Mods / Capture Animals
Author: DArkHekRoMaNT
Side: Both
Created: Feb 25th 2021 at 11:16 AM
Last modified: Dec 8th at 7:01 PM
Downloads: 26312
Follow Unfollow 220
Latest file for v1.20.0-rc.1:
CaptureAnimals_VS1.20.0-rc.1_net7_v2.8.0.zip
1-click install
Requires CommonLib for VS 1.18+
39 Comments (oldest first | newest first)
Updated to 1.20.0-rc.1, but I didn't add specific baits to new animals by default, maybe later Ijkdenem Whiteshadoh
Added, ty ForeverGood023
Don't move cage when changing bait. Fixed in 1.20 Linrox
i see no goat trap in here. or deers.
1.20_pre13 api changed
```
[Error] [captureanimals] An exception was thrown when trying to start the mod:
28.11.2024 09:24:15 [Error] [captureanimals] Exception: Method not found: 'Vintagestory.API.Common.IAsset Vintagestory.API.Common.IAssetManager.Get(System.String)'.
at CaptureAnimals.BaitsManager.StartServerSide(ICoreServerAPI api)
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 644
28.11.2024 09:24:15 [Error] Failed to start system CaptureAnimals.BaitsManager
```
hi! i've made a translation for Portuguese Brazil:
Crowdin
Google Drive
Just had a crash trying to set a trap for a boar with a turnip.
Running on 64 bit Linux (openSUSE Leap 15.5) [Kernel 5.14.21.150500] with 32003 MB RAM
Game Version: v1.19.7 (Stable)
5/18/2024 5:17:29PM: Critical error occurred in the following mod: captureanimals@2.6.1
Loaded Mods: backpackpackplus@1.0.3, chiseltools@1.11.4, moreicons_cs@1.1.0, MoreTreeSeeds@1.0.0, OresAPlenty@3.2.0, plantpropagationgardenseedsmultiplayer@1.0.0, qptech@1.15.1, rustandrails@1.0.4, spyglass@0.5.1, vintageengineering@0.1.3, game@1.19.7, animationmanagerlib@0.8.7, carryon@1.7.4, commonlib@2.3.7, hudclock@3.4.0, steamandpower@1.5.0, storagecontroller@1.0.9, thatsenoughinventory@1.0.2, creative@1.19.7, survival@1.19.7, bullseye-continued@2.5.8, captureanimals@2.6.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CaptureAnimals.InventoryCage.SyncToCageStack()
at CaptureAnimals.InventoryCage.OnInvClosed(IPlayer player)
at Vintagestory.API.Common.InventoryBase.Close(IPlayer player) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 840
at CaptureAnimals.GuiDialogBait.OnGuiClosed()
at Vintagestory.API.Client.GuiDialog.TryClose() in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 310
at CaptureAnimals.GuiDialogBait.<InitDialog>b__2_0()
at Vintagestory.API.Client.GuiElementDialogTitleBar.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\GuiElementDialogTitleBar.cs:line 301
at Vintagestory.API.Client.GuiElementDialogTitleBar.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\GuiElementDialogTitleBar.cs:line 325
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 449
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 584
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 412
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1909
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1924
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 208
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Thanks, that will be helpful. I just want to do a little balancing. I think they break a bit too often. At low metal types, and that's when I think people are setting up their animals most times. I don't think many people wait till they have steel to get their animals set up. So I want to set copper and bronze to break a bit less. But I wish the cage did a tiny bit of damage when you hit them with it to add a challenge. So you would have to fight and or chase them as you were caging them. That would be fun and offset the cages not breaking so much. I tried damaging them a bit first and just killed them. But the fight was fun. Unfortunately I ran out of metal to make more before I got two pigs.
captureanimals.json from %AppData%/VintagestoryData/ModConfig and assets/config/baits.json from mod zip Mendalla
does this mod have a config file and if so whats it called.
DArkHekRoMaNT according to my friend, they just disappeared when they failed the catch.
