc.1 and wont load
Looking to update to 1.21 and saw this mod was unfortuately not updated yet, if I remove the mod, will it break anything in my world that you would envision?
I've restarted the game and reloaded the mods there is no error anymore.
Bigoy I've added a note to the incompatibilities section. The error you're getting implies an additional incompatibility with a mod changing chicken and deer drops. Do you know what mod it is?
I found the problem. I am not knowledgeable about modding, so i dont know why, but i think there is an incompatibility with the "Good Hunting" mod, when i disabled the mod i got normal drops. Funny enough the mod is supposed to bring realism. The problem i had were not only with boars, bears dropped almost 50 huge hides i didnt test every animal. Thank you for your time, if there is something i can give you so you can find the root of the problem ask away. |
but now i get this log error, the mod seems to mostly work though.
"type": "item",
"code": "feather",
"quantity": {
"avg": 10,
"var": 3
}
}
24.7.2025 18:36:42 [Error] Patch 7 (target: game:entities/land/chicken-rooster.json) in detailedanimals:patches/animals/chickens.json failed because supplied path /server/behaviors/6/drops/0/quantityByType is invalid: The json path /server/behaviors/6/drops/0/quantityByType was not found. Could traverse until /server/behaviors/6/drops/0, but then 'quantityByType' does not exist. Full json at this path: {
"type": "item",
"code": "feather",
"quantity": {
"avg": 15,
"var": 5
}
}
24.7.2025 18:36:42 [Error] Patch 12 (target: game:entities/land/hooved/deer.json) in detailedanimals:patches/animals/deer.json failed because supplied path /server/behaviors/7/drops/1/quantity/avgByType is invalid: The json path /server/behaviors/7/drops/1/quantity/avgByType was not found. Could traverse until /server/behaviors/7/drops/1, but then 'quantity' does not exist. Full json at this path: {
"type": "item",
"code": "bushmeat-raw",
"quantityByType": {
"deer-redbrocket-male-adult": {
"avg": 13,
"var": 7
},
"deer-redbrocket-female-adult": {
"avg": 5,
"var": 2
},
"deer-redbrocket-*-baby": {
"avg": 3,
"var": 2
},
"deer-water-male-adult": {
"avg": 11,
"var": 7
},
"deer-water-female-adult": {
"avg": 9,
"var": 2
},
"deer-water-*-baby": {
"avg": 4,
"var": 3
},
"deer-elk-male-adult": {
"avg": 30,
"var": 20
},
"deer-elk-female-adult": {
"avg": 20,
"var": 7
},
"deer-elk-*-baby": {
"avg": 9,
"var": 0
},
"deer-pampas-male-adult": {
"avg": 10,
"var": 7
},
"deer-pampas-female-adult": {
"avg": 8,
"var": 2
},
"deer-pampas-*-baby": {
"avg": 3,
"var": 0
},
"deer-pudu-male-adult": {
"avg": 6,
"var": 4
},
"deer-pudu-female-adult": {
"avg": 5,
"var": 2
},
"deer-pudu-*-baby": {
"avg": 2,
"var": 0
},
"*-male-adult": {
"avg": 22,
"var": 12
},
"*-female-adult": {
"avg": 18,
"var": 3
},
"*-baby": {
"avg": 6,
"var": 5
}
}
}
24.7.2025 18:36:42 [Error] Patch 13 (target: game:entities/land/hooved/deer.json) in detailedanimals:patches/animals/deer.json failed because supplied path /server/behaviors/7/drops/2/quantityByType is invalid: The json path /server/behaviors/7/drops/2/quantityByType was not found. Could traverse until /server/behaviors/7/drops/2, but then 'quantityByType' does not exist. Full json at this path: {
"type": "item",
"code": "hide-raw-large",
"quantity": {
"avgByType": {
"deer-whitetail-*-adult": 1,
"deer-marsh-*-adult": 1,
"deer-caribou-*-adult": 1,
"deer-elk-*-adult": 1,
"deer-chital-*-adult": 1,
"deer-fallow-*-adult": 1,
"*": 0
},
"var": 0
}
}
24.7.2025 18:36:42 [Error] Patch 14 (target: game:entities/land/hooved/deer.json) in detailedanimals:patches/animals/deer.json failed because supplied path /server/behaviors/7/drops/3/quantity/avgByType is invalid: The json path /server/behaviors/7/drops/3/quantity/avgByType was not found. Could traverse until /server/behaviors/7/drops/3, but then 'quantity' does not exist. Full json at this path: {
"type": "item",
"code": "hide-raw-medium",
"quantityByType": {
"deer-redbrocket-*-adult": {
"avg": 1,
"var": 0
},
"deer-water-*-adult": {
"avg": 1,
"var": 0
},
"deer-taruca-*-adult": {
"avg": 1,
"var": 0
},
"deer-guemal-*-adult": {
"avg": 1,
"var": 0
},
"deer-pampas-*-adult": {
"avg": 1,
"var": 0
},
"*": {
"avg": 0,
"var": 0
}
}
}
24.7.2025 18:36:42 [Error] Patch 15 (target: game:entities/land/hooved/deer.json) in detailedanimals:patches/animals/deer.json failed because supplied path /server/behaviors/7/drops/4/quantityByType is invalid: The json path /server/behaviors/7/drops/4/quantityByType was not found. Could traverse until /server/behaviors/7/drops/4, but then 'quantityByType' does not exist. Full json at this path: {
"type": "item",
"code": "hide-raw-small",
"quantity": {
"var": 0,
"avgByType": {
"deer-pudu-*-adult": 1,
"deer-pudu-*-baby": 0,
"*-baby": 1,
"*": 0
}
}
}
Bigoy What other mods are you playing with that may affect animal drops? Butchering comes to mind, but that typically reduces drops rather than adds to them.
Thank you for responding so fast, I am playing with 9 days per month and normal day speed, i disabled meat scaling with year length but the leather drops are the same, i did add the mod on an already existing world, maybe its an issue with that or a conflict with other mods. Its not that big of an issue though, i can just throw away the leather.
Bigoy You are probably playing with MeatScalesWithYearLength=true and 30 day months. If so then you can get fewer drops by changing that config setting to false.
i really like the mod, but i find that the pigs drop too much raw hide, like i get 3-9 pieces of raw hide even from low weight pigs and very rarely i dont get any, its too much for my tastes is there a way i can costumize this?
LostLeemon You aren't doing anything wrong, but compatibility with Food Shelves broke when Food Shelves version 2.0 changed the way it needs to be done. There is hope that a future update of Food Shelves may fix this, but no target date.
For some reason its not letting me put the eggs inside the eggshelf in the Foodshelves mod, have I done something wrong?
Seems to be working fine. No crashes yet. VS 1.20.12
Silverfang The Critters Pack only patches hunting behavior of existing animals to target the species it adds, plus it's marked as updated so those patches should actually be targeting the right things, so I expect it to work though I haven't tried it.
Does this have issues with The Critters Pack? That one only seems to add new animals and not changes to existing ones.
sekelsta I understand -and it seems like a hard nut to crack. Best of luck! I do enjoy this mod greatly, so thank you for it.
Tritan20 This is the main issue keeping us in an unstable/unbalanced state (not the only one but the biggest one). Unfortunately it will still take a lot of development work to solve, which has been going very slowly lately due to me working on other projects.
I know the mod isn't in a polished state, as the FAQ states, but I do have some suggestions and obersations.
I have never seen a wild animal have body condition higher than "Skin and bones", unless they JUST spawned in. They likely can't live off deafult terrain with the current food abundance, or for some reason, get bugged and never eat to begin with. Maybe we could have a config to change their behavior or food gain from eating?
Seeing some errors in server debug:
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 214
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 125
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1106
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 602
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 258
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 159
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 932
Khana It'd be a large project but maybe eventually. For now you can look up the animal online to see, I tried to match as closely as I could to both what can be a major component of the diet and what's ok as a treat in limited amounts.
can we get a list per animal of what foods they like?
is that possible?
Ensorcelled Try version 0.5.2, I think that'll fix it.
server threw error with 0.51. and genemod 1.1.0
While it seems the different sized eggs give different liquid egg ammounts for food expanded, it doesnt seem like the boiled eggs can be used in meals that allow it like salads for example.
metasynthie Ive been using the food shelves egg baskets, but also the hydrate or diedrate kegs to just store a bunch of the liquid egg
How are people using this mod storing their eggs for cooking? I have a whole bunch of baskets of individual eggs since they all have different genetic data, apparently, but it's getting out of hand.
Cant seem to get any of my animals over a neutral weight no matter how frequently I feed them to stuffed
It's been fun! :)
@sekelsta
Oh, understandable! Thank you for developing this mod :)
Soory No that feature is not in yet, but I'm hoping after I finish some of the other stuff I have planned I might have time to get to it.
Ensorcelled Please either send the full log on discord or github, or copy-paste in here the section where it lists game version and mod versions loaded. That error is something I would expect to happen if the mod somehow got uninstalled or failed to load. I'm not seeing it on VS 1.20.10.
Oh, I forgot to ask, does this mod affect the time animals give milk? Especially in relation to the days per month?
Server threw an eror: removed an entity:
/EDIT OK, sorted it out, I somehow installed 1.0.1 of genelib on a 1.20.10 server, moved back to 1.0.0 and all is fine now.
Love the mod though.
JoSquared The original plan when I published this back in September, was that I would take a couple months to polish up nutrition and a couple more weeks to tie off any remaining loose ends, then start on taming and domestication. That would greatly reduce the need to breed to the 10th generation, or even the 3rd, and would also give you something to do while waiting for that. But what actually happened was that tying off the loose ends took several months and I still need to polish up nutrition. The plan remains more or less the same but with the timeline shifted back.
+1 to Soory because we use 30 day months and long days, meaning that getting a 3rd generation animal will take an extreme amount of time. A config, even to just adjust the breeding adjustments, would be massive.
CoffeeToffee Press N while looking at the animal
Soory Yep, that should work!
@sekelsta Ohhh, okay. I think I might just breed the animals I want to domesticate to gen 3 in vanilla, and then switch over to the mod. Do you think that would work?
How do I view nutrition levels like shown in the screenshots? I tried every manner of key combinations and cant seem to get a window to come up
Soory For most species yes. You may be able to get more than one generation per year out of chickens and hares, I'd need to double check the numbers to be sure.
