Mods / Animal cages

Category: #Creatures #Storage #Utility
Author: Gerste
Side: Both
Created: Aug 23rd 2021 at 9:49 PM
Last modified: Sep 11th at 8:06 PM
Downloads: 82453
Follow Unfollow 735

Latest file for Various v1.19.x:
animalcages_v3.0.3.zip 1-click install


Summary

Small utility mod that adds cages for capturing, transporting and releasing animals. 

Features

Adds two new Blocks to the game:

  • Small animal cage:
    • Attack a small animal with the cage equipped to catch it
    • Place the cage and break it to release the animal. Right click to pick it back up
  • Medium animal cage:
    • Attack an animal with the cage equipped to catch it
    • Animal can only be catched, if it is either a small animal, a domesticated animal or has less then one third hp
    • A full medium cage can only be placed in a backpack slot

Supported animals

Spoiler!

Supports a variety of vanilla and modded animals:

  • Small animals:
    • sheep-bighorn-lamb
    • deer-fawn
    • chicken-baby
    • chicken-hen
    • chicken-henpoult
    • chicken-rooster
    • chicken-roosterpoult
    • hare-baby
    • pig-wild-piglet
    • wolf-pup
    • fox-pup-forest
    • fox-pup-arctic
    • aurochs-lamb
    • raccoon-male
    • raccoon-female
    • raccoon-pub
    • hyena-pup
    • hare-female-arctic
    • hare-female-ashgrey
    • hare-female-darkbrown
    • hare-female-desert
    • hare-female-gold
    • hare-female-lightbrown
    • hare-female-lightgrey
    • hare-female-silver
    • hare-female-smokegrey
    • hare-male-arctic
    • hare-male-ashgrey
    • hare-male-darkbrown
    • hare-male-desert
    • hare-male-gold
    • hare-male-lightbrown
    • hare-male-lightgrey
    • hare-male-silver
    • hare-male-smokegrey
  • Medium animals:
    • wolf-male
    • wolf-female
    • pig-wild-male
    • pig-wild-female
    • sheep-bighorn-male
    • sheep-bighorn-female
    • hyena-male
    • hyena-female
    • fox-male
    • fox-female
    • fox-arctic-male
    • fox-arctic-female
    • aurochs-female
    • aurochs-male
    • deer-female
    • deer-male
    • white-hart

Config

You can configure which entities are catchable by modifying the configuration file.

For example, if you want to make the buildingmaterials trader catchable, you have to do the following things:

  • open the animalcagesconfig.json file, located in your ModConfig folder
  • add the new animal:
    • ...{
      "name": "humanoid-trader-buildmaterials", // entity code of the new "animal"
      "scale": 0.4 // display scale (as the trader is to big for the small cage, we scale him down to 40% size)
      },...
  • Restart the game and capture the new entity
    • image

Contributors:

  • macoto_hino (japanese translation)
  • Samotarus (russian translation)

  • Cendar (french translation)

  • burunduk (ukranian translation)

Contribute

Translations

If you want to help translate the mod into your language, head over to the Crowdin Project to upload your community translation. I use a small script that automatically downloads the translations before every new release.

Features/ Bugfixes/ Assets/ Models

If there is a feature that you are desperately missing in this or you found a bug you want to fix yourself, feel free to hit me up on the Vintage Story Community discord with your idea and send in a Pull Request over on Github.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v3.0.3 9110 Sep 11th at 8:06 PM Show animalcages_v3.0.3.zip Install now
v3.0.2 25953 Jan 24th at 8:10 PM Show animalcages_v3.0.2.zip Install now
v3.0.1 1517 Jan 5th at 10:36 PM Show animalcages_v3.0.1.zip Install now
v3.0.0 1858 Nov 19th 2023 at 3:56 PM Show animalcages_v3.0.0.zip Install now
v2.2.0 14458 Aug 25th 2023 at 6:58 PM Show animalcages_v2.2.0.zip Install now
v2.1.5 8759 Apr 30th 2023 at 5:33 PM Show animalcages_v2.1.5.zip Install now
v2.1.4 2048 Apr 19th 2023 at 6:32 PM Show animalcages_v2.1.4.zip Install now
v2.1.3 290 Apr 18th 2023 at 8:11 PM Show animalcages_v2.1.3.zip Install now
v2.1.2 185 Apr 18th 2023 at 8:10 PM Show animalcages_v2.1.2.zip Install now
v2.1.1 806 Apr 5th 2023 at 7:00 PM Show animalcages_v2.1.1.zip Install now
v2.1.0 589 Mar 30th 2023 at 5:38 PM Show animalcages_v2.1.0.zip Install now
v2.0.6 11071 Jan 30th 2022 at 4:13 PM Show animalcages_v2.0.6.zip Install now
v2.0.5 1346 Jan 5th 2022 at 7:38 PM Show animalcages_v2.0.5.zip Install now
v2.0.4 466 Jan 2nd 2022 at 8:13 PM Show animalcages_v2.0.4.zip Install now
v2.0.3 1056 Oct 8th 2021 at 1:16 PM Show animalcages_v2.0.3.zip Install now
v2.0.2 790 Sep 10th 2021 at 7:53 PM Show animalcages_v2.0.2.zip Install now
v2.0.1 509 Sep 8th 2021 at 11:14 PM Show animalcages_v2.0.1.zip Install now
v2.0.0 434 Sep 8th 2021 at 11:13 PM Show animalcages_v2.0.0.zip Install now
v1.0.1 705 Aug 24th 2021 at 10:32 PM Show animalcages_v1.0.1.zip Install now
v1.0.0 503 Aug 23rd 2021 at 9:50 PM Show animalcages_v1.0.0.zip Install now

194 Comments (oldest first | newest first)

💬 FurryFailure, Nov 11th at 3:09 AM

Got this mod solely to catch Foxes, and it doesn't work, shame.

💬 GoblinDownUnder, Nov 5th at 6:11 AM

Game Crashes if i open the creative menu and search. 

For me it was consistent on "Bu..." as i was searching for a bucket.

Disabled mods until i found it was this one, re-enabled all the others just fine.

Having a bucket in my inventory or hotbar didnt affect survival mode, it was just the creative mode search. So be warned if you use this mod, should work fine if you dont go into creative mode.

💬 sgtmcdude, Nov 2nd at 11:02 PM

I'm not able to capture fox pups, but I caught hens and a baby hare, so the mod is working (somewhat) for me.

💬 Madrigal, Nov 1st at 5:45 AM

This mod does'nt seem to work, I noticed that xskills also has a cage to capture animals, do you think that would clash with this mod?

💬 Thunderhunt, Nov 1st at 3:32 AM

what counts as a small animal?

what counts as a medium animal?

💬 Catra, Oct 30th at 11:58 PM

I was able to use the small animal cage to capture a piglet, and release it elsewhere, just fine on 1.19.8. Have not tried other animals, but was worried because of the comments saying it just insta killed.

💬 rabah, Oct 26th at 10:08 PM

Gerste

i suggest you add a metal cage to catch 'traders' lol. pretty awsome if you could do that

💬 Neocrife, Oct 26th at 4:24 PM

Trying to add Alpaca from Creatures and Critters(Unofficial) but the .json dont really help me, I found alpaca but no female or male or w/e.

I tried some stuff like

{"name": "Alpaca-male-adult",
"scale": 0.9
},

But seels not working. Will try with only alpaca, w/e if female or male but I dont know. If someone got any idea ?

💬 Aedis, Oct 26th at 12:40 PM

DaltonRickman check if your configuration includes fox, it might be not. For me mods works just fine on 1.19.8 with various mods (cunniculture and detailed animals from relevant ones)

💬 Kyrthrix, Oct 25th at 10:03 PM

Is there any way the mod can be changed to where the open door of the cage isn't in your face? I genuinely can't see through it when I'm trying to catch animals. :(

💬 DaltonRickman, Oct 20th at 9:24 PM

i tried getting a fox, but killed it instead with the medium cage

 

💬 Krougal, Oct 20th at 3:45 PM

It works for 1.19.8 and for 1.20PR6 for that matter. You "attack"(L-click) the chicken with the cage, not r-click.

💬 DaltonRickman, Oct 20th at 2:48 AM

is there gonna be a patch?

💬 DaltonRickman, Oct 20th at 2:45 AM

im trying to get a fox, but having no luck, i am catching chickens tho

 

💬 Preevyet, Oct 19th at 9:56 PM

Yeah, on 1.19.8 no matter what is done animals are not capturable. The tooltip prompts the use of right click to capture and shift right click to place, but right click places too. So chasing animals and right clicking just repeatedly places the cage. Attacking just kills them. Attacking until they are at one hp then spamming right click also does nothing.

Spent half an hour testing on various animals in a creative world just to verify itr's the mod and not my sanity.

-edit. Medium and large cages work fine. The small ones do not. Capturing chickens or any other small animal can only be done with medium or large.

💬 DaltonRickman, Oct 18th at 2:12 AM

i dont think i can recapture a hen, altho it did just eat the grain i gave it so idk if thats the cause

 

💬 bosco72, Oct 12th at 11:53 AM

Roidgy appreciate the advice, but ive tried hundreds of clicks, its definately broken for me. I changed the config to 0 in the .json and the .zip and it still does not work.

💬 Roidgy, Oct 11th at 10:31 PM

bosco72

Sometimes it takes me a few clicks, or "attacks" before the cage actually works and captures it. It's never more than 3 or 4 though.

💬 bosco72, Oct 11th at 10:36 AM

is this broken for 1.19.8? or am i doing something wrong? i chase the chicken with the cage in hand, i get next to the chicken and press the attack button. nothing happens? or do i have to nearly kill the chicken also? or do i have to do something in the config file to add the chicken? thanks for any help in advance.

💬 Bl0ckparty, Oct 6th at 6:21 PM

The animal listing in the Config file is quite extensive now.  Thank you, Gerste!

💬 JonCity, Sep 16th at 12:07 AM

If your changes to the mod via update or config file aren't working, try deleting or replacing  'animalcagesconfig.json' in your ModConfig folder in addition to updating the zip. TheDude this might be the cause of your issue.

💬 TheDude, Sep 15th at 12:48 PM

Hello, I tried your new update which allows you to capture goats and I cannot capture adults with the medium cage or kids with the small cage, is this normal ?

💬 Shazza, Sep 14th at 3:00 AM

If anyone else is stuck on patching in Stone Age Fauna, here's a hot tip!

The way Stone Age calls an entity is Code(family)-Age-Gender-Type(species)-(applicablevariant), rather than Vanilla being Code-Type-Gender-Age.

So as an example, like the goat patch I'd cobbled together (blessed be to meganukebmp for the github), while a valais male goat is:

{
"name": "goat-valais-male-adult",
"scale": 1.0
}

An emu is:

{
"name": "casuariidae-adult-male-novaehollandiae",
"scale": 1.0
}

💬 LadyBlakeHammer, Sep 12th at 3:19 PM

John_roflol Pretty sure it functions basically like a "Weakness" scale so you can capture the animal "Willing"
as one couldn't just scoop an active, and fighting entity, and expect it to stay.

Immersion I guess?

💬 John_roflol, Sep 12th at 11:03 AM

I don't understand why I have to severely beat my domesticated boar to catch it in the cage. What does it add to the mod?

I can understand that you would use the attack functionality to trigger the catching by why do I have to almost kill the boar / be killed myself when the boar retaliate?

