Mods / Feral Kinship: Companions

Tags:
Furry Pets AI Taming Animals
Author:
Craditz
Side:
Both
Created:
Aug 11th at 5:16 AM
Last modified:
16 hours ago
Downloads:
2940
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.7):
FeralKinshipCompanions_v0.5.23.zip  1-click install

A Feral Kinship add-on

Feral Kinship: Companions

Turns supported tamed animals into persistent pack members with personalities, moods, dialogue, needs, requests, talents, jobs, combat roles, homes, breeding, and expeditions.

Persistent companions Mixed-species packs Client + server

Feral Kinship: Companions is what happens when “it would be neat if this tamed animal had a little more personality” gets somewhat out of hand. Feral Kinship handles the basic taming layer. Companions takes over from there. The goal is for an animal you have spent time with to feel like your companion, not a replaceable tame with a name floating over its head.

16Personalities
7,987Dialogue lines
531Pack conversations
13Core animal kinds
The short version

A living pack, not a row of pet statues

Identity

Personality and mood

Every companion develops a persistent temperament, changing moods, preferences, requests, and its own conversational voice.

Progression

Requests and talents

Spend time together, complete contextual requests, and invest individual and shared points into companion and pack talents.

Adventure

Combat and expeditions

Build specialized combat partners, prepare expedition parties, bring home rewards, and search for companions who go missing.

Pack life

Personalities, moods, and conversation

Sixteen distinct temperaments

Timid, Bold, Curious, Affectionate, Independent, Playful, Restless, Homebody, Social, Solitary, Protective, Territorial, Greedy, Demanding, Stubborn, and Skittish.

Personality changes voice, request preferences, and ordinary pack-life choices. It does not secretly make one personality the statistically best fighter.

Changing moods and social life

Companions can become calm, content, sleepy, alert, anxious, relieved, happy, resting, and more as the world changes around them.

At Ease companions socialize, play, greet packmates, investigate scents, rest together, watch the camp edge, visit communal spaces, and show interest in nearby activity.

Nearly 8,000 authored lines

The dialogue system contains 6,534 single-speaker lines and 1,453 lines across 531 complete companion-to-companion exchanges. Dialogue responds to personality, relationship, mood, weather, hunger, commands, combat, work, expeditions, recruitment, rescue, and everyday pack life.

Prefer a quieter camp? The server-side StfuMode disables speech without disabling companion AI or any other system.

Requests, points, and talents

Use Check in to generate a contextual request: stay nearby, visit a packmate, find water or shelter, rest somewhere warm, go outside, visit a farm or trader, investigate a predator, reach higher ground, or seek out a particular kind of place or object.

A normal completion awards one Companion Point to that animal and one shared Pack Point. Individual talent trees cover Combat, Survival and Mobility, and Social and Economy. A separate pack board provides shared improvements.

Food and daily needs

A persistent food meter appears in the Companion journal. Hungry companions can eat suitable food from shared eight-slot Dining Boards or be hand-fed through the normal PetAI interaction.

Starvation is non-lethal, but a companion at zero food will not begin ordinary duties, combat, commands, breeding, or expeditions until it has eaten or recovered. Servers can disable the food system if they prefer.

Work and logistics

Useful when you want them to be

Adult companions can perform individually selected jobs while At Ease. Commands, combat, rest, injuries, hunger, and expeditions always take priority. Use the Companion journal for one animal or the whistle to apply a duty selection across nearby adults.

Ground and garden

  • Dropped items, cattails, flint, sticks, boulders, and loose rocks
  • Mature crops, ripe berries and fruit, and mushrooms
  • Naturally spawned flowers and tall grass
  • Thin snow and optional snowball collection

Cargo and storage

Companions carry collected materials to compatible storage. The Pack Ledger assigns broad material categories to pack crates, ordinary containers, vessels, baskets, and Dining Boards.

The Sort Storage duty can move misplaced cargo out of General or incorrectly typed storage and into a better destination.

Work Carts and logging camps

Work Carts act as a second home and coordinated work site. Logging Carts distribute separate trees before assigning several workers to the same large tree, remember progress through interruptions, and wait for important debris to be collected before beginning the next job. Cart-owned queues keep every companion from repeatedly scanning the full work area.

Current limitation: Mining and Quarrying Cart variants are foundations for future work. Their actual jobs are not implemented yet.
Commands and danger

Combat roles, retreat, and rescue

Persistent control

Choose activity, follow distance, rest, return-home behavior, risk tolerance, and one of six combat styles:

PassiveDefensive ProtectiveAssist AggressiveFlee

Losing a fight does not mean instant deletion

A lethal hit normally leaves a companion mortally wounded. During the limited rescue window, hold Ctrl and use a compatible vanilla healing item to begin recovery.

Talents can improve survival, recovery, or the rescue window. Companions never attack players, their owner, or other owned companions.

Beyond the camp

Pack expeditions

The Pack Cart is the pack headquarters: roster, routes, parties, preparation, reports, returned cargo, recruitment results, and records for companions who are away or missing.

Routes range from foraging, hunting, scavenging, patrols, recruitment, and lost-companion searches to Great Hunts, Ruin Delves, Primeval Reach, Apex Hunts, Resonant Depths, and the Deep Wilds.

A pack can return late, lose cargo, suffer injuries, bring home salvage, recruit a new member, or leave someone missing. Missing companions remain in the roster and can become the target of a search expedition.

Generations

Breeding and children

Breeding is explicit and opt-in. First-party foxes, hares, hyenas, wolves, goats, pigs, and sheep are currently covered, along with compatible adult dogs, cats, and Fox Taming foxes when their source mods are installed.

Compatible adults must be At Ease, have breeding enabled, and have assigned beds in the same suitable enclosed room. Pregnancy, partner bonds, birth timing, and the mother's condition persist as part of companion identity.

Children retain their source animal's juvenile appearance, growth, family-following, play, and flee behavior. They also gain basic companion commands, safe requests, and their own persistent identity, and bank talent progress until adulthood.

The roster

Supported animals

The core Feral Kinship package supports adult:

BearsChickens DeerMoose FoxesGazelles GoatsHares HyenasPigs RaccoonsSheep Wolves

Optional compatibility extends the companion system to supported adult animals from:

The relevant source mod must be installed; Companions does not redistribute its animals or assets. Fox Socks is supported where applicable. One pack can mix species freely. A bear, fox, chicken, wolf, and moose can all belong to the same group.

Interface

Made to manage a real pack

Empty-hand right-click an owned companion to open its journal. Dedicated screens cover individual status, the pack roster, requests and moods, talents, breeding, duties, storage routing, Work Carts, expeditions, reports, pack cargo, whistle commands, and in-game help.

Adjustable text

Font controls and measured text reflow are available across the hand-drawn Companion, Pack, Talent, Work Cart, storage, whistle, and related screens.

Four visual styles

Warm Journal Wildcard Premium Moonlit Den Foxfire Almanac

Your selection is stored locally per player.

Before installing

Requirements

Feral Kinship
0.4.3 or newer
PetAI
Through the normal Feral Kinship dependency chain
Still in active development. Some talents, dialogue hooks, work-site systems, and other features remain experimental or subject to change. Mining and Quarrying Cart jobs are not available yet.
Debug, testing, and chicanery

Recreating a companion with creative tools

Admin / Debug Appendix
Cheat/admin recovery: This walkthrough creates a replacement animal after a companion is lost during debugging or testing. It does not restore the original companion's saved identity, request history, relationships, or progress automatically, but you can add replacement Companion Points with the Developer Ledger.
STEP 1

Place a replacement animal

Open the creative inventory, find the animal you want to replace, and place it in the world. Choose the correct species and variant before continuing.

Selecting a fox in the Vintage Story creative inventory
STEP 2

Open the creative Special tab

Go to the Special tab in the creative inventory. The PetAI tool used in the next step may not appear in an ordinary inventory search.

The Special tab in the Vintage Story creative inventory
STEP 3

Use the PetAI Magic Bone

Take the Magic Bone from the Special tab and right-click the replacement animal. PetAI will tame it immediately and set it to full obedience; Companions will then create its new companion identity.

Selecting the PetAI Magic Bone from the creative inventory
STEP 4 · OPTIONAL

Take the Companion Developer Ledger

If you also want to replace spent talent progress, search the creative inventory for ledger, take the Companion Developer Ledger, and right-click the new companion with it.

Selecting the Companion Developer Ledger from the creative inventory
STEP 5 · OPTIONAL

Add replacement Companion Points

In the developer window, press Companion +1 once for each Companion Point you want to restore. The button may overlap nearby text in the current debug interface, but it still works.

The Companion plus one button in the Companion Developer Ledger window
STEP 6

Done

Close the debug window and continue with your newly recreated companion. Enjoy!

Taming the animal is the beginning, not the end.

Community & Development

Public Discord

The public Discord is where I post updates, dev builds, previews, and whatever I’m currently poking at. It’s also a place for questions, feedback, bug reports, compatibility talk, or just hanging around with other people using the mods. I help where I can, but it’s not just a support server.

Join the Discord

This mod was made with AI assistance. Pls no hate.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.5.23 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
52 16 hours ago FeralKinshipCompanions_v0.5.23.zip 1-click install

Made the Dev ledger not suck (no longer requires a target, can summon animals to you, no longer overlaps horribly, etc. When using it make sure it finishes one task before beginning the next)

Animals SHOULD no longer breed while the owner is offline (needs further testing)

Animals now respond better to commands while fleeing or returning home. If an animal is injured and returning home, it cannot leave that mode until it sleeps at a bed or Pack Cart.

Predator requests now say how many blocks and direction. Not everyone is as good at directions as you are, however.

0.5.12 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
79 2 days ago FeralKinshipCompanions_v0.5.12.zip 1-click install

First attempt to fix companions sometimes being underground for no discernable reason. Stuck animals will now teleport to their bed>pack cart>player.

0.5.11 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
22 2 days ago FeralKinshipCompanions_v0.5.11.zip 1-click install

- Improved fetching and delivery through long, winding paths, stairs, and cellar approaches.
- Companions share familiar routes and recheck them before use. Blocked routes trigger recovery, allowing later companions to use an updated path.
- Frequently used routes remain cached longer; unused routes expire and memory use has fixed limits.
- Improved opening, passing through, and closing permitted doors when companion door use is enabled.
- Dropped-item searches now cover the camp's vertical range, helping with cellars and upper floors.
- More precise storage approaches reduce arrivals on top of the storage box and dropped cargo.
- Pickup and delivery planning receive priority over background cleanup within the existing shared planning budget.
- Improved navigation diagnostics and camp-scoped care targeting.

0.5.4 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
97 3 days ago FeralKinshipCompanions_v0.5.4.zip 1-click install

Made the Pack Ledger/storage logistics have an advanced mode, which sets the storage to the items currently inside of it, specifically. So now you can set up modded items easier, and set up your storage as specific as you want!

Also made the pack ledger/storage logistics able to affect (hopefully) every storage item, including modded ones

0.5.3 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
36 3 days ago FeralKinshipCompanions_v0.5.3.zip 1-click install

Milestones finally set:

World and discoveries
1. First temporal storm - Experience an actively occurring temporal storm.
2. Zero temporal stability - Be nearby when the owner reaches effectively zero temporal stability.
3. Snow - Encounter a nearby snow block.
4. Mature crop - Encounter a crop at its final growth stage.
5. Mechanical device - Encounter machinery such as a quern, helve hammer, windmill, pulverizer, fruit press, or mechanical-power block.
6. Trader - Encounter a trader for the first time.
7. Completed anvil - Encounter a finished anvil of any metal. Parts, molds, and decorative broken anvils do not count.
8. Natural beehive - Encounter a wild hive, including one growing inside a log. Player-made skeps do not count.
9. Visible gem - See a gem-* item dropped in the world or visibly placed in ground storage, a shelf, or a display case. Gem ore and gems hidden in closed storage do not count.
Ore discoveries
10. Copper ore - Encounter a native-copper or malachite ore block.
11. Tin ore - Encounter a cassiterite ore block.
12. Iron ore - Encounter a limonite, hematite, or magnetite ore block.
13. Gold ore - Encounter native gold in quartz ore.
14. Bountiful ore - Encounter any ore block whose grade is actually bountiful.
Ore pieces, nuggets, and inventory items do not satisfy these block milestones. A bountiful copper, tin, iron, or gold block grants both its metal milestone and the bountiful milestone.
Special hostiles
15. Bell - Encounter a normal Bell.
16. Bellhead Shiver - Encounter the Bellhead Shiver variant.
17. Gearfoot Bowtorn - Encounter the Gearfoot Bowtorn variant.
18. Double-Headed Drifter - Encounter the double-headed Drifter variant.
19. Corrupt Sawblade Locust - Encounter the corrupt sawblade Locust.