Do the breeding seasons mean that you can max. advance one generation per year? I like to set my months to 30 days, and I'm very unsure if I'll play long enough to amass 120 irl days of gaming (2880 hours!) to get to generation 10.
sekelsta bummer :'( I want animals to be able to eat stuff in the wild like mushrooms and grass and ferns and things. The only one that works is berrybushes thus far.
TaimatCompany That would require real coding, I believe.
Been trying to get animals to eat certain blocks like drygrass and wild crops... do you know a way to implement that with just json files or is that something that requires real coding?
Kasel Latest file 0.4.4-rc.1 only runs on VS 1.20.10, as marked, not 1.20.11-rc.1. But thanks for the report anyway!
Latest mod release not a fan with latest revision of the game. o.o Can't even connect when its installed, instantly kicked from server. Yes, I'm aware its still unstable, still gonna report it anyway. :D
at Genelib.GenelibSystem.SendServerAssets_Postfix(ServerMain __instance, IServerPlayer player)
at Vintagestory.Server.ServerMain.SendServerAssets_Patch1(ServerMain this, IServerPlayer player)
at Vintagestory.Server.ServerMain.HandleRequestJoin(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\ServerGeneralPacketHandler.cs:line 68
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 278
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 977
pariba Are you using 0.4.4-rc.1? It should be fixed there. This is a known issue with 0.4.2 and earlier. Give them an in-game week for them to gain the weight back after you update, and if they're still low, let me know.
I find it very difficult to give chickens any food and get them above underweight. They don't want to eat much, either already stuffed from 1-2 pieces of food or they don't want any nutrient. I've been trying to give them by hand, is it better to just put it in the trough? It doesn't happen with pigs, they eat no problem.
Rui333 Got that chicken fix out again! It's in 0.4.4-rc.1
I'm planning to add compatibility for the More Animals mod at some point. The API exists, but I won't start recommending it until this mod is stable in case I need to make changes.
@sekeltsa ahhh good to know, i just won't bother with the chickens 'till the fix then!
do you have any plans to add compatibility for modded creatures (like perhaps creating an API the mod creators could use)?
Rui333 That was 0.4.3 I was referring to, but I had to delete that release again due to a tricky-to-fix crash in multiplayer which I'm still working on when I get a chance in between real life stuff. When I get that fixed the chicken egg laying will be fixed again as well. Thank you for your patience!
sekelsta sweet, thanks for letting me know! it's been a hot minute but i definitely want to give this mod another try.
sekelsta
had to stop using your mod unfortunately because it was stopping animals from dropping fat or meat for some reason do you know what might be causing that issue?
TheHuntsman Turns out that issue was multiplayer-specific and I'm now able to reproduce it. Working on a fix but it may take some time. I've deleted version 0.4.3 to prevent players from downloading it in the meantime. If anyone specifically needs that exact version for whatever reason, build it from github or message me on discord and I can send one. Otherwise, the features it added will be back once I get this issue sorted.
sekelsta Same jungle foul error here on my end. Much shorter mod list. Almost want to say it's primitive survival... I'll do some testing to see
Running on 64 bit Windows 10.0.19041.0 with 49087 MB RAM
Game Version: v1.20.7 (Stable)
4/16/2025 5:32:53 PM: Critical error occurred in the following mod: detailedanimals@0.4.3
Loaded Mods: aculinaryartillery@1.2.5, chiseltools@1.14.16, decor@1.3.0, millwright@1.2.0, primitivesurvival@3.7.6, prospecttogether@2.0.2, terraprety@6.0.2, game@1.20.7, ancienttools@1.5.25, egocaribautomapmarkers@4.0.1, betterruins@0.4.11, carryon@1.8.0-rc.4, expandedfoods@1.7.4, PingMarkers@1.1.1, rivers@4.1.0, smithingplus@1.6.0-rc.2, statushudcont@3.2.6, creative@1.20.7, survival@1.20.7, detailedanimals@0.4.3
System.Collections.Generic.KeyNotFoundException: The given key 'detailedanimals:genetics/junglefowl.json' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Genelib.GenomeType.Get(AssetLocation location) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Genetics/GenomeType.cs:line 97
at Genelib.EntityBehaviorGenetics.Initialize(EntityProperties properties, JsonObject attributes) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Entity/Behavior/GeneticsBehavior.cs:line 33
at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 373
at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 248
at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 584
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 121
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 449
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 411
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 222
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 741
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 4/16/2025 5:28:18 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.7.0, time stamp: 0x66470000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x5584
Faulting application start time: 0x01dbaf1ec409d31a
Faulting application path: C:\Users\Huntsman\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Huntsman\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: b53bd7d9-3cca-478d-90f2-b7752c5e70b1
Faulting package full name:
Faulting package-relative application ID: }
Hey, so I am getting one error repeated a thoudand times before that shuts down my newly created world.
16.4.2025 14:58:06 [Error] Exception: Object reference not set to an instance of an object.
at Genelib.AnimalHunger.ConsumeSaturation(Double amount) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Entity/Behavior/AnimalHunger.cs:line 674
at Genelib.BehaviorAge.CheckGrowth(Single dt) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Entity/Behavior/BehaviorAge.cs:line 166
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914
This is the same error repeated 1000 times until my server shuts down. I have to disable the mod to play and I'm kinda sad since I do love the way it reworks animal behaviours. Any reason as to why this is happening?
Hi I love the mod but I was wondering if there was a place to see what kind of animals eat what and their diet additionally I have trouble getting fat is that due to me using the butchering mod because i killed multiple boars around 250 weight and moose that didnt give me a single piece of fat and one I found agreious is bears they are always full of fat but Im getting no meat or fat from them?
Zatin Some of the things this mod does with the translation strings (because I was trying to make the genders work properly for Spanish) make it a poor fit for CrowdIn. Instead, what you can do is unzip the mod and find two files, assets/detailedanimals/lang/en.json and assets/genelib/lang/en.json. If you translate these and send them to me on github or discord, I'll add them in and we can have the mod in Portuguese.
Kaschperle and JunidO : I haven't been able to get that error to happen on my computer, even after installing all 58 of the other mods that both of you were using. If you get the chance to test it out with a shorter modlist and narrow down what might be the cause that'd be super helpful. I think it is probably a mod compat error though maybe it could be something else. Also if you check the full logs it should say something like "2 genome types loaded" in server-main.log, and it'd be helpful to know whether that's actually in there for you. It's acting like it didn't load them at all.
GodfreyV - I'm looking into it. Worst case, I'll add more logging and error checking to get more info on what's going wrong for next time.
Hi, could you talk to the https://news.kalataka.ru/bettertranslations modder to put your files for the community to translate? I didnt find your mod there
I want to translate it to Brazilian Portuguese
Played for like 40 Hours on one World and a few on another and suddenly the game crashes with error message: Server shut down, too many errors. After restarting the whole client and reloading the World the Server crashes again after a few seconds. (all singleplayer btw)
approx. 100.000 Errors in a few seconds :
14.4.2025 13:08:35 [Error] Exception: Cannot set body condition value to NaN
at Genelib.Extensions.EntityExtensions.SetBodyCondition(Entity entity, Double value) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Extensions/EntityExtensions.cs:line 63
at Genelib.BehaviorAge.CheckGrowth(Single dt) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Entity/Behavior/BehaviorAge.cs:line 185
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914
14.4.2025 13:08:43 [Error] Exception: Cannot set body condition value to NaN
at Genelib.Extensions.EntityExtensions.SetBodyCondition(Entity entity, Double value) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Extensions/EntityExtensions.cs:line 62
at Genelib.BehaviorAge.CheckGrowth(Single dt) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Entity/Behavior/BehaviorAge.cs:line 185
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914
14.4.2025 13:08:43 [Error] Exception: Cannot set body condition value to NaN
at Genelib.BehaviorAge.CheckGrowth(Single dt) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Entity/Behavior/BehaviorAge.cs:line 166
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914
Its these 3 Errors which show up over and over.
Says some entitys missing attributes / json file "The given key 'detailedanimals:genetics/junglefowl.json' was not present in the dictionary."