💬 Teagan, Sep 6th at 12:16 AM

config file keeps resetting on relog. Wanted to remove the damage multiplier cause i keep killing the goats with the cage

💬 Flint_N_Steel, Sep 5th at 10:09 PM

@Oaklucy I'll try to help.  So you edit files, zip the mod files and copy the mod to your mods folder? If that's not working, go to vs discord, mod general, ask there and put a pic of file structure and paste text of file too. You can mention me in discord as @Oak_oak and I'll come help if I'm on.  You're close!

💬 Morinor, Sep 4th at 4:01 PM

If anyone is interested in kidnapping here is the full list of traders to add to the config files

{
"name": "humanoid-trader-agriculture",
"scale": 0.7
},
{
"name": "humanoid-trader-commodities",
"scale": 0.7
},
{
"name": "humanoid-trader-treasurehunter",
"scale": 0.7
},
{
"name": "humanoid-trader-clothing",
"scale": 0.7
},
{
"name": "humanoid-trader-survivalgoods",
"scale": 0.7
},
{
"name": "humanoid-trader-artisan",
"scale": 0.7
},
{
"name": "humanoid-trader-furniture",
"scale": 0.7
},
{
"name": "humanoid-trader-luxuries",
"scale": 0.7
},
{
"name": "humanoid-trader-buildmaterials",
"scale": 0.7
},

💬 OakLucy, Sep 4th at 2:34 PM

@JonCity The animalcageconfig.json is not zipped in The folder. I put new animals there, saved it, The text was there, but when i start The game, new animals disapeared from The config. :(

💬 JonCity, Sep 4th at 3:06 AM

@OakLucy, are you editing the file within the zipped file or do you unzip it first? You might be able to open files in a zipped folder, but you won't be able to save the changes to it. For example Windows will probably try to save your edited file to 'Documents'.

💬 OakLucy, Sep 3rd at 9:22 PM

can someone send me the config or tell me what to do... when i try to put new goats/animal to the config and i save it, when i play the game, i cannot catch them. And when i look to the config again, they are not written there... it just disapeared... i tried to delete the config file and put to the folder config file i had saved to another folder... the new animals disapeared again fron the config file... i dont know why... :(

💬 DanekJovax, Sep 2nd at 6:19 PM

Why this feature isn't already in the vanilla game is beyond me.  Until that time, I'll be using this mod every time I make a game.  Thanks!

💬 Shazza, Sep 2nd at 12:38 PM

I was able to get goats to work with a tweak! Gerste, you're free to shamelessly rip my 20 minutes of no-modding-experience work here - the only thing that doesn't work is the correct model (male/female) showing inside the cage. Make sure that you close your brackets correctly, use what's already there to prevent issues!

For babies (so under "smallCatchableEntities"):

{
"name": "goat-angora-male-baby",
"scale": 1.0
},
{
"name": "goat-angora-female-baby",
"scale": 1.0
},
{
"name": "goat-mountain-male-baby",
"scale": 1.0
},
{
"name": "goat-mountain-female-baby",
"scale": 1.0
},
{
"name": "goat-markhor-male-baby",
"scale": 1.0
},
{
"name": "goat-markhor-female-baby",
"scale": 1.0
},
{
"name": "goat-nubian-male-baby",
"scale": 1.0
},
{
"name": "goat-nubian-female-baby",
"scale": 1.0
},
{
"name": "goat-sirohi-male-baby",
"scale": 1.0
},
{
"name": "goat-sirohi-female-baby",
"scale": 1.0
},
{
"name": "goat-turdag-male-baby",
"scale": 1.0
},
{
"name": "goat-turdag-female-baby",
"scale": 1.0
},
{
"name": "goat-valais-male-baby",
"scale": 1.0
},
{
"name": "goat-valais-female-baby",
"scale": 1.0
}

 

For adults ("mediumCatchableEntities"):

{
"name": "goat-angora-male-adult",
"scale": 1.0
},
{
"name": "goat-angora-female-adult",
"scale": 1.0
},
{
"name": "goat-mountain-male-adult",
"scale": 1.0
},
{
"name": "goat-mountain-female-adult",
"scale": 1.0
},
{
"name": "goat-markhor-male-adult",
"scale": 1.0
},
{
"name": "goat-markhor-female-adult",
"scale": 1.0
},
{
"name": "goat-nubian-male-adult",
"scale": 1.0
},
{
"name": "goat-nubian-female-adult",
"scale": 1.0
},
{
"name": "goat-sirohi-male-adult",
"scale": 1.0
},
{
"name": "goat-sirohi-female-adult",
"scale": 1.0
},
{
"name": "goat-turdag-male-adult",
"scale": 1.0
},
{
"name": "goat-turdag-female-adult",
"scale": 1.0
},
{
"name": "goat-valais-male-adult",
"scale": 1.0
},
{
"name": "goat-valais-female-adult",
"scale": 1.0
}

💬 zulixe, Aug 23rd at 3:15 AM

appears to be incompatible with https://mods.vintagestory.at/foodshelves

💬 Donkaike, Aug 21st at 2:25 AM

This dont work with goats?

💬 GersteAuthor, Jul 30th at 7:31 PM

Its infinite drakray

💬 drakray, Jul 29th at 2:05 AM

Hi, very nice mods you have, love it!

Quick question: is there a timer for how long animals can stay in cages, or is it infinite?

Thank you for your good work :D

💬 Chrizzlybear, Jul 16th at 6:59 PM

Hi, i updated the german translation (problems with umlauts and ß)

de.json

💬 ElegantChimp, May 10th at 5:34 PM

Thanks SpearAndFang! Although I did not install that recommended mod directly, you reminded me that those maxTextureAtlas settings exist, and after uping the setting it is working as expected. I'll have to dig into how TextureAtlases work, as I'm curious why I only received this error when I had a specific few mods enabled.

💬 SpearAndFang, May 10th at 2:23 PM

ElegantChimp
That sounds like a texture atlas issue, not an issue with this mod (or any mod in particular).  This mod is one way to fix that:
https://mods.vintagestory.at/autoatlas

💬 ElegantChimp, May 10th at 4:36 AM

Hello, I just wanted to inform that I found a very strange mod incompatability with this mod and a few others. I found that when this mod is enabled along side most of the FotSA or the FeverstoneHorses mods, then it causes the electricity mods motor and the steamandpower mods steam engine wheel to have graphical issues. Specifically the electricity mods motor's core and steamandpower mods steam engine wheel are discolored, either incorrectly dark or "partally made of grass with the remaining invisable". I did find that not all the FotSA mods cause this issue (such as Manidae), but most do cause it. Without these mods enabled, and just the this AnimalCages and electricity mod or the steamandpower mod enabled the graphics of the affected objects are working as expected. I'm not sure if these issues are unique to my system, but figured I would document I found this anomily in case someone else runs across it as well.

💬 GersteAuthor, Apr 27th at 10:41 PM

It is not abandoned, just in maintenance mode, meaning I dont really plan on adding new features, but will keep the existing features running until Tyron fully replaces its necessity. Thanks alot for sharing your config with the community :)

BlackJackal84 unhallowed

💬 unhallowed, Apr 27th at 10:19 PM

BlackJackal84

I can't speak on whether or not it's been abandoned - but I can confirm that it works just fine in 1.19.7. I posted a link to my Discord fan-server where we edit the config file to put ALL the animals in boxes, which includes all 7 Fauna of the Stone Age mods, all the vanilla animals, and a huge number of other creature mods. Join us there and we'll get you hooked up with all the changes you need!

💬 BlackJackal84, Apr 24th at 7:37 AM

Sorry for the question, but has this mod been abandoned? I've been waiting for a while for its update to 1.19 and all its new animals.

Thanks a lot for the answer

💬 Elfini13, Apr 4th at 5:20 PM

@nieświęty


Wczoraj wieczorem skończyłem projekt jeleń/jeleń. Po przetestowaniu i upewnieniu się, że działa, sprawdzę, czy istnieje łatwy sposób udostępnienia tej wersji konfiguracji ze szczegółowymi instrukcjami, gdzie/co wymienić. Wtedy będziesz mógł stworzyć dzikiego indyka i wszystkie nowe kozy/jelenie/włosy. Mogę też dołączyć skrypt do tworzenia opiekunów jeśli chcesz - już go mam napisany i przetestowany.


Byłoby fajnie.
Diskord - nie mam :(

„Mam ponad 250 godzin gry na jednym świecie i chcę kontynuować. Stworzyłem tam małe zoo, a nowe zwierzęta to świetny sposób na jego rozbudowę. Jednak teraz, gdy nie mogę przenosić zwierząt…

Przetłumaczone za pomocą DeepL.com (wersja bezpłatna)

 

💬 unhallowed, Apr 2nd at 4:52 AM

Regarding the Discord group I posted below: I've uploaded all five Fauna of the Stone Age animal collections now, Something in the Water, the new vanilla animals (deer, moose, and goats), vanilla traders and some mod-added traders, an old version of Feverstone Wilds, and the wild turkey from MoreAnimals. If you've got something specific you'd like me to do next, HMU. Currently hoping to figure out the snakes/crabs from Primitive Survival and not having much luck :/

💬 unhallowed, Mar 29th at 10:41 PM

Decided against continuing to post my string snippets here, because they are getting very long. Instead - here is an invite link to a Discord server where I'm just going to post them! Included a sort of "walk through" of how to go about editing the config file yourself and where to find it if anyone wants - though, no idea how easy to read that part is.

https://discord.gg/Sj5TbXgqhX

All are welcome, just be nice to each other just like anywhere else. Already posted the vanilla goats, deer, moose, and traders - plus a few small mod-related bits. Contribute to the pool of info, or just use it :)

💬 SwedishFreaK, Mar 29th at 8:56 PM

Crashing my game when added and going into creative menu.

Stops crashing when removing the mod.

"Game Version: v1.19.5 (Stable)
2024-03-29 20:24:05: Critical error occurred
Loaded Mods: armoroverhaulsuite@1.0.0, bedrespawner@1.0.0, chiseltools@1.10.8, extraclayforming@1.0.0, primitivesurvival@3.5.0, sortablestorage@2.2.3, game@1.19.5, abcsreborn@0.2.1, ancienttools@1.5.17, animalcages@3.0.2, animationmanagerlib@0.7.5-dev.1, betterfirepit@1.1.4, betterruins@0.3.4, danatweaks@1.2.0, sailboat@1.3.0, prospecttogether@1.3.0, stonebakeoven@1.1.3, trailmod@1.0.7, creative@1.19.5, vsimgui@1.1.3, survival@1.19.5, wildfarmingrevival@1.1.8, bullseye-continued@2.5.8, configlib@1.1.1, simplewinddirection@1.0.2, vsradiomod@0.2.0, itemmagnet@1.1.2"

Get a couple different errors in the log each time, but all gone when your mod is removed.


System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.GameContent.DynFoliageProperties.GetOrLoadTexture(ICoreClientAPI capi, String key) in VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 40
at Vintagestory.GameContent.BlockFruitTreeBranch.get_Item(String textureCode) in VSSurvivalMod\Systems\FruitTree\BlockFruitTreeBranch.cs:line 53
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at Vintagestory.GameContent.BlockFruitTreeBranch.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in VSSurvivalMod\Systems\FruitTree\BlockFruitTreeBranch.cs:line 142
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 385
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
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 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

System.ArgumentNullException: Value cannot be null. (Parameter 'Unable to find a texture for texture code 'water_bucket' in BlockBucket. Giving up. Sorry.')
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at Vintagestory.GameContent.BlockLiquidContainerTopOpened.GenMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerTopOpened.cs:line 153
at Vintagestory.GameContent.BlockLiquidContainerTopOpened.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerTopOpened.cs:line 70
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 385
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
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 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

I hope you can figure out what is going on. I tried disabling mods etc, it's seemed to work with only animal cages enabled.