0.5.2 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
37 4 days ago FeralKinshipCompanions_v0.5.2.zip 1-click install

Added Milestones! The first time a Companion encounters something interesting, unique, or new from a pretty large list, they will gain a talent point and a pack point!
Added EXP and levelling! Companions earn EXP by helping defeat enemies, performing duties, going on expeditions, and more. Every level-up grants a talent point and a pack point.


This is a large new system and may still have some edge cases, but testing has been stable enough for release. Please report any issues!

0.5.1 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
47 4 days ago FeralKinshipCompanions_v0.5.1.zip 1-click install

Fix 2 for offline food

0.5.0 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
99 5 days ago FeralKinshipCompanions_v0.5.0.zip 1-click install

Made the pack ledger less annoying to create

Added some more flavor expedition notes

Made it so you can actually delete expedition ledgers

0.4.31 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
27 5 days ago FeralKinshipCompanions_v0.4.31-dev-delete-all-companions.zip 1-click install

i messed up on my server. this fix hopefully

this also uh, completely overhauls the expedition system i guess. More details to come

0.4.4 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
20 5 days ago FeralKinshipCompanions_v0.4.4.zip 1-click install

Companions now chop trees better (not faster, better)
Companions now will complain about specifically which item they can't reach/get to/etc.
Companions (should) no longer get hungry when their owner is not online

0.4.3 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
36 6 days ago FeralKinshipCompanions_v0.4.3.zip 1-click install

Companions can now go on multiple expeditions, along with a pack cart talent to do more! I took some steps to migrate, but just in case: FINISH ANY EXPEDITION BEFORE UPDATING!!!!!!

0.4.2 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
93 Sep 8th at 7:19 AM FeralKinshipCompanions_v0.4.2.zip 1-click install

Fixed animals recruited via expedition being "tamed" but not.

0.4.1 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
85 Sep 7th at 3:17 AM FeralKinshipCompanions_v0.4.1.zip 1-click install

Fixed issues regarding linux

 

(we were using \ sometimes instead of / and linux apparently has a hissyfit with this)

0.3.0 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
16 Sep 7th at 1:23 AM FeralKinshipCompanions_v0.3.0.zip 1-click install

No changes, just version bumping to hopefully quash a bug

0.2.21 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
84 Sep 6th at 9:53 AM FeralKinshipCompanions_v0.2.21.zip 1-click install

Added a few missing sounds. Oops!

0.2.17 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
11 Sep 6th at 8:50 AM FeralKinshipCompanions_v0.2.17.zip 1-click install

(finally) added config migration, so new settings get added on, and old settings do NOT get reset.

0.2.16 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
33 Sep 6th at 12:32 AM FeralKinshipCompanions_v0.2.16.zip 1-click install

Fixed cats/kittens not eating. 

0.2.12 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
209 Sep 2nd at 3:09 AM FeralKinshipCompanions_v0.2.12.zip 1-click install

Added a dev ledger to restore the lost. 

Added icons for the ledgers and other dev tools

0.2.11 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
85 Sep 1st at 4:31 AM FeralKinshipCompanions_v0.2.11.zip 1-click install

Made Breeding produce actual litters instead of single babies 
Multiple 'name me' popups now wait their turn instead of overlapping
Fixed babies not eating on their own
Fixed babies not technically being under player ownership
Fixed babies not displaying their name
Fixed babies not keeping their names when growing up
Really, just fixed babies.

0.2.10 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
152 Aug 29th at 7:29 PM FeralKinshipCompanions_v0.2.10.zip 1-click install

oh god. 

 

Feral Kinship Companions v0.2.10

This update builds on the promoted v0.2.9 release with a large pass over companion life, work coordination, navigation, and pack control. Existing Work Carts, Pack Ledger routing, crate types, talent-board basics, and normal companion commands remain compatible; the changes below are the new systems and substantial improvements since that release.

New companion life and dialogue

  • Added the dialogue archive: thousands of authored companion lines and kin-to-kin exchanges across the relationship tiers. (~8000 lines!)

  • Added scheduled speaker/reply sequencing with cooldowns, anti-overlap, relationship-first selection, high-priority interruptions, persistent first-seen milestones, and broader weather, night, hunger, command, combat, expedition, search, recruitment, and rescue context.

  • Added the persistent companion food system. Food is shown on the Overview, drains over time, and pauses while a companion is away or incapacitated.

  • Dining Boards are now shared eight-slot food stores; companions select food they can actually eat from the nearest stocked board.

  • Starving companions seek food or rest safely, and zero food prevents new duties, combat, ordinary commands, breeding, and expedition departure.

  • Direct PetAI hand-feeding now also restores the Companion food meter while PetAI remains authoritative over validity, consumption, cooldowns, and obedience.

Duties and storage

  • Replaced the fragile duty selection flow with a coordinated priority system. Higher-priority work is selected before lower-priority chores, so eligible dropped materials are handled before mowing.

  • Added persistent, independently selectable Ground Cleanup subcategories for dropped items, cattails, flint, sticks, boulders, and loose rocks.

  • Added independent controls for finished crops, berries, mushrooms, flowers, snow, snowball collection, and mowing.

  • Ground Cleanup now recognizes loose natural flint and stone and safely backs off from targets whose route cannot currently be completed.

  • Sort Storage now pulls misplaced items out of typed and General containers, then routes them to the best configured destination instead of only routing newly collected cargo.

  • Added a dedicated Sort Storage duty/control surface. The Overview reports its state without acting as an edit screen.

  • Added whistle Enable All and Disable All controls for quickly applying a duty selection across the pack.

  • Added configurable, rate-limited duty and storage diagnostics. Logging is disabled by default and can be enabled temporarily for troubleshooting.

Work and performance improvements

  • Work Cart cleanup, harvest, flower, snow, mowing, and dropped-item work now use shared incremental queues with bounded per-tick discovery and refresh budgets instead of repeated full-radius searches by every companion.

  • Logging work now uses authoritative tree claims, worker leases, validation and felling cursors, stale-claim cleanup, and bounded batched block breaks.

  • Multiple workers receive separate trees before sharing a remaining tree, and interrupted workers retain their claim and progress.

  • Logging waits for important tree debris to be collected, while suspended canopy drops no longer deadlock the next tree.

  • Duty state and active logging work recover correctly after save reloads.

  • Added shared route reservations, stale-target checks, alternate approaches, progress-based stuck recovery, and unreachable-target backoff to reduce repeated pathfinding and camp stutter.

Navigation and safety

  • Added collision-aware companion navigation for block and entity goals, including validated standing/approach points and bounded asynchronous route recovery.

  • Companion door use is now an explicit server opt-in and only considers a door relevant to the failed route, with normal ownership, lock, and claim checks preserved.

  • Improved snow recovery around doors, flaps, ledges, greenhouse roofs, and narrow passages without turning every snow layer into a high-priority job.

  • Improved moving-target combat replanning and prevented combat failures from being misinterpreted as permission to shovel a path through a battlefield.

  • Hardened player-owned juvenile companions with owner damage protection and owner target filtering while preserving their source growth and family AI.

Interface and administration

  • Expanded the existing local UI sizing work with four selectable visual styles and measured text reflow across Companion, Pack, Talent, Work Cart, storage, whistle, and related screens.

  • Whistle-applied duty changes now synchronize to the Companion window, including the Sort Storage state.

Known minor issue

  • Feeding the final item in some food stacks may still open the Companion window afterward. The item is consumed correctly.

  • Babies sometimes decide to starve themselves. Probably due to poor work conditions.

 

Requires Feral Kinship 0.4.3 and the normal Feral Kinship dependency chain.

0.2.9 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
123 Aug 28th at 1:50 AM FeralKinshipCompanions_v0.2.9.zip 1-click install

Added tutorial for Pack Ledger

You can now hand-feed pets

Fox socks and Fox taming compatibility!

Cart now owns tasks, so each fox does not overload the server having to think about it

 

Added Reletively infinite cart range perk

0.2.8 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
158 Aug 27th at 7:28 AM FeralKinshipCompanions_v0.2.8.zip 1-click install

Feral Kinship Companions v0.2.8

This update gives your pack places to work and a practical way to tell it where collected materials belong.

Work Carts and logging camps

Work Carts act as a second home for your companions. Place one where you want the pack to work, open its management screen, and assign companions directly or assign eligible companions within its horizontal work area. Companions travel to the cart normally and can use the existing long-distance fallback when the site is far away.

Logging Carts add the first real work-site job. Enable logging in the cart's Duties tab and assigned adult companions will find ordinary trees in the cart's work area, starting with the closest jobs. They claim a tree, remember their place if interrupted, and bring the work to completion before moving on.

Several companions can work on the same large tree. Separate trees are handed out first, so a whole pack does not normally crowd around one small tree; when there are no separate trees left, workers can share the remaining job and its progress.

Logging waits for ordinary tree debris to be collected before beginning the next tree. Logs, sticks, branches, and tree seeds are treated as primary cleanup. Leaves and branchy leaves are cleaned up afterward. Suspended drops that are stuck in a canopy do not permanently block the camp.

Logging Cart scans and job assignment are spread over time and shared by the cart, keeping large logging areas from making every fox perform its own full search. Duty settings and active logging camps recover after a world restart.

Mining and Quarrying Cart variants are included as foundations for future work; their actual jobs are not available yet.

More storage for pack work

The pack now has three purpose-built crate sizes:

  • Wicker Crate: 8 slots, made from a basket and flax twine.

  • Pack Collection Box: 12 slots, the standard pack crate.

  • Trunk Crate: 36 slots, made from a trunk and flax twine.

All three are recognized as pack storage. Their names and tooltips are localized, including their typed storage variants.

Pack Ledger storage routing

The Pack Ledger is a small book for assigning jobs to storage. Craft it from any book, one charcoal, and one flax twine. Use it on a supported container to choose what companions should put there.

The Ledger works with Pack Collection Boxes, Wicker and Trunk Crates, vanilla chests and trunks, vessels, baskets, and Dining Boards. Unconfigured supported storage acts as a General destination.

Choose one category or combine several categories in the same destination. The available categories cover the materials companions already handle or are being prepared to handle: food, seeds, logs, sticks, leaves and branches, flowers, grass and reeds, ore, stone, flint, clay, ruins salvage, soil and sand, fiber and textiles, animal materials, metal and scrap, fuel, tools, pottery and vessels, and wood products.

Food uses the game's normal edible check, so modded food, wine, and other items the player can eat are treated as Food automatically. Boulders are not a separate category because they break into ordinary rocks and are handled as Stone.

When more than one destination can accept an item, companions use this order:

  1. A box assigned only to that category.

  2. A box assigned to several categories including that category.

  3. A General box.

Within the same tier, the fullest suitable box wins; distance is only used to break a tie. Full or incompatible containers are skipped. General storage can also act as a staging area, moving matching items into a more specific box when one becomes available.

Companion improvements

  • Added the first pack-wide talent board with easy implemented bonuses.

  • Added Font- and Font+ controls and natural text wrapping throughout the companion windows.

  • Added personality-influenced automatic names, editable gender-aware name pools, unlimited rename rerolls, and duplicate-name avoidance.

  • Suppressed PetAI's duplicate naming screen when the Companion naming system is active.

  • Added optional Tamables: Critters compatibility.

  • Improved juvenile ownership, commands, combat safety, creative-mode drops, and multi-stack item pickup.