Running on 64 bit Windows 10.0.19045.0 with 32715 MB RAM
Game Version: v1.20.7 (Stable)
14/04/2025 12:45:22: Critical error occurred in the following mod: detailedanimals@0.4.3
Loaded Mods: acorns@0.7.2, aculinaryartillery@1.2.5, americanfrontiersman@1.6.3, amitipack@1.20.4-RC.2, angelbelt@1.6.0, backpackpackStandardcontinuedSturdy@1.1.1, bedrespawn@1.1.0, bettercrates@1.8.0, betterloot@1.1.4, scrapblocks@1.2.6, canoemod@1.0.2, chiseltools@1.14.16, clicktopick@1.0.6, craftablecompanion@1.2.1, creaturescan@1.0.12, decor@1.2.1, drtagx@0.8.1, explosive@0.0.8, extrachests@1.9.0, TA_fieldsandplateaus@1.0.6, floralzonescaperegion@1.0.15, floralzonescaribbeanregion@1.0.12, floralzonescentralaustralianregion@1.0.9, floralzonescosmopolitanregion@1.0.0, floralzoneseastasiaticregion@1.0.7, floralzonesmediterraneanregion@1.0.5, floralzonesneozeylandicregion@1.0.8, flowers@1.0.1, bovinae@0.2.0, caninae@1.0.31, capreolinae@1.2.6, casuariidae@1.0.23, cervinae@0.1.4, dinornithidae@1.0.15, elephantidae@1.0.9, felinae@0.2.9, iniidae@0.1.0, machairodontinae@1.0.24, manidae@1.0.14, meiolaniidae@0.1.4, pantherinae@1.1.24, rhinocerotidae@1.0.17, sirenia@1.0.18, spheniscidae@1.0.9, viverridae@1.0.3, vombatidae@0.3.2, geoaddons@1.4.1, blackguardheavyd@1.2.2, immersiveorecrush@2.2.1, improvedsheep@1.0.1, jonasboat@1.0.1, litbrig@0.7.6, manualdough@1.1.3, manualquenching@1.0.4, manualscraping@1.2.1, millwright@1.1.9, npclibrary@0.1.2, overhaullib@0.2.4, TA_plainsandvalleys@1.0.9, primitivesurvival@3.7.6, prospecttogether@2.0.2, quicklimepk@1.1.0, rustandrot@1.0.6, saltandsands@1.1.0, SmokingChimneys@1.3.0, sprintmomentum@0.1.2, spyglass@0.5.2, sletharm@0.1.1, torchholdersmithingplus@1.0.0, translocatorengineeringredux@1.5.6, viescraftmachines@2.4.0, vintageengineering@0.3.5, game@1.20.7, vsimgui@1.1.7, vstrashcancontinued@1.0.6, ancienttools@1.5.25, animalcages@3.2.2, apegrapes@1.2.6, awearablelight@1.1.31, flags@1.1.8, betterfirepit@1.1.5, betterfpcamera@1.3.0, betterhoe@1.1.3, betterruins@0.4.10, blacksmithenhancements@1.1.4, butchering@1.8.1, butcheringaurochspatch@1.0.2, carryon@1.8.0-rc.4, combatoverhaul@0.3.5, commonlib@2.6.1, configlib@1.5.2, coosexskillpatch@0.2.1, coreofarts@0.2.3, danatweaks@3.4.1, electricity@0.0.12, remiel_sawsticks@1.0.0, expandedfoods@1.7.4, expandedskins@2.1.0, extrainfo@1.9.7, farseer@1.2.5, fieldsofsalt@1.2.3, Fixedupdatedwildcraftxskillspatch@0.2.2, foodshelves@1.5.3, forgesstaywarm@1.0.0, forlornheavyarmor@1.0.9, fromgoldencombs@1.8.12, furniturelibrary@1.0.164, gourmand@1.6.5, hardcorewater@1.3.5, heatretention@1.0.2, herbarium@1.4.0, hodblocks@1.0.9, hydrateordiedrate@2.0.18, immersivewoodchopping@0.7.5, joyofsailing@1.4.0-rc.5, kevinsfurniture@1.6.6, knapster@2.14.4, leaderboards@1.1.6, wagonslessore@1.0.2, maltiezcrossbows@1.2.0, maltiezfirearms@0.14.0, mannequinstand@1.0.5, medievalexpansionpatch@1.0.1, morepiles@2.1.3, mudmotley@1.0.1, spearexpantion@0.3.1, onebedsleeping@2.5.3, oneroof@1.8.2, pelaguswinds@1.0.0, petai@3.3.1, playerlist@2.1.5, removeprimitivesurvivalstairs@1.0.0, rivers@4.1.0, rpgdifficulty@1.1.5, rustboundmagic@2.4.1, simplefootstepsredux@1.0.1, smithingplus@1.6.0-rc.1, solidirondoor@1.0.1, stonebakeoven@1.1.6, storagecontroller@1.1.5, storageoptions@1.0.2, substrate@1.1.2, th3dungeon@0.4.2, trailmodcupdate@1.2.1, traitacquirer@0.9.6, unconscious@1.10.3, vanillatitanium@2.3.0, vanvar@6.0.12, vanity@2.4.2, vintageafk@1.3.0, vsatlas_resized@1.0.9, creative@1.20.7, vsquest@2.0.0, survival@1.20.7, vsvillage@2.0.0, wearandtear@1.4.2, woodenfortifications@2.0.5, workbenchexpansionpatch@1.0.0, xlib@0.8.16, xorberax-bloodmod@0.3.4, armory@0.2.3, artofcooking@0.2.4, artofgrowing@1.0.1, autoconfiglib@2.0.6, bugnetcompatibility@1.0.1, butcheringcompatpatch@1.0.4, campaigncartographer@4.6.7, captureanimals@2.8.1, cats@3.1.2, combat-overhaul-reanimated@1.0.0, detailedanimals@0.4.3, drkboats@1.0.1, electricityaddon@0.0.20, em@3.2.1, extrafirearms@0.1.4, morearrows@1.0.3, playercorpse@1.11.0, sausages@0.0.8, shearlib@1.1.2, stonequarry@3.4.3, vsvillageaged@0.0.5, vsvillageindustrial@0.0.5, vsvillagetowers@0.0.5, wildcraftfruit@1.3.2, wildcrafttree@1.3.0, wethology@1.0.0-dev.9, wolftaming@3.0.5, xinvtweaks@1.7.1, xskills@0.8.18, aogbreedingaddon@1.0.1, artsxskills@1.1.0, bricklayers@3.0.0, electricityxskillscompatibilitypatch@0.0.1, tailorsdelight@1.9.4, theworkingclasses@1.0.4, ashes@1.2.0, wool@1.6.1, xskillsallclassespatch@1.0.1, xskillsrebalance@1.0.0, xskillsworkingclassescompatibility@1.0.2, combat_overhaul_rustbound_magic_classes_fix@1.0.0, dressmakers@1.5.2, traitacquirerwcaddon@1.0.0, twccormcompatredux@1.0.0
System.Collections.Generic.KeyNotFoundException: The given key 'detailedanimals:genetics/junglefowl.json' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Genelib.GenomeType.Get(AssetLocation location) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Genetics/GenomeType.cs:line 97
at Genelib.EntityBehaviorGenetics.Initialize(EntityProperties properties, JsonObject attributes) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Entity/Behavior/GeneticsBehavior.cs:line 33
at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 373
at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 248
at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 584
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 121
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 449
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 411
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 222
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 741
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 07/04/2025 20:58:28, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.7.0, time stamp: 0x66470000
Faulting module name: ntdll.dll, version: 10.0.19041.5438, time stamp: 0xab0dece3
Exception code: 0xc0000374
Fault offset: 0x00000000000ff3c9
Faulting process ID: 0x200c
Faulting application start time: 0x01dba7ee947c6084
Faulting application path: I:\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report ID: 4bd25c0b-91a0-494a-a827-c68184313ace
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 07/04/2025 00:19:05, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.7.0, time stamp: 0x66470000
Faulting module name: ntdll.dll, version: 10.0.19041.5438, time stamp: 0xab0dece3
Exception code: 0xc0000409
Fault offset: 0x00000000000c0b91
Faulting process ID: 0x3014
Faulting application start time: 0x01dba7415a2dda90
Faulting application path: I:\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report ID: b636604a-9766-4bbc-a3a8-47c5ad951fcf
Faulting package full name:
Faulting package-relative application ID: }
Running on 64 bit Windows 10.0.26100.0 with 32634 MB RAM
Game Version: v1.20.7 (Stable)
14.04.2025 09:25:45: Critical error occurred in the following mod: detailedanimals@0.4.3
Loaded Mods: eightxbackpackcapacity@0.0.1, aculinaryartillery@1.2.4, tonwexp-neue@2.1.1, arrowsstayaround@1.0.0, atwatersedge@1.5.0, bambootowood@1.0.0, betterarrows@1.0.0, bettercrates@1.8.0-rc.4, scrapblocks@1.2.5, brickmold@1.2.0, chiseltools@1.14.16, ClaimsRadar@1.1.0, clay-transforming-fixed@1.0.0, dyedcloth@1.0.0, creaturescan@1.0.12, stormreversion@1.0.0, expandedmolds@1.1.1, extrachests@1.9.0, fancysky@1.1.6, TA_fieldsandplateaus@1.0.6, floralzonescosmopolitanregion@1.0.0, flowers@1.0.1, fotofobshivers@1.0.0, bovinae@0.2.0, caninae@1.0.31, capreolinae@1.2.6, casuariidae@1.0.23, cervinae@0.1.4, dinornithidae@1.0.15, elephantidae@1.0.9, felinae@0.2.9, iniidae@0.1.0, machairodontinae@1.0.24, manidae@1.0.14, meiolaniidae@0.1.4, pantherinae@1.1.24, rhinocerotidae@1.0.17, sirenia@1.0.17, spheniscidae@1.0.9, viverridae@1.0.3, vombatidae@0.3.2, glasscraft@1.0.0, glowtorns@1.0.0, harvestglowworms@1.0.1, harvestice@1.0.0, istchests@0.0.4, inan@0.0.4, jonasboat@1.0.1, juicyores@1.0.0, materialaging@1.2.0, millwright@1.1.8, moreicons@1.1.0, moreicons_cs@1.1.0, moreclasstraits@1.1.1, mushroom@1.0.3, nightwatcher@2.2.0, OresAPlenty@3.3.0, particlesplus@1.1.1, primitivesurvival@3.7.5, simplewallpaper@0.1.0, SmokingChimneys@1.3.0, specificclutter@1.0.0, storylesselk@1.0.0, temporal_gears_stack@1.0.0, tradie@1.0.3, undertangledboughs@1.0.2, unevenbricks@1.0.0, usefultraders@2.2.0, veganmilksimplified@1.0.1, vintageengineering@0.3.5, game@1.20.7, vsimgui@1.1.8, vstrashcancontinued@1.0.6, accessibilitytweaks@3.8.4, AgeOfConfession@2.1.4, agingbarrels@1.2.1, alchemy@1.6.49, animalcages@3.2.1, apebeams@1.0.1, apeflowerpots@1.2.3, apelanterns@1.1.1, astriaporta@0.0.1, biggercellars@1.0.1, bradycrudebuilding@1.2.0, canjewelry@0.4.17, canmailbox@1.0.6, carryon@1.8.0-pre.1, cartwrightscaravan@1.2.0, chutemod@1.0.0, commonlib@2.6.1, compostgrass@1.3.2, configlib@1.5.1, configureeverything@2.1.3, danatweaks@3.4.1, darkerdrifterspawns@1.1.0, daytrader@1.0.5, electricalprogressivecore@0.9.5, expandedfoods@1.7.4, extrainfo@1.9.6, fancyclouds2d@1.1.0, gourmand@1.6.5, greenhousebuff@1.2.0, herbarium@1.4.0, hudclockpatch@1.0.0, hungeroverhaul@1.1.1, kevinsfurniture@1.6.6, knapster@2.14.3, levelup@1.3.8, libatex@0.5.1, metalsupports@1.0.4, moreanimals@1.4.1, morecraftablemetalblocks@1.0.0, ndlwoodentorchholder@1.4.1, neverwinter@1.6.3, noghost@1.0.10, norottinghides@1.0.0, oneroof@1.8.2, passthruchutes@1.0.2, petai@3.3.1, pomshadercache@1.1.2-rc.1, portals@1.0.9, ropetiableall0@1.2.3, rustandrailroads@2.0.6, scarecrow@1.6.3, seraphoforigin@1.0.0, simpleconcretefork@1.2.7, statushudcont@3.2.2, stillnecessariesgrindstone@0.0.1, stonebakeoven@1.1.4, storagecontroller@1.1.4, th3dungeon@0.4.1, titaniumtools@1.0.5, unchisel@1.0.2, usefulstuff17@1.4.0, vanity@2.3.1, vinconomy@0.4.0, creative@1.20.7, survival@1.20.7, woodstain@1.3.0, xlib@0.8.15, advancedchests@0.2.4, cats@3.2.0, cobvoices@1.0.1, detailedanimals@0.4.3, drkboats@1.0.1, electricalprogressivebasics@0.9.5, extraoverlays@1.5.0, feverstonewilds@1.5.0-rc.2, helvehammerext@1.7.0, morefloors@2.1.1, stonequarry@3.4.3, th3dungeontopentrance@0.4.1, wildcraftfruit@1.3.2, wolftaming@3.0.3, xinvtweaks@1.6.11, xskills@0.8.16, electricalprogressiveqol@0.9.5, electricalprogressiveequipment@0.9.5
System.Collections.Generic.KeyNotFoundException: The given key 'detailedanimals:genetics/junglefowl.json' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Genelib.GenomeType.Get(AssetLocation location) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Genetics/GenomeType.cs:line 97