💬 unhallowed, Mar 29th at 2:00 PM

Elfini13

I finished drafting the deer/moose last night too. After I've tested it to make sure it works, I'll see if there's an easy way to share that version of the config for you with specific instructions on where/what to replace with it. Then you'll be able to crate wild turkey and all the new goats/deer/moose. Could include the script to crate traders too, if you'd like - I've already got that written and tested too.

Might take me a few days to test the deer part, that was a bigger chunk of entities than I thought it would be.

I did test the wild pigs, they do work (piglets in small cages, adults in medium cages) but it's kinda a pain to actually do. I could migrate the adult wild pigs into small cages for you as well, that'd overcome the struggle to crate them without killing them by accident.

Totally up to you, though. I'm already working on this editing anyway, and I'm happy to share!

💬 Elfini13, Mar 29th at 10:01 AM

nieświęty,

I had mod version v3.0.2 but changed to v3.0.1
Maybe this will solve the problem. I will not change anything in the files. I don't know how to do it and I will mess up even more.

💬 unhallowed, Mar 29th at 9:26 AM

Wrote up the new base-game goats/oxen/ibex:

{
"name": "goat-angora-male-adult",
"scale": 0.85
},
{
"name": "goat-angora-female-adult",
"scale": 0.85
},
{
"name": "goat-angora-male-baby",
"scale": 0.85
},
{
"name": "goat-angora-female-baby",
"scale": 0.85
},
{
"name": "goat-ibexalp-male-adult",
"scale": 0.85
},
{
"name": "goat-ibexalp-female-adult",
"scale": 0.85
},
{
"name": "goat-ibexalp-male-baby",
"scale": 0.85
},
{
"name": "goat-ibexalp-female-baby",
"scale": 0.85
},
{
"name": "goat-ibexnub-male-adult",
"scale": 0.85
},
{
"name": "goat-ibexnub-female-adult",
"scale": 0.85
},
{
"name": "goat-ibexnub-male-baby",
"scale": 0.85
},
{
"name": "goat-ibexnub-female-baby",
"scale": 0.85
},
{
"name": "goat-markhor-male-adult",
"scale": 0.85
},
{
"name": "goat-markhor-female-adult",
"scale": 0.85
},
{
"name": "goat-markhor-male-baby",
"scale": 0.85
},
{
"name": "goat-markhor-female-baby",
"scale": 0.85
},
{
"name": "goat-mountain-male-adult",
"scale": 0.85
},
{
"name": "goat-mountain-female-adult",
"scale": 0.85
},
{
"name": "goat-mountain-male-baby",
"scale": 0.85
},
{
"name": "goat-mountain-female-baby",
"scale": 0.85
},
{
"name": "goat-muskox-male-adult",
"scale": 0.85
},
{
"name": "goat-muskox-female-adult",
"scale": 0.85
},
{
"name": "goat-muskox-male-baby",
"scale": 0.85
},
{
"name": "goat-muskox-female-baby",
"scale": 0.85
},
{
"name": "goat-nubian-male-adult",
"scale": 0.85
},
{
"name": "goat-nubian-female-adult",
"scale": 0.85
},
{
"name": "goat-nubian-male-baby",
"scale": 0.85
},
{
"name": "goat-nubian-female-baby",
"scale": 0.85
},
{
"name": "goat-sirohi-male-adult",
"scale": 0.85
},
{
"name": "goat-sirohi-female-adult",
"scale": 0.85
},
{
"name": "goat-sirohi-male-baby",
"scale": 0.85
},
{
"name": "goat-sirohi-female-baby",
"scale": 0.85
},
{
"name": "goat-takingold-male-adult",
"scale": 0.85
},
{
"name": "goat-takingold-female-adult",
"scale": 0.85
},
{
"name": "goat-takingold-male-baby",
"scale": 0.85
},
{
"name": "goat-takingold-female-baby",
"scale": 0.85
},
{
"name": "goat-turdag-male-adult",
"scale": 0.85
},
{
"name": "goat-turdag-female-adult",
"scale": 0.85
},
{
"name": "goat-turdag-male-baby",
"scale": 0.85
},
{
"name": "goat-turdag-female-baby",
"scale": 0.85
},
{
"name": "goat-valais-male-adult",
"scale": 0.85
},
{
"name": "goat-valais-female-adult",
"scale": 0.85
},
{
"name": "goat-valais-male-baby",
"scale": 0.85
},
{
"name": "goat-valais-female-baby",
"scale": 0.85
}

Copy-paste is your friend, just add them to small or medium entities depending on the cage you want to see them in. I did test this, but the scale could use adjustment on the bigger breeds.

💬 unhallowed, Mar 29th at 8:22 AM

Elfini13

Add this string to the config file under your preferred size of cage (I put them in small cages personally):

{
"name": "wildturkey-chick",
"scale": 1.0
},
{
"name": "wildturkey-cock",
"scale": 1.0
},
{
"name": "wildturkey-cockpoult",
"scale": 1.0
},
{
"name": "wildturkey-hen",
"scale": 1.0
},
{
"name": "wildturkey-henpoult",
"scale": 1.0
}

I don't think this mod was intentionally MoreAnimals compatible, but other than the wild turkey - it is. For the goats/pigs, there might be a naming change in the code preventing the mod from working as intended. At least that's what I'd assume. Best advice to start with is check which version of VS you're playing on, versus which version of the mod. When those don't match, things can get weird. Barring that, I'm looking at the wording in the config anyway, so if I find a temp solution that can tide us over till the glorious Gerste can look into it, I'll post it.

Dead serious Gerste, you are my hero for building this mod. Playing without it feels like cutting off my hands.

Relatedly, as this is one of my top five "must have" mods, I like to try editing the config file to include as many mobs as I can figure out. If anyone wants help with their config-editing to integrate the critters of other mods, I have a few that were working on the 1.18 version of the game. HAVE YOU EVER WANTED TO PUT A SHARK IN A BOX? That, to date, remains the funniest catch I added. That, or the Living Dead from Primitive Survival - that is a fast way to ruin a rival's day. Unclear how many of these translate between 1.18 and 1.19 yet, but troubleshooting is part of the fun!

💬 Fud, Mar 27th at 6:50 AM

Good morning,
Thanks for your work:)
I did not succeed in integrating goats as supplementary species.
I’m probably just bad.
It would be possible to make an update of your Mod.
Thanks
Translated by Reverso.

💬 Elfini13, Mar 26th at 9:10 PM

Does this mod work with More Animals mod?
I can catch wild pheasants from More animals mod but no longer wild turkeys. I don't know how with other birds from this mod
In the game version 1.18 I had no problem catching wild pigs and now I can't. also I can't catch adult goats.

💬 Buggi, Mar 19th at 10:11 PM

What's the "woundedMultiplicator" config value do?

💬 Shunte, Mar 19th at 11:03 AM

I am sure this is purerly a user error because I do not know ,json very well or most any code. I tried adding in the dogs and cats list from fauna of the stone again that BackwaterOtter posted below but i still can't catch a gray fox in a medicum trap without killing it. Did my best to follow the syntax but I would love it if someone could look it over for me and see if I am not being dumb and missing somethig.  

💬 Vedrit, Mar 17th at 11:02 PM

There seems to be some sort of compatibility issue with XLib/XSkills that prevents the cage from trapping animals.

💬 Hydromancerx, Mar 15th at 6:25 PM

AzuliBluespots

Do you know how to fix it?

💬 AzuliBluespots, Mar 12th at 1:44 PM

Hydromancerx
I think they updated some stuff in the game strings for the new animals, guess that broke what I did.

💬 Dracomancer, Mar 8th at 7:10 PM

@Hydromancerx 

You just need to copy the goat strings and change the "adult" value of the goats to "baby"
Example:

{
"name": "goat-angora-male-adult",
"scale": 1.0
},

to

{
"name": "goat-angora-male-baby",
"scale": 1.0
},

💬 bagelcmyk, Mar 6th at 11:28 PM

Gerste

I did just now and it works now, thank you!

💬 GersteAuthor, Mar 5th at 6:44 PM

Try installing it in a singleplayer world and and then join again bagelcmyk

💬 Hydromancerx, Mar 5th at 12:53 AM

AzuliBluespots

I can;t seem to catch baby goats with your code. Specificlly Nubian baby goats. :(

💬 bagelcmyk, Mar 5th at 12:02 AM

My friend and I want this mod in our server, but whenever they install it, they can load it fine, but when i join it causes vintage story to crash. Do you know what could be causing this/how to fix it?

💬 Luin, Mar 3rd at 2:36 AM

Gerste Sorry what is a textureatlas and how do I enlargen it? 'xD

💬 kjac, Mar 2nd at 5:37 PM

I think this error is due to this mod:

 

EDIT: After disabling this mod I have not had another crash. I'm not sure what the problem is, but there seems to be a conflict with the Survival Mod.

EDIT2: I've changed the following settings in the clientsettings.json config file and so far it seems to have fixed the issue:

"maxTextureAtlasWidth": 8192,
"maxTextureAtlasHeight": 8192,

 

Game Version: v1.19.3 (Stable)
3/2/2024 11:25:19 AM: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.16, bettercrates@1.7.0, TA_plainsandvalleys@1.0.5, primitivesurvival@3.4.5, visibleore@1.0.1, game@1.19.3, zoombuttonreborn@1.6.0, ancienttools@1.5.12, animalcages@3.0.2, animationmanagerlib@0.7.1, egocaribautomapmarkers@3.1.0, butchering@1.4.3, carryon@1.7.4, commonlib@2.3.0, expandedfoods@1.6.8, freedomunits@1.1.2, fromgoldencombs@1.4.25, hudclock@3.4.0, knapster@2.7.0, rivers@2.3.0, creative@1.19.3, survival@1.19.3, bullseye-continued@2.5.8, extraoverlays@1.4.0, stonequarry@3.2.1, tpnet@1.14.2
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.GameContent.DynFoliageProperties.GetOrLoadTexture(ICoreClientAPI capi, String key) in VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 40
at Vintagestory.GameContent.BlockEntityFruitTreePart.get_Item(String textureCode) in VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 109
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh)
at Vintagestory.GameContent.BlockEntityFruitTreeFoliage.GenMesh() in VSSurvivalMod\Systems\FruitTree\BEFruitTreeFoliage.cs:line 38
at Vintagestory.GameContent.BlockEntityFruitTreeFoliage.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) in VSSurvivalMod\Systems\FruitTree\BEFruitTreeFoliage.cs:line 67
at Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) in VintagestoryLib\Client\Model\ClientChunk.cs:line 437
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 769
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
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 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 GersteAuthor, Feb 27th at 6:19 PM

The crash seems to be happening when rendering a pie o.O.
Could it be that you need to enlargen your Textureatlas due to your modpacks? Luin

💬 Luin, Feb 26th at 8:25 AM

Hi!
I keep getting a crash on load of a world whenever I enable Animal Cages.

The weird thing is the game seems to take issue with pies or Survival mod. Is it a compatibility issue?

