Mods / Better Husbandry
- Tags:
- Author:
- Tyeia
- Side:
- Both
- Created:
- Aug 15th at 6:17 AM
- Last modified:
- 37 seconds ago
- Downloads:
- 2500
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
betterhusbandry_1.4.0.zip 1-click install
This mod rewards players for petting their animals semi-regularly and ensuring they are well fed. This mod was made using actual real world experience with animal husbandry.
If a player ensures their animals have good weight and interact (petting/milking) with them regularly, their animals will begin to gain generations. This is more or less to show the animal's trust in you.
In case anyone else missed it as a game mechanic, if you are close to an animal you can pet them with right click once they are > gen 1.
By default, the config is set up where both the feed generation modifier and interaction generation modifier cap out at a maximum of 3. It takes approximately a year of daily positive gain to reach this with the default config.
Now, you might be asking "Does breeding still give generations?" Yes, of course it does. This mod refers to it as the Bloodline generation modifier.
Now, aside from the Bloodline generation modifier, this mod is set up by default to allow the feed and interaction modifiers to slip into the negative if you do not care for your animals.
The generation of your animals determines how fast their interaction modifier decays. The higher it is, the longer they will hold out that you did not abandon them!
No matter how good of a pedigree of animal you have in your barn, if you do not handle them or ensure they are properly fed, they will act no better than feral beasts.
By default, the negative modifier cap is -3 for each modifier. It takes much less time to reduce your modifier than it does to gain modifier.
The general thought was that I have never actually seen anyone I've played with get any animal above gen 3 or 4, so maybe if they could get higher gens temporarily via gameplay, it might make it easier. With that, i wanted to reward players for actually caring for their animals, and punish other players for neglecting their animals.
This mod is fully configurable with a .json file. The default values are kind of "best guess" values based on just the raw math of it and vibes.
All you have to do to patch an entity to use this is the following
As of 1.3.0, there are chat commands for admins to use to set and get the better husbandry attributes. See /betterhusbandry in game for more details.
All breedable FotSA animals
Medieval Expansion's Aurochs
Wolf Taming
The Equus series of mods
Draconis
Monoceros
Talonborne
Pegasus
Feverstone Wilds
ShearLib
More Animals
Thank you Verlia for the wonderful mod icon!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.4.0 | betterhusbandry | 0 | 37 seconds ago | betterhusbandry_1.4.0.zip | 1-click install | ||
| 1.3.7 | betterhusbandry | 460 | Oct 2nd at 4:26 AM | betterhusbandry_1.3.7.zip | 1-click install | ||
1.3.7 - Should have just done this in one update EditionWhat's ChangedFull Changelog: | |||||||
| 1.3.6 | betterhusbandry | 4 | Oct 2nd at 4:14 AM | betterhusbandry_1.3.6.zip | 1-click install | ||
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| 1.3.5 | betterhusbandry | 11 | Oct 2nd at 3:43 AM | betterhusbandry_1.3.5.zip | 1-click install | ||
| 1.3.4 | betterhusbandry | 242 | Sep 28th at 3:36 PM | Release Retracted | |||
Retraction Reason:Changes somehow aren't in release. Changelog:Updated elephantidae and viverridae compat patches | |||||||
| 1.3.3 | betterhusbandry | 324 | Sep 25th at 3:14 PM | betterhusbandry_1.3.3.zip | 1-click install | ||
What's ChangedFull Changelog: | |||||||
| 1.3.2 | betterhusbandry | 735 | Sep 11th at 1:05 AM | betterhusbandry_1.3.2.zip | 1-click install | ||
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Add mod icon courtesy of Verlia | |||||||
| 1.3.1 | betterhusbandry | 88 | Sep 9th at 7:04 PM | betterhusbandry_1.3.1.zip | 1-click install | ||
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| 1.3.0 | betterhusbandry | 346 | Aug 22nd at 3:01 AM | betterhusbandry_1.3.0.zip | 1-click install | ||
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Make shearing count as an interaction | |||||||
| 1.2.1 | betterhusbandry | 143 | Aug 18th at 4:12 AM | betterhusbandry_1.2.1.zip | 1-click install | ||
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Fix configlib integration This comes with an update to the config. By default the config will automatically migrate your settings. I do plan to eventually completely remove the old settings from the code in a future update, but all settings should use the new config entries now. | |||||||
| 1.2.0 | betterhusbandry | 100 | Aug 16th at 4:59 AM | betterhusbandry_1.2.0.zip | 1-click install | ||
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Implement configLib support | |||||||
| 1.1.0 | betterhusbandry | 25 | Aug 15th at 6:22 AM | betterhusbandry_1.1.0.zip | 1-click install | ||
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Added feverstonewilds support | |||||||
| 1.0.0 | betterhusbandry | 22 | Aug 15th at 6:18 AM | Empty | betterhusbandry_1.0.0.zip | 1-click install | |

I keep on getting attacked when I try to pet my sheep and boars, they are fully fed and everything, but they still attack me when I get close. Also, how can I change bloodline generation with commands? (I adopted a baby sheep I found in the wild and would like for it to count as generation 1)
it should come up in the help menu, but /betterhusbandry or /bh has some subcommands that should update the bloodline generation.