at Genelib.EntityBehaviorGenetics.Initialize(EntityProperties properties, JsonObject attributes) in /home/tiffany/dev/vintage/detailedanimals/src/Genelib/Entity/Behavior/GeneticsBehavior.cs:line 33
at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 373
at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 248
at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 584
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 121
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 449
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 411
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 222
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 741
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 14.04.2025 09:24:22, Site = , Source = Application Error, Message = Fehlerhafter Anwendungsname: Vintagestory.exe, Version: 1.20.7.0, Zeitstempel: 0x66470000
Fehlerhafter Modulname: coreclr.dll, Version: 7.0.1023.36312, Zeitstempel: 0x64b06d6c
Ausnahmecode: 0xc0000005
Fehleroffset: 0x00000000001c98a6
Fehlerhafte Prozess-ID: 0x1c38
Fehlerhafte Anwendungsstartzeit: 0x1dbad0e12b633ec
Fehlerhafter Anwendungspfad: C:\Vintagestory\Vintagestory.exe
Fehlerhafter Modulpfad: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Berichts-ID: 00e97d1c-b676-4cda-b6da-4a67c4a4baaf
Vollständiger Name des fehlerhaften Pakets:
Fehlerhafte paketbezogene Anwendungs-ID: }
--------------
{ TimeGenerated = 14.04.2025 09:20:03, Site = , Source = Application Error, Message = Fehlerhafter Anwendungsname: Vintagestory.exe, Version: 1.20.7.0, Zeitstempel: 0x66470000
Fehlerhafter Modulname: openal32.dll, Version: 1.23.0.0, Zeitstempel: 0x63dd31ad
Ausnahmecode: 0x40000015
Fehleroffset: 0x00000000000df046
Fehlerhafte Prozess-ID: 0x386c
Fehlerhafte Anwendungsstartzeit: 0x1dbad0d4a0211d7
Fehlerhafter Anwendungspfad: C:\Vintagestory\Vintagestory.exe
Fehlerhafter Modulpfad: C:\Vintagestory\Lib\openal32.dll
Berichts-ID: 85bf8de0-5519-4e92-ab96-a95e2e3ff19c
Vollständiger Name des fehlerhaften Pakets:
Fehlerhafte paketbezogene Anwendungs-ID: }
--------------
{ TimeGenerated = 13.04.2025 05:48:57, Site = , Source = Application Error, Message = Fehlerhafter Anwendungsname: Vintagestory.exe, Version: 1.20.7.0, Zeitstempel: 0x66470000
Fehlerhafter Modulname: coreclr.dll, Version: 7.0.1023.36312, Zeitstempel: 0x64b06d6c
Ausnahmecode: 0xc0000005
Fehleroffset: 0x00000000001c98a6
Fehlerhafte Prozess-ID: 0x20f8
Fehlerhafte Anwendungsstartzeit: 0x1dbac26e2e8bb22
Fehlerhafter Anwendungspfad: C:\Vintagestory\Vintagestory.exe
Fehlerhafter Modulpfad: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\7.0.10\coreclr.dll
Berichts-ID: 41edc8ae-60dd-4732-9cb9-749a9943c9e4
Vollständiger Name des fehlerhaften Pakets:
Fehlerhafte paketbezogene Anwendungs-ID: }
HaraiseTenshi No, the animals won't starve to death. I'll add this to the FAQ since it's a fairly common question.
Okay got it. No more Chicken Gulag...
another question the Description didn't quite answer for me (maybe I just missed it)
can animals starve to death with this mod?
Rui333 That's what this latest update fixes, though be aware there are still other issues with nutrition keeping us in unstable (mainly, wild animals don't eat enough)
Stejer No specific compatibility or incompatibility with FotSA, all the animals that series adds will be unaffected and behave as they would without this mod. Should be compatible with the sheep shape replacer since I haven't done anything with sheep appearance.
HaraiseTenshi Roosters do still attack each other if kept together in a small pen. I'd recommend using either the Animal Cages mod or the vanilla basket traps to move cockerels into a new pen before they become roosters, or making pens that are very large so the roosters can get away from each other.
As much as I'd really love to use this mod I found the underweight hen issue to be quite crippling, especially as I have only one hen :(
Would love to reintroduce it to my game once that has been fixed ♥
I have a question!
How does this mod interact with the "Fauna of the Stone Age" mod series? Mainly the canine and deer pack since it disables the spawn of of vanilla wolves, foxes and deer and replaces it with its own variants.
Also is this mod compatible with mods that just changes the appearence of vanilla creatures? Mainly the "Improved Sheep" mod? Since it might affect the genetic changes I don't know for sure if it's compatible and Id like to know
Inbreeding and Chickens seems like a hassle... or did you change the mechanic that rooster kill each other?
Undea It is enough of a mess to not be worth scoping out the exact details of what could go wrong. For each patch conflict something will break: maybe they don't eat, maybe they get jittery movement, maybe they can't be killed, maybe they cause a crash. And there are a lot of patch conflicts.
hi there, is there a way to play it with Creatures and Critters (unofficial) ?
what do you mean with may cause animals to act strangely?
Taeo Yes, at least at this point in time fertility reduction is the only penalty for inbreeding. Note it can get pretty severe if the animals are inbred for many generations.
is reduced infertility the only downside of inbreeding?
Would it somehow be possible to add the different food items can be added to the trough?
I am pretty sure it would make feeding a bit less tedious :)
Thanks a lot in advance.
I have the same issue as General_Kitten stated.
Except for me it happens on a new world. Every animal I've hunted has dropped no fat, no meat. Except one black bear I hunted with a friend, which dropped a single piece of bushmeat.
I have other mods like Wool & More which alters butchering drops but I doubt they touch meat and fat, rather they add things like fleece and wool to specific animals.
General_Kitten I've been having the same issue with hunted animals not dropping meat, fat, or hide when butcherinng/skinning with the Butchering mod installed. I'm not sure if this is what did it, but I set MeatScalesWithYearLength to false in genelib's config and it seems to have helped, though I'm not sure if it's 100% yet. I think placing the animals on the ground and maybe logging in and out (in sigle player at least) may have an impact here. More testing needed.
Ninatbutter Yes, you can breed any combination of tame/wild/albino elk and the offspring will be untamed elk. (They'd need to go through some sort of training to be rideable, but neither the game nor this mod provides a way to do that yet.)
@sekula Thank you for the answer I appreciate it.
I am enjoying the mod a lot it is amazing what you have crafted.
Did this mod add the ability to breed elk? Just out of curiousity
Christiaan It means exactly that, growth is gradual, with the young animal gradually becoming larger until it reaches the size of a small adult, then still gradually becoming bigger until full size. Separately from that, as part of the seasonal breeding, growth times for animal young were adjusted to line up with in-game year lengths, so lambs were adjusted to take 12 months to become a young adult sheep.
General_Kitten I'm not sure what's going on with animals not providing meat and fat. Normally the first thing I do when an issue is reported is make it happen on my own computer, so that I can experiment with it and understand what's happening, but on my computer this works fine. It's a long shot but it might help if you load a world where this is happening, kill an animal and get no meat, then exit the world and send me the server-main.log (ideally on discord or github so we don't fill the chat here).
For the breeding, what's supposed to happen is that female animals go in and out of heat during their breeding season until they are able to mate. So if it says 3 days until ready to mate, then 3 days later she should go into heat, lasting 2 days for most species, and after that if she didn't mate she should go out of heat again and reset the timer for another few days (depending on year length). A recent update made changes to how mating works, so that the male and female animals must be able to reach each other, not just anywhere within 16 blocks of each other, and also this runs an AI task, which means they must be within AI activation range of a player (no more than 128 blocks). So this could be happening if you're staying too far away from the animals while they're in heat, or if the males are in a separate pen a few blocks away. Another thing that could happen is if the female mates, but then miscarries the offspring, that would reset the timer until she's ready to mate again. If this is happening and you check the infotext in between, it'll say that she's pregnant. If it's not one of these reasons, please let me know what species it's happening with and I can take a look.
''Growth to adulthood is gradual'' What does this mean exactly? I seem to be having trouble with a lam not growing up, I am sure it has been around for months now. I do not have any other mods related to animals.
Stejer No effect on Fauna of the Stone Age, that is answered right in the first few sentences on this very page. Bears have no cubs therefore they cannot breed therefore you cannot domesticate them. An animal's condition does not affect damage at this point in time; stat effects for condition are still in development and I cannot say for sure whether or not that particular effect will be added.
Hello , Thanks for the answer. However I would like to have my other question answered first. Is this mod compatible with the "Fauna of the Stone Age" seroes of mods? And if so how does it affect them.
Also I would like to know how does this mod work with animals that you cannot domestacte such as bears and the like? Also does the animals "health" (like how well fed they are) affect the damage they do?
Hello!
I seem to have a mysterious issue that seems to be related to this mod: when butchering animals at one point during my save(about a year in in first save and only about a month in second save) animals when butchered started not drop any fat or meat (regardless of weight), removing this mod fixes the issue and when starting a new world the butchering also works as expected. Checked that the issue persists even if removing butchering mod so that is likely not the culprit and i have no other mods installed that have known incompabilities or mods that affect animal beahviour. issue has persisted trough many mod and game version but i did my testing in 1.20.4 game version and 0.4.1 of this mod.
