Mods / Manure Ecology
- Tags:
- Author:
- ArgualLeothon
- Side:
- Both
- Created:
- May 12th at 7:44 PM
- Last modified:
- May 17th at 5:06 PM
- Downloads:
- 1706
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Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
manureecology-1.2.1.zip 1-click install
Manure Ecology
A Vintage Story mod that adds a realistic manure production and composting system for domesticated animals. Collect manure from your livestock, process it into compost mash, ferment it in a barrel, and apply the result as a rich organic fertilizer.
How It Works
Animal Manure Production
Domesticated animals periodically drop manure at their feet. Wild animals do not produce manure — only animals that were bred in captivity (generation 1 or higher) are eligible.
Each animal must also meet two additional conditions to produce manure:
- Fully grown — juveniles do not produce manure
- Well-fed — the animal must be at least 50% fed (configurable)
When an eligible animal produces manure it is placed on the ground beneath the animal as a stackable ground item, up to a configurable maximum per tile. Collect it before the pile reaches capacity.
Default Species
| Animal | Manure type | Hours per item |
|---|---|---|
| Chicken | Rich | 8 h |
| Sheep | Dark | 8 h |
| Hare | Dense | 8 h |
| Pig | Dry | 8 h |
| Goat | Dark | 8 h |
| Tamed Deer | Dark | 8 h |
The species list, manure type, and production rate are all fully configurable.
Composting Process
Raw manure cannot be applied directly to farmland. It must first be mixed with a dry organic binder and then fermented in a sealed barrel.
Step 1 — Mix (crafting grid)
Combine manure with hay or thatch in the crafting grid to produce compost mash:
| Manure type | Manure | Hay / Thatch | Output |
|---|---|---|---|
| Rich / Dense | 8 | 2 hay or 4 thatch | 4 compost mash |
| Dry / Dark | 4 | 2 hay or 4 thatch | 4 compost mash |
Step 2 — Ferment (barrel)
Fill a barrel with 64 compost mash and seal it. After 336 in-game hours (14 days) the mash converts into 16 compost, ready to be applied to farmland.
Fertilizer Values
Each compost type has different nutrient concentrations (N = nitrogen, P = phosphorus, K = potassium):
| Compost | N | P | K |
|---|---|---|---|
| Rich Manure Compost | 30 | 15 | 15 |
| Dense Manure Compost | 15 | 30 | 15 |
| Dry Manure Compost | 15 | 15 | 30 |
| Dark Manure Compost | 20 | 20 | 20 |
Manure Weathering
Naturally generated ground manure piles are affected by water and rain.
Liquid contact — if a liquid (water, etc.) flows into a tile occupied by a manure pile, the pile is immediately cleared. By default the items are dropped as a pickable ground entity so nothing is lost; this can be changed to silent removal via config.
Rain — while it is raining on a sky-exposed manure pile, each cleanup interval there is a small chance that one unit is removed from the pile. By default units are silently removed (no item entity is spawned) to avoid entity spam; this can be changed via config. A pile fully washed away by rain is gone permanently.
Configuration
Config file: VintagestoryData/ModConfig/manureecology.json
The file is created automatically with defaults on first load.