  • Added a whistle command that makes companions drop held items and stand still briefly.

  • Improved snow clearing priorities, route recovery, and cleanup reservations.

Still in development

  • Mining, quarrying, digging, and ruins work are not implemented yet.

  • A toggle for automatically moving items out of General storage is planned.

  • A dedicated Pack Ledger tutorial is planned for a future update.

0.2.6 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
135 Aug 25th at 3:30 AM FeralKinshipCompanions_v0.2.6.zip 1-click install

Added pack-wide traits! (not all of them were tested equally)

Added 'drop that' whistle that drops animals' carried item and freezes them for 10 seconds (so they cant grab it again)

0.2.5 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
90 Aug 24th at 7:32 AM FeralKinshipCompanions_v0.2.5.zip 1-click install

Added my latest tamables: critters as companions. Flyers ground themselves to pathfind, but whatever. good luck taming a bird anyway

0.2.4 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
24 Aug 24th at 3:38 AM FeralKinshipCompanions_v0.2.4.zip 1-click install

Added Default names! Animals will now name themselves, then you can choose to rename them. They don't mind!

0.2.3 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
15 Aug 24th at 1:49 AM FeralKinshipCompanions_v0.2.3.zip 1-click install

Added FOOD! Animals now get hungry over time (rather generously, ~4 days before they starve) they will automatically eat from placed dining boards. 

Starving will not hurt animals, but they will refuse to do tasks if they get too hungry.

 

Food can be disabled in config

 

 

 

Added better Duties and at-ease AI.

Animals now clear Doors/flaps, then ledges they might get stuck on,. then glass with snow on/around it, then any snow after that for snow shovelling.

0.2.2 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
93 Aug 23rd at 9:06 AM FeralKinshipCompanions_v0.2.2.zip 1-click install

Duties

- Added compact, tabbed duty configuration to the Companion journal.
- Added individual checkboxes for Ground Cleanup:
  - Dropped items
  - Cattails
  - Flint
  - Sticks
  - Boulders
  - Loose rocks
- Preserved the cleanup priority order: cattails, flint, sticks, boulders,
  rocks, then lawn mowing.
- Ground Cleanup now uses the camp area around the active camp marker.
- Natural debris collection recognizes the small placed loose-rock pieces and
  boulders in addition to the normal free-cover variants.
- Flint collection preserves the normal vanilla drop amount instead of
  assuming every pickup is one flint.
- Cattail collection follows the knife-style harvest behavior and leaves the
  harvested bottom section in place.
- Added individual Finished Products choices for:
  - Mature crops
  - Ripe berries and fruiting bushes
  - Harvestable mushrooms
- Added Flower Removal for naturally spawned flowers.
- Added Snow Shoveling for thin snow layers only.
- Added optional snowball collection; it is disabled by default.
- Added snow-aware escape behavior. When Snow Shoveling is enabled, a
  Companion can clear a nearby obstructing snow layer with its attack
  animation, including snow on the upper side of a ledge.
- Improved companion movement over ordinary one-block ledges with snow.
- Kept Mow the Lawn restricted to naturally spawned tall grass and its
  explicit cut-grass drop. Bushes, berries, crops, flowers, and placed plants
  remain untouched by mowing.
- Removed the former automatic idle ground cleanup behavior. Ground Cleanup
  now runs only when selected.

Whistle

- Split the Companion whistle into two tabs:
  - Usual Commands for activity, combat, targeting, and risk settings
  - Duties for multi-selection duty orders
- Added duty checkboxes to the whistle so one order can apply a selected
  combination of chores to nearby adult Companions.
- Snowball collection remains independently selectable from the whistle.
- Preserved the existing nearby range and juvenile safety behavior.

Companion and camp fixes
- Added system messages when the player enters or leaves the camp area.
- Fixed the breeding opt-in control and its state refresh.
- Added clearer per-duty state feedback in the Companion journal.

0.2.1 feralkinshipcompanions
1.22.0 - 1.22.7
88 Aug 22nd at 8:53 AM FeralKinshipCompanions_v0.2.1.zip 1-click install

Added the FotSA tamables 

0.2.0 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
22 Aug 22nd at 6:51 AM FeralKinshipCompanions_v0.2.0.zip 1-click install

Added a frankly huge amount of social and camp and liveliness to the at-ease animals. 

I could list them all, or I can let you guys find them naturally!

I don't care, what changed?

Social and camp behaviors

- Added expedition departure personality: one selected packmate may pause, look toward the owner, turn back to the Pack Cart, and enter.
- Added paired rest and paired sleep with shared timing, natural facing, and staggered departures.
- Added packmate greeting: two nearby packmates approach, face each other, idle briefly, and separate.
- Added packmate play and chase synchronization so the two participants do not become desynchronized or leave one fox running in place.
- Added shadow walk: a packmate walks toward the owner while the owner remains inside camp, without sprinting.
- Added communal pack-space visits with multiple safe points, five-second sniff pauses, movement between points, and attention directed toward the visited storage or amenity.
- Added Pack Cart sitting with the companion facing the owner while seated.
- Added rare perimeter walks that attempt to follow the camp edge and complete a full circuit before returning to ordinary idling.
- Added see-you-off behavior: when the owner leaves the camp circle, one or two packmates may walk to the edge, sit, and watch briefly.
- Added camp lookout behavior: a rare edge visit with a seated, slowly scanning watch.
- Added scent investigation: a packmate visits several safe camp points and sniffs each one before moving on.

Player and work interest

- Added menu attention so opening a companion’s menu interrupts harmless ambient activity and makes the companion face the owner.
- Added interest in active smithing, with persistent attention while hammering continues.
- Added passive or gathering interest around burning forges, blooms, campfires, cooking stations, and hot prepared food, with interest expiring as the source cools or disappears.
- Added spacing and safe-target selection so interested packmates fan out instead of occupying the same point.
- Added shelter and activity checks so work interest does not override combat, expeditions, den routines, dangerous conditions, or directed orders.

Startle reactions

- Added startle reactions to nearby explosions.
- Added startle reactions when physical attacks occur near camp, including player, companion, and hostile attacks.
- Added startle reactions while the owner is actively hammering at an anvil.
- Startled packmates turn toward the source, pause, look around, and resume normal behavior using existing animations.
- Reactions are capped per event and only affect eligible At Ease packmates; cooldowns are currently disabled for testing.

Idle tester and developer tools

- Expanded the Companion Idle Tester ledger with See you off, Packmate greeting, Scent investigation, and Camp lookout.
- Added forced tester handling for the new ambient behaviors, including safe-target failure messages.
- Kept the existing basic animation, paired, pack-space, Pack Cart, play, and shadow-walk tests available.
- Added an item icon and expanded the tester layout to fit the complete ledger.

Static hazard avoidance

Ambient ground selection now rejects dangerous or irritating locations, including:

- Anvils and anvil parts.
- Forges, active firepits, bloomery, kilns, ovens, boilers, and burning coal piles.
- Hot ingot molds and tool molds.
- Lava, fire, cactus, thorns, spikes, and damage-on-touch blocks.
- Windmill and helve-hammer machinery.

Short wander and play-escape targets use the same safe-ground filtering where possible.

0.1.182 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
60 Aug 21st at 9:13 PM FeralKinshipCompanions_v0.1.182.zip 1-click install

Fixed return home and rest from breaking if too far away (they now do as they should and pretend to walk back and then teleport safely)
Fleeing companions are no longer considered targets for enemies

Rename now actually works proper

0.1.176 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
51 Aug 21st at 6:29 AM FeralKinshipCompanions_v0.1.176.zip 1-click install

BREEDING

Added breeding. Breeding requires two parents (of opposite genders) to share a room (with beds assigned) and at ease overnight (and also enabled in social tab of the interface). There is a chance every night if they are NOT interrupted to make the mother pregnant. When pregnant the mother moves slower, and contributes less in expeditions. Once a mother and a father have concieved, they will be bonded, and no longer be able to have children with any other animal, only within the bond.

When the child is born they will gravitate towards parents, on paper. I made them panic if they get too far away for too long and attempt to pathfind towards parents.

GUI can now scale without breaking spectacularly. 

 

Everything breeding related has NOT been tested extensively, things might break, things might be wonky. I'll fix things as I am made aware of them.

0.1.160 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
96 Aug 19th at 6:58 AM FeralKinshipCompanions_v0.1.160.zip 1-click install

Did some more UI poking around. Made actual tabs, moved new menus to the bottom, etc.

0.1.152 feralkinshipcompanions
1.22.0-pre.1 - 1.22.7
42 Aug 18th at 9:45 PM FeralKinshipCompanions_v0.1.152.zip 1-click install

Replaced Petai Whistle with a fake clone of it that uses Companion commands instead. Any non-compatible animal should still react to the whistle under the closest available command for them.

Made a bunch of changes to the UI, in an attempt to make it less compact.

ALSO FIXED ANY CUSTOM SOUND CRASHING YOUR GAME

0.1.150 feralkinshipcompanions
1.22.0 - 1.22.7
49 Aug 18th at 7:07 AM Release Retracted

Retraction Reason:

awe jeez I forgot the sound list file so any custom sounds crash the game. How did i do that?

Changelog:

Replaced Petai Whistle with a fake clone of it that uses Companion commands instead. Any non-compatible animal should still react to the whistle under the closest available command for them.

Made a bunch of changes to the UI, in an attempt to make it less compact.

0.1.149 feralkinshipcompanions
1.22.0-pre.1 - 1.22.6
98 Aug 16th at 11:38 PM FeralKinshipCompanions_v0.1.149.zip 1-click install

Made foxes less hydrophobic. At-ease they still avoid water, but will still traverse through it to get where needed. Follow will path through water without skittering away like cockroaches. 

0.1.148 feralkinshipcompanions
1.22.0-pre.1 - 1.22.6
25 Aug 16th at 9:09 PM FeralKinshipCompanions_v0.1.148.zip 1-click install

Added a Tutorial that pops up when first interacting with a tamed companion.

Added a handbook entry tutorial as well.

Changed everything to use localization files instead of hardcoded english, so if someone wishes to translate they can!

0.1.140 feralkinshipcompanions
1.22.0-pre.1 - 1.22.6
57 Aug 16th at 9:41 AM FeralKinshipCompanions_v0.1.140.zip 1-click install

Fixed movement speed causing animals to sometimes fly into space, causing the world to generate a huge amount of land, overloading the server, then forcing the world to hang (and crash)

0.1.137 feralkinshipcompanions
1.22.0-pre.1 - 1.22.6
123 Aug 14th at 8:46 PM FeralKinshipCompanions_v0.1.137.zip 1-click install

Added sounds! Button presses, Retreat state sounds, whistles for different commands, and more!

0.1.136 feralkinshipcompanions
1.22.0-pre.1 - 1.22.6
70 Aug 13th at 6:55 AM FeralKinshipCompanions_v0.1.136.zip 1-click install

Journal given a readability and presentation pass

Most screens too!

Pack collection boxes that broke from unloading and reloading the mod in a world now attempt to re-assign to the correct pack

0.1.135 feralkinshipcompanions
1.22.0-pre.1 - 1.22.6
15 Aug 13th at 4:35 AM FeralKinshipCompanions_v0.1.135.zip 1-click install

Added compatibility with Wolf Taming, and Cats mods! (with permission! thanks!)
https://mods.vintagestory.at/cats

https://mods.vintagestory.at/wolftaming

0.1.134 feralkinshipcompanions
1.22.0 - 1.22.6
12 Aug 13th at 3:43 AM FeralKinshipCompanions_v0.1.134.zip 1-click install

oh god

Companion AI replacement

  • Feral Kinship Companions now directly controls runtime companion commands and combat.

  • Commands work across all twelve supported companion species.

  • Removed conflicts between companion routines and the former PetAI command system.

New companion controls

Added persistent controls to each companion’s journal:

  • Activity: Follow, At Ease, Rest, and Return Home.

  • Follow range: Close, Normal, and Hang Back.

  • Combat style: Passive, Defensive, Protect, Assist, Aggressive, and Flee.