Also another issue i have encountered is inconstistent breeding times: during fall many animals would say something like "3 days before ready to mate" and after the 3 days it would just reset to a random time like "4 days before ready to mate" ultimately resulting in animals never breeding.
Stejer That issue is most likely unrelated to this mod.
Excuse me, unfortunatly I haven't really been able to understand after reading the comments even though I' ve seen this question before here
Does this mod work with the FotSA mod series? And how does it affect it? Because When I tried to play with both mods no animal from FotAS spawned. Of course I wasnt able to play for too long and since the FotSA animals spawn with time that could be the reason however the normal vanilla wolves with this mods texture did spawn and the "FotAS Caninae" mod disables vanilla wolf spawns to raplace with their own mod's wolves.
So I got a bit confused and was hoping if anyone could make this clear for me
PookieBunny The only known issues with Wolf Taming are the one listed above about genders, and one I found today (will be fixed next release) where saturation from items fed was double-counted for wolf pups being tamed.
earwiq Hens failing to keep weight up is a known severe issue. The others should be working as far as I can tell. There are some circumstances where a moose might not provide any fat, especially if the moose is very underweight. Fewer days per month also reduces how much you get unless you change the config setting. Not sure what's going on with your sheep and tame elk. They seem to be grazing fine on my computer.
sekelsta
Does this have any conflicts with PetAI and/or Wolf Taming? I know that wolf taming has some aspects that show the wolf pup growing, but I'm not sure if it would conflict with how you've got the animals.
Hi, I've been using this mod for a while and I've noticed some issues. I'm not getting any fat from butchering moose (I am using the butchering mod). Also it seems like my sheep, chickens and tamed elk never graze for food, even when I am nearby for extended periods of time. I always have to feed by hand or through trough to maintain weight because they are always starving if left alone. Love the mod, was wondering if this is a bug with this mod or some other complication.
UyTheo No, for that you'd need PetAI with Wolf Taming, A Panserbjørn Story and Fox Taming to tame wolves, bears, and foxes.
Does this allow taming of bears, wolves, ect?
conninator2000 I do try to be pretty careful about performance as I add features so there shouldn't be too big an impact.
Issues picking up items are not normally due to performance but can be caused by errors elsewhere in the code. Check your server-main and client-main logs and, if you see any errors, please send me the full log file on either github or discord. Note this is often fixed by restarting, regardless of whether you also remove any mods.
Are there any known performance issues with this? Been using it for around 40-60 hours on my 80+ hour save and started to notice a big delay with the server, causing issues picking up items and what not. I noticed it start to happen right around the time my pigs were giving birth. For reference, my barn had ~5 goats, ~7 chickens, and ~16 pigs (i had more adults, but had around 6 or 7 litters - 2 or 3 were birthed before i ran into big enough performance issues even after culling a good chunk of the adult population). Love the mod and how it makes animals so much more of an investment but how much weight does it add to the performance to track their stats/nutrition, genetics, ai, etc.
It could very well be other mods at play or just having enough mods that it starts to do more than my computer can handle in a more established handful of chunks, but disabling the mod seemed to fix those single player server delays pretty quickly.
normally not a big fan of mods that make the game even more complicated but i absolutely adore this one. excited for the next update!!
Ninatbutter You might be too far away. Sitting on the eggs is an AI function and the game turns off AI to save resources for animals more than 128 blocks away. Try staying closer than that, but still far enough that she won't run.
I have a single rooster and a single hen in a pen with one found baby chick. I got three unfertized eggs and finally got one fertalized but my hen literally wont sit on it. even when im VERY far away. What am i doin wrong?
MonsterAiZoop There's a readme in the repository: https://github.com/sekelsta/detailedanimals (it's mainly geared towards genetics because that's what was done when I wrote it, but does cover other stuff aand is still up to date) and you can also use the paches here: https://github.com/sekelsta/detailedanimals/tree/main/assets/detailedanimals/patches/animals as examples
Is there documentation or a guide on how to make a patch for creatures from other mods to enable this for them?
sekelsta confirmed using https://news.kalataka.ru/aaaentitycorrect allows this mod to load correctly in 1.20.4
I have no backup lost forevertofiktofik Did you try to update to 1.20.4? Someone on the dev team who doesn't know how to mod made a change to the jsons in that update and it broke all mods affecting animal behaviors. Stay on 1.20.3 and you should be fine. Load your last backup on a 1.20.3 world and you should be fine.
this mod caused me a lot of problems, there was a crash and it deleted all my animals, chickens, chicks and eggs, piglets, rams, it's a disaster, 3 years of playing in the game and 1 year in the back
PaperCrane - fixed in 0.3.12, thanks for the report!
KeKc This should not be happening. You should still be getting 3-5 meat even from a fully starved female goat. Half that if you have the Butchering mod installed and are doing the harvest on-site rather than using the hooks and table, x 70% if the goat is only 10 months old and still growing, slightly less if the goat is a Nubian ibex as they're smaller, and less the usual modifiers if something else killed it. In theory combining all those could get you to less than 1, but the odds are extremely small. More likely there could be some sort of mod compat issue preventing meat from dropping entirely, as I was not able to reproduce the issue when I tried. Please let me know if you can narrow down the list of mods it happens with. Your other question is answered by the mod description.
this makes hunting completely pointless, I just got nothing but a bony carcass from three adult goats. why aren't they eating? there's grass literally everywhere!
_PaperCrane This looks like it might be a mod compatibility issue. Please send me the whole server-main log file on github or discord. Also, if you get a chance, you could try the same thing with half the mods and see if it crashes again, to narrow down what the issue might be.
I installed this mod to a pre-existing server and my friend crashed with the following error on chicken kill. They were already generation 2 if that matters
8.2.2025 19:19:14 [Error] Exception: Object reference not set to an instance of an object.
at Genelib.DetailedHarvestable.OnEntityDeath(DamageSource damageSource) in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behavior/DetailedHarvestable.cs:line 66
at Vintagestory.API.Common.Entities.Entity.Die(EnumDespawnReason reason, DamageSource damageSourceForDeath) in VintagestoryApi\Common\Entity\Entity.cs:line 1963
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 209
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage_Patch0(Entity this, DamageSource damageSource, Single damage)
at CombatOverhaul.MeleeSystems.MeleeSystemServer.DealDamage(Entity target, DamageSource damageSource, ItemSlot slot, Single damage) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\MeleeSystems\MeleeAttackSystem.cs:line 132
at CombatOverhaul.MeleeSystems.MeleeSystemServer.Attack(MeleeDamagePacket packet) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\MeleeSystems\MeleeAttackSystem.cs:line 121
at CombatOverhaul.MeleeSystems.MeleeSystemServer.HandlePacket(IServerPlayer player, MeleeAttackPacket packet) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\MeleeSystems\MeleeAttackSystem.cs:line 78
at Vintagestory.Server.NetworkChannel.<>c__DisplayClass6_0`1.<SetMessageHandler>b__0(Packet_CustomPacket p, IServerPlayer player) in VintagestoryLib\Server\API\NetworkChannel.cs:line 54
at Vintagestory.Server.NetworkAPI.HandleCustomPacket_Patch1(NetworkAPI this, Packet_Client packet, ConnectedClient client)
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 154
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 147
I can't really tell what's causing it, but I am running a lot of mods
sekelsta
maybe my mistake, because I had 2 hens and 6 nests, so there might not have been 4 eggs in the nestSo far there's some tweaks to the Animal Husbandry handbook entry but mainly just to make it match the changes the mod adds, not really adding a whole lot more description. For more info about an individual animal you can look at it and press N. Otherwise, I've tried to put as much info on this page as possible and maybe some of it will get into the game eventually.
hi ! i have put this mod on my server, quick question, is there an ingame guide for this mod ? thanks
For hens to go broody and incubate the eggs, you need all of:
- The nest has 4 eggs, in any combination of fertile, infertile, or fake
- The hen is in good enough condition to lay another egg
- It has been over a day since the hen last laid an egg
- The hen is within 128 blocks of you so AI can run, but not so close that she runs away from you
Im also having some trouble with hens brooding. They dont seem to brood in nests that get 1-2 eggs in them while hanging around for a while. Once they started going bad I took the next set of eggs and placed them all together into a nest box and they dont seem to care much about that either. They are still being fed and not being scared other than maybe once a day to check on their progress. Some days im away from the chunk but I generally try to spare half a day to stay near my barn - but never once noticed the incubation time on the eggs lowering past 66% (6.3 ish) days in a month
sejmsta
hens do not incubate eggs, and there is no hen among themjajka z czasem się psująNot sure if its a bug but it does seem like most wild animals spawn hungry/lean so getting fat isn't really that common. Now i installed this after I got past having a handful of pelts, but the fat drops do seem a bit low from what I have hunted since (wolves, boars, a goat, etc). I think across the 10-20 animals I have hunted and skinned since installing I have maybe got 1-3 fat total and I think one of those came from a bear. Meat drops (and all other animal drops) seem like they are in a really good place. I know you mentioned that animals only eat within 128 blocks, could this be making most animals I run across but dont live near be so lean or lower weight?
Edit: It might also be because this is on an existing world, but i dont think I have seen an animal above lean other than the ones I have trapped to domesticate
SallyTasmin
The issue is with the creative menu, scroll down in the comments and you can see an explaination on why creative mode doesnt work with butchering amounts.
Toudi
Make sure you have the latest version, there was a patch like a week ago to fix some issues that came up with that. Since I haven't had any issues with butchery and this mod (other than the lack of fat but that seems more to do with body weight not an incompatibility)
Toudi I use this mod with butchering for a while now and have no troubles with wild animals. In my survival world I've killed bears, wolves, foxes and such and skinned them using the hook and got the appropriate loot. Just now creative I killed a bear and butchered it without the hook and got meat, fat and hide. It might be an incompatibility with another mod?
I think there is still something broken with butchering compatibility, wild animals (like bear wolfs etc) dont drop any meat when butchered using hook or skinned in place
sejmsta
świnie 111 do 116 dni dzik ma od 108 do 120 dni
on average it is always 114 daysSallyTasmin There's a known issue where animals only eat when a player is within 128 blocks. This is something the game does for performance reasons, so I want to be very careful about how I go about fixing it. If you spend most of your time closer to the animals than that, please send me screenshots of your setup on discord to help me get an idea of what's going on.
tofiktofik The pigs are European wild boar, which do breed once a year unlike domestic pigs. Most sources I see are telling me their pregnancy lasts for 112 to 140 days. The text I had based this off was on the longer end of that range, so I can make it a little shorter. Seasonal breeding for chickens is still a work in progress at this time.
