Personality and mood
Every companion develops a persistent temperament, changing moods, preferences, requests, and its own conversational voice.
Turns supported tamed animals into persistent pack members with personalities, moods, dialogue, needs, requests, talents, jobs, combat roles, homes, breeding, and expeditions.
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.
Every companion develops a persistent temperament, changing moods, preferences, requests, and its own conversational voice.
Spend time together, complete contextual requests, and invest individual and shared points into companion and pack talents.
Build specialized combat partners, prepare expedition parties, bring home rewards, and search for companions who go missing.
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.
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.
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.
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.
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.
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.
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 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.
Choose activity, follow distance, rest, return-home behavior, risk tolerance, and one of six combat styles:
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.
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.
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 core Feral Kinship package supports adult:
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.
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.
Font controls and measured text reflow are available across the hand-drawn Companion, Pack, Talent, Work Cart, storage, whistle, and related screens.
Your selection is stored locally per player.
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.

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.

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.

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.

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.

Close the debug window and continue with your newly recreated companion. Enjoy!
Taming the animal is the beginning, not the end.
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 DiscordThis mod was made with AI assistance. Pls no hate.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.5.23 | feralkinshipcompanions | 52 | 16 hours ago | FeralKinshipCompanions_v0.5.23.zip | 1-click install | ||
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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 | 79 | 2 days ago | FeralKinshipCompanions_v0.5.12.zip | 1-click install | ||
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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 | 22 | 2 days ago | FeralKinshipCompanions_v0.5.11.zip | 1-click install | ||
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- Improved fetching and delivery through long, winding paths, stairs, and cellar approaches. | |||||||
| 0.5.4 | feralkinshipcompanions | 97 | 3 days ago | FeralKinshipCompanions_v0.5.4.zip | 1-click install | ||
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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 | 36 | 3 days ago | FeralKinshipCompanions_v0.5.3.zip | 1-click install | ||
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Milestones finally set: World and discoveries | |||||||
| 0.5.2 | feralkinshipcompanions | 37 | 4 days ago | FeralKinshipCompanions_v0.5.2.zip | 1-click install | ||
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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!
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| 0.5.1 | feralkinshipcompanions | 47 | 4 days ago | FeralKinshipCompanions_v0.5.1.zip | 1-click install | ||
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Fix 2 for offline food | |||||||
| 0.5.0 | feralkinshipcompanions | 99 | 5 days ago | FeralKinshipCompanions_v0.5.0.zip | 1-click install | ||
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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 | 27 | 5 days ago | FeralKinshipCompanions_v0.4.31-dev-delete-all-companions.zip | 1-click install | ||
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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 | 20 | 5 days ago | FeralKinshipCompanions_v0.4.4.zip | 1-click install | ||
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Companions now chop trees better (not faster, better) | |||||||
| 0.4.3 | feralkinshipcompanions | 36 | 6 days ago | FeralKinshipCompanions_v0.4.3.zip | 1-click install | ||
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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 | 93 | Sep 8th at 7:19 AM | FeralKinshipCompanions_v0.4.2.zip | 1-click install | ||
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Fixed animals recruited via expedition being "tamed" but not. | |||||||
| 0.4.1 | feralkinshipcompanions | 85 | Sep 7th at 3:17 AM | FeralKinshipCompanions_v0.4.1.zip | 1-click install | ||
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Fixed issues regarding linux
(we were using \ sometimes instead of / and linux apparently has a hissyfit with this) | |||||||
| 0.3.0 | feralkinshipcompanions | 16 | Sep 7th at 1:23 AM | FeralKinshipCompanions_v0.3.0.zip | 1-click install | ||
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No changes, just version bumping to hopefully quash a bug | |||||||
| 0.2.21 | feralkinshipcompanions | 84 | Sep 6th at 9:53 AM | FeralKinshipCompanions_v0.2.21.zip | 1-click install | ||
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Added a few missing sounds. Oops! | |||||||
| 0.2.17 | feralkinshipcompanions | 11 | Sep 6th at 8:50 AM | FeralKinshipCompanions_v0.2.17.zip | 1-click install | ||
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(finally) added config migration, so new settings get added on, and old settings do NOT get reset. | |||||||
| 0.2.16 | feralkinshipcompanions | 33 | Sep 6th at 12:32 AM | FeralKinshipCompanions_v0.2.16.zip | 1-click install | ||
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Fixed cats/kittens not eating. | |||||||
| 0.2.12 | feralkinshipcompanions | 209 | Sep 2nd at 3:09 AM | FeralKinshipCompanions_v0.2.12.zip | 1-click install | ||
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Added a dev ledger to restore the lost. Added icons for the ledgers and other dev tools | |||||||
| 0.2.11 | feralkinshipcompanions | 85 | Sep 1st at 4:31 AM | FeralKinshipCompanions_v0.2.11.zip | 1-click install | ||
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Made Breeding produce actual litters instead of single babies | |||||||