Running on 64 bit Windows 10.0.19045.0 with 16317 MB RAM
Game Version: v1.19.3 (Stable)
2024-02-26 09:22:11: Critical error occurred
Loaded Mods: primitivesurvival@3.4.5, roas@1.0.0, rcl@1.0.2, thecritterpack@0.8.6, game@1.19.3, animalcages@3.0.2, animationmanagerlib@0.6.0, commonlib@2.3.0, hudclock@3.4.0, immersivewoodchopping@0.7.1, sailboat@1.2.8, justanarrowheadmold@1.0.1, rivers@2.5.0, scarecrow@1.4.3, stonerailings@1.2.0, toolworks@1.7.6, creative@1.19.3, survival@1.19.3, bullseye@2.5.3, extraoverlays@1.4.0, fsmlib@0.2.8, maltiezbows@1.0.1, playercorpse@1.9.0, plumpkins@1.0.1, simplewinddirection@1.0.2, slanted_display_cases@1.3.2, stonequarry@3.2.1, maltiezfirearms@0.4.0-pre.7
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.Client.NoObf.TextureAtlasManager.get_Item(AssetLocation textureLocation) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 51
at Vintagestory.GameContent.MealMeshCache.get_Item(String textureCode) in VSSurvivalMod\Systems\Cooking\MealMeshCache.cs:line 66
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at Vintagestory.GameContent.MealMeshCache.GetPieMesh(ItemStack pieStack, ModelTransform transform) in VSSurvivalMod\Systems\Cooking\MealMeshCache.cs:line 239
at Vintagestory.GameContent.MealMeshCache.GetOrCreatePieMeshRef(ItemStack pieStack) in VSSurvivalMod\Systems\Cooking\MealMeshCache.cs:line 139
at Vintagestory.GameContent.BlockPie.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in VSSurvivalMod\Block\BlockPie.cs:line 207
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 384
at Vintagestory.API.Client.HudElement.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\HudElement.cs:line 31
at Vintagestory.Client.NoObf.HudHotbar.OnRenderGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 586
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
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 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Preacher_Kitty, Feb 17th at 4:23 PM

is it possible to add Direwolf Pups from the Feverstone Wilds mod to the list of cage animals options

💬 BackwaterOtter, Feb 14th at 8:42 PM

For those playing with Fauna of the Stone Age: Caninae or Pantherinae, here's the lists for both!

 

They're separated into Babies and Adults, so you can put those under smallCatchableEntities and mediumCatchableEntities respectively.

Caninae Adult and Babies Configs

Pantherinae Adult and Babies Configs

Scales are all at default for them!

💬 stony, Feb 14th at 9:56 AM

Hello, I just want to share the list of goats that came to VS lately, for those who want to put them in the animalcagesconfig.json file.
Remove the last comma if you put them at the end of the "mediumCatchableEntities" list.

{
"name": "goat-angora-male-adult",
"scale": 1.0
},
{
"name": "goat-angora-female-adult",
"scale": 1.0
},
{
"name": "goat-ibexalp-male-adult",
"scale": 1.0
},
{
"name": "goat-ibexalp-female-adult",
"scale": 1.0
},
{
"name": "goat-ibexnub-male-adult",
"scale": 1.0
},
{
"name": "goat-ibexnub-female-adult",
"scale": 1.0
},
{
"name": "goat-markhor-male-adult",
"scale": 1.0
},
{
"name": "goat-markhor-female-adult",
"scale": 1.0
},
{
"name": "goat-mountain-male-adult",
"scale": 1.0
},
{
"name": "goat-mountain-female-adult",
"scale": 1.0
},
{
"name": "goat-muskox-male-adult",
"scale": 0.8
},
{
"name": "goat-muskox-female-adult",
"scale": 0.8
},
{
"name": "goat-nubian-male-adult",
"scale": 1.0
},
{
"name": "goat-nubian-female-adult",
"scale": 1.0
},
{
"name": "goat-sirohi-male-adult",
"scale": 1.0
},
{
"name": "goat-sirohi-female-adult",
"scale": 1.0
},
{
"name": "goat-takingold-male-adult",
"scale": 0.8
},
{
"name": "goat-takingold-female-adult",
"scale": 0.8
},
{
"name": "goat-turdag-male-adult",
"scale": 1.0
},
{
"name": "goat-turdag-female-adult",
"scale": 1.0
},
{
"name": "goat-valais-male-adult",
"scale": 1.0
},
{
"name": "goat-valais-female-adult",
"scale": 1.0
},

💬 Hydromancerx, Feb 12th at 5:23 PM

Will you be patching for other animal mods like Fauna of the Stone Age: Caninae ?

💬 GersteAuthor, Feb 7th at 8:08 PM

Sorry but I consider the mod to be feature complete as of now. I would of course accept a pull request adding that feature, but besides that this mod is in maintenance mode. Bl0ckparty Robertson

💬 Bl0ckparty, Feb 6th at 8:26 PM

I second Robertson's Jan 25th request.  I hate hitting the animals because I'm always afraid I'll kill them.

💬 An_Sar, Jan 27th at 10:14 AM

Running into the same issue as @Maniia, animal rendered in the cage correctly on a single player world but not on a server (1.19.3)

💬 PetMudstone, Jan 26th at 8:36 AM

This is very handy. I have to say I find it very annoying how the items' models get in the way when you hold them, as your character will instinctively hold it closer to their body and cause the held cage to obstruct your vision. Makes it rather  difficult to actually see where the animals you're trying to catch are.

💬 Robertson, Jan 25th at 8:36 AM

Great Mod! The only issue I have is that beating an animal half to death just to get it to go into a cage is a little on the harsh side and always gets me grief from the kids and makes me feel like I'm playing 'Abusive Victorian Farmer Simulator 1884' instead of Vintage Story.

I'd love to know if we can get an option where we can use the new basket-trap mechanic introduced in v1.19 on the cages where we can just leave appropriate food inside them and have them trigger whenever an animal wanders in, sort of like bigger more expensive, but also more relaible and less likely to break versions of the new basket trap.

What are your thoughts?

 

Best,

Captain Robertson

💬 Pervy_Sage, Jan 24th at 10:58 PM

Gerste Is it possible to code putting wolf pups into your inventory? It would be great to be able to capture your own pups to sell to traders.

💬 Maniia, Jan 24th at 10:49 PM

Hi! I'm having a slight issue with the mod and I was wondering if it was the new normal or if my settings are messed up. I can catch animals without issues, but they don't appear in the cage? Like, the cage closes but I can't actually see the animal in there. Only way to know what is in which cage is picking it up and looking at the item description in my inventory. It is normal or do I need to adjust the settings? I'm not using any custom .json configs, just downloaded the mod and slapped it into the server's mod folder. Multiplayer server, if that changes anything

💬 AzuliBluespots, Jan 24th at 8:31 PM

Seems like I had this exact error. I'll try it.

Was trying to implement the trap mechanic to modded animals and they just don't seem to work at all. And it is obvious when they get trapped, at least with vanilla ones.

Nearly two hours of headaches with that for no result...

💬 GersteAuthor, Jan 24th at 8:12 PM

Erros should be fixed in 3.0.2

At least if you got exceptions similar to those here.

CDragonDream Yanazake

💬 AzuliBluespots, Jan 24th at 5:28 PM

This is really weird. I know Anvil Metal Recovery is outdated, but it shouldn't have anything to do with Animal Cages. Still, while they work fine offline, when I put both in my server, something breaks and I'm not able to get in.
Animal cages seems to work by itself, and the same goes for anvil metal recovery, even if it's outdated.

With the new trap mechanic in 1.19, I guess I'm going to ditch this mod :C

I tried to save the logs if you wish to take a look at this.

💬 CDragonDream, Jan 24th at 12:53 AM

@Gerste i not sure where to look for error, and from what i have tempted to poke around with i havent seen any errors

and trying to catch the standered pig, bighorn and chicken this was on 3.0.0

now i tried the 3.0.1 i dont see any of the animal cages. and my old ones turned into wight cubes with a red ?

💬 CDragonDream, Jan 24th at 12:42 AM

so i downloaded the newest file for the animal cage and when i lonch the game. i dont see the recipes to make the cage and my old cages turned into wight cubes with a red ? on them. am i missing somthing here?

 

💬 Calous, Jan 23rd at 11:28 PM

Yanazake Hey, you even included the donkeys! Very nice, thanks for putting this together. or finding it, or w/e haha

 

 

💬 AzuliBluespots, Jan 23rd at 3:49 PM

HERE YOU GO, A CONFIG JSON ADDING ALL THE NEW VANILLA ANIMALS PLUS A FEW MORE!

Added to the config file are all new vanilla deer, goats and the moose.
The wild turkey from more animals.
The bison, cockatrice, wolves and equines from Feverstone Wilds.
The pudu deer can be caught in the small cage only, even the adults. They are tiny.
Moose and musk ox can only be caught in the big cage, even the babies. They are huge.
Not sure what else is in the file, there were some creatures and critters entries before.

💬 GersteAuthor, Jan 22nd at 6:57 PM

You can configure which entities are catchable by modifying the configuration file. Stejer

For example, if you want to make the buildingmaterials trader catchable, you have to do the following things:

  • open the animalcagesconfig.json file, located in your ModConfig folder
  • add the new animal:
    • ...{
      "name": "humanoid-trader-buildmaterials"// entity code of the new "animal"
      "scale": 0.4 // display scale (as the trader is to big for the small cage, we scale him down to 40% size)
      },...
  • Restart the game and capture the new entity
    • image
💬 Stejer, Jan 22nd at 5:26 PM

Is this mod able to capture the new deer type animals of 1.19 or is it still uncompatible? Also I'd like to know if you could make it compatible with the mod Fever Stone Wilds or at least the Fever Stone Horses mods

💬 ChristsRisen, Jan 21st at 2:29 AM

same here. i just chased a wolf pup all over, then murdered him with the cage.....poor pup. Was imaybe using the wrong cage? it was the small open cage. am i supposed to use med on wolf pups? or am i supposed to equip it off hand and spear the pup? thx

 

Edit* nvm. it worked? it murdered the pup AND put one in the cage. thx

💬 GersteAuthor, Jan 20th at 4:24 PM

Is your config correct?
Do you get any errors?
What animals are you trying to catch?
CDragonDream

💬 CDragonDream, Jan 20th at 6:11 AM

is this going to get an update? 1.19.1 is what i am on the mod kinda works i can make the cages it just wont catch any animals

💬 GersteAuthor, Jan 19th at 10:53 PM

Does that error appear just once or frequently? Does it intercept gameplay in any way? Kara

💬 Kara, Jan 19th at 7:39 PM

Gerste that was the error, from console. 
demous85 i was also experiancing that. when pressing C, i thought it was an issue, with the classes mod, maybe is it, i have no idea >.<

💬 GersteAuthor, Jan 19th at 7:34 PM

Does only one player on your server receive that error? If so, maybe the player has an older version installed Kara

💬 demous85, Jan 19th at 11:55 AM

i encountered a similar issue to Kara in that i was getting a crash when accessing the character screen and it was throwing errors with the base game class files. A long story short hiting C became an alt f4.

💬 Kara, Jan 18th at 11:25 AM

huh, getting a weird interaction between animal cages mod and my classes mod. im clueless with modding and have no idea what its complaining about xD. i can only guess this is about the animalcages mod... ill have to dig into the classes mod and see if there is some interaction between it and your mod. 

