Mods / Manure Ecology

Tags:
Farming Nutrients AI
Author:
ArgualLeothon
Side:
Both
Created:
May 12th at 7:44 PM
Last modified:
May 17th at 5:06 PM
Downloads:
1706
Follow Unfollow 116
Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.2.1 manureecology
1.22.0 - 1.22.2
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
1.22.0 - 1.22.2
19 May 17th at 4:51 PM manureecology-1.2.0.zip 1-click install
  • Liquids now clean up naturally generated manure (drops as items on contact by default).
  • Rain now slowly cleans up naturally generated manure (10% chance to disappear 1 item in the pile every 5 seconds while its rained on by default).
1.1.0 manureecology
1.22.0 - 1.22.2
32 May 17th at 3:58 PM manureecology-1.1.0.zip 1-click install
  • Change manure behaviour of naturally generated manure to use different storage mechanism in order to not make animals get stuck.
  • Nerf nutrient value of manure fertilizer slightly.
1.0.0 manureecology
1.22.0 - 1.22.2
490 May 12th at 7:45 PM manureecology-1.0.0.zip 1-click install

Initial release.


13 Comments (oldest first | newest first) (threaded | flat)

KermAtMeBro, May 30th at 1:08 AM

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)

abculatter_2, May 29th at 10:51 PM

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.

KiriRae, May 17th at 7:30 PM

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?

ArgualLeothon , May 18th at 6:11 AM (modified May 18th at 6:12 AM)
@KiriRae: 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 t

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.

KiriRae, May 19th at 3:23 PM
@ArgualLeothon: 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

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. 😃

Averixus, May 17th at 4:17 PM

Would love some screenshots :)

ArgualLeothon , May 17th at 5:10 PM
@Averixus: Would love some screenshots :)

Here you go, sorry for the minimal effort pics, but they do their job I guess :)

Averixus, May 17th at 6:41 PM
@ArgualLeothon: 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

ArgualLeothon , May 17th at 4:02 PM (modified May 17th at 4:02 PM)

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).

Clenda, May 17th at 7:43 AM

Agree that collision for the manure should be disable or at least in a way to not block Animals.

MortalDutch, May 16th at 11:35 PM (modified May 17th at 5:51 PM)

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.

DanaCraluminum, May 12th at 8:47 PM

Do players poop too?