  • Risk tolerance: Cautious, Steady, and Fearless.

These settings survive saving, reloading, chunk unloading, and game restarts.

Following

  • Rebuilt following around proper pathfinding.

  • Companions may travel outside their preferred follow radius when a longer route is necessary.

  • Added catch-up teleporting when a companion becomes hopelessly separated.

  • Follow combat range scales with the selected follow distance.

  • Fixed companions becoming stuck, spinning in place, or abandoning valid routes.

  • Combat no longer permanently prevents a companion from resuming Follow.

Rest and Return Home

  • Rest sends companions to their assigned bed or Pack Cart.

  • Rest suppresses wandering and combat while the companion recovers.

  • Fully healed companions automatically return to At Ease.

  • Very distant or repeatedly failed bed routes use the bounded Return Home fallback.

  • Return Home checks for an assigned bed, then the Pack Cart, and finally the owner.

  • Missing home markers no longer cause companions to disappear or become stranded.

Combat

  • Passive, Defensive, Protect, Assist, Aggressive, and Flee now have distinct working behaviour.

  • Companions never deliberately attack players or other tamed companions.

  • Aggressive companions search around their owner while following.

  • Fixed unreliable attacks from large and very small species by checking actual body contact.

  • Mortally wounded companions cannot continue fighting or receive additional lethal damage.

  • Fleeing uses bounded escape routes and can no longer continue indefinitely into unloaded terrain.

Species-based damage

Companions now retain species-appropriate base melee damage:

  • Bear: 10

  • Wolf: 8

  • Hyena: 6

  • Pig: 5

  • Fox: 4

  • Deer, goat, raccoon, and sheep: 3

  • Gazelle: 2

  • Hare: 1

  • Chicken: 0.5

Combat talents continue to modify these species-specific values.

Self-preservation

  • Cautious companions retreat below 40% health.

  • Steady companions retreat below 20% health.

  • Fearless companions never retreat automatically.

  • Retreat decisions are announced in chat.

  • Companions with a home switch to Passive and return there to recover.

  • Companions without a home switch to Flee.

0.1.133 feralkinshipcompanions
1.22.5 - 1.22.6
67 Aug 12th at 6:59 AM FeralKinshipCompanions_v0.1.133.zip 1-click install

Added the rest of the Feral kinship animal list:

  • Bear
  • Chicken
  • Deer
  • Gazelle
  • Goat
  • Hare
  • Hyena
  • Pig
  • Raccoon
  • Sheep
  • Wolf


(foxes remain on the list, too)

 

If the player has the config enabled that allows taming of all animals they will all join in the same pack.

Recruitment expedition now depends on the type of animal sent. Send only bears? find a bear. send 50/50 its a 50/50 between the two. NOTE: ANIMALS ARE WILD WHEN CLAIMED IF YOU ARE NOT A BEAR AND YOU CLAIM A BEAR YOU NOW HAVE A WILD BEAR AT HOME I DO NOT ENVY YOU

0.1.131 feralkinshipcompanions
1.22.5 - 1.22.6
89 Aug 11th at 6:25 AM FeralKinshipCompanions_v0.1.131-release.zip 1-click install

Added config option to allow anyont to tame all animals

0.1.130 feralkinshipcompanions
1.22.5 - 1.22.6
18 Aug 11th at 5:17 AM FeralKinshipCompanions_v0.1.130-release.zip 1-click install

Oh god. 130 test builds. one-hundred-and-thirty.

Im going to bed. dont break my mod while im gone.


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

Lotan, 22 hours ago

could really do with a way to track where the companions are, like maybe an option on the pack cart to highlight where a companion you select is located, as i often end up having some i cannot for the life in my track down their location.

Kalina, 1 day ago

so some advice, if you're running this on a server do not let anyone log out while they have a breeding pair active because you will be like me and log in to find 600 fox pups in a cave under your house causing the server to lag.

Craditz , 1 day ago
@Kalina: so some advice, if you're running this on a server do not let anyone log out while they have a breeding pair active because you will be like me and log in to find 600 fox pups in a cave under your house causing the server to lag.

this actually happened to me and was instantly placed on my hitlist. i've been working on a big round of bug fixes, with this included. Thanks for the warning/reminder though!

Nipheon, 1 day ago (modified 1 day ago)

Edit: Update made the "issue" sort of worse, however I'm not sure what the update exactly did so I am unable to test at this time.

--I think it might be due to the "flee" module. So Here's what happened. Temporal storm came. I put my pet onto "aggressive" to see if he could fight them while I chilled inside. They one shotted down to his flee threshold and he said "fleeing" and then he just wouldn't fight anymore. This was early game so we didn't have any pet beds or anything put down yet. I went for an hour trying all the different settings on him and he just wouldn't fight after that.

HOWEVER - I made him a bed, told him to "rest" and he reset to "at ease" and now he fights again. I think the flee module is getting stuck in a loop and not properly terminating after they heal themselves to a certain threshold.

--Hope this helps--

Edit #2: Well so now he wont respond to any commands, walks 2 ft and freezes up. I did try the whistle as well as right click. Not responding to "go home" or any other commands. He now has a bed. It froze up the server and we did have to reboot it.

Testing new version with the stuck underground issue. We were having it too. thanks so much for the pushed update. Will let you know how it goes! (unable to test underground issue at this time, will update)

Edit #3: My bear came back! yay he was at his bed, but I was missing him for a few in game days. We went on an adventure a long way away and when I returned he was just there. we restarted a few times in between.

Slicevicious, 1 day ago

I'd really like to see an update make the randomly generated "Kill the predator" request actually communicate to the player which hostile enemy in radius is the issue, or at the very least list their species or what direction on the compass the entity is. Anything.

 

I can't complete the request at all ANY time its given. I go on increasingly merciless killing sprees, I kill even herbivores. Anything in the area, I kill it. I've even tried going into no-clip and killing anything living in tunnels 200 blocks below ground if they are in the radius. Can't ever figure out what the problematic creatuire is. 

 

On that note, do they even detect entities underground? If I'm camped well overtop of a mineshaft and a drifter spawns down there do they go nuts about it?

Kalina, 1 day ago

so there needs to be a way to force a distant companion to TP to the player, at least for admin work. As it is I've had half a dozen companions just despawn, become 'lost' and then 'unrecoverable' when an expedition is sent out to get them, even though the report says they were safely found.

Kalina, 1 day ago
@Craditz: the logging camp can teleport animals to the cart after ~20 second delay. i'll add it to the dev ledger too

I attempted to do this, but it did not work. They were listed as 'unloaded' in the regular work cart as well with their last known coordinates being several thousand blocks away and under the map. Sadly even with doing the recovery the lost expeditions they all returned 'successfully' as said according to the reports but were then listed as unrecoverable.

Nipheon, 2 days ago

is there a way to make "aggressive" not target animals that are in the process of being tamed? My son started a puppy and I was killing the creepy men and forgot it was on agressive and it ate all his wild puppies :(  maybe a quick check into "owned by" or "tamed by" status? I also seem to be having some slight issues with the other options and their willingness to do battle with things I am fighting.

BoredAlpaca, 3 days ago (modified 3 days ago)

Slightly weird one, I cant Ctrl+RMB to get Bramble to stop following me, I've tried both left and right Ctrl and it just opens the guide menu the same as plainly right-clicking.
I tried digging through keybinds but didnt find anything that seemed to be related to the Stay/Follow action

 

SOLVED: The control is actually Shift+RMB to toggle stay/follow (Bramble's guide currently says to use Ctrl+RMB)

Craditz , 2 days ago
@Slicevicious: To tangentally tack onto this, Bramble resets into Follow mode any time a player logs in, which is really annoying. I just want him to stay in his room lmao.

its supposed to be crouch+RMB, but I might have accidentally hard set it to shift instead. and yeah, Bramble respawns himself if someone dies or relogs. there is a setting to delete him in the config

Nipheon, 2 days ago
@Craditz: its supposed to be crouch+RMB, but I might have accidentally hard set it to shift instead. and yeah, Bramble respawns himself if someone dies or relogs. there is a setting to delete him in the config

can we maybe get a "bramble nest" or something so he stays at say.. a pillow? and doesn't pop up out of the aether to jump scare us down a pit? lol

Burgersim, 3 days ago

Really love the idea of this mod ^^

Wanted to ask, if you think it might be possible to add the Dragons from Draconis to this System as well? Altho, not sure if it makes sense, as I don't see elks, so I'm guessing Animals you can ride are not suited as companions in general?

Slicevicious, 3 days ago (modified 3 days ago)

When a female wolf becomes pregnant, they seem to vanish. Pack Cart shows they still exist and labels them "Present" and they can go on expeditions but even when they all return, the females are nowhere to be found.

 

Edit: The wolves had their children and the females are still missing. So are the babies.

Edit two: I can see their health bars with a clientside Healthbar mod, moving around in the camp radius, but there isn't an entity attached to them for the crosshair to highlight. Using no-clip, I can see they aren't trapped underground. 
I sent them on an expedition and the healthbars are still here and moving around. Relaunching the game did not solve the issue.

Slicevicious, 2 days ago
@Craditz: i'll look into this. very strange.

New info: Despite the healthbars being present, the entities definitely aren't. When they had their kids, even the puppies were missing from Camp and the mothers are now beginning to starve, even though the healthbars roaming around have easy access to food. So that may be an entirely seperate bug from the wolves and just an issue with the way entities despawn for expeditions. I can't be sure though, that's just a theory

Slicevicious, 2 days ago (modified 2 days ago)
@Craditz: any mods that could be causing this? also, try going a fair distance and using a logging cart. it will teleport anyone assigned to it, to it. might fix them.

I don't have any mods that affect animals besides the mods in these collections and in the compatible mods listing, such as "Wolf Taming," so I can't think of anything that would be affecting it.

That worked for retrieving the mothers! But the kids are still missing, and too young to assign to the cart. Is there another way I can find them?

 

Edit: One of them vanished again and now the logging cart trick isn't working anymore

ChrisAndWife, Sep 6th at 11:02 PM (modified Sep 6th at 11:10 PM)

Hey, so;

I've been trying to figure out why this mod isn't working no matter what I do;

firstly, the Feral Kinship depenency is listed wrong, but then I also noticed that in the Installed Mods list, this mod is the only one that ends in a ".zip", and IDK why that is, as I'm not a coder, but I think there's something wrong with... something. Don't know, wanna play with this, hope it gets fixed, and sorry to bother.

EDIT: Somehow, I think I fixed it, it took a LOT of reloading the installed mod list and talking to AI (which wasn't very helpful, but stupid answers are I guess better than no answers). If I never comment again, it's because everything going great.

Ada_is_lost, Sep 6th at 4:26 PM

So we updated to the v0.2.21 on our server but there are no longer any items from this mod, neither in the handbook nor the creative menu. All items in game have become question mark blocks. Was everything removed intentionally or is this a bug?

Ada_is_lost, Sep 6th at 8:23 PM (modified 5 days ago)
@Craditz: sounds like the mod didn't load at all, check your modlist and see

It already did force us to redownload before joining the server and it shows in the server panel which is how I confirmed the exact version number. All menus still show when interacting with companions and every player has a Bramble now too. All those menus exist but the items don't.

Lotan, Sep 5th at 9:08 PM

also i cant seem to get my pets to eat, or atleast the one cat i have, it just sits with food i give it in its mouth but never actually eats it.

Lotan, Sep 5th at 10:08 PM
@Craditz: Try using a dining board. Cats seem to do that and i'm poking towards a fix

i tried that, doesnt seem to do anything, its currently just standing infront of its bed starving :(

Craditz , Sep 5th at 10:28 PM
@Lotan: i tried that, doesnt seem to do anything, its currently just standing infront of its bed starving :(

im on it! for now there is a config for disabling the hunger system IIRC. 