18.1.2024 02:30:36 [Error] Mod exception: OnPlayerJoin
18.1.2024 02:30:36 [Error] Exception: Type is not expected, and no contract can be inferred: Animalcages.CageConfig
at ProtoBuf.Meta.TypeModel.ThrowUnexpectedType(Type type) in C:\Code\pb-net_24\src\protobuf-net\Meta\TypeModel.cs:line 1472
at ProtoBuf.Meta.TypeModel.SerializeCore(ProtoWriter writer, Object value) in C:\Code\pb-net_24\src\protobuf-net\Meta\TypeModel.cs:line 196
at ProtoBuf.Meta.TypeModel.Serialize(Stream dest, Object value, SerializationContext context) in C:\Code\pb-net_24\src\protobuf-net\Meta\TypeModel.cs:line 224
at Vintagestory.API.Util.SerializerUtil.Serialize[T](T data) in VintagestoryApi\Util\SerializerUtil.cs:line 24
at Vintagestory.Server.NetworkChannel.GenPacket[T](T message) in VintagestoryLib\Server\API\NetworkChannel.cs:line 89
at Vintagestory.Server.NetworkChannel.BroadcastPacket[T](T message, IServerPlayer[] exceptPlayers) in VintagestoryLib\Server\API\NetworkChannel.cs:line 83
at Animalcages.Animalcages.<>c__DisplayClass2_0.<StartServerSide>b__0(IServerPlayer byPlayer) in E:\Workspace\vintage_story_mods\animalcages\src\AnimalCages.cs:line 66
at Vintagestory.Server.ServerEventManager.TriggerPlayerJoin(IServerPlayer player) in VintagestoryLib\Server\ServerEventManager.cs:line 659

💬 ChristsRisen, Jan 17th at 7:33 PM

i figured it out. False_Chicken Ty for answering. i didnt know it was updating today. spent 4 hours getting older mods that worked. soon as i was done, i have to redo it. lol \O/

💬 False_Chicken, Jan 17th at 6:11 PM

ChristsRisen Yeah click files at the top.

💬 ChristsRisen, Jan 17th at 4:32 PM

Hey, im new. is there any way to download an older version that works in the current stable? thx

💬 GersteAuthor, Jan 15th at 10:04 PM

Sure no Problem Chaonic
I will take the new deers as an example

when you open up the deer.json file, you see 

{
  "code": "deer",
  "class": "EntityAgent",
  "variantgroups": [
    { "code": "type", "states": ["whitetail", "redbrocket", "marsh", "caribou", "water", "pudu", "elk", "taruca", "chital", "guemal", "pampas", "fallow" ] },
    { "code": "gender", "states": ["male", "female"] },
    { "code": "age", "states": ["adult", "baby"] }
  ],
  ...
}

If you want to add the male baby withetail deer to be catchable, you have to add "deer-whitetail-male-baby" to the modconfig.

You first write the code, and the go chronologically through all the variantgroups

I have to admit that it can become quite tedious to add all of those guys, when I originally created the mod there were way less animals around so that was no issue.

If you want I could add an update in the future so you could do something like "deer-*" and all deer will be catchable.

💬 Chaonic, Jan 15th at 6:58 PM

Hey Gerste!

I've encountered quite a bunch of animals I'm having troubles finding the IDs for to input into the configs.
Tentharchitect's animal mods add such a great variety of animals.. At this point, I'm not even sure I know how to extract entity IDs from the mod files. I've spent a good hour going through my entire mod list and hand picking them from the entity .json files.
But only a small handful of the additions actually become catchable!
This includes your own wolf taming mod. The tamed wolves work, everything else seems like it doesn't...

Any hints what I can do to make things work?

Thank you very much! <3

💬 GersteAuthor, Jan 14th at 6:34 PM

You can configure which entities are catchable by modifying the configuration file. Yanazake

💬 AzuliBluespots, Jan 14th at 4:52 PM

Is this getting the new wild turkeys from More Animals and the new goats and deer?

💬 Shroom_Ghost, Jan 13th at 11:36 AM

I have tried endlessly and cannot get this to work with feverstone wilds direwolves or any other animal from that mod, is there any way to view entity names in-game?

💬 croqaz, Jan 12th at 7:32 PM

Hi there, this looks very useful, but I don't understand how to build the cage...

EDIT: OK found it in the source code! https://github.com/G3rste/animalcages/blob/main/resources/assets/animalcages/recipes/grid/

supper happy it's open source, wheee !! :)

💬 GersteAuthor, Jan 5th at 10:38 PM

I recompiled the mod for the new version, should work now. skam

I checked on my end and all recipes are there. Thorbjorn Netix

💬 Thorbjorn, Jan 2nd at 8:55 PM

Same here, no recipe whatsoever, how do i build a cage ?

💬 skam, Dec 31st 2023 at 7:26 AM

i hold the mid cage in my hand, and then this error pops up.

Running on 64 bit Windows 10.0.22621.0 with 16204 MB RAM
Game Version: v1.19.0-rc.4 (Unstable)
2023/12/31 15:23:59: Critical error occurred
Loaded Mods: game@1.19.0-rc.4, animalcages@3.0.0, carryon@1.7.0-pre.3, hudclock@3.4.0, creative@1.19.0-rc.4, survival@1.19.0-rc.4
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityItemRenderer.LoadModelMatrix(ItemRenderInfo renderInfo, Boolean isShadowPass, Single dt) in VSEssentials\EntityRenderer\EntityItemRenderer.cs:line 280
at Vintagestory.GameContent.EntityItemRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityItemRenderer.cs:line 150
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderFrameShadows(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 165
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 317
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Netix, Dec 30th 2023 at 10:05 PM

Mohandar

Hi, i just downloaded your mod for 1.18.15 and i can't get a crafting recipe for the cages, i can see the recipe on the zip but i can't on the handbook.

💬 Aedis, Dec 26th 2023 at 9:45 PM

Could tooltip for cage show name of animal inside it?

💬 Shoddyfrog, Dec 13th 2023 at 2:05 PM

In game Mod Manager is saying that this is missing some dependencies. 

💬 Toudi, Nov 30th 2023 at 9:11 AM

You can increase texture atlas size in config file of vintage story: in clientsettings.json change maxTextureAtlasWidth maxTextureAtlasHeight to double or quadruple the value (modern GPU can handle textures up to 16384, keep it a value of power of two) Mohandar

💬 FrazierFr, Nov 24th 2023 at 7:25 PM

Don't work no progress

💬 GersteAuthor, Nov 21st 2023 at 6:45 PM

Sounds like they are letting the textureatlas explode. That happens when there are too many textures loaded in your game simultaniously. This is a vanilla issue and will be fixed with version 1.19. Mohandar

💬 Mohandar, Nov 21st 2023 at 11:16 AM

Gerste

There is a weird interaction with these  3 mods, yours included:

Geology Additions-v1.2.0

wildcraftfruit_1.0.0 + herbarium_1.0.0

and animalcages_v2.2.0


it only happens when these 3 mods are combined under Vintage Story 1.18.5
it may be cause animalcages 2.2.0 is for VS 1.18.8 tho
I would have liked to try the new release but I noticed it's only for 1.19 (which is not the stable release atm) and it does not work in 1.18.15 indeed


on wildcraftfruit bushes
on  wildcraftfruit bushes


on vanilla fruit trees (but with those 3 mods installed)

with vanilla fruit trees

would you mind to add a 1.18.15 release that may fix it? :x
🙏

also... do you may have any idea why that happen? '-'

💬 GersteAuthor, Nov 12th 2023 at 4:18 PM

You have to have it in your hand. Vifuso

There already is. Take a look at the config tab of this very page. Fang1o3

💬 Vifuso, Nov 9th 2023 at 11:53 AM

So "cage equipped to catch it" I have to understand that I have to have it in my hand or put it on the ground ?

 

💬 Fang1o3, Nov 9th 2023 at 11:47 AM

Would it be possible to add support for modded animals or have some kind of guide for us to do so ourselves?

💬 Kirona, Nov 6th 2023 at 8:46 AM

In the 1.19.0-pre.5 version of Vintage Story, if you try to search for anything in the creative menu and it would make animal cages visible, it immediately causes the game to crash. Specifically I can instantly crash my game if I click the search bar and type the letter "c"

Understandable if you decide not to fix this 'til 1.19 goes stable of course, but I figured I'd mention it x)

Attaching the crash log below:

Running on 64 bit Windows with 32716 MB RAM
Game Version: v1.19.0-pre.5 (Unstable)
11/6/2023 2:43:00 AM: Critical error occurred in the following mod: animalcages@2.2.0
Loaded Mods: abandonedkingdom@0.0.4, acorns@0.5.3, advancedsmithing@1.3.0, autopanning@1.0.1, signs@1.0.1, betterruins@0.2.4, bettertraders@0.0.2, buzzwords@1.6.0, cairns@1.0.0, cellardoor@1.3.0, chiseltools@1.9.3, ClaimsRadar@1.1.0, fasterladderclimbing@1.0.0, fixroads@1.3.1, hideandfabric@1.3.0, immersivecorpsedrop@1.0.1, juicyores@1.0.0, justmoreruins@0.9.2, millwright@1.1.1, morecaveart@1.0.0, moreicons_cs@1.1.0, GreaterChanceForTerraPretaX40@0.4.0, moreclay@1.0.1, moredrygrass@0.2.0, moremolds@1.4.2, nightwatcherfacefix@1.0.1, nocharcoallost@1.0.0, oneshotpropick@1.0.0, peatincoldbiomes@1.0.0, unpfix@1.0.0, qptech@1.14.1, quarryworks@1.4.8, resinglue@0.0.3, roas@1.0.0, ropebucket@1.0.0, shortgrass@1.0.0, smokychimneys@1.0.0, TheShovelerRises@1.0.0, 2trunkornot2trunk@1.0.1, translocatorengineeringredux@1.4.7, game@1.19.0-pre.5, zoombuttonreborn@1.6.0, abcsreborn@0.1.3, accessibilitytweaks@3.4.0, alchemy@1.6.16, animalcages@2.2.0, betterfirepit@1.1.2, blocksoverlay@2.4.1, carcasses_are_frail@1.0.0, carryon@1.6.0, commonlib@2.2.0, composter@1.1.0, Crateful@1.2.7, creaturekilledby@1.0.0, extrainfo@1.6.0, fieldsofsalt@1.1.2, fixhandbookclutter@1.0.5, fromgoldencombs@1.4.21, greenbegone@1.0.0, hudclock@3.3.0, sailboat@1.1.0, NavarlioCustoms@1.2.9, nohands@0.1.1, oneclickfillbloom@1.0.0, pileful@1.1.2, resingluetools@0.0.5, rustboundmagic@0.2.5, statushud@1.4.3, stonebakeoven@1.1.1, th3dungeon@0.2.0, vtpp@1.1.0, creative@1.19.0-pre.5, vsquest@0.5.0, survival@1.19.0-pre.5, whatbagwasthatagain@1.0.1, xmelee@0.0.12, cats@1.8.0, cavebeacons@1.0.7, tradercamps@1.0.6, em@2.5.0-pre.1, extraoverlays@1.3.1, feverstonewilds@1.4.3, foxtaming@1.3.0, onestick@1.0.1, pickupfast@1.0.2, stonequarry@3.1.7, wolftaming@1.8.0, bricklayers@2.5.0-pre.1, moreroads@1.5.4
System.MissingFieldException: Field not found: 'Vintagestory.API.Client.ItemRenderInfo.ModelRef'.
at Animalcages.BlockMediumCage.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 388
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 195
at Vintagestory.Client.NoObf.RenderAPIGame.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean rotate, Boolean showStackSize) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 268
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 479
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 717
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 375
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 301
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 199
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 793
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 971
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 322
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 11/6/2023 2:25:00 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.0.0, time stamp: 0x6514d416
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x3910
Faulting application start time: 0x01da108a23aa4c20
Faulting application path: D:\Vintagestory\Vintagestory.exe
Faulting module path: D:\Vintagestory\Lib\openal32.dll
Report Id: 12adc7b2-aa2b-46f2-bb52-5e786ec163e3
Faulting package full name:
Faulting package-relative application ID: }

💬 Ionite, Nov 4th 2023 at 9:42 PM

I have tried to add the domestic sheep (male/female and lamb) from hide and fabric to the config but they won't be caught for some reason only result I get is being beat up by them

💬 Bumber, Oct 21st 2023 at 7:44 AM

"raccoon-pub" should be "raccoon-pup". You can't cage them otherwise.

