Mods / Animal cages
Author: Gerste
Side: Both
Created: Aug 23rd 2021 at 9:49 PM
Last modified: Sep 11th at 8:06 PM
Downloads: 86583
Follow Unfollow 769
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
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
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 | 12620 | Sep 11th at 8:06 PM | Show | animalcages_v3.0.3.zip | Install now | |
v3.0.2 | 26327 | Jan 24th at 8:10 PM | Show | animalcages_v3.0.2.zip | Install now | |
v3.0.1 | 1528 | Jan 5th at 10:36 PM | Show | animalcages_v3.0.1.zip | Install now | |
v3.0.0 | 1872 | Nov 19th 2023 at 3:56 PM | Show | animalcages_v3.0.0.zip | Install now | |
v2.2.0 | 14483 | Aug 25th 2023 at 6:58 PM | Show | animalcages_v2.2.0.zip | Install now | |
v2.1.5 | 8776 | Apr 30th 2023 at 5:33 PM | Show | animalcages_v2.1.5.zip | Install now | |
v2.1.4 | 2062 | Apr 19th 2023 at 6:32 PM | Show | animalcages_v2.1.4.zip | Install now | |
v2.1.3 | 303 | Apr 18th 2023 at 8:11 PM | Show | animalcages_v2.1.3.zip | Install now | |
v2.1.2 | 196 | Apr 18th 2023 at 8:10 PM | Show | animalcages_v2.1.2.zip | Install now | |
v2.1.1 | 815 | Apr 5th 2023 at 7:00 PM | Show | animalcages_v2.1.1.zip | Install now | |
v2.1.0 | 599 | Mar 30th 2023 at 5:38 PM | Show | animalcages_v2.1.0.zip | Install now | |
v2.0.6 | 11092 | Jan 30th 2022 at 4:13 PM | Show | animalcages_v2.0.6.zip | Install now | |
v2.0.5 | 1356 | Jan 5th 2022 at 7:38 PM | Show | animalcages_v2.0.5.zip | Install now | |
v2.0.4 | 478 | Jan 2nd 2022 at 8:13 PM | Show | animalcages_v2.0.4.zip | Install now | |
v2.0.3 | 1068 | Oct 8th 2021 at 1:16 PM | Show | animalcages_v2.0.3.zip | Install now | |
v2.0.2 | 803 | Sep 10th 2021 at 7:53 PM | Show | animalcages_v2.0.2.zip | Install now | |
v2.0.1 | 522 | Sep 8th 2021 at 11:14 PM | Show | animalcages_v2.0.1.zip | Install now | |
v2.0.0 | 450 | Sep 8th 2021 at 11:13 PM | Show | animalcages_v2.0.0.zip | Install now | |
v1.0.1 | 716 | Aug 24th 2021 at 10:32 PM | Show | animalcages_v1.0.1.zip | Install now | |
v1.0.0 | 517 | Aug 23rd 2021 at 9:50 PM | Show | animalcages_v1.0.0.zip | Install now |
I can confirm RayneJx2's observation that it seems to work fine in 1.20rc1.
:2)
as far as i'm able to tell, mod still works in 1.20.0 rc1
Got this mod solely to catch Foxes, and it doesn't work, shame.
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.
I'm not able to capture fox pups, but I caught hens and a baby hare, so the mod is working (somewhat) for me.
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?
what counts as a small animal?
what counts as a medium animal?
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.
Gerste
i suggest you add a metal cage to catch 'traders' lol. pretty awsome if you could do that
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)
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. :(
i tried getting a fox, but killed it instead with the medium cage
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.
is there gonna be a patch?
im trying to get a fox, but having no luck, i am catching chickens tho
i dont think i can recapture a hen, altho it did just eat the grain i gave it so idk if thats the cause
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.
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.
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.
The animal listing in the Config file is quite extensive now. Thank you, Gerste!
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.
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 ?
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
}
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?
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?
config file keeps resetting on relog. Wanted to remove the damage multiplier cause i keep killing the goats with the cage
@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!
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
},
@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. :(
@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'.
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... :(
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!
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
}
appears to be incompatible with https://mods.vintagestory.at/foodshelves
This dont work with goats?
Its infinite drakray
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
Hi, i updated the german translation (problems with umlauts and ß)
de.json
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.
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
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.
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
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!
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
@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)
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 :/
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 :)
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.
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!
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.
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.
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!
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.
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.
What's the "woundedMultiplicator" config value do?
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.
There seems to be some sort of compatibility issue with XLib/XSkills that prevents the cage from trapping animals.