Lotan, Sep 5th at 8:49 PM

how do you make alot of the items this mod adds? as alot of them dont seem to have any recipies in the handbook like the trunk crate or collection box

Craditz , Sep 5th at 9:00 PM
@Lotan: how do you make alot of the items this mod adds? as alot of them dont seem to have any recipies in the handbook like the trunk crate or collection box

They are legacy remanents from before I had changed the system. I don't want anyone losing items because I removed them. The pack ledger can be used on a trunk to be set as a general dropoff zone, making the trunk crate and all of those systems largely useless

Hyorinsensei, Sep 4th at 5:54 PM

finally got to test the wolve breeding again pups now finally grow up without going hostile yay {took me abit longer since i made a barn area for them and somehow a raptor got in and ate all 8 pups while the adults watched}

Hyorinsensei, Sep 4th at 6:16 PM
@Craditz: if you put them on assist they should retaliate. I should probably make them a bit more...defensive though

had 2 parents on agressive and 2 on protect figured the agressive ones would fight anything that comes to harm anything nearby they didnt and assit says you so i figured that ment me i wasnt there at the time i only saw the raptor after it had already ate them all {corpses were there} my history with pups in VS is terrible so far

Craditz , Sep 4th at 6:23 PM
@Hyorinsensei: had 2 parents on agressive and 2 on protect figured the agressive ones would fight anything that comes to harm anything nearby they didnt and assit says you so i figured that ment me i wasnt there at the time i only saw the raptor after it had already ate

i'll need to take a look at that. Aggressive should have mauled that guy, and protect should have worked? ill look into it. Just consider it the bigger version of a fox in a hen house

Lukus, Sep 3rd at 6:18 PM

i see, thanks for this mod! 

Lukus, Sep 3rd at 5:57 PM

ah i see, so dont run at them but walk to them sort of thing

Craditz , Sep 3rd at 5:59 PM
@Lukus: ah i see, so dont run at them but walk to them sort of thing

or trap them in a hole. Not very companion-y but whatever, I won't judge. 

Lukus, Sep 2nd at 7:59 PM

hi, sorry for not replying completely forgot to get back to you, couldn't find a solution to fix the mod but with the most recent update with Bramble it seems to work now! just got to figure out how to tame the animals. spent half an hour walking around and waiting for animals to approach but no luck lol might not be doing something right. Tried the creatures tamed in creative and im very impressed!

Legionofwar, Sep 2nd at 3:33 AM (modified Sep 2nd at 3:36 AM)

so i keep haveing my pack eaten by the rustbound magic devouring abyss its eats the corpse as well so i was wondering if you could add someway to delete pets from your pack you cant interact with or figure out a fix for the pets being gone but still in the list {also i know its the block thats the issue not complaining to you about that im talking about the pack member that is just sitting in the list thats dead but its not letting me archive it} also the mod is great ty for the work on it.

Legionofwar, Sep 2nd at 1:33 PM
@Craditz: The latest update should allow you to revive it with the dev ledger, then you can move on, or uh... take care of it personally.

ok i have a new issue with rustbound magic interacting and i find it funny and aweful bramble cant be eaten by the devouring abyss and since it regens it never dies so its stuck inside it permenantly

Craditz , Sep 2nd at 3:34 PM
@Legionofwar: ok i have a new issue with rustbound magic interacting and i find it funny and aweful bramble cant be eaten by the devouring abyss and since it regens it never dies so its stuck inside it permenantly

if you die Bramble respawns with you, so that should free him, or if you don't want to bother you can go into the config and turn him off. Or you can keep him in perpetual torment. your call!

Nimi, Sep 1st at 11:35 AM

upon updating the mod, my pack was out on an expitidion. when they returrned, they brought items back but said that they were unavailable and "awaiting safe return". every pack member was like this, and the two bears that weren't spawned over 40,000 blocks away. is there some new way to get my pack to return or a command to force a return, or are they just bugged out for good?

Craditz , Sep 1st at 3:30 PM (modified Sep 1st at 3:31 PM)
@Nimi: upon updating the mod, my pack was out on an expitidion. when they returrned, they brought items back but said that they were unavailable and "awaiting safe return". every pack member was like this, and the two bears that weren't spawned over 40,000 block

so the 40000 blocks away is actually just the game being a dink, they probably aren't, but every pack member failing to return like that is not good. I'm going to make a dev item that helps with this

 

Do you have any logs when this happened (specifically server logs)

Nimi, Sep 2nd at 1:10 AM
@Craditz: so the 40000 blocks away is actually just the game being a dink, they probably aren't, but every pack member failing to return like that is not good. I'm going to make a dev item that helps with this Do you have any logs when this happened (specifically s

just scanned my server log and there's nothing. what i did however is when updating the mod, i accidently deleted the animal kinship dependancy and then reinstalled it along with the updated version of this mod. after i reinstalled both and everything was textured correctly, my pack returned from an expedition. i was able to retrieve the items they got from the expedition but the pack members never returned and were all "awaiting return" under status. i tamed a couple other animals to retrieve them thinking it was a lost pack member mission but i wasn't even able to select any of the lost animals. 

Nimi, Sep 2nd at 6:35 AM
@Craditz: Added a dev ledger to attempt to fix this for you! give it a try

it works! the only inconsistency is that it changed the coat color of a few of my wolves, but honestly thats negligible if it means i have them back. thank you so much!

Craditz , Sep 2nd at 7:05 AM
@Nimi: it works! the only inconsistency is that it changed the coat color of a few of my wolves, but honestly thats negligible if it means i have them back. thank you so much!

so that means they were very much no longer in existance, as the ledger is supposed to be able to pull that, but that does not get saved internally like the rest of the stuff. Small potatoes, Happy Hunting!

Nimi, Sep 2nd at 2:02 PM
@Craditz: so that means they were very much no longer in existance, as the ledger is supposed to be able to pull that, but that does not get saved internally like the rest of the stuff. Small potatoes, Happy Hunting!

hey! another issue i've encountered is a behavioral "bug" where my animals would explore and chase something into a cave and then get trapped by the enviornment. they would then starve because they're too dumb to find their way home... is it possible to add in a behavior or a perk that when they start starving that the animals teleport home? or perhaps even a dev tool to teleport all owned pets to the player's current position? thank you for your time

RueBunny, Aug 31st at 7:27 PM

Hey! just wondering if pack sizes are limited.. and if you can tame a baby of a wild species?

Craditz , Aug 31st at 9:09 PM
@RueBunny: Hey! just wondering if pack sizes are limited.. and if you can tame a baby of a wild species?

theres no real limit on pack size, and this mod does not provide taming. Animal Kinship does and it has settings for adults only or babies only

Hyorinsensei, Aug 31st at 3:51 PM

so pups still randomly dont eat {wolves} some will some wont but all pups still are considered dead with aging up even tho the adult spawns but its still hostile got on the server today and found 3 sets of bones from when they aged up hostile and my pack killed them

Hyorinsensei, Aug 31st at 8:23 PM
@Craditz: darn. Thought I fixed that. Just to confirm you are on the latest version?

yeap on 0.2.10 not sure what i can give you to help fix it

Craditz , Aug 31st at 9:08 PM
@Hyorinsensei: yeap on 0.2.10 not sure what i can give you to help fix it

Server logs, but I'll look into it myself first and see if I can reproduce it. Do you just have wolves, or any other members?

Hyorinsensei, Aug 31st at 11:14 PM
@Craditz: Server logs, but I'll look into it myself first and see if I can reproduce it. Do you just have wolves, or any other members?

I only have wolves another player has bears but doubt that should be causing issues, as for the log ill see if i can get it from the server owner.

Craditz , Sep 1st at 4:32 AM
@Hyorinsensei: I only have wolves another player has bears but doubt that should be causing issues, as for the log ill see if i can get it from the server owner.

Fixed! Probably for real this time! also gave them litter sizes instead of just one always

Hyorinsensei, Sep 1st at 10:26 AM (modified Sep 1st at 10:56 AM)
@Craditz: Fixed! Probably for real this time! also gave them litter sizes instead of just one always

love the confidence thats followed by a problay XD also nice ill give it a test when i can.

Aspect_of_Hope, Aug 26th at 9:03 PM

My cat is not eating anymore, just holding meat in mouth... and starving. T ^T

Craditz , Aug 27th at 3:37 AM
@Aspect_of_Hope: My cat is not eating anymore, just holding meat in mouth... and starving. T ^T

Did you put down a Dining board and put meat into it? 

Hyorinsensei, Aug 25th at 6:46 PM

im noticing my pack {wolves} is trying to nonestop remove snow even with it off traveling with them has become a nightmare cause they get stuck doing the snow and dont follow behind me at all.

Craditz , Aug 25th at 7:22 PM
@Hyorinsensei: im noticing my pack {wolves} is trying to nonestop remove snow even with it off traveling with them has become a nightmare cause they get stuck doing the snow and dont follow behind me at all.

They have an 'emergency unstuck' that's currently set too harshly. i'm still working on it. currently if they think they are stuck they will aggressively eat snow around them. 

Hyorinsensei, Aug 25th at 1:25 PM (modified Aug 25th at 1:30 PM)

Are children from tamed parents suppost go to hostile once they turn into adults? just had a pup go hostile upon aging into adulthood and try to rip my limbs off. also seems to be telling my the child died over aged up.

Hyorinsensei, Aug 25th at 3:59 PM
@Craditz: i've not seen this, but that sounds bad. i'll look into it. What animal in particular?

currently i got wolves and seems to be happening with them also the pups dont seem to eat from the dining spot thing they are always hungry

Hyorinsensei, Aug 24th at 2:14 PM

idk if this has been reported or not but the pack storage block's name is feralkinshipcompanions:block-storage-packstorage.

GhostieDaGhost, Aug 23rd at 11:54 AM

Hi, I’m having a problem with the companions window. It seems the text doesn’t fit into the window… Is there a way to fix this?

 

Also how to I set a pets home? Or am I just their home?
Craditz , Aug 23rd at 6:06 PM
@GhostieDaGhost: Hi, I’m having a problem with the companions window. It seems the text doesn’t fit into the window… Is there a way to fix this? Also how to I set a pets home? Or am I just their home?

Are you on the latest version? there was some problems with GUI scale in the past that have been fixed.

 

A pets home is the Pack cart (a large radius around it) and without that, their bed that you set (a custom item made from hay or linen if you want to get fancy)

MagentaLizard, Aug 22nd at 11:16 PM

The menus for interacting with a companion are slightly too large for me. The top of them go off the screen a little bit.

Arizel, Aug 22nd at 2:50 PM

Forgive me for my confusion but this mod IS NOT a Taming Mod for players using  normal player models right?

 

This is a mod specifically for your feral player character mods correct?

 

It can't be used by a player using the normal seraph model to create an army of foxes or other compatible tames to rove across the land or caves and take over the world?

 

Also, what are the mod dependencies?

Craditz , Aug 22nd at 3:41 PM
@Arizel: Forgive me for my confusion but this mod IS NOT a Taming Mod for players using normal player models right? This is a mod specifically for your feral player character mods correct? It can't be used by a player using the normal seraph model to create an arm

This mod has compatibility with most other tamable mods. Animal Kinship (with default settings) can only be used to tame adult animals if you share the same species. You can change it so anyone can tame anything in the settings of that. I intended it to work with the tamable foxes mod, but I keep forgetting to poke that

 

It depends on Animal Kinship (https://mods.vintagestory.at/animalkinship) to work. 

Lukus, Aug 21st at 6:14 PM

hi, i cant seem to get this mod to work. disabled all of my mods and installed all the dependancies needed but i cant get any interaction to work unfortunately. dont suppose you have any ideas? im on Linux Fedora kde44 

Craditz , Aug 21st at 7:58 PM
@Lukus: hi, i cant seem to get this mod to work. disabled all of my mods and installed all the dependancies needed but i cant get any interaction to work unfortunately. dont suppose you have any ideas? im on Linux Fedora kde44

I have not tested this mod on linux whatsoever. If you could upload some logs I might be able to take a look, though no promises. TBH I had no idea that Linux needed anything different done

Voljaras, Aug 21st at 11:52 AM (modified Aug 21st at 11:53 AM)

Hello Craditz!
Would you be willing to tell in what way AI assited and what part of this was done by you?

Craditz , Aug 21st at 3:30 PM
@Voljaras: Hello Craditz!Would you be willing to tell in what way AI assited and what part of this was done by you?