💬 Newfie, Oct 8th 2023 at 4:39 PM

It wont let me catch domestic sheep 

 

💬 GersteAuthor, Oct 2nd 2023 at 8:21 PM

Perfect, thanks a lot for checking it out. This should be all the information I need for fixing this. BillyGalbreath

Now I just need to figure out how I want to fix that bug :) 

💬 GersteAuthor, Oct 2nd 2023 at 8:20 PM
💬 BillyGalbreath, Oct 2nd 2023 at 12:51 AM

Sorry for late reply, Gerste. After testing further we found out she never installed the mod locally. So all our local tests are bad lol.

After installing the mod locally, the config is created when she starts a single player game or if she starts a local server on her machine.

If there is no config present when joining a server with the mod on it, that's when it wont create the config and show the error i posted earlier ("No Mod Config specified. Falling back to default settings").

After finding these exact reproduction steps I tested it on my computer, and sure enough it's 100% reproducible.

💬 GersteAuthor, Oct 1st 2023 at 2:14 PM

Okay one more idea:

Which of the following notifications does she see in the server-main log when creating a new world with animalcages enabled? BillyGalbreath

  • Mod Config successfully loaded.
  • No Mod Config specified. Falling back to default settings
  • Failed to load custom mod configuration. Falling back to default settings!
💬 BillyGalbreath, Oct 1st 2023 at 12:43 PM

Way ahead of you Gerste

We tested:

  • single player on her machine
  • local server on her machine
  • local server on my machine
  • opened my single player world to her over lan
  • and on our remote server

Nothing we tried created the config for her, sadly. We even wiped her data directories and reinstalled the game and .net, to no avail. The only difference between her setup and mine is the OS. She's on Win10 and I'm on Win11/Linux.

💬 GersteAuthor, Oct 1st 2023 at 12:07 PM

That might be some helpful bit of information, thanks for the Report. BillyGalbreath

Can you do the following tests for me?

  • Delete your wifes config. Let her join your world again. See if the error occures or if there is a config file created.
  • Delete your wifes config. Let her create a singleplayer world with animalcages installed. See if the error occures or if there is a config file created.
💬 BillyGalbreath, Oct 1st 2023 at 3:33 AM

PlaguedMongoose

it's "bison-male" and "bison-female"

Gerste

there seems to be a problem for some people with loading the default config. My wife gets a null reference on line 36 of AnimalCages.cs - We noticed this after investigating why she could not see the animals in the cages but I could. Turns out my client created the default config just fine, so I sent a copy of the json file to her and she manually put it in ModConfig and then the mod loaded just fine.

💬 PlaguedMongoose, Sep 24th 2023 at 12:29 AM

Does anyone know how to update the config to make it so you can catch bison in the medium cage? I tried doing it myself as 

"name": "bison-bull"

"scale": 0.9

 

but it doesn't work when I restart the game even tho I have said creature fully tamed

💬 AzuliBluespots, Sep 22nd 2023 at 2:32 AM

We need to add to the config file so the new animals in Feverstone Wilds and Primitive survival can also be captured!

💬 Kaofan, Sep 19th 2023 at 10:38 AM

Gerste

Polish version

pl.json
{
"block-smallanimalcage-opened": "Mała klatka na zwierzęta (otwarta)",
"blockdesc-smallanimalcage-opened": "Zaatakuj małe zwierzę, aby je złapać w tej klatce.",
"block-smallanimalcage-closed": "Mała klatka na zwierzęta (zamknięta)",
"blockdesc-smallanimalcage-closed": "Zawiera złapane zwierzę. Zniszcz blok, aby je uwolnić.",
"block-mediumanimalcage-*-opened-*": "Średnia klatka na zwierzęta (otwarta)",
"blockdesc-mediumanimalcage-*-opened-*": "Zaatakuj średnie zwierzę, aby je złapać w tej klatce. Zwierzę musi być rannę lub oswojone, aby można je było złapać.",
"block-mediumanimalcage-*-closed-*": "Średnia klatka na zwierzęta (zamknięta)",
"blockdesc-mediumanimalcage-*-closed-*": "Zawiera złapane zwierzę. Zniszcz blok, aby je uwolnić."
}

💬 MayaPapaya, Sep 7th 2023 at 3:08 AM

Love your mods Gerste! I use most of them on my server. When you get the time, would you consider adding modded entity support to the config file for animal cages? Or, if it already supports modded entities, could you put an example up for how we are meant to identify an entity so that animal cages will recognize it? Totally understand if you never get the time, or if it's too much of a headache to do so btw. Just thought I'd ask.

💬 MayaPapaya, Sep 7th 2023 at 3:02 AM

Alatyr XSkills has a husbandry cage already. If you would like to expand your husbandry cage's uses, consider installing XSkillsCatchablesPatch.

💬 Alatyr, Aug 25th 2023 at 10:04 PM

Is it working with XSkills?

💬 MrTango, Aug 22nd 2023 at 5:16 PM

Will this allow me to sell caged wolf pups?

💬 Nikkolai, Aug 6th 2023 at 11:39 PM

Zinloz Maybe PetAI. Although by itself is just a script for other mods.

💬 Zinloz, Aug 5th 2023 at 2:28 PM

Nikkolai you have some other mod allowing this. I just took a rope and was unable to replicate on both a boar and a sheep.

💬 Popeye420, Jul 27th 2023 at 2:19 AM

Is anyone else having trouble getting this mod to work with the newest update? Mod shows being active in my modlist but all the mod specific items are "?" blocks and its not showing in the handbook anymore. Worked great prior to update.

💬 Telemachus, May 12th 2023 at 5:27 PM

Aren't the creature models supposed to show up when you place the cage on the ground? Whenever I capture a creature and place the cage on the ground, it just shows an empty cage. Other than that, it works as expected.

EDIT: So I tested it in singleplayer, and it works (it displays the animal in the cage), but it doesn't work in multiplayer for some reason...

EDIT 2: I noticed that the config json in my single player was different from the server's config. So I just replaced the server's config file with the one generated in my single player and it worked. The values for the "scale" were all integers in my server config, whereas the single player values were floats. For whatever reason, that was causing the animals to not be displayed. In summary: changing the "scale" values to floats fixed it

💬 AzuliBluespots, Apr 30th 2023 at 3:03 PM

Strange, I tried to configure some salamanders from Creatures and Critters/Kreatures and Kritters to be catchable and they just take damage 3 times and die.
{
"name": "salamander-red",
"scale": 1.0
},
{
"name": "salamander-tiger",
"scale": 1.0
},
{
"name": "salamander-marbled",
"scale": 1.0
},
{
"name": "salamander-bluespotted",
"scale": 1.0
},
{
"name": "salamander-tenneseecave",
"scale": 1.0
},

💬 GersteAuthor, Apr 28th 2023 at 4:59 PM

Setting it to 1 should let you always catch the animal on first or second try Shion

💬 Shion, Apr 28th 2023 at 6:08 AM

@gerste What value must I set to catch an animal without punching it?

💬 GersteAuthor, Apr 27th 2023 at 5:06 PM

It determines how severely an animal has to be fought with to put it in a cage. Shion

💬 AzuliBluespots, Apr 27th 2023 at 11:53 AM

Just saying, the pt-br translation on crowdin is complete.

💬 Jade1, Apr 24th 2023 at 4:10 PM

Thank you, Gerste

💬 Shion, Apr 23rd 2023 at 12:00 AM

What does the woundedMultiplicator setting do?

💬 GersteAuthor, Apr 18th 2023 at 8:12 PM

Done IAmJade

💬 Jade1, Apr 8th 2023 at 3:58 PM

Thank you for building this mod. I'd like to ask a favor, if I may.

In previous versions, I used to be able to put the medium cage (the larger of the 2) in my hotbar or regular inventory.

But, with the last two versions, I can now only put the medium cage in the spot where my backpacks go. I prefer being able to have the cage in my hotbar. It is extremely difficult to navigate to the backpack slots while also trying to injure the wild animal so that it can be caught. Injuring the animal requires the use of a hotbar weapon. With this update and the previous one, now I have to stop chasing the animal, push CTRL-scroll to get into the backpack slots and select the medium animal cage before I can capture the animal. This extra step (delay) often means we don't get to catch the animal.

Could you please make it so that we can (as we could 2 updates previous) put the medium cage in our hotbar? 

We appreciate your assistance.

💬 GersteAuthor, Apr 5th 2023 at 7:01 PM

I just tested with 1.18.0rc-2 and everything seemed to work out just fine. I tested with both hens and roosters BlueFuryDragon

Thanks, I uploaded a new version with your changes implemented mj_outlaw

💬 BlueFuryDragon, Apr 4th 2023 at 4:26 AM

In 1.18.0rc-1, I have tried to catch a chicken twice and essentially beat them to death :\... So they didn't go into the cage.

💬 mj_outlaw, Apr 1st 2023 at 2:34 PM

Gerste, thanks! code: {
"name": "pheasant-chick",
"scale": 1.0
},
{
"name": "pheasant-cockpoult",
"scale": 1.0
},
{
"name": "pheasant-henpoult",
"scale": 1.0
},
{
"name": "pheasant-cock",
"scale": 1.0
},
{
"name": "pheasant-hen",
"scale": 1.0
},
{
"name": "goldenpheasant-chick",
"scale": 1.0
},
{
"name": "goldenpheasant-cockpoult",
"scale": 1.0
},
{
"name": "goldenpheasant-henpoult",
"scale": 1.0
},
{
"name": "goldenpheasant-cock",
"scale": 1.0
},
{
"name": "goldenpheasant-hen",
"scale": 1.0
},
{
"name": "capercaillie-chick",
"scale": 1.0
},
{
"name": "capercaillie-cockpoult",
"scale": 1.0
},
{
"name": "capercaillie-henpoult",
"scale": 1.0
},
{
"name": "capercaillie-cock",
"scale": 1.0
},
{
"name": "capercaillie-hen",
"scale": 1.0
}

💬 GersteAuthor, Mar 31st 2023 at 4:09 PM

Exactly. misterandydandy 

I have included a small description on how to add any entity you want to the cages mod (under the Config tab on this page).
If you want you can afterwards send the config to me so I can integrate any modcompatibilities into the default config. mj_outlaw

💬 misterandydandy, Mar 31st 2023 at 11:48 AM

mj_outlaw Just taking a look at the code for the mod it self to what I can see you should beable to add them your self to config. If I am right Gerste

💬 mj_outlaw, Mar 30th 2023 at 7:19 PM

can you make it compatible with "more animals" ? https://mods.vintagestory.at/show/mod/2455 <3

💬 Babbydoll24, Mar 11th 2023 at 10:22 PM

Please update to 1.18, Love this mod.