This says Cage broken! over the hotbar? Or do they just disappear Terrek
You are using a creative cage with an entity, you need an empty cage pudgydumpling
Cage stores a full entity info, so this should work Novalee
Is this still working properly? So far we've yet to have a cage returned after throwing them. 2 steel at supposedly 5% and 1 meteoric iron at 10% seems awful fishy.
Has anyone tried this with tamed animals? I'm curious if they'll retain their bred generations or petai tamed status when captured.
@DArkHekRoMaNT
OK!
I had the same problem. Thanks for sharing @ThePirateBrew
edit: this unfortunately seems to override "excluded entities".
For some reason the config for included entities doesnt work whatsoever in 1.18.15. Ive changed up the config several times to include modded animals, both with and without wildcards. Maybe my syntax is wrong? If i add anything to included i just get "animal cannot be captured" unless its a base game animal.
EDIT: After some testing, using "/cl config captureanimals includeentities *:*" fixes all mod compatibility issues, looks like it was a syntax error on the wildcard side.
The config value should look like this: "Value": "*:*"
@DArkHekRoMaNT
Thank you for making such a great mod.
Japanese translation for CaptureAnimals_v1.18.2_v2.5.3 is here!
DArkHekRoMaNT i had it downloaded and in the mods folder, while it's true that i tried to download the capture animals itself i didn't even think about doing the same with commonlib. i'll take a look. thanks and sorry.
when i try to activate it in my game it says (in spanish so i'm translating it) "unable to resolve mod dependencies, check the registry files." i'm on my steam deck (linux, flatpack) what should i look for? is there any log for that?
In the last version, I added a config for allowed animals WickedSchnitzel
The bait bonus may differ, depending on the animal. Therefore, only the base efficiency is shown on the cage OpPointBaker
There should be a config to blacklist creatures like traders. People are kidnapping these.
Playing 1.18.0-rc.2 using v2.5.0. When I add grain to an empty cage the window shows the updated capture rates, hoever when I close the window and mouse over the cage it still shows the empty 50% rates. Is this the normal behavior or is the tool tip supposed to update to reflect the bait in the cage?
thank you so very much.
Updated Babbydoll24
will this work in 1.18?
It would be great to have cages ground storable
Yes. But if baits are not registered for them - only default chances from the cage Stejer
Causes unhandled exception with player corpse — corpse doesn't generate, waypoint isn't created. For people wanting to put animals in cages and find their way back to where they died for recollecting their stuff, you're going to lose your stuff.
Well colour me damned I didn't know there was an update for Player Corpse until it was brought up on GitHub. Thanks!
Can you catch animals from other mods with this?
Yes thank you!
God please update this for 1.17.2 that'd be amazing. I wanna make a massive bear pit.
Hi! I made a french translation for your mod, feel free to add it if you want. 😊
fr.json - CaptureAnimals 2.1.0
CaptureAnimals v2.1.0 compatible with 1.16.0-pre.8 or higher, not compatible with 1.15.10
CaptureAnimals updated to 1.15
Warning! 2.0.0+ is not compatible with older versions, you will lose all your cages.
Hoping to use it on 1.15 but tis broken. Any plans to bring it up to 1.15 soon?
Version: v1.15.0-pre.4 (Unstable)6/20/2021 12:40:09: Critical error occurred
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.CollectibleObject.Attributes'.
at CaptureAnimals.ItemCage.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
v1.3.0 - [Warning] Failed resolving a blocks itemdrop or smeltedstack with code captureanimals:cage-blistersteel-case in smithing recipe captureanimals:recipes/smithing/cage-case.json
For those who are tired of driving hens or sheep for thousands of blocks 🙃
Cage case can be crafted on an anvil using all tool materials, to turn it into an empty cage, add resin. By default, it captures with a 10 to 25% chance. If you hit and could not capture, then the cage will be downgrade to case, or it will break with a 50-5% chance. The chance depends on the material and is written in the cage tooltip.
You can increase the cage capture chance in two ways:
The first and second methods can be used together.
Default baits:
Below 2.0.0 - see main forum post (homepage link)