For an animal's generation to increase, the mother must at least once in her life be fed by a player, either from a trough or directly from the hand. This is necessary now that wild animals are also able to breed.
Briarwitch Hi! Yes, that is some cool stuff!
Earlier I read that the intersex condition and the hornlessness are caused by different genes, but looking into it more now I see that both gene changes are actually caused by the same mutation, and cannot be passed separately. So the homozygous female polled goats should indeed be intersex. Changing this now would be disruptive, so let's say the current polled gene is an alternate mutation that happened only in the Vintage Store world, not in real life. I am interested in adding the proper polled intersex gene at some point, but that's going to be on the back burner while I get a lot of other stuff done.
For goat breeds in Vintage Story, we have the Angora, Nubian, Sirohi, and Valais, and there are also various species of wild goat. Of these, the Nubian and the Sirohi were the only two where I know of the polled gene being present, though you're right that it's not common in Nubians. Next update the gene will appear less often.
sejmsta
problem, że dzikie zwierzęta są w korytach i nie zawsze chcą je jeść
Był też problem taki, że po oproszeniu lochy nie było u nich potomstwa rzędu 1, było tak, jakby było nadal dzikie.
I don't know if this mod makes sense at the moment, as for chickens, I agree that goats and pigs breed in spring, but pigs breed twice a year and a pig gets pregnant for 3 months, 3 weeks, 3 days, and in the current mod it is 4 months and 2 weeks.I have trouble with animals not feeding themselves from food on the ground or in troughs. I frequently have famished to starving animals with full troughs of different foods who refuse to eat resulting in weight loss, and need to be hand fed. More frequently food rots before the animals deign to eat it off the ground. Is this intended behaviour? I like the mechanics of animals being picky when their semi-full, but these poor things are wasting away and turning up their nose to various types of grain, meat or vegetables. I tested it in a creative with starving animals and putting food on the ground and over days nothing was eaten.
Hey, you may not know this, but breeding two naturally polled (born hornless) goats can produce intersex offspring (who will be sterile) about 25% of the time. Polled goats more commonly occur in the Alpine breeds, not Nubian. (The Alpine breeds were really really interbred/linebred when they came to America so the polled goats were used a lot). I just know this because I raised French Alpine and Alpine for 20 years and my mother raised Nubians.
Sorry, I don't want to sound pretentious. I'm really excited to use your mod, thank you for sharing it with us!
Tamrelayne Should still be accurate, yes.
Love the ideas behind this mod! Is the config provided for animal cages still accurate? I'm having a heck of a time catching baby animals but I can't tell if it's because I configured things incorrectly or if Animal Cages isn't working for me.
Would it be possible to have a way to convert the eggs from this mod into vanilla ones? I love the data they get but it makes cooking with them a pain when I have 6-8 eggs but its a stack of 2 and 6 individual eggs.
Otherwise, great mod! Thanks for the butchery fix so quickly
No worries!
Thanks, it did work. I'm sorry to have wasted your time sekelsta
make fat animals drop more fat but not meat
Westernby That would be the problem. Don't take already-dead animals from the creative menu. Start with live ones and kill them, then it should work.
Hi sekelsta ,
I've done the creative world test and none of the animals dropped their loot on the hooks or tables. I took all of the dead animals from the creative menue searching for the keaword dead. I then skinned all the full animals on the hooks and butchered the bled out animals on the tables.
As you can see below:
https://ibb.co/LDwg7pn
I've only Detailed animals and butchering enabled.
Thank You @sekelsta
I did disable all other mods and put detailedanimals_0.3.10 and butchering_1.7.8 into the mods folder under the main runtime environment. I started a creative test world and used a both male and female pigs and brown bears from the creative menue.
Tomorrow I'll just run a test with all available animals from the creative menu to see if tere are any inconsitencies.
Best Wishes
Westernby
Westernby I just tried that out earlier today and it worked fine. Can you make sure you are using the latest version detailedanimals-0.3.10 uploaded today? If you have that version and are still experiencing problems, please let me know what species it happens with and what versions of other mods are installed.
Hi, I just testet the butchering mod and this mod together in isolation. Even with the most advanced tools, animals drop neather fat nor hide. Processing them on the table only drops prime meat, offal and sinue. Neather red- nor bushmeat or bone.
Fixed in 0.3.10.
Yeah i just wanted to log some of the compat issues here. Seems like its altering of animal drops also might make skinning hooks give no hides or fat (unless I was very unlucky between that boar and just killing a bear). The bear corpse doesnt seem to have any issues though
You can go back to the previous version of detailed animals, as long as you delete your config and cache if you want to continue playing with butchering on your save, untill an update fixes the issue.
Hey this seems to be having some issues with butchery. I have that, curniculture, and just installed this mod into my save - killed a boar and picked up its corpse. When picking it up (butchery) the original corpse entity didnt disappear - I tried placing the boar corpse I had onto the ground and it created a small invisible cube. Only after skinning it normally did the original boar disappear but I think I could have used it to get unlimited corpses. Just a shot in the dark, but I noticed boars were renamed to pigs after installing this mod, would that have conflicted with the block name and entity interaction that butchery had in place?
Thanks for the tip. I just installed cuniculture and it seems to work great. Following a comment on the cuniculture modpage I deleted a few lines in hare-female.json regarding behaviours and it seems to have gotten rid of the extra info. Hopefully I didn't break anything🤞Keep up the great work!
SallyTasmin Hey, cool to hear! Some high-fat foods for chickens are flax seeds, sunflower seeds, walnut seeds, and peanuts. I agree having this info in the handbook would be helpful. I have an idea about that but I'd need to invest a significant chunk of time into it to see if it works.
For putting foods in troughs, you can install cuniculture. Despite the name, it's actually helpful for all animals. The downside on this is that hares will show some extra info (purely visual issue, no in-game effects) that may be incorrect about portions eaten and readiness to breed.
I think this mod is fantasic. Breeding before felt a bit lifeless compared to the more realistic systems in the game. I'm really enjoying the detail and nuance. On 30 day months animals feel like expensive longterm investments (just like real life).
I was wondering if you'd consider writing a page in the handbook about nutrition. At the moment there is no real way of knowing what food stuffs give what nutrition. Maybe if you offered a few examples of food for each nurition type. If it's an intended experience that you need to experiment I can understand that too. I'm trying increase the fat nutrition in my chooks but they don't want to eat the fat I'm trying to hand feed them (understandably, gross) so I'm not sure what the next best thing is.
Also, Is it possible to make small troughs accept different types of food than just grain, since chickens and hares can eat more varied diets.
Thanks for such a complex and detailed mod!
Fun fact, eggs IRL can and sometimes do hatch even after being stored in a fridge for two weeks.
Right now I can't say anything for sure one way or the other about FotSA.
I see that now, I have now rooster so i don't know how i got the fertile eggs.
With this since eggs once stored in a fridge become infertile/die I wonder if after a few days/hours(some amount of time) of cold storage in a cellar,vessal or shelf maybe they become infertile and reset spoil timer? Just a thought.
Also any plans to add the FOTSA animals with compatibility?.. I really love how this mod changes animals and It would be awesome to have all the animals work on the same system.
thanks again
bringitonwimps - Fertile eggs don't stack because of the extra data they are carrying. Eggs are currently usable for scrambled eggs (including fertile eggs, I just checked) and next release will also be usable in soups and meaty stews.
I can not get the eggs from this mod to stack in inverntory on rc 6 and can not seem to be ableto use em in any meal either.
Aricus - Yes, it can be used for scrambled eggs the same way as in vanilla. The only limitation is that if you have Expanded Foods installed, it can't be cracked for liquid egg.
And I just noticed I forgot to set it up to work with soup and meaty stew. Will get that fixed.
This is probably a really stupid question, but can the chicken egg, etc be used for cooking with? We can't seem to figure it out.
Player corpse compat fixed in 0.3.5
Hi, this mod throws errors when used with player corpses.
27.12.2024 16:33:55 [Server Error] Exception: Object reference not set to an instance of an object. at Genelib.HarmonyPatches.UpdateMaxHealth_Postfix(EntityBehaviorHealth __instance) in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/HarmonyPatches.cs:line 42 at Vintagestory.GameContent.EntityBehaviorHealth.UpdateMaxHealth_Patch1(EntityBehaviorHealth this) at Vintagestory.GameContent.EntityBehaviorHealth.Initialize(EntityProperties properties, JsonObject typeAttributes) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 109 at Vintagestory.API.Common.Entities.Entity.Initialize(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 135 at PlayerCorpse.Entities.EntityPlayerCorpse.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2349 at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2293 at PlayerCorpse.Systems.DeathContentManager.OnPlayerDeath(IServerPlayer byPlayer) at PlayerCorpse.Systems.DeathContentManager.OnEntityDeath(Entity entity, DamageSource damageSource) at Vintagestory.Server.ServerEventAPI.TriggerEntityDeath(Entity entity, DamageSource damageSourceForDeath) in VintagestoryLib\Server\API\ServerEventAPI.cs:line 343 at Vintagestory.API.Common.Entities.Entity.Die(EnumDespawnReason reason, DamageSource damageSourceForDeath) in VintagestoryApi\Common\Entity\Entity.cs:line 1930at Vintagestory.API.Common.EntityPlayer.Die(EnumDespawnReason reason, DamageSource damageSourceForDeath) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 1166 at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single& damage) in VSEssentials\Entity\Behavior\BehaviorHealth.cs:line 265 at Vintagestory.API.Common.Entities.Entity.ReceiveDamage_Patch0(Entity this, DamageSource damageSource, Single damage) at CombatOverhaul.Integration.HarmonyPatches.OnFallToGround(EntityBehaviorHealth __instance, Vec3d& positionBeforeFalling, Double& withYMotion) in D:\Projects\VintageStory\CombatOverhaul\source\Integration\Integration\Patches.cs:line 274 at Vintagestory.GameContent.EntityBehaviorHealth.OnFallToGround_Patch1(EntityBehaviorHealth this, Vec3d positionBeforeFalling, Double withYMotion) at Vintagestory.API.Common.Entities.Entity.OnFallToGround(Double motionY) in VintagestoryApi\Common\Entity\Entity.cs:line 1253 at Vintagestory.API.Common.EntityPlayer.OnFallToGround(Double motionY) in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 1072 at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests(EntityPos pos, EntityControls controls, Single dt, Boolean remote) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 255 at Vintagestory.Server.Systems.ServerUdpNetwork.HandlePlayerPosition(Packet_EntityPosition packet, ServerPlayer player) in VintagestoryLib\Server\Systems\ServerUdpNetwork.cs:line 159 at Vintagestory.Server.Systems.ServerUdpNetwork.ServerTickUdp(Single obj) in VintagestoryLib\Server\Systems\ServerUdpNetwork.cs:line 42 at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27 at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line
Aela - Thanks for the info!