AzuliBluespots
Do you know how to fix it?
Hydromancerx
I think they updated some stuff in the game strings for the new animals, guess that broke what I did.
@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
},
Gerste
I did just now and it works now, thank you!
Try installing it in a singleplayer world and and then join again bagelcmyk
AzuliBluespots
I can;t seem to catch baby goats with your code. Specificlly Nubian baby goats. :(
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?
Gerste Sorry what is a textureatlas and how do I enlargen it? 'xD
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
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
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
is it possible to add Direwolf Pups from the Feverstone Wilds mod to the list of cage animals options
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!
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
},
Will you be patching for other animal mods like Fauna of the Stone Age: Caninae ?
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
I second Robertson's Jan 25th request. I hate hitting the animals because I'm always afraid I'll kill them.
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)
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.
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
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.
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
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...
Erros should be fixed in 3.0.2
At least if you got exceptions similar to those here.
CDragonDream Yanazake
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.
@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 ?
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?
Yanazake Hey, you even included the donkeys! Very nice, thanks for putting this together. or finding it, or w/e haha
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.
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:
"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)
},...
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
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
Is your config correct?
Do you get any errors?
What animals are you trying to catch?
CDragonDream
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
Does that error appear just once or frequently? Does it intercept gameplay in any way? Kara
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 >.<
Does only one player on your server receive that error? If so, maybe the player has an older version installed Kara
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.
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
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/
ChristsRisen Yeah click files at the top.
Hey, im new. is there any way to download an older version that works in the current stable? thx
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.
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
You can configure which entities are catchable by modifying the configuration file. Yanazake
Is this getting the new wild turkeys from More Animals and the new goats and deer?
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?
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 !! :)
I recompiled the mod for the new version, should work now. skam
I checked on my end and all recipes are there. Thorbjorn Netix
Same here, no recipe whatsoever, how do i build a cage ?
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
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.
Could tooltip for cage show name of animal inside it?
In game Mod Manager is saying that this is missing some dependencies.
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
Don't work no progress
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
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 vanilla fruit trees (but with those 3 mods installed)
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? '-'
You have to have it in your hand. Vifuso
There already is. Take a look at the config tab of this very page. Fang1o3
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 ?
Would it be possible to add support for modded animals or have some kind of guide for us to do so ourselves?
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: }
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
"raccoon-pub" should be "raccoon-pup". You can't cage them otherwise.
It wont let me catch domestic sheep
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 :)
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.
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
Way ahead of you Gerste
We tested:
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.
That might be some helpful bit of information, thanks for the Report. BillyGalbreath
Can you do the following tests for me?
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.
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
We need to add to the config file so the new animals in Feverstone Wilds and Primitive survival can also be captured!
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."
}
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.
Alatyr XSkills has a husbandry cage already. If you would like to expand your husbandry cage's uses, consider installing XSkillsCatchablesPatch.
Is it working with XSkills?
Will this allow me to sell caged wolf pups?
Zinloz Maybe PetAI. Although by itself is just a script for other mods.
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.
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.
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
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
},
Setting it to 1 should let you always catch the animal on first or second try Shion
@gerste What value must I set to catch an animal without punching it?
It determines how severely an animal has to be fought with to put it in a cage. Shion
Just saying, the pt-br translation on crowdin is complete.
Thank you, Gerste
What does the woundedMultiplicator setting do?
Done IAmJade
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.
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
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.
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
}
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
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
can you make it compatible with "more animals" ? https://mods.vintagestory.at/show/mod/2455 <3
Please update to 1.18, Love this mod.
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.
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.
medium cage is broken
@Ziru Wow nice!
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
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
Doesnt seem to work in 1.17.9. Chicken just gets hit by it and doesnt get captured.
🇪🇸 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
It goes in a backpack slot Akzombie
if you drop cage with bighorn ram and ewe you cant pick it up
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.
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.
I can confirm that this mod is functioning in 1.17.3.
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.
@ 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
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
}
```
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.
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
Hi! I made a french translation for your mod, feel free to add it if you want. 😊
fr.json - Animal cages 2.0.5
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
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
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.
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
Yeah, the chickens are running away from me so I'll try to catch it while not moving.
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
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
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.
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.
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:
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
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!
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 :)
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.
Would you like to know how you use it, whatch mei Video (german):
https://www.youtube.com/watch?v=6XE5DUprSSA
Thanks for the Mod 😀
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.
Is something like this not included in the XSkills modification?
I was just talking about needing a feature like this and bam!