Feature request for the sake of my sanity: Please rename "trust generation" to "habituation" or "tameness" or "trust" or something like that, and "bloodline generation" to "generation".
(I haven't even used the mod, but my brain keeps suggesting ways it could work... when you pet the animal enough, it gives birth to itself and grows up again in the blink of an eye, allowing another generation to pass... when you neglect an animal, temporal instability replaces it with its own ancestor, allowing the generation to go backwards again...)
So I don't think I can actually change the way "generation" is displayed, because I am hijacking the value of the usual "generation" value from vanilla. This makes the mod more compatible with vanilla mechanics and other mods.
I'm just adjusting the value with a summation of "bloodline"(the original generation value, based on mother's bloodline+1), a food modifier (based on animal weight on a daily basis), and an interaction modifier (either pet, milk, or if you have it installed, shear them) on the fly. I don't even have to do hacky things like making the animal give birth to itself to change that value. It is how I am able to make the mod fully removable, because on entity unload and world save I set their generation value back to what it would be in vanilla (i.e. the bloodline value).
I agree that the verbage ends up being very confusing, but that boils down to the fact that I have to use the "generation" value in the code for compatability on top of the fact that I don't know if there is a good way to 1. Overwrite vanilla UI text to change it from "current generation:" to "current trust" and 2. come up with a name that makes the confusion any less severe.
My hope is that the mechanics of the mod end up feeling intuitive enough that aside from UI to explain "yes you did successfully pet your animal today", everything just feels natural. (Fun fact I didn't even know you could pet animals until I started researching mechanics for this mod)
tenho animais em geração 6. há risco de perder essas gerações adicionando o mod agora ao mapa?
I do not speak Portuguese, but code currently exists in this mod to do the following:
By default, your generation values will go down if you do not keep your animals at healthy weights and do not interact with them regularly.
You can disable the negative generation values in the mod config.
Any chance of adding compatibility with Genealogys animals?
Any chance to make it compatible with Salty's Catch Animals? I think it should be relatively simple but since you (seemingly, I'm just assuming) changed generation to bloodlines the check that salty uses (generation must be >0) doesn't seem to work with the bloodline generations.
This mod actually adjusts the generation value that Salty's mod looks at on the fly (Basically Bloodline + Weight+ Interaction). You should be able to pick up the animal so long as it is sufficiently happy, which the game still displays the "Current generation" value in the info box.
I am not able to pick up the generation 1 angora/valais kids would I need to pet them before I can pick them up or can you not pick up kids/lambs?
are they bloodline 1? or generation 1? If they have negative feed or interaction modifiers, then their bloodline being 1 does not matter, and i consider it intended functionality.
If they are generation 1 (Bloodline 1 + >=0 feed/interact modifiers) and you still can't pick them up, then it might not be interacting properly.
https://imgur.com/a/FoVqf7z
Getting this on load, IDK if it is importaqnt or not
I need to update my fotsa compat. They split up a bunch of the creatures into adult/baby files and changed some stuff.
Cool, I just saw it all flash while loading so wasnt sure if you were aware. thanks
Fixed in 1.3.3
They kerep updating FOTS and I have these errors still, I think with different animal sets.
https://imgur.com/a/shNeQZh
TenthArchitect keeps fixing filepaths and file organization which breaks stuff on my end. I'll fix it all in the next update which will have more than just "TenthArchitect made me sad again" in the changelog
understood, this is breaking several m,ods with fotsa, not just yours. just thought I would report in case you were not aware yet.
thanks
Does this mod reduce generations? My chickens were generation 2 and then when i ewent to check on them they were 0 and 1
By default, yes. Your bloodline value should be 2. If you are not taking care of them and interacting with them regularly their generation will drop. You will lose generations faster than you gain them by default.
This is all configurable with the mod config.
Anyone know if this works with Universal Husbandry? (vanilla animals such as bear, deer, etc)
At current I tried to keep it to animals that have the "multiply" behavior (i.e. they can be bred). As such vanilla bear and deer are not included in the vanilla patching. I'd have to look into universal husbandry to know for sure how easy a compat would be.
How does this interact with Truth and Beauty: Detailed Animals? Or I guess what I mean is do these work with each other (;
Ok I downloaded the mod and it crashed 3 times so I think they're not compatable lol
was wondering the same, tried it on my server, haven't had crashes yet, but seems some of the animals the mods touch become unresponsive to player input like petting or feeding
If you have crash logs, provide them and I can look into it. I don't see any reason they couldn't work together, so just gotta figure out what is causing crashes/lack of functionality.