💬 Chaonic, Feb 15th 2023 at 12:36 PM

The the last two comments have made me believe the cage is somehow bugged out. Unfortunately I didn't understand Goose's explanation for the longest time and avoided medium cages.
The medium cage isn't broken. I'll explain for dummies such as myself:
If you just caught an animal, you're able to hold the cage in a normal slot. Filled medium cages usually don't go into the hotbar or bag, so if you try to move it into a different non-backpack/hotbar slot, you're unable to, because it behaves like a bag filled with items. This is why people might think something is broken, because "It just worked, why doesn't it now?"

So if you want to pick a cage back up, you need a free backpack slot.

Just make sure you can either spare a hotbar spot until you get the cage home, or free some backpack slots.

💬 Goose21, Jan 27th 2023 at 7:27 PM

To reiterate on what Korzhyk said; it seems that upon placing an occupied medium cage in your backpack slot you're unable to put it back into your hands in order to place it on the ground. It can't be transferred to any other form of inventory slot, but can be flung to the ground as a small item by throwing it from your inventory screen using the mouse.

💬 Korzhyk, Jan 3rd 2023 at 9:28 PM

medium cage is broken

 

💬 Verlia, Dec 26th 2022 at 8:02 PM

@Ziru Wow nice! 

💬 Ziru, Dec 10th 2022 at 3:34 PM

i added this to small cages:

// ---------- Wolf Taming ----------
{"name": "wolf-pup","scale": 0.9},
{"name": "wolf-male","scale": 0.4},
{"name": "wolf-female","scale": 0.4},
{"name": "tame-wolf-pup","scale": 0.9},
{"name": "tame-wolf-male","scale": 0.4},
{"name": "tame-wolf-female","scale": 0.4},
// ---------- TRADER ----------
{ "name": "humanoid-trader-artisan", "scale": 0.4 },
{ "name": "humanoid-trader-buildmaterials", "scale": 0.4 },
{ "name": "humanoid-trader-commodities", "scale": 0.4 },
{ "name": "humanoid-trader-foods", "scale": 0.4 },
{ "name": "humanoid-trader-furniture", "scale": 0.4 },
{ "name": "humanoid-trader-luxuries", "scale": 0.4 },
{ "name": "humanoid-trader-survivalgoods", "scale": 0.4 },
{ "name": "humanoid-trader-treasurehunter", "scale": 0.4 },
{ "name": "humanoid-trader-clothing", "scale": 0.4 },
// ---------- Crab ----------
{"name": "crab-landcrab","scale": 1.0},
{"name": "crab-bairdiccrab","scale": 1.0},
// ---------- Kitten ----------
{"name": "cat-kitten","scale": 1.0},
{"name": "cat-kitten-ocelot","scale": 1.0},
{"name": "cat-kitten-european","scale": 1.0},
{"name": "cat-kitten-serval","scale": 1.0},
{"name": "cat-female","scale": 1.0},
{"name": "cat-female-ocelot","scale": 1.0},
{"name": "cat-female-european","scale": 1.0},
{"name": "cat-female-serval","scale": 1.0},
{"name": "cat-male","scale": 1.0},
{"name": "cat-male-ocelot","scale": 1.0},
{"name": "cat-male-european","scale": 1.0},
{"name": "cat-male-serval","scale": 1.0},
// ---------- Foal ----------
{"name": "foal-female-draft","scale": 1.0},
{"name": "foal-female-arabian","scale": 1.0},
{"name": "foal-male-draft","scale": 1.0},
{"name": "foal-male-arabian","scale": 1.0},[/quote]

i added this to medium cages:

// ---------- Horse ----------
{"name": "horse-female-draft","scale": 0.7},
{"name": "horse-female-arabian","scale": 0.7},
{"name": "horse-male-draft","scale": 0.7},
{"name": "horse-male-arabian","scale": 0.7},
// ---------- BEAR ----------
{"name": "bear-female-black","scale": 0.7},
{"name": "bear-female-brown","scale": 0.7},
{"name": "bear-female-sun","scale": 0.7},
{"name": "bear-female-panda","scale": 0.7},
{"name": "bear-female-polar","scale": 0.7},
{"name": "bear-female-polar","scale": 0.7},
{"name": "bear-male-black","scale": 0.7},
{"name": "bear-male-brown","scale": 0.7},
{"name": "bear-male-sun","scale": 0.7},
{"name": "bear-male-panda","scale": 0.7},
{"name": "bear-male-polar","scale": 0.7},
{"name": "bear-male-polar","scale": 0.7},
// ---------- gazelle ----------
{"name": "gazelle-female","scale": 1.0},
{"name": "gazelle-male","scale": 1.0},

 

because i'm using horses mod, wolf taming mod, and cat taming mod.

i'm sharing the code if someone need it

 

@Yanazake
Excelent!

@Karidwen
i'm using this mod and it work perfectly in 1.17.9

💬 AzuliBluespots, Dec 10th 2022 at 1:20 AM

Karidwen

Mod works as intended. Most small animals get captured instantly with the small cage. If they don't and eventually die, you need to adjust the config file. There's some stuff down there by Amigurumi that improves compatibility with other animal mods, but if you're having issues with the vanilla ones, something broke in there.

I went ahead and used Ziru translation as reference to quickly make a pt-br translation of animal cages too. Save as pt-br.json in the same folder they mention. :)

pastebin.com/r3NwDaLT

💬 Karidwen, Nov 30th 2022 at 6:03 PM

Doesnt seem to work in 1.17.9. Chicken just gets hit by it and doesnt get captured.

💬 Ziru, Nov 28th 2022 at 3:39 PM

🇪🇸 Spanish traslation:

save as "es-es.json" in %SYSTEMDRIVE%\Users\%USERNAME%\AppData\Roaming\VintagestoryData\Mods\animalcages_v2.0.6\assets\animalcages\lang

pastebin.com/7eS5cfzS

💬 GersteAuthor, Nov 1st 2022 at 7:11 PM

It goes in a backpack slot Akzombie

💬 Akzombie, Nov 1st 2022 at 5:02 PM

if you drop cage with bighorn ram and ewe you cant pick it up

 

💬 McLenwe, Sep 25th 2022 at 3:28 PM

From my testing the mod still seem to work in 1.17.4. Only the bears and gazelle can´t be caged out of the box and have to be added via the mod config file.

💬 Hugues_de_Payns, Sep 19th 2022 at 1:02 PM

Hello! On game version 1.17.3 Animals are not caught in cages.
In v2.0.6 on game version 1.16x, if you catch a wolf of a certain color and then release it, then its color becomes standard.
If you have time to fix it please.

💬 DanteGoldenrod, Sep 18th 2022 at 6:57 AM

I can confirm that this mod is functioning in 1.17.3.

💬 Amigurumi, Mar 19th 2022 at 6:47 PM

Typo, I meant 1.1.8. Removing the lambs from small didn't resolve it. I tried making them larger and that seemed to work, but smaller like I have for elephants, not so much.

💬 Minni6in, Mar 17th 2022 at 5:35 AM

@ Amigurumi   I just tested it on a baby alpaca and it changed size when I set it to be really big, idk where your conflict is coming from, you do have alpaca lamb in both small and medium cages though, I removed it from the small cage and was using it in the medium

edit : also you've stated you are using Creatures & Critters 1.0.8 but alpacas weren't added until 1.1.6 so now I'm even more confused