Hi! Yeah, I'm not a coder by any means, so all of the actual code was written with AI. I basically do everything around that: coming up with the ideas and how I want the systems to work, testing, finding bugs, figuring out what needs to change, and repeatedly working through those changes until it behaves the way I want it to. But when it comes to actually writing the code itself, that's AI generated.

I try to be pretty upfront about that.

Voljaras, Aug 21st at 5:37 PM
@Craditz: Hi! Yeah, I'm not a coder by any means, so all of the actual code was written with AI. I basically do everything around that: coming up with the ideas and how I want the systems to work, testing, finding bugs, figuring out what needs to change, and repeat

Thank you for the response!

I've seen the AI Tag and ai assistance at the bottom, but i was curios how far the aid of AI goes(Art,Translation,Coding, or anything else)
Appreciate you being open about it!

MrMcSwerliie, Aug 20th at 11:50 PM

Loving the mod so far, just a question on the communal dining board. Does that feed them for free, or is it just for decor as i cannot fill it with food.

Craditz , Aug 20th at 11:57 PM
@MrMcSwerliie: Loving the mod so far, just a question on the communal dining board. Does that feed them for free, or is it just for decor as i cannot fill it with food.

neither. Animals don't actually need food right now, it's a proof of concept. they hang out at it when hungry, then move on. Eventually it will be a food station, though

MrMcSwerliie, Aug 21st at 12:05 AM
@Craditz: neither. Animals don't actually need food right now, it's a proof of concept. they hang out at it when hungry, then move on. Eventually it will be a food station, though

Oh perfect, thanks for the response! Another quick question i thought of, do you have any plans to add accessories or armor like in the dog taming mod?

Craditz , Aug 19th at 7:35 PM

We have a discord now!

https://discord.gg/pJeMvtUWeg

smt923, Aug 18th at 8:53 AM (modified Aug 18th at 10:43 AM)

when starting an expedition with wolves/dogs we get this spammed in console and a massive amount of lag:

Crash Report
18.8.2026 09:51:20 [Error] Error while enumerating tickables. Tickables total count is 1007
18.8.2026 09:51:20 [Error] Exception: Given pos contained NaN: XYZ: 512095.060586034/147.125/512523.3371000462, YPR 0.9727881/0/0, Dim 0 for entity wolftaming:dog-shepherd-male
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests_Patch2(EntityBehaviorControlledPhysics this, EntityPos pos, EntityControls controls, Single dt, Boolean remote)
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.OnPhysicsTick(Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 590
   at Vintagestory.Server.PhysicsManager.DoWork(Int32 threadNumber) in VintagestoryLib\Server\PhysicsManager.cs:line 1133

we ended up going to a backup minus the mod since I wasn't sure if we could stop the expedition and the lag was pretty massive, but I can keep testing on a backup later on if needed

Craditz , Aug 18th at 3:31 PM (modified Aug 18th at 3:35 PM)
@smt923: when starting an expedition with wolves/dogs we get this spammed in console and a massive amount of lag: Crash Report 18.8.2026 09:51:20 [Error] Error while enumerating tickables. Tickables total count is 100718.8.2026 09:51:20 [Error] Exception: Given po

oh, that's not good at all! Did the dog have any equipment or anything? any extra mods that did anything to the dog?  I'm looking into it regardless!

smt923, Aug 18th at 5:19 PM
@Craditz: oh, that's not good at all! Did the dog have any equipment or anything? any extra mods that did anything to the dog? I'm looking into it regardless!

yeah we have the armor/helmets on most of them, I can't think if it would be another mod unless it's something like tungsten/synergy messing with it, but we do have a massive modlist so i could easily be overlooking something:

modlist
[Notification] External Origins in load order: modorigin@/vintagestory/assets/creative/, modorigin@/vintagestory/assets/survival/, mod@adventurers-walking-stick-net10_3.0.10.zip, mod@AmericanFrontiersmanWesternWear_1.8.6.zip, mod@AngelBelt-1.7.1.zip, mod@ArrowheadsRecovery_v1.0.3.zip, mod@BuffBerries.zip, mod@ChiseledBlockRetention-2.0.1.zip, mod@ChiselTools1.17.6.zip, mod@ClickUpTorches.zip, mod@creaturefootsteps1.3.0.zip, mod@deciduoustrees_1.8.1.zip, mod@DecorBazaar_v1.3.1.zip, mod@DodgeMaster_1.2.4.zip, mod@drbraziers_1.1.3.zip, mod@Duncan's+Grass.zip, mod@eggpatch-30days-v1.0.1.zip, mod@electric-shield-quiver-compat.zip, mod@ElkMaterializerV1.0.2.zip, mod@fitnshard+v0.7.2.zip, mod@FotSA-Casuariidae-v1.1.11.zip, mod@FotSA-Elephantidae-v1.0.18.zip, mod@FotSA-Rhinocerotidae-v1.0.24.zip, mod@FotSA-Sirenia-v1.0.30.zip, mod@FotSA-Spheniscidae-v1.0.17.zip, mod@fowlmod_1.0.1.zip, mod@Frogs-N-Rain-Thingamabobersv2.0.0.zip, mod@HangingStorageVessels1.1.1.zip, mod@healingmalk.zip, mod@HeatproofBricks_1.0.4.zip, mod@hydrateordiedrate_2.5.5.zip, mod@ImmersiveLanterns_0.4.1.zip, mod@Infantry-dolabra_2.0.2.zip, mod@IthaniaBackpacks_V0.6.1.zip, mod@jsonpatcheslib_1.5.9.zip, mod@leaflitter_1.2.5.zip, mod@Lichen-v1.6.4-VS1.22.2.zip, mod@MechanicalBlockRetention-1.0.0.zip, mod@millwright_1.3.4.zip, mod@MoreSaddleBlankets_v0.1.5.zip, mod@MoreTorchHolders_1.0.1.zip, mod@mushroomhat.zip, mod@overhaulliblegacycompat_1.2.5.zip, mod@overhaullib_2.0.10.zip, mod@primitivesurvival_5.1.2.zip, mod@ProspectTogether-2.2.1.zip, mod@SalvagePlusUnbroken_1.1.1.zip, mod@scrollrackable.1.5.3.zip, mod@shelfobsessed_v2.2.1.zip, mod@SimpleForgeArrows-1.0.1.zip, mod@SoapLyeandBloomV1.3.6.zip, mod@spinningwheel_1.2.12.zip, mod@StoneQuarryRepacked.3.6.3.zip, mod@TankardsandGoblets_v1.4.4.zip, mod@temporal_gears_stack+v1.zip, mod@travelingbells_1.3.5.zip, mod@tseasonedfirewood_1.2.10.zip, mod@Unbearables.zip, mod@vsimgui_1.2.7.zip, mod@Wilderlands+Caves+System+2.0.6.zip, mod@Wilderlands+Forests_1.0.0.zip, mod@abyssaldepths_1.0.18.zip, mod@ACulinaryArtillery 2.0.0-dev.21.zip, mod@airthermomod_0.5.0.zip, mod@alchemy_2.1.19.zip, mod@animalcages_v5.0.1.zip, mod@animationslib_0.0.2.zip, mod@apelanterns-v1.22.0-1.4.3.zip, mod@ArrowBreakPatch.zip, mod@Auto Map Markers 5.0.3 - Vintage Story 1.22.zip, mod@ballista_0.2.0.zip, mod@barkcanoemod-1223.0.3.zip, mod@bedspawnv2_1.7.1.zip, mod@bellowsinfo_1.0.0.zip, mod@betterloot2.0.2.zip, mod@BetterRuinsv0.6.3.zip, mod@BetterTradersv0.2.0.zip, mod@billposting_2.0.3.zip, mod@BloodTrail-v1.2.5.zip, mod@BloomeryTiers-v1.0.4.zip, mod@boattags-v1.22.0-1.2.2.zip, mod@canjewelry_0.6.24.zip, mod@CartwrightsCaravan_1.9.1.zip, mod@Champion+and+unique+mobs_0.2.6.zip, mod@cheaperterrapreta.zip, mod@clothshelf_2.0.2.zip, mod@collodion-2.0.4.zip, mod@crlib_1.1.2.zip, mod@crossbowsfork_1.10.1.zip, mod@DanaTweaks-v4.1.0.zip, mod@desirepaths_0.5.1.zip, mod@DirectionalBombs_0.2.0.zip, mod@electricalprogressivecore_3.3.0.zip, mod@electricalprogressivetransport_2.0.0.zip, mod@emojime-1.2.0.zip, mod@emotes_2.7.1.zip, mod@equustackandequipment_1.3.0.zip, mod@exlib_0.7.2.zip, mod@fanciersigns_1.1.1.zip, mod@farseer_1.4.0.zip, mod@FeverstoneWilds-v2.1.2-1.22.1+.zip, mod@firearmsfork_1.10.1.zip, mod@Flame+Against+Rust+v1.22.3-1.22.3.0.zip, mod@foodshelves_3.0.5.zip, mod@Footprints-v1.2.5.zip, mod@FromGoldenCombs-1.22-v2.0.8.zip, mod@genelib_3.2.0.zip, mod@giantlilies-1.0.1.zip, mod@gimmeoneseedplz_1.2.1.zip, mod@GrapplingHook-1.1.1.zip, mod@grassroots_0_7_2.zip, mod@haveasmoke_v1.0.0.zip, mod@immersiveheat_1.0.5.zip, mod@jaunt_3.1.0.zip, mod@jopainting_1.5.1.zip, mod@kevinsfurniture_1.9.0.zip, mod@Knapster_v4.0.0.zip, mod@meteoricexpansionfork_1.3.3.zip, mod@MoreInventorys_1.22.6-2.0.0.zip, mod@MorePiles-v3.0.1.zip, mod@naturalfertilizer-v1.22.0-1.5.1.zip, mod@nbcartographer_2.3.0.zip, mod@ndlvillagers_3.4.1.zip, mod@nooffhandpickupsuniversal_1.0.0.zip, mod@outgoingdamagelog_1.2.0.zip, mod@pastoral_1.1.0.zip, mod@pencil_v2.2.0.zip, mod@petai_v5.1.1.zip, mod@physicslib_1.3.0.zip, mod@pingmarkers_1.2.0.zip, mod@PlaceEveryItem-v3.0.1.zip, mod@placeonslabs_1.2.0.zip, mod@playercorpseforkedazu_1.15.1.zip, mod@playermodellib_1.23.8.zip, mod@portcullismod-1225.0.1.zip, mod@purposefulstorage_2.1.1.zip, mod@QuartermasterMod-v1.0.20.zip, mod@rebuildablebloomery_1.0.6.zip, mod@roamingbees_v2.0.0-v1.21.0.zip, mod@ropebridgescontinued_1.2.1.zip, mod@RotBin_1.1.2.zip, mod@rustboundmagic_3.2.5.zip, mod@scaffolding_1.3.1.zip, mod@shipwright_1.4.1.zip, mod@SleepingBagMod_1.0.1.zip, mod@slowtox_5.0.0.zip, mod@smithingplus_1.9.0-rc.1.zip, mod@soundofconfession_2.0.0.zip, mod@spawnersapi_1.1.6.zip, mod@steepandbrew_v0.7.0.zip, mod@stonebakeoven_1.3.8.zip, mod@Synergy-1.1.25.zip, mod@TerraPrety_7.9.2.zip, mod@th3dungeon_v1.0.2.zip, mod@thecritterpackcoral_1.4.3.zip, mod@toolsanimationsfork_1.2.7.zip, mod@torchholderplaceontop_1.0.1.zip, mod@typingindicatorpatch_1.1.4.zip, mod@unchisel_1.2.0.zip, mod@undergroundmines_1.0.6.zip, mod@UraniumExpanded-v2.0.3.zip, mod@usefulstuff22_1.5.6.zip, mod@vanillamoremolds_2.2.0.zip, mod@Vanity-2.5.1-rc.1.zip, mod@Verticality_0.3.2.zip, mod@VS-HonseOfHolding-1.4.0.zip, mod@vsecomachina_0.6.1.zip, mod@vsinstrumentstweaked_2.0.15.zip, mod@vsquest_v3.1.0.zip, mod@vsroofing_1.7.1.zip, mod@vsvillage_v6.0.5.zip, mod@Wild Farming Fork_v_2.1.9.zip, mod@windchimes-1.22.0-v1.5.2.zip, mod@windvanes_1_2_8.zip, mod@XLib Fork v1.0.35.zip, mod@acatraderfix_1.0.2.zip, mod@anthrowolfrace_0.1.4.zip, mod@battle_towers_1.1.0.zip, mod@BeastsOfMen3.0.zip, mod@billpostingextra_1.0.0.zip, mod@bixo_0.4.1.zip, mod@BlushAndBins_1.3.4.zip, mod@CarryOn-1.22.0_v2.0.0-pre.8.zip, mod@cats_v5.0.2.zip, mod@combatoverhaulfork_0.18.6.zip, mod@CompostTweak_2.3.1.zip, mod@crbutterfly_2.1.1.zip, mod@crfish_1.1.3.zip, mod@draconis_1.5.0.zip, mod@electricalprogressivebasics_3.3.1.zip, mod@elkjaunt_1.4.0.zip, mod@equusdestrier_1.1.2.zip, mod@equusferus_1.0.4.zip, mod@equus_1.4.0.zip, mod@ExpandedFoods 2.0.0-dev.12.zip, mod@expanded_matter-3.7.0.zip, mod@extrafirearms_1.1.3.zip, mod@FeralKinship_v0.4.4.zip, mod@foxtaming-1.7.6.zip, mod@fueledwearablelightsfork_1.2.3.zip, mod@grassrootscoca_0_5_3.zip, mod@handwarming_1.0.2.zip, mod@Heraldry-v2.0.0.zip, mod@lupines_0.2.13.zip, mod@medievalarchitecture_1.1.1.zip, mod@nobonearrows-1.22.zip, mod@NotEnoughSand-v4.1.0.zip, mod@orrukin_1.2.2.zip, mod@OversizedHorrors_1.0.1.zip, mod@pegasus_1.1.0-rc.1.zip, mod@playablerustgirls_0.1.8.zip, mod@ppex_0.6.8.zip, mod@quiversfork_0.9.31.zip, mod@rustboundmagic_easy_0.2.0-rc.1.zip, mod@rustboundmagic_xskills_0.2.2.zip, mod@Seikret+(1.2.0).zip, mod@shearlib-1.3.0.zip, mod@TabletopGames-v4.0.0.zip, mod@tailors_delight-2.2.2.zip, mod@UnderwaterHorrors_0.15.1.zip, mod@universaldisplaylib_1.1.2.zip, mod@VanillaVariants-RidingEquipment-v2.2.0.zip, mod@VSVillageAgedv0.0.8.zip, mod@VSVillageIndustrialv0.0.8.zip, mod@VSVillageTowersv0.0.8.zip, mod@Wilderlands+Waymarkers+1.0.4.zip, mod@wolftaming_v5.0.1.zip, mod@xinvtweaksfork_1.9.1.zip, mod@xSkills Fork v1.0.94.zip, mod@yacb_1.0.2.zip, mod@zrustdrops-2.1.0.zip, mod@armoryfork_1.11.0.zip, mod@BoMCOArmory.zip, mod@bricklayers-3.2.2.zip, mod@btnotoolsnoarmorspatch_1.0.0_.zip, mod@cartcarryonpatch_1.0.1.zip, mod@draconisrhinocroma_1.0.0.zip, mod@dressmakers-1.8.0.zip, mod@electricalprogressiveindustry_0.7.0.zip, mod@electricalprogressiveqol_3.3.1.zip, mod@ExpandedFoods_ChefsTricks+1.0.0-dev.3.zip, mod@ExpandedFoods_MealsModule+1.0.0-dev.5.zip, mod@FeralKinshipCompanions_v0.1.150.zip, mod@HeraldryBanners-v2.0.0.zip, mod@HeraldryCapes-v2.0.0.zip, mod@mannyaxepistols_1.0.1.zip, mod@mannydoubleblunderbuss_1.0.1.zip, mod@mannyflintlockarquebus_1.0.1.zip, mod@mannyhallrifle_1.0.1.zip, mod@mannyhandgonne_1.0.1.zip, mod@mannyjezail_1.0.1.zip, mod@mannymaltiezpartialpack_1.0.1.zip, mod@mannymaltiezwheellock_1.0.1.zip, mod@mannyquadbarrelpistol_1.0.1.zip, mod@mannyrevolvermusket_1.0.1.zip, mod@mannyrevolverpistol_1.0.1.zip, mod@mannysquirrelmusket_1.0.0.zip, mod@mannytanegashimaarquebus_1.0.0.zip, mod@mannytanegashimamusket_1.0.1.zip, mod@mannytanegashimapistol_1.0.1.zip, mod@mannytriplebarrelpistol_1.0.2.zip, mod@mannytwinbarrelpistol_1.0.2.zip, mod@mannyvolleygun_1.0.1.zip, mod@mannyvolleypistol_1.0.1.zip, mod@mannywheellockpack_1.0.1.zip, mod@morearrowsfork_1.2.3.zip, mod@OptimizationPatch_CatchAndRelease_Butterflies-v1.1.0.zip, mod@Rustbound+-+CO+forked+patch.zip, mod@Sammiches_v1.3.0.zip, mod@smex_0.9.8.zip, mod@windowdisplaypatches_1.0.3.zip, mod@windowdisplay_1.0.3.zip, mod@wool-1.9.4.zip, mod@xSkills Gilded v1.3.49.zip, mod@arrow-stack-size_0.1.0.zip, mod@electricalprogressiveequipment_3.2.3.zip, mod@exoskeletonsfork_0.4.6.zip, themepack@betterbookshelfbacking_1.0.1.zip