Not the one with the crash, but this occurs when trying to feed specifically rabbits, they do get successfully fed, but they don't really seem to interact with the better husbandry system due to the fact petting doesn't change their last interacted with timer.
I am not certain if this will be of any help to you since the log doesnt seem too specific, but its beyond me to know that.
realized this is not an issue having to do with this mod conflicting, its just an issue on detailed animals side, since it happens with only that mod
I made a picture for you if you'd like to use it but the comment section doesn't allow it in full res.

That looks sweet! If it is ok with you, you can send it to me on discord and I'll credit you in the description of the mod
For sure! Is your name the same on VS discord? Mine is the same. I can send the full res, too so it'll look better lol.
yep it is exactly the same
lol not gonna lie it's a fantastic image but it reminds me of this
Oh gods, lol.
I made a patch for More Animals, let me know if you'd like to integrate it and what the best way to get the file to you would be!
if you make a PR i will look it over and then can merge it for a new version
Done! Hopefully I submitted it correctly.
Just had to move it to the correct location in the mod file. Everything looked correct so I merged it in. I'll work on getting a release for that made.
Hello! I really love the concept of this mod, thank you for making it. I am having a little bit of trouble integrating it into my current farm setup, though; I know this is definitely more of a vanilla-VS-originating problem, but actually managing to pet my animals is nigh impossible, especially since they're still wild enough that they run around like crazy whenever I try and get near them. It's like milking but significantly more difficult to actually trigger it. The only way I can seem to actually get the interaction to register is by herding the animal into a 1x1 or 2x2 enclosure and alternating between spamming and holding right click while trying to follow them with my cursor, and even then it takes at least 30 seconds per animal.
Additionally, when I installed, I had 2 breeding pairs of generation 2 goats (Golden Takin and Mouflon). They still display as generation 2, but their bloodline generation has been reset to 0 and the babies they've been having are all generation 1. Also, I'm not sure if this is the petting hitbox issue, behavioral differences between the breeds (less tame Mouflons like to gore you like other goats but Takins just run away unless they take damage), or the bloodline generation reset making them not tame enough to be petted. Finally, I was previously able to shear these goats for fleece through Wool & More, since it allows you to do this after Gen 1, but I believe it's going by bloodline generation because they won't let me shear them anymore, so that might be a compatibility thing to look out for.
The first issue is kind of a vanilla-VS problem and the second one is totally my fault / a consequence I was prepared for when it comes to installing on an already in-progress world, but I was wondering if other people are having the same problems / if you have any solutions and was hoping some UX feedback would help contribute to your mod development process. Thank you again for uploading! :]
Your feedback is valuable and is giving me ideas to improve the mod. Thanks!
I did add commands for you to be able to restore your animals original bloodline values. Additionally, shearing now counts as an interaction!
I have the same problem as above. I might be doing something wrong as I'm not used to commands yet, but after updating to your newest version I've tried "/betterhusbandry setattr e[type=chicken,range=9] bloodline 1" and many variations of this, but only get "no entities matched". I've also tried removing all cache. How should the command be written to set the bloodline of an entity? Or is the entity type different with the mod installed?
It should be using typical entity selector code to be able to accept e[(selection)], I was able to get l[] working in testing, but I will look into why e[] doesn't work.
first off: WOO HOO! MORE INVOLVED ANIMAL MECHANICS!:D
secondly: i see there is both a *.yaml and a *.json in the modconfig folder. do i have to change the number in both for the config to apply?
also, if i don't want generation decay i'm assuming i just need to set "DecayPerDay" and "Floor" to 0? (generation decay feels kinda bad imo when you get gored for half your health for trying to pet some adult animals :P)
the .yaml and .json both being there is probably a bug related to configlib integration.
Yeah if you set decayPerDay to 0 and floor to 0 the generations will not decay.
Do you know if this works with PetAI? I absolutely love the concept of this mod, though! I've been wanting something for 1.22 a while now that rewarded players for actually interacting with their livestock. I like the idea of generational domestication, but there definitely needs to be a way, modded or otherwise, to habituate individual animals to the player.
At current it supports Wolf Taming and Feverstone Wilds (among other mods). I primarily prioritized mods that offer animals that can breed over animal taming in general.
THANK YOU!!! I have been so desperate for this exact mechanic for animal husbandry. Can you expand on the decay rate for neglecting animals? I would be worried on a server with constant uptime that it would punish players for not logging on for a couple of days if that makes sense
Decay occurs based on calendar date. I have not fully tested it, but I'm reasonably sure if the entity is not loaded while time passes, it will not decay its generation. But if another player is online running around, you will encounter decay.
By default, the decay has a one day grace period plus days equal to half of the animals generation for interaction, and decays daily for feed, since it is based on weight instead of time. This mod is fully customizable though, so you could change the values to something that works a little better for a multiplayer server.
Though, I'm not sure how you configure this to work with significantly less employed friends. :P