💬 Amigurumi, Mar 17th 2022 at 12:19 AM

The scale attribute does not seem to be affecting the Critters and Creatures mobs. Not sure which mod that would count as a bug on. @Gerste @Minni6in (below is the config I'm currently using with Animal Cages v2.0.6 and Critters and Creatures v1.0.8)

```

{
"smallCatchableEntities": [
{
"name": "alpaca-lamb",
"scale": 0.4
},
{
"name": "aurochs-lamb",
"scale": 1.0
},
{
"name": "bullfrog",
"scale": 1.0
},
{
"name": "capercaillie-chick",
"scale": 1.0
},
{
"name": "capercaillie-cock",
"scale": 1.0
},
{
"name": "capercaillie-cockpoult",
"scale": 1.0
},
{
"name": "capercaillie-hen",
"scale": 1.0
},
{
"name": "capercaillie-henpoult",
"scale": 1.0
},
{
"name": "cassowary-chick",
"scale": 1.0
},
{
"name": "cassowary-youngling",
"scale": 0.8
},
{
"name": "cat-female",
"scale": 1.0
},
{
"name": "cat-male",
"scale": 1.0
},
{
"name": "chicken-baby",
"scale": 1.0
},
{
"name": "chicken-hen",
"scale": 1.0
},
{
"name": "chicken-henpoult",
"scale": 1.0
},
{
"name": "chicken-rooster",
"scale": 1.0
},
{
"name": "chicken-roosterpoult",
"scale": 1.0
},
{
"name": "deer-fawn",
"scale": 0.85
},
{
"name": "foal",
"scale": 0.85
},
{
"name": "fox-pup-forest",
"scale": 0.85
},
{
"name": "fox-pup-arctic",
"scale": 0.85
},
{
"name": "fox-male",
"scale": 0.9
},
{
"name": "fox-female",
"scale": 0.9
},
{
"name": "fox-arctic-male",
"scale": 0.9
},
{
"name": "fox-arctic-female",
"scale": 0.9
},
{
"name": "gecko",
"scale": 1.0
},
{
"name": "gemsbok-calf",
"scale": 0.8
},
{
"name": "goldenpheasant-chick",
"scale": 1.0
},
{
"name": "goldenpheasant-cock",
"scale": 1.0
},
{
"name": "goldenpheasant-cockpoult",
"scale": 1.0
},
{
"name": "goldenpheasant-hen",
"scale": 1.0
},
{
"name": "goldenpheasant-henpoult",
"scale": 1.0
},
{
"name": "hamster-baby",
"scale": 1.0
},
{
"name": "hamster-female",
"scale": 1.0
},
{
"name": "hamster-male",
"scale": 1.0
},
{
"name": "hare-baby",
"scale": 1.0
},
{
"name": "hare-female-arctic",
"scale": 1.0
},
{
"name": "hare-female-ashgrey",
"scale": 1.0
},
{
"name": "hare-female-darkbrown",
"scale": 1.0
},
{
"name": "hare-female-desert",
"scale": 1.0
},
{
"name": "hare-female-gold",
"scale": 1.0
},
{
"name": "hare-female-lightbrown",
"scale": 1.0
},
{
"name": "hare-female-lightgrey",
"scale": 1.0
},
{
"name": "hare-female-silver",
"scale": 1.0
},
{
"name": "hare-female-smokegrey",
"scale": 1.0
},
{
"name": "hare-male-arctic",
"scale": 1.0
},
{
"name": "hare-male-ashgrey",
"scale": 1.0
},
{
"name": "hare-male-darkbrown",
"scale": 1.0
},
{
"name": "hare-male-desert",
"scale": 1.0
},
{
"name": "hare-male-gold",
"scale": 1.0
},
{
"name": "hare-male-lightbrown",
"scale": 1.0
},
{
"name": "hare-male-lightgrey",
"scale": 1.0
},
{
"name": "hare-male-silver",
"scale": 1.0
},
{
"name": "hare-male-smokegrey",
"scale": 1.0
},
{
"name": "hyena-pup",
"scale": 1.0
},
{
"name": "kiwi-baby",
"scale": 1.0
},
{
"name": "kiwi-hen",
"scale": 1.0
},
{
"name": "kiwi-henpoult",
"scale": 1.0
},
{
"name": "kiwi-rooster",
"scale": 1.0
},
{
"name": "kiwi-roosterpoult",
"scale": 1.0
},
{
"name": "pheasant-chick",
"scale": 1.0
},
{
"name": "pheasant-cock",
"scale": 1.0
},
{
"name": "pheasant-cockpoult",
"scale": 1.0
},
{
"name": "pheasant-hen",
"scale": 1.0
},
{
"name": "pheasant-henpoult",
"scale": 1.0
},
{
"name": "pig-wild-piglet",
"scale": 1.0
},
{
"name": "puma-cub",
"scale": 1.0
},
{
"name": "raccoon-male",
"scale": 1.0
},
{
"name": "raccoon-female",
"scale": 1.0
},
{
"name": "salamander",
"scale": 1.0
},
{
"name": "squirrel-baby",
"scale": 1.0
},
{
"name": "squirrel-female",
"scale": 1.0
},
{
"name": "squirrel-male",
"scale": 1.0
},
{
"name": "sheep-bighorn-lamb",
"scale": 0.85
},
{
"name": "tiger-cub",
"scale": 1.0
},
{
"name": "toad",
"scale": 1.0
},
{
"name": "tortoise-baby",
"scale": 0.25
},
{
"name": "tortoise-female",
"scale": 1.0
},
{
"name": "tortoise-male",
"scale": 1.0
},
{
"name": "wolf-pup",
"scale": 1.0
}
],
"mediumCatchableEntities": [
{
"name": "alpaca-female",
"scale": 0.65
},
{
"name": "alpacapackanimal-female",
"scale": 0.65
},
{
"name": "alpaca-male",
"scale": 0.65
},
{
"name": "alpacapackanimal-male",
"scale": 0.65
},
{
"name": "alpaca-lamb",
"scale": 0.65
},
{
"name": "alpacapackanimal-lamb",
"scale": 0.65
},
{
"name": "aurochs-female",
"scale": 0.75
},
{
"name": "aurochs-male",
"scale": 0.75
},
{
"name": "cassowary-female",
"scale": 0.75
},
{
"name": "cassowary-male",
"scale": 0.75
},
{
"name": "crocodile",
"scale": 0.45
},
{
"name": "deer-female",
"scale": 0.9
},
{
"name": "deer-male",
"scale": 0.8
},
{
"name": "elephant-baby",
"scale": 0.75
},
{
"name": "elephant-female",
"scale": 0.25
},
{
"name": "elephant-male",
"scale": 0.25
},
{
"name": "gemsbok-female",
"scale": 0.75
},
{
"name": "gemsbok-male",
"scale": 0.75
},
{
"name": "hippo-female",
"scale": 0.5
},
{
"name": "hippo-baby",
"scale": 0.25
},
{
"name": "hippo-male",
"scale": 0.5
},
{
"name": "horse-foal",
"scale": 0.5
},
{
"name": "horse-female",
"scale": 0.5
},
{
"name": "horse-male",
"scale": 0.5
},
{
"name": "hyena-male",
"scale": 0.9
},
{
"name": "hyena-female",
"scale": 0.9
},
{
"name": "komododragon",
"scale": 0.75
},
{
"name": "pig-wild-male",
"scale": 1.0
},
{
"name": "pig-wild-female",
"scale": 1.0
},
{
"name": "puma-female",
"scale": 0.75
},
{
"name": "puma-male",
"scale": 0.75
},
{
"name": "tiger-female",
"scale": 0.65
},
{
"name": "tiger-cub",
"scale": 0.65
},
{
"name": "tiger-male",
"scale": 0.65
},
{
"name": "sheep-bighorn-male",
"scale": 0.9
},
{
"name": "sheep-bighorn-female",
"scale": 1.0
},
{
"name": "wolf-male",
"scale": 0.9
},
{
"name": "wolf-female",
"scale": 0.9
},
{
"name": "white-hart",
"scale": 0.8
}
],
"woundedMultiplicator": 5
}

```

💬 Timber4Life, Feb 16th 2022 at 11:36 AM

Using v2.0.6 and once ive captured a animal, if i drop the cage with an animal in it, i cannot pick it up again. Can only pick up cages, not cages with animal inside. Hope you can fix this soon. TY. Keep up the great work. Great mod otherwise.

💬 Lumber, Feb 12th 2022 at 4:52 AM

If a cage is in a backpack slot, use the standard game mechanic of ctrl+mouse wheel to select it. This lets you pick your backpack slots like any other hotbar item. Then just click the ground to place it. RustyKnight

💬 Cendar, Jan 19th 2022 at 4:27 AM

Hi! I made a french translation for your mod, feel free to add it if you want. 😊

fr.json - Animal cages 2.0.5

💬 RustyKnight, Jan 10th 2022 at 10:44 PM

Either putting the fact it'd have to be used as a backpack in the description of the cage, or changing it would probably be for the best- either way works, we just had no idea that it was a backpack slot item.

The only problem I foresee with it being a back item is that you can't place it down like the other cages while you're preparing other things for the animals- like a barn, field, or just getting a stock of animal feed in general first.  I also have no idea how we'd release the animal from the cage on our back either, though that might just be me forgetting a mechanic that is very seldon used if at all.  If you were to solve those issues or enlighten the player to the mechanics to use the larger cage (maybe in the handbook), it'd probably be alright as a back slot item.  Gerste

💬 GersteAuthor, Jan 9th 2022 at 2:42 PM

I initially wanted to make the medium cage have a havier feel to it, so I thought it schould be placed inside of a backpack slot if an animal is trapped inside.

However maybe I should remove that system because it seems to be confusing and unintuitive? RustyKnight

💬 RustyKnight, Jan 9th 2022 at 1:04 AM

My friend trapped a bull in a copper cage, but when he went to change where it was in his inventory he couldn't put it back down- when he closed his inventory it dropped on the ground, and while we can see the cage, we can't pick it up (either of us).  Not sure sure why, and it isn't crashing us or anything, so there's no error report.

edit: happened again, this time with a ewe.  Seems like it happens in general with the medium animal cage.

💬 WickedSchnitzel, Oct 8th 2021 at 6:15 PM

Could you add an option to define for each animal if it has to be hurt to be able to catch it? Because i dont think that players would like to beat up their private dogs until they are able to pick them up in order to replace them. :) Gerste

💬 melodelic, Oct 8th 2021 at 4:23 PM

Yeah, the chickens are running away from me so I'll try to catch it while not moving.

💬 GersteAuthor, Oct 8th 2021 at 1:12 PM

The first time this issue arised I had a conversation with Fulgen in the VintageStory discord, he told about how to use the different mod paths.

I uploaded a new precompiled version to hopefully fix this as i can not reproduce the error. If the issue persists, feel free to contact me on discord WickedSchnitzel

💬 WickedSchnitzel, Oct 8th 2021 at 12:40 PM

I am running a server for one and a half years and always dropped our mods into VintageStory/Mods and we never had any problems. So far i thought the VintageStoryData folder is for singleplayer servers. Gerste

💬 GersteAuthor, Oct 8th 2021 at 7:33 AM

Domesticated means the animal has a generation greater than zero, so yes, you should be able to catch your pigs with generation 1 or greater without nearly killing them.

Are your chicken standing still or running around while you are trying to catch them? When the chicken are moving, sometimes the server does not calculate a hit while the client does (so you need to consistently bash it until the server registers a hit).
If the chicken are standing still, please look inside the logs, if you can find any error-messages regarding cages. You can find the logs under /VintagestoryData/logs.

💬 melodelic, Oct 7th 2021 at 11:17 PM

I've got two questions on how the cage works. The first is if wondering what "Animal can only be catched, if it is either a small animal, a domesticated animal or has less then one third hp"? means for large cages (and if that means I can make my gen 1+ pigs or sheep go in them without beating them to almost death). And the second is why I can't cage my gen 1 chickens into a small cage?
💬 GersteAuthor, Oct 7th 2021 at 8:04 PM

Do you keep your Mods in /VintageStory/Mods or /VintageStoryData/Mods?
Please make sure your Mods are placed in VintageStoryData/Mods as /VintageStory/Mods is only for the base game mods.

If this doesnt work, you can try this workaround right here.

I hope I get to releasing a precompiled version soon as I heard this might make things more stable.

💬 WickedSchnitzel, Oct 6th 2021 at 4:57 PM

If i try to catch one of my modded pets (dog, cat etc) i'll get disconnected from the server with the following error message:

18:53:41 [Server Error] System.IO.FileNotFoundException: Could not load file or assembly 'VSEssentials, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
File name: 'VSEssentials, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
   at Animalcages.BlockMediumCage.isCatchable(Entity attackedEntity)
   at Animalcages.BlockCage.OnAttackingWith(IWorldAccessor world, Entity byEntity, Entity attackedEntity, ItemSlot itemslot) in Data\Cache\unpack\animalcages_v2.0.2.zip_ff3664438b4f\src\blockcage.cs:line 38
   at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode)
   at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(_pZfqca2BJhMktch0CcWjLhsEFXc packet, ConnectedClient client)
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)

I have already included them in the config file of your mod.
💬 GersteAuthor, Oct 2nd 2021 at 1:16 PM

You can find all trader files in your game folder under \assets\survival\entities\humanoid.
Then you need to open each of the files and copy the text labeled "code" into the modconfig as shown in the tutorial.

If you run into any problems, feel free to hit me up on discord: G3rste#1850

💬 Malfiros, Oct 2nd 2021 at 12:38 PM

Whenever I edit the config file, it reverts back to the original file after loading the game. What am I doing wrong?

UPDATE: I was forgetting to put a comma after the last creature before adding any new ones.

What would you do if you wanted to be able to capture ALL traders? Would you have to list each type individually? If so, what are each of those entity names?

UPDATE: Thanks for your help! I've configured the file to my liking now. Great mod, thanks again!

💬 GersteAuthor, Sep 8th 2021 at 11:21 PM

I added a short tutorial on how to configure the mod.
I have tested around with some creatures. Mechanoids are not supported but drifters, traders and modded creatures should work fine.

Hope this helps :)

💬 Braleth, Sep 6th 2021 at 3:21 PM

Neither of the posted versions contain a sample config file. Can you post a completed animalcagesconfig.json config file. The source code for the CageConfig class lists various animals, but would like to see what options you made availble via the config file.

💬 Juliusvanvern, Sep 2nd 2021 at 10:40 AM

Would you like to know how you use it, whatch mei Video (german): 
https://www.youtube.com/watch?v=6XE5DUprSSA

Thanks for the Mod 😀

💬 GersteAuthor, Aug 25th 2021 at 9:15 PM

I have not played with XSkills myself. I know that Capture Animals by DArkHekRoMaNT implements something similar as well as Farm Life by jakecool19. I really liked the idea of DArkHekRoMaNT (in fact, i use the same method to capture the animal i learned by reading his code), but i wanted to try a more vanilla approach than his pokeball implementation.
Putting the animals in the already existing Cage Models just seemed right for me.

💬 animatiV, Aug 25th 2021 at 10:19 AM

Is something like this not included in the XSkills modification?

💬 Neerak, Aug 24th 2021 at 12:50 PM

I was just talking about needing a feature like this and bam!

(edit comment delete)