i checked the full logs and unfortunately i don't see anything happening right before we got the spam, i just know we started one of the expeditions and then it happened, im not sure if it was cause the pack cart might have been inside if that matters

Larger console paste with context before (nothing there)
18.8.2026 09:46:02 [Event] Offthread save of savegame done.
18.8.2026 09:47:01 [Notification] [Synergy] Stats: 0 active, 0 sleeping, 87% AI throttled, 0 delta clients
18.8.2026 09:48:01 [Notification] [Synergy] Stats: 0 active, 0 sleeping, 86% AI throttled, 0 delta clients
18.8.2026 09:49:01 [Notification] [Synergy] Stats: 0 active, 0 sleeping, 86% AI throttled, 0 delta clients
18.8.2026 09:49:51 [Error] Error while enumerating tickables. Tickables total count is 1009
18.8.2026 09:49:51 [Error] Exception: Given pos contained NaN: XYZ: 512095.43684785394/147.125/512523.4824610163, YPR 1.5857114/0/0, Dim 0 for entity wolftaming:dog-wolf-female
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests_Patch2(EntityBehaviorControlledPhysics this, EntityPos pos, EntityControls controls, Single dt, Boolean remote)
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.OnPhysicsTick(Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 590
   at Vintagestory.Server.PhysicsManager.DoWork(Int32 threadNumber) in VintagestoryLib\Server\PhysicsManager.cs:line 1133
18.8.2026 09:49:51 [Error] Error while enumerating tickables. Tickables total count is 1009
18.8.2026 09:49:51 [Error] Exception: Given pos contained NaN: XYZ: 512095.43684785394/147.125/512523.4824610163, YPR 1.5857114/0/0, Dim 0 for entity wolftaming:dog-wolf-female
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests_Patch2(EntityBehaviorControlledPhysics this, EntityPos pos, EntityControls controls, Single dt, Boolean remote)
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.OnPhysicsTick(Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 590
   at Vintagestory.Server.PhysicsManager.DoWork(Int32 threadNumber) in VintagestoryLib\Server\PhysicsManager.cs:line 1133
18.8.2026 09:49:51 [Error] Error while enumerating tickables. Tickables total count is 1009
18.8.2026 09:49:51 [Error] Exception: Given pos contained NaN: XYZ: 512095.43684785394/147.125/512523.4824610163, YPR 1.5857114/0/0, Dim 0 for entity wolftaming:dog-wolf-female
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests_Patch2(EntityBehaviorControlledPhysics this, EntityPos pos, EntityControls controls, Single dt, Boolean remote)
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.OnPhysicsTick(Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 590
   at Vintagestory.Server.PhysicsManager.DoWork(Int32 threadNumber) in VintagestoryLib\Server\PhysicsManager.cs:line 1133
18.8.2026 09:49:51 [Error] Error while enumerating tickables. Tickables total count is 1009
18.8.2026 09:49:51 [Error] Exception: Given pos contained NaN: XYZ: 512095.43684785394/147.125/512523.4824610163, YPR 1.5857114/0/0, Dim 0 for entity wolftaming:dog-wolf-female
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests_Patch2(EntityBehaviorControlledPhysics this, EntityPos pos, EntityControls controls, Single dt, Boolean remote)
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.OnPhysicsTick(Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 590
   at Vintagestory.Server.PhysicsManager.DoWork(Int32 threadNumber) in VintagestoryLib\Server\PhysicsManager.cs:line 1133
18.8.2026 09:49:51 [Error] Error while enumerating tickables. Tickables total count is 1009
18.8.2026 09:49:51 [Error] Exception: Given pos contained NaN: XYZ: 512095.060586034/147.125/512523.3371000462, YPR 0.8180754/0/0, Dim 0 for entity wolftaming:dog-shepherd-male
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests_Patch2(EntityBehaviorControlledPhysics this, EntityPos pos, EntityControls controls, Single dt, Boolean remote)
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.OnPhysicsTick(Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 590
   at Vintagestory.Server.PhysicsManager.DoWork(Int32 threadNumber) in VintagestoryLib\Server\PhysicsManager.cs:line 1133
18.8.2026 09:49:51 [Error] Error while enumerating tickables. Tickables total count is 1009
18.8.2026 09:49:51 [Error] Exception: Given pos contained NaN: XYZ: 512095.060586034/147.125/512523.3371000462, YPR 0.8180754/0/0, Dim 0 for entity wolftaming:dog-shepherd-male
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests_Patch2(EntityBehaviorControlledPhysics this, EntityPos pos, EntityControls controls, Single dt, Boolean remote)
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.OnPhysicsTick(Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 590
   at Vintagestory.Server.PhysicsManager.DoWork(Int32 threadNumber) in VintagestoryLib\Server\PhysicsManager.cs:line 1133
18.8.2026 09:49:51 [Error] Error while enumerating tickables. Tickables total count is 1009
nihilidox, Aug 18th at 7:35 AM

Would this be compatible with rustbound magic mod? Seems they have a familiar pet system thing 

Craditz , Aug 18th at 7:36 AM
@nihilidox: Would this be compatible with rustbound magic mod? Seems they have a familiar pet system thing

Im fairly sure their 'pets' are just cosmetic, no? If they actually have pets I could likely add it (i would need permission first). Can you confirm they are real pets for me?

nihilidox, Aug 18th at 8:10 AM (modified Aug 18th at 8:12 AM)
@Craditz: Im fairly sure their 'pets' are just cosmetic, no? If they actually have pets I could likely add it (i would need permission first). Can you confirm they are real pets for me?

It looks like they're real pets they have a ui with health, state: follow/wait with right click to toggle command. 

Summonable from the grimoire after aquring them. 

Craditz , Aug 18th at 8:25 AM
@nihilidox: It looks like they're real pets they have a ui with health, state: follow/wait with right click to toggle command. Summonable from the grimoire after aquring them.

That sounds like the cosmetic pets. I'll look into it regardless. I might be able to make something work, but no promises.