General
| Key | Default | Description |
|---|---|---|
TickIntervalMs |
10000 |
How often the server checks animals for manure production, in milliseconds |
MaxGroundItemsPerBlock |
12 |
Maximum manure items that can stack on a single ground tile before production stops |
MinimumGenerationForDomesticated |
1 |
Minimum animal generation required for manure production. 0 = no restriction (wild animals also produce) |
RequireNoGrowBehaviorForAdult |
true |
When true, only fully-grown animals (no juvenile grow behavior) produce manure |
WellFedThreshold |
0.5 |
Fraction of maximum saturation required for production (0–1). 0 = no hunger check |
DebugLogging |
false |
Enable verbose per-tick logging to the server log |
Weathering
| Key | Default | Description |
|---|---|---|
WaterClearsManure |
true |
When true, liquid contact immediately clears a manure pile |
LiquidClearDropsItem |
true |
When true, liquid-cleared manure is dropped as a pickable item entity; when false it is silently removed |
RainClearDropsItem |
false |
When true, each rain-removed unit spawns a pickable item entity; keep false to avoid entity spam |
RainCleanupChance |
0.1 |
Probability (0=0%; 1=100%) that one unit is removed per interval while it is raining on the pile |
RainCleanupIntervalMs |
5000 |
How often (in milliseconds) to check each exposed manure pile for rain removal |
Species
A list of rules that map animal entity codes to a manure type and production rate. Each entry has:
| Key | Description |
|---|---|
MatchToken |
Substring matched against the entity code (case-insensitive). e.g. "chicken" matches creature-chicken-female, creature-chicken-male, etc. |
ManureType |
One of rich, dense, dry, or dark |
HoursPerProduct |
In-game hours between each manure item being produced |
Example entry:
{
"MatchToken": "chicken",
"ManureType": "rich",
"HoursPerProduct": 8.0
}
To add a custom animal, append an entry to the Species array. The first rule whose MatchToken appears in the entity code wins.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.2.1 | manureecology | 1165 | May 17th at 5:06 PM | manureecology-1.2.1.zip | 1-click install | ||
|
Slightly lighter textures for the dense and dark manures. | |||||||
| 1.2.0 | manureecology | 19 | May 17th at 4:51 PM | manureecology-1.2.0.zip | 1-click install | ||
| |||||||
| 1.1.0 | manureecology | 32 | May 17th at 3:58 PM | manureecology-1.1.0.zip | 1-click install | ||
| |||||||
| 1.0.0 | manureecology | 490 | May 12th at 7:45 PM | manureecology-1.0.0.zip | 1-click install | ||
|
Initial release. | |||||||
This may be outside the scope of what you want to do, but...
I've always liked making chicken coops, but disliked the chickens really only using it when they're brooding
I think it'd be a cool mechanic if you could lay down dry grass as bedding, and that both attracts animals to it (maybe only at night to be more realistic) and as an incentive, make it easier to collet manure dropped on the bedding, or you get more/better quality from it idk
somewhat related and also possibly outside your scope, but chicken manure combined with decomposing plant matter will decompose into saltpeter, and having a non-mining way to get that would also be cool (technically just plant matter and urine can do it, but wihtout getting too crass, bird's biology combines urine and manure, so unless you want to add a mechanic to collect/create urine, chickens would be the way to go, lol)
Would you be willing to add all of the vanilla animals in the dafault config? The Universal Husbandry mod allows you to breed any vanilla animal, I do appreciate the config and will use it if I need it, though it would be nice if they were there by default.
This is a great mod. A tweak I would like to see is being able to use Hare manure directly as fertilizer. IRL rabbit poo is not a 'hot' manure, meaning it won't burn plants if used directly used. I wouldn't mind still needing to mix it with grass/thatch to get the usable product, just not the fermenting part. Maybe lowering the nutrient amounts for balance?
Hi, I toyed with the idea of the manure being usable directly with low nutrient yields (much lower, like 5% for the "target group" and 2% for the other 2 per manure type), but I made the process include the combination and fermenting process to make it a bit more complicated to acquire than compost, since it is more powerful, and also to add an additional use for thatch. I mainly make my mods to complement my playstyle, and put them up with a mindset of "why not, if anyone else is interested, good for them". I occasionally implement changes when I like the idea or people find a bug that would frustrate me too. I am sorry if this disappoints you.
No disappointment. It's your mod, do what you like! I'm thankful there are modders like you that have the technical know how and provide more fun for the rest of us. 😃
Would love some screenshots :)
Here you go, sorry for the minimal effort pics, but they do their job I guess :)
They're great! They don't need to be high effort to show what matters
Clenda MortalDutch
Newly generated manure should work fine now (but the manure items already placed will still block animals). When placed by players, the manure works as before this change (the naturally generated manure now uses a different storage system that was required to achieve this fix, but the manually placed manure uses the same ground storage system that other items use vanilla).
You are awesome!
Agree that collision for the manure should be disable or at least in a way to not block Animals.
Animals, especially juveniles, are constantly getting stuck in the manure stacks. I've tried reducing the number of items per block to as low as 4 and it shows no improvement. Would it be possible to disable collision for the manure? I really like the mod, but if my animals can't get to the feed troughs unless I'm constantly picking up the manure then it's not usable for me.
Do players poop too?