Hi sekelsta! Thanks so much for your response.
I screenshotted the Bitter Bolette as an example.. This "Eaten by" may be due to the Extra Info mod I am using... I love to test my limits, I apologize I didn't realize that it would include info relating to your mod too!
I have since answered my question, they do eat poisonous mushrooms, and they do get damaged!
Aela Eating off the ground or from a trough uses the same logic as feeding by hand so I expect it to also harm them. Where did you see it in the handbook? I looked but didn't see a list of foods they eat.
Now fixed in version 0.3.4
Ok, I have bolded and duplicated the part of the page where it says that it doesn't run on rc 6, and that I won't have time to fix it today because of real life.
After updating to 1.20.0-rc6 i'm getting a similar error to Shmitty after trying to save world changes from rc-5 to rc-6 transition:
25.12.2024 01:50:51 [Error] Couldn't add entity type game:hare-female-darkbrown at 4085917.6, 115, 4100552.68 due to exception in code. Will remove from chunk, sorry!
25.12.2024 01:50:51 [Error] Exception: Object reference not set to an instance of an object.
at Genelib.AnimalHunger.ApplyNutritionEffects() in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behavior/AnimalHunger.cs:line 211
at Genelib.AnimalHunger.Initialize(EntityProperties properties, JsonObject typeAttributes) in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behav>
at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity>
at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 253
at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 582
at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 121
at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) in VintagestoryLib\Server\ServerMain.cs:line 2264
25.12.2024 01:50:51 [Error] Couldn't add entity type game:hare-female-gold at 4086009.38, 109.5, 4100375.47 due to exception in code. Will remove from chunk, sorry!
I seem to be getting the same issue as @bringitonwimps. I can only play for a moment before the same error, constantly repeating, hits the error limit and shuts down the server.
[Error] Exception: Object reference not set to an instance of an object.
at Genelib.AnimalHunger.ApplyNutritionEffects() in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behavior/AnimalHunger.cs:line 187
at Genelib.AnimalHunger.ConsumeSaturation(Single amount) in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behavior/AnimalHunger.cs:line 606
at Genelib.AnimalHunger.ShiftWeight(Double deltaWeight) in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behavior/AnimalHunger.cs:line 601
at Genelib.BehaviorAge.CheckGrowth(Single dt) in /home/tiffany/main/projects/vs_mods/detailedanimals/src/Genelib/Entity/Behavior/BehaviorAge.cs:line 163
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 896
with rc 6 i get paiges of errors followed by a crash. all the errors reference detailed animals
I reviewed in the handbook that some animals can eat poisonous mushrooms.. By hand it harms them(I believe), but can they satiate themselves if dropped, or will it harm them as well?
sekelsta Thanks for checking! I think it was the module from FotSA that added emus and moas. After removing that, the error cleared up- it might've been an issue on the mod's part with specifying the correct dietary needs.
Thanks for checking though! Very happy to use this mod and see where it goes.
I have very recently done the restart of world so im good there, i have now loaded it in and it seams to be working. I also use all the FOTAS animal mods, idk if those are "compatible" or just ignored, it would be really cool if they eventually were intigrated but i know there is A LOT of animals there. I havent found an animal; in my small test yet not from base game.
Also there use to be a mod forever agoi called FARM LIFE (i beleive) and it had a "poop" mechanic from the animals that then could also be used as fetilizer. there are few other eating mechanics like animals raidng your garden, more than just the rabbits that it used that might give you inspiration if you look it up. Maybe be a cool thing ifx time after eating an animal poops for farming use?.. just thought.
Thanks, just added the mod think we are really gonna enjoy using it, love these kinds of immersive mods. looking forward to where it goes from here.
bringitonwimps - I believe it should work with Butchering 1.7.1 for VS 1.19, but I have not tested this. Note the author recommends creating a new world when updating from Butchery 1.6.8 to 1.7.0 (and presumably 1.7.1)
Is this still waiting or should it be compatable now?.. I really want to use this mod but I also have butchery so im holding off until this statement is confirmed.
" Older Butchering versions for 1.19 may cause a crash when picking up certain colors of chickens. Will be fixed by moving to 1.20 when it's stable."
Inflectus There's nothing in there that points to one specific mod, unfortunately. I tried out using this with the full FOTSA series and got no errors, but it could be something circumstantial. I'd try making a backup of the world and then removing / adding back mods until you find a small set that it happens with.
Does anyone know if this mod plays nicely with the Fauna of the Stone Age series? It's the only creature-adding mod collection we have on my server, and we're getting this error spammed, and I'm not sure if it's an issue with an FotSA module or with this mod interacting with them:
19.12.2024 14:40:35 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.AiTaskSeekFoodAndEat.suitableFoodSource(ItemStack itemStack) in VSEssentials\Entity\AI\Task\TasksImpl\AiTaskSeekFoodAndEat.cs:line 154
at Vintagestory.GameContent.AiTaskSeekFoodAndEat.<ShouldExecute>b__25_0(Entity e) in VSEssentials\Entity\AI\Task\TasksImpl\AiTaskSeekFoodAndEat.cs:line 124
at Vintagestory.GameContent.EntityPartitioning.WalkEntities(Vec3d centerPos, Double radius, ActionConsumable`1 callback, RangeTestDelegate onRangeTest, EnumEntitySearchType searchType) in VSEssentials\Systems\EntityPartitioning.cs:line 314
at Vintagestory.GameContent.AiTaskSeekFoodAndEat.ShouldExecute() in VSEssentials\Entity\AI\Task\TasksImpl\AiTaskSeekFoodAndEat.cs:line 100
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 214
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 125
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 911
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 589
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 332
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 144
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 893
HeavyHandedDame - They encourage the chickens to lay more eggs in the nest box by making it look like there's already an egg inside. Right now the effect is very small and they're mostly just decorative.
Spoinks If you're seeing a blank spot in the black box at the top of the screen, update the mod to the latest version and it should be fixed. If you're seeing a blank spot on the animal's GUI, click it and type into it and what you type will be the animal's name.
For some reason the animals aren't named anything. It's just blank any fix for that?
Question! What are the ceramic eggs for? Are they just decorative?
Great Mod btw.
Hello! I use "Fauna of the Stone Age Caninae" and one of the things they do is to remove vanilla wolves and foxes and replace with the one in the mod.
In this mod you are still able to tame grey wolves, with the possibility of them becoming wolfdogs.
I wanted to know how does it affect the compatibility and stuff. thnx
EDIT: I also have a few recomendations for what to add in the future of the mod.
how about in later domesticated gens (maybe after 10 generations of domestication) the animals start having new sprites representing the breeding for traits making the ship look more like modern day sheep, boars becoming pink pigs etc? At the same time adding some buffs like making so the sheep generates more wool and milk, pigs give more meat, fat and reproduce quicker and domesticated animals start fighting back against drifters and sometimes against predators.
just a suggestion
Hmm...animals can breed in the wild and chickens can lay eggs on the groud but they won't hatch... How do chickens breed in the wild? Would be neat if there was a way for chickens to make "wild nests" that you can't pick up but can take eggs from. Maybe have the chickens have a requirement of not being disturbed by players for a minimum amount of time befor they make one. If the player takes eggs the hen will stop sitting on that nest. If the player takes all the eggs, the nest breaks. If the player scares the hens too far they will stop sitting. (The nest must be in a certain radius to attract the hen.) Maybe other requirements.
How is generation change determined, the hen that lays the egg has been fed by the player? Or the hen that sits on the egg?
Edit: I see that you have a ground nest in 1.20.x. 😁
Vinter Nacht - Glad to hear it :)
I love what you're doing here, and will be watching closely.
This won't let eggs be cracked in Expanded foods?
Eh, guess I'll have to wait on this. Pretty animals and more mechanics are very nice, but dang, the muffins would be gone if I installed this.
Yololator - In the spring, have hens, a rooster, and at least one nestbox in the same area. It needs to be close enough to where you spend time that the chunk stays loaded, but far enough that the hens do not continuously run away from you. Once the chickens lay enough eggs to fill the nestbox, they will sit on the eggs for about 2/3 of a month, after which they hatch into chicks.
how can i make the chickens reproduce
I see
Auro I mean everything. Full compatibility could come later, no promises, but first I want to get this more finished and out of beta testing (at least the player-facing portion if not yet the genelib API). Once we're stable and More Animals runs on 1.20, I can start thinking about adding the features to a select few modded animals. And once the genelib API is stable, anyone who knows how to do json patching can add the hunger and other features to any modded animal they like (or at least, that's the idea).
Are there actually any servers or groups who play togethere with this mod?
When you say the birds from More Animals won't have the new features you mean just Genetics and Variety or EVERYTHING?
I want this mod more for the need to feed the animals
Auro - Number of grass blocks per animal depends on it's species, elk will need more than hares, but in general I'd recommend starting with 20 or 25 and if you see more than half the area get grazed down to dirt (outside of winter when the grass doesn't grow back), try making the pen bigger.
With More Animals, I have made some effort to make sure nothing will be broken, but you will not see the features added by this mod on the birds added by that one.
Yololator - Look at an animal and press "N", this will open a window that shows you nutrition and other more detailed info.
Re questions about whether any specific feature will/won't be added, no one knows what the future will bring.
how can i do the new thing on version 0.2.1? I mean seeing their nutrition
very good mod, but can you make animals die if starving?
Oh one more thing, can you add a toggle to allow every herbivore/omnivore to eat berries? I feel that berries are way too easy to find, specially if you play with wildcraft, there is just too much food, I want to have to protect my berries from wild animals because the local racoons can barely make a dent on my berry gardens
Since this mod makes breeding slower can we have a generation modifier for players with a bit less patience, so we can increase the generation counter faster to compensate?
How many grass blocks do you need per grazing animal?
Also is it compatible with More Animals?