Craditz , Aug 15th at 8:31 PM

Added a poll for users to tell me how the mod is. If you have a few minutes please fill it out for me, it would mean alot! 

https://pollunit.com/polls/JP2kt1FauaS1A4F11C5Jcg

The_Tatertot, Aug 15th at 3:47 AM (modified Aug 15th at 4:12 AM)

I get the same issue as Scorives about it. Just instead its more of gives me a "host not responding". Im also on 1.22.6 and it seems to be this mod that causes it unfortnately. Anyway, I dont have much helpful info other than it doesnt crash my game just causes that pop up "host not responding".
Its giving the same issue regarding the growing and pet ai. I wish it would give me a report or something else to give info.
I do know it has to be this mod as its fine when i didnt have this mod

The_Tatertot, Aug 15th at 3:17 PM
@Craditz: I think I fixed it. it was in Feral Kinship- not companions

Ohhhhh, that would explain that. Ty for fixing it, ill say something if it happens again which finger crossed it wont

The_Tatertot, Aug 16th at 6:55 AM
@Craditz: I think I fixed it. it was in Feral Kinship- not companions

Well now I have a new interesting issue, this so far has happen three times. I was taking my foxes out and I so happen went swimming, when the fox teleported to me the server host crashed again. Something to do with teleporting in with me in the water. I dont have much info regarding it as it doesnt give me anything to give or even a crash report.
With the 3rd time I actually lost 3 of my foxes because of it. I had a hard crash and apparently the pack says they are located at 512003 116 517004 and I tried teleporting there and its I believe outside of the map entirely. So im not very happy with that fact but oh well I shouldve not brought my foxes with me.

Craditz , Aug 16th at 9:14 AM
@The_Tatertot: Well now I have a new interesting issue, this so far has happen three times. I was taking my foxes out and I so happen went swimming, when the fox teleported to me the server host crashed again. Something to do with teleporting in with me in the water. I

I believe to have figured it out. its... special. The way the movement speed works does not like the water and when the fox hits the edge of water sometimes it just flings into space, causing the crash. Working on a fix now!

The_Tatertot, Aug 16th at 7:30 PM
@Craditz: I believe to have figured it out. its... special. The way the movement speed works does not like the water and when the fox hits the edge of water sometimes it just flings into space, causing the crash. Working on a fix now!

Im glad as I didnt have logs for it, whenever I tried looking in the folder for logs it never really gave me any. Im just lucky that it seems to be very easy to replicate instead of the other one.

Also ty for explaining how to spawn them back in cause I was wondering how the hell was I going to get them back lol

Scorives, Aug 15th at 12:29 AM (modified Aug 15th at 12:29 AM)

just fyi i reported to petai this keeps happening and causing me a server crash on 1.22.6 it was reported in may to the mod dev on gethub not sure if this is version specific or not do you have any solution for this by chance dont want to roll back?

 

Crash Report
14.8.2026 18:28:00 [Error] Exception: Object reference not set to an instance of an object.
   at PetAI.EntityBehaviorGrowBecomeAdultPatch.Postfix(EntityBehaviorGrow __instance, Entity adult) in /opt/workspace/vintage_story_mods/petai/PetAI/src/Systems/Patches.cs:line 133
   at Vintagestory.GameContent.EntityBehaviorGrow.BecomeAdult_Patch1(EntityBehaviorGrow this, Entity adult, Boolean keepTextureIndex)
   at Vintagestory.GameContent.EntityBehaviorGrow.CheckGrowth(Single dt) in VSEssentials\Entity\Behavior\BehaviorGrow.cs:line 141
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 160
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 883
Crash Report
14.8.2026 18:28:00 [Error] Exception: Object reference not set to an instance of an object.
   at PetAI.EntityBehaviorGrowBecomeAdultPatch.Postfix(EntityBehaviorGrow __instance, Entity adult) in /opt/workspace/vintage_story_mods/petai/PetAI/src/Systems/Patches.cs:line 133
   at Vintagestory.GameContent.EntityBehaviorGrow.BecomeAdult_Patch1(EntityBehaviorGrow this, Entity adult, Boolean keepTextureIndex)
   at Vintagestory.GameContent.EntityBehaviorGrow.CheckGrowth(Single dt) in VSEssentials\Entity\Behavior\BehaviorGrow.cs:line 141
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 160
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 883
Craditz , Aug 15th at 1:21 AM (modified Aug 15th at 1:21 AM)
@Scorives: just fyi i reported to petai this keeps happening and causing me a server crash on 1.22.6 it was reported in may to the mod dev on gethub not sure if this is version specific or not do you have any solution for this by chance dont want to roll back? Crash

I took a whack at a fix, but i'm not about to make a whole mod based on it. Add me on Discord and I can send it your way! (DM: Campercape) 

smt923, Aug 14th at 5:20 PM

probably a silly question but would this be safe to remove if we have issues with it or whatever? we're relatively protective of our pets so i wouldnt want it to like mess with thier state in a way that goes bad without the mod or something like that

Craditz , Aug 14th at 5:21 PM (modified Aug 14th at 5:21 PM)
@smt923: probably a silly question but would this be safe to remove if we have issues with it or whatever? we're relatively protective of our pets so i wouldnt want it to like mess with thier state in a way that goes bad without the mod or something like that

Ive tested it on and off with test animals and it doesn't seem to damage the animals removing the mod! re-adding it after might cause their talents/points/etc to reset but no harm to the animals (as far as ive seen)

also absolutely not a silly question

DapperHamster, Aug 14th at 6:19 AM

Just wanted to say thank you for the AI disclosure <3

MagentaLizard, Aug 14th at 1:29 AM

I can't recruit foxes from fauna of the stone age: caninae, can I? Should I disable that mod?

Craditz , Aug 14th at 4:43 AM
@MagentaLizard: I can't recruit foxes from fauna of the stone age: caninae, can I? Should I disable that mod?

Currently you cannot. I could ask for permission to allow that but if you had admin maybe you could kill the FOTSA fox and spawn a vanilla one to be 'close enough'?

Blaiyze, Aug 14th at 1:28 AM (modified Aug 14th at 1:29 AM)

Hot DAMN this is exactly why I always download the Wolf and Fox taming mods - gotta have my animal pack! This though, is above and beyond! There's wolf armor added from the Wolf Taming mod - would Wolves tamed with your mod be able to wear that or is your mod functionally incompatible with the PET AI and Fox/Wolf taming companion mods of PET AI?

Does this mod need PET AI or, since I don't see it included in the description, is this mod completely standalone?

I'm assuming that the models are for the vanilla world foxes and not the fox race for the player? 

 

Either way, WOW! Thank you for this one, I can't wait to try it out.

Craditz , Aug 14th at 4:44 AM (modified Aug 14th at 4:44 AM)
@Blaiyze: Hot DAMN this is exactly why I always download the Wolf and Fox taming mods - gotta have my animal pack! This though, is above and beyond! There's wolf armor added from the Wolf Taming mod - would Wolves tamed with your mod be able to wear that or is your

Feral Kinship requires PetAI. This mod needs that mod, so yes in a roundabout way. The wolf armor was tested lightly along with wolf backpacks and all that, they seemed to work just fine! Let me know if anything breaks, though. The models are all vanilla models.

Blaiyze, Aug 14th at 4:17 PM
@Craditz: Feral Kinship requires PetAI. This mod needs that mod, so yes in a roundabout way. The wolf armor was tested lightly along with wolf backpacks and all that, they seemed to work just fine! Let me know if anything breaks, though. The models are all vanilla

Awesome thank you! 

When it comes to taming, how exactly are we supposed to feed them? They just run away when they see me - I know this is where the player model as a fox would come in, but I'm not interested in playing as anything other than a Seraph. Can we just leave a bit of their liked food on the ground for them to approach?

Craditz , Aug 14th at 5:09 PM
@Blaiyze: Awesome thank you! When it comes to taming, how exactly are we supposed to feed them? They just run away when they see me - I know this is where the player model as a fox would come in, but I'm not interested in playing as anything other than a Seraph. Ca

The way petAI works it requires the player to actively feed it. The best way I found out is to lead it to a pit trap (~3X3X3) so it can't escape your love. If you install the wolf ttaming mod you can tame the baby wolves, or buy a dog from a trader and those are easier to work with

Craditz , Aug 14th at 5:51 PM
@Blaiyze: Awesome thank you! I'm assuming it's the same for the Fox Taming then yes?

er, no actually I entirely forgot about that one, but soon to be added. If you start taming the foxes from that when I add compatibility with it it will update without any chicanery 

Craditz , Aug 13th at 3:45 AM

forgot to upload the version that unlocked everything for taming. oops! released along with a complete overhaul of the combat and following system. animals now follow you using proper pathfinding and can go past the leash range to get to you. Animals now can flee combat at a configurable health threshold. Lots of other things probably too read changelogs

GhostieDaGhost, Aug 12th at 10:56 AM

Hi, could you explain where in I have to navigate to in order to change it that any class can tame the aimals? I have not really edited configs before 

Craditz , Aug 12th at 3:26 PM
@GhostieDaGhost: Hi, could you explain where in I have to navigate to in order to change it that any class can tame the aimals? I have not really edited configs before

In the main menu, go to mods, then open mods folder. then go back a folder (to vintagestorydata) then find the ModConfig folder. In there is a file called FeralKinship.json. Open that with any text editor and you'll find   "AllowAnyPlayerToTame": false.
Change from false to true, restart vintage story.

lechkingofdead, Aug 12th at 8:16 AM

this has given me a dumb enough idea that i KIND of want to try it. and its stupidly simple. i aint no person, (lest not anymore temporal warping does some SHIT i tell ya) and its stupid enough i kind of want to try it.

Calisto, Aug 11th at 6:32 PM

I'm very interested in trying this out. Does this mod require the other Animal Kindship mod or is it stand-alone? 

Craditz , Aug 11th at 7:05 PM
@Calisto: I'm very interested in trying this out. Does this mod require the other Animal Kindship mod or is it stand-alone?

Unfortunatly it requires kinship. That mod handles the actual taming. 

Calisto, Aug 11th at 7:59 PM
@Craditz: Unfortunatly it requires kinship. That mod handles the actual taming.

Not a problem. I just wanted to make sure I install it correctly. Thanks! 

KitsuneKai, Aug 11th at 10:54 AM

How to tame a fox?

Craditz , Aug 11th at 3:34 PM
@KitsuneKai: How to tame a fox?

By default, you need to be the animalica fox race (or go into the config and set it so everyone can tame every animal). Then feed the fox raw meat, or most berries.

MagentaLizard, Aug 11th at 10:48 AM

This is legitimately amazing! But don't forget to take breaks.

MiraLeaps, Aug 11th at 10:32 AM

Knocking it out the park with this one. You mind if I crack open the code and check out some of your system implementations? I'm working on some similar stuff for Vsvillage (along with the compat patch for the animal players) and I'd love to get some inspiration from existing stuff. If it contributes to anything you'd be given credit as due 😊

Hydromancerx, Aug 11th at 5:32 AM

Please do this for the Dogs in the Wolf Taming mod and for the Cats in the Cat mod!

Other mods that might be cool for this would be
- Elephants/Mammoths
- Raptors 
- Crows

And of course base game Racoons!

Thanks!

Craditz , Aug 11th at 6:40 AM
@Hydromancerx: Please do this for the Dogs in the Wolf Taming mod and for the Cats in the Cat mod!Other mods that might be cool for this would be - Elephants/Mammoths- Raptors - CrowsAnd of course base game Racoons!Thanks!

I'm currently working on expanding it to all the tamables in the Animal Kinship mod. This includes Wolves and raccoons. I would probably want to ask permission from the mod owners before adding their animals in, though. Someday, perhaps.

Craditz , Aug 12th at 1:40 AM
@smt923: im very excited to hopefully see this expanded to at least the 'base' pet ai stuff, dogs/wolves and cats would be awesome to see

I have reached out to the dev of the dogs and cats mods and I wait for a responce. 

Craditz , Aug 12th at 7:00 AM
@smt923: im very excited to hopefully see this expanded to at least the 'base' pet ai stuff, dogs/wolves and cats would be awesome to see

it's not the base petai stuff, but most vanilla animals are now added to the list. Still waiting on a responce from devs!

smt923, Aug 13th at 11:57 AM
@Craditz: Added! Wolf taming (and dogs) and Cats have been added!

awesome, ty very much, this will be fun to try out