That's an issue I've encountered with various combinations of mods, where it seems any one mod added can be the straw that breaks the camel's back. Almost every mod will increase RAM usage somewhat, with large content mods increasing it a lot and little tweaks increasing it by little if any. My experiments show Detailed Animals using a similar amount of RAM as PetAI, which is roughly as expected. If you are seeing significantly more RAM usage than that, please let me know.
When I am enabling this mod my RAM usage goes through the roof and I get regular freezes (ranging from 1 to 40 seconds) with overload warnings in the log. I can't find any other info in the log sadly.
If I disable the mod the freezes persist until the game is restarted. Could this be connected to one of my other mods or is there some RAm leakage or heavy use of RAM with the mod?
Fauna of the Stone Age: I expect them to keep working as if this mod is not installed.
Wildcraft: Foods added should be eatable by animals but with nutrition guessed at based on the food group.
I haven't actually tried using them together though. If the combination causes anything to break, please let me know and I can either get it fixed or put up a note about it.
Is this compatible (in any way) with the Wildcraft and Fauna of the Stone Age mod groups?
I will note in advance that I do not realize the stupidity or adequacy of this question.
Yennefa Thank you for the feedback! I've added a note to the mod page about the chickens changing color. All the other issues you are seeing I believe come from mod incompatibilities. In particular avoid using this with Creatures and Critters or Animation Manager Lib, among many other issues iirc one or both of those leads to showing negative portions eaten. (You may also see that after uninstall, but it won't break gameplay, it'll just look ugly.) If you do find the time to do further testing, please let me know if any of these issues are still happening with no other mods installed, or if you can narrow the problem down to a few specific mods. For the medium cages, did you remember to use it on an animal at low health? I tried out Animal Cages 3.0.3 with Detailed Animals 0.1.7 on VS 1.19.8 and saw no issues. Hope this helps!
Aloha! My game version is 1.19.8, I installed version 0.1.7 of the mod. There seems to be a problem with my file. All my hens turned brown, they have eaten negative food (something like -0,550289592 or some weird number), but there are no portions missing from the trough. They do not lay eggs into the hen box, neither fertilized nor unfertilized. Another problem is, when I hit/break items, I cannot pick them up, instead they keep bouncing forever, until I reload the game, then I automatically pick them up, but the game crashes. Problem is that I have an elaborate list of mods installed; these problems only occured after I installed this mod; when I disable it, the item bounce thing stops, the animals are still broken though. I also do not seem to be able to catch medium sized animals with the animal cage mod anymore. I do not know whether there is some related problem between those two mods. Just wanted to let you or other users know, maybe someone has encountered a similar problem. I know it is no help, since I should have saved the crash files, but right now I do not have the time to recreate or upload something, I am sorry. Maybe I can do it next week. Kind regards!
Echoweaver I've added some more info about it to the description. I'd recommend either starting with about 6-8 animals, or start with 2 animals and bring in a new male every 1-2 generations.
Could you speak more about inbreeding? What population size do you need to avoid it? How often do you need to introduce new animals to keep diversity?
This mod really looks like what I want to round out vanilla animal husbandry.
Re expanded foods, please see the conversation on discord. Please also remember that this mod is still in beta for a reason.
The mod looks great, but as the previous comment said, the (minor) incompatibility with Expanded Foods kills it for me.
Is there plans to fix the minor incompatibility with Expanded Foods? I really want to use this mod, but I can't play without EF and its egg liquids recipes.
Also, when I tried using this mod, I couldn't see any info about the eggs on nestboxes, which is a pretty big downgrade compared to vanilla. I would like to know if I can actually expect chicks or if that nestbox is full of infertile eggs.
Finally, I'd love for this mod to be configurable. I'm not really a fan of the slower breeding speed feature, for example.
Aedis Base game lets animals mate from several meters away, it's something I want to change at some point but I haven't gotten to it yet
sekelsta I of course can gather log files, but there are few other mods which may be guilty too. I'll observe more tho, another little thing I noticed is that I have separated female hare, and in next fenced area (shared fence but 2 separate areas) male, there is some bunny with male that I caught from wilderness, and there are 2 with female that are her offspring, and to my surprise female got pregnant again despite male is behind fence and her offspring is still far too small visually to be guilty doing so. Is it some base game feature or that might be something your code did touch? (also wrote on discord)
Aedis What you're seeing with the hare should not be happening, would you mind sending log files? (might be more convenient to do on github or discord) Hares should normally be taking 2 full days to go from stuffed to starving, which is what I'm seeing, or in the worst possible circumstances of a very active hare in well-below-freezing weather, as low as 1.28 days, but never overnight.
As for the pig and the bear, I'll try massaging the numbers a bit for the 1.20 release. In the meantime I'd recommend cooking your bushmeat, as the pigs will get significantly more nutrition from it that way.
Been playing a little more with it, and two observations, hare in some fenced area will get to starving from stuffed over night, biiit too quick.. (if you feed it manually only because you don't have saw/boards)
Second that when i killed bear, got 40ish chunks of meat, half of that was barelly enough to feed one wild sow from starving to hungry or so when it stopped to eat. Again half of usable meat from lean bear into one feeding seems to be little too much.
Other than those little details it is awesome experience.
sekelsta Awesome, thanks
Aedis I've added info to the description above on how to adjust the Animal Cages config so that the gendered baby animals can be caught
sekelsta Hare seems to be fixed indeed thank you for extraordirnarly quick fix.
However fox pup died when I tried to capture it with cage, however maybe this is okay (one wandered into my garden fence where just plants are, was too good opportunity to not test..)
Fox kit spawned from creative inventory, chased into some corner, feed with some random food (I think soft sedge was accepted as it was famished) then tried to cage it, again fox kit got hit instead of getting caught.
Aedis Fixed in 0.1.6, thank you for the report
Hello,
Could it be that detailed animals break animal cages for hare/rabbit, or it is interaction between detailed animals and cunniculture?
This is so cool! It's what I've been looking for, thank you for making this!
Shinohakobita Glad to hear it! Hope you have fun.
sekelsta
I am super excited about this mod, looking forward to testing it out in my test world.
Aedis There shouldn't be any clashes with More Animals, I've already gone to some effort to avoid that, but you simply won't see the new features on them yet.
sekelsta
Sure, I understand, thanks, I simply asked as my test poking of 1.20 has more animals and for moment I was wondering about clashes/problems due to that. I'll make fresh world for giving it a try.
Aedis Maybe eventually, but first I'd like to update to 1.20, polish up some rough edges, and maybe some other things. In general I try to keep my plans vague so I can work on whatever I'm most excited about (I do this for fun, after all), so while I do plan to keep making cool things, the specifics of which ones in what order are not yet decided.
Hello,
do you plan any compatibility with more animals (few kinds of birds extra vs vanilla)
yes, nice!!! this mod is just what i need! thanks for your hard work!
The latest update tweaks hunger rates. I've gone through every number involved to make sure animals are fine with being fed just once a day, though they'll still slightly prefer to be fed twice a day. Grazing species can still be kept on pasture to avoid needing to be fed at all (at least until winter).
Hi,
they are eating from through but they are almost hungry after half of day, can i descrease amount of food animal needs in config file?
Akiae I believe what you're describing is this bug from vanilla. A workaround is to pick up the trough and place it down again.
Hi,
i think i found another issue, even if animals have full trough of food they dont eat often. I have too give them food by hand to get them fat and be sure they reproduce.
Is it possible to decrease amount food animals need?
jayu None of the changes will be applied to fotsa creatures, but yes, it would just need a content mod to patch in the entity behaviors. You're welcome to contact me on discord for guidance about how to do that.
Hey sorry to bother just after release. Is this compatible with the fotsa mods? Would it require to just patch in the right behaviours with a content mod?
LarekFlynn Thank you for the info, that was very helpful and I was able to pin the issue down to an incompatibility with Animation Manager Lib. Now working on getting it fixed. The new plan for this is to update to 1.20.
sekelsta
https://imgur.com/a/K0PEjj1 (description includes mod list) looks like it's getting stuck in the forage animation. also they dont always run away like they should. I looked at the patches and think it might have to do with mincooldownhours set to zero in behaviors for foraging.
" {
file: "game:entities/land/chicken-rooster.json",
op: "replace",
path: "/server/behaviors/10/aitasks/6/code",
value: "genelib.forage",
side: "server"
},
{
file: "game:entities/land/chicken-rooster.json",
op: "add",
path: "/server/behaviors/10/aitasks/6/eatAnimation",
value: "Eat",
side: "server"
},
{
file: "game:entities/land/chicken-rooster.json",
op: "replace",
path: "/server/behaviors/10/aitasks/6/mincooldownHours",
value: 0.0,
side: "server"
},
{
file: "game:entities/land/chicken-rooster.json",
op: "replace",
path: "/server/behaviors/10/aitasks/6/maxcooldownHours",
value: 0.05,
side: "server"
},
LarekFlynn, yea i got a lot mods too, so i think we got the same issue. I have the same issue with wild animals animation too, which this mod modifies.
Akiae sekelsta
(I haven't bred any yet) but I see wild animals moving without animation. the look in the direction the are going but just blink forward in one block skips. seen with rabbits raccoons chickens. animals from other mods still move smoothly(aurochs, pheasants)
I have a bunch of mods so probably a conflict.
sekelsta, my domesticated goats and chicken with 2 generation walking like they animations is generated frame by frame.(they looks like they are lagged). I got 1.1 version of mod and reinstaled it.
@Akiae I'm sorry, I don't understand "walking like they have 999ms". I tried adding this to a world that already had sheep and chickens and it seemed to work fine. Could you make sure you're using the latest version 0.1.1 on VS 1.19.8, and if so, explain more about what you're seeing?
Hi mate,
great mod, after we lose farmlife mod, now animals are more realistic, but they are walking like they have 999ms and its only problem with sheeps and chickens for my old world.
Its know issue?
Sounds amazing! Really excited to try this out :)
Pigs can eat the pig food already, but it could do with some tweaks. I'll put those in the next update. (Edit: And they're in now.) And I'm not sure if this was meant to be part of the question but yes, nutritional info for each food comes from json data rather than being hardcoded, and so is something modders can customize.
Hello, very interesting mod, I have just one concern: can we tweak the food to allow using modded food from mods, like those from the mod "Pig Feed" (mix of grain and dry grass or fruit pulp and water)
This sounds great. The mod will definitely be added to my next world!