| 0.2.10 | feralkinshipcompanions | 152 | Aug 29th at 7:29 PM | FeralKinshipCompanions_v0.2.10.zip | 1-click install | ||
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oh god.
Feral Kinship Companions v0.2.10This 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
Duties and storage
Work and performance improvements
Navigation and safety
Interface and administration
Known minor issue
Requires Feral Kinship 0.4.3 and the normal Feral Kinship dependency chain. | |||||||
| 0.2.9 | feralkinshipcompanions | 123 | Aug 28th at 1:50 AM | FeralKinshipCompanions_v0.2.9.zip | 1-click install | ||
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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 | 158 | Aug 27th at 7:28 AM | FeralKinshipCompanions_v0.2.8.zip | 1-click install | ||
Feral Kinship Companions v0.2.8This update gives your pack places to work and a practical way to tell it where collected materials belong. Work Carts and logging campsWork 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 workThe pack now has three purpose-built crate sizes:
All three are recognized as pack storage. Their names and tooltips are localized, including their typed storage variants. Pack Ledger storage routingThe 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:
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
Still in development
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| 0.2.6 | feralkinshipcompanions | 135 | Aug 25th at 3:30 AM | FeralKinshipCompanions_v0.2.6.zip | 1-click install | ||
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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 | 90 | Aug 24th at 7:32 AM | FeralKinshipCompanions_v0.2.5.zip | 1-click install | ||
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Added my latest tamables: critters as companions. Flyers ground themselves to pathfind, but whatever. good luck taming a bird anyway | |||||||
| 0.2.4 | feralkinshipcompanions | 24 | Aug 24th at 3:38 AM | FeralKinshipCompanions_v0.2.4.zip | 1-click install | ||
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Added Default names! Animals will now name themselves, then you can choose to rename them. They don't mind! | |||||||
| 0.2.3 | feralkinshipcompanions | 15 | Aug 24th at 1:49 AM | FeralKinshipCompanions_v0.2.3.zip | 1-click install | ||
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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 | 93 | Aug 23rd at 9:06 AM | FeralKinshipCompanions_v0.2.2.zip | 1-click install | ||
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Duties - Added compact, tabbed duty configuration to the Companion journal. Whistle - Split the Companion whistle into two tabs: Companion and camp fixes | |||||||
| 0.2.1 | feralkinshipcompanions | 88 | Aug 22nd at 8:53 AM | FeralKinshipCompanions_v0.2.1.zip | 1-click install | ||
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Added the FotSA tamables | |||||||
| 0.2.0 | feralkinshipcompanions | 22 | Aug 22nd at 6:51 AM | FeralKinshipCompanions_v0.2.0.zip | 1-click install | ||
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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. Player and work interest - Added menu attention so opening a companion’s menu interrupts harmless ambient activity and makes the companion face the owner. Startle reactions - Added startle reactions to nearby explosions. Idle tester and developer tools - Expanded the Companion Idle Tester ledger with See you off, Packmate greeting, Scent investigation, and Camp lookout. Static hazard avoidance Ambient ground selection now rejects dangerous or irritating locations, including: - Anvils and anvil parts. Short wander and play-escape targets use the same safe-ground filtering where possible. | |||||||
| 0.1.182 | feralkinshipcompanions | 60 | Aug 21st at 9:13 PM | FeralKinshipCompanions_v0.1.182.zip | 1-click install | ||
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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) Rename now actually works proper | |||||||
| 0.1.176 | feralkinshipcompanions | 51 | Aug 21st at 6:29 AM | FeralKinshipCompanions_v0.1.176.zip | 1-click install | ||
BREEDINGAdded 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 | 96 | Aug 19th at 6:58 AM | FeralKinshipCompanions_v0.1.160.zip | 1-click install | ||
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Did some more UI poking around. Made actual tabs, moved new menus to the bottom, etc. | |||||||
| 0.1.152 | feralkinshipcompanions | 42 | Aug 18th at 9:45 PM | FeralKinshipCompanions_v0.1.152.zip | 1-click install | ||
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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. | |||||||
| 0.1.150 | feralkinshipcompanions | 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 | 98 | Aug 16th at 11:38 PM | FeralKinshipCompanions_v0.1.149.zip | 1-click install | ||
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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 | 25 | Aug 16th at 9:09 PM | FeralKinshipCompanions_v0.1.148.zip | 1-click install | ||
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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 | 57 | Aug 16th at 9:41 AM | FeralKinshipCompanions_v0.1.140.zip | 1-click install | ||
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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 | 123 | Aug 14th at 8:46 PM | FeralKinshipCompanions_v0.1.137.zip | 1-click install | ||
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Added sounds! Button presses, Retreat state sounds, whistles for different commands, and more! | |||||||
| 0.1.136 | feralkinshipcompanions | 70 | Aug 13th at 6:55 AM | FeralKinshipCompanions_v0.1.136.zip | 1-click install | ||
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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 | 15 | Aug 13th at 4:35 AM | FeralKinshipCompanions_v0.1.135.zip | 1-click install | ||
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Added compatibility with Wolf Taming, and Cats mods! (with permission! thanks!) | |||||||
| 0.1.134 | feralkinshipcompanions | 12 | Aug 13th at 3:43 AM | FeralKinshipCompanions_v0.1.134.zip | 1-click install | ||
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oh god Companion AI replacement
New companion controlsAdded persistent controls to each companion’s journal:
These settings survive saving, reloading, chunk unloading, and game restarts. Following
Rest and Return Home
Combat
Species-based damageCompanions now retain species-appropriate base melee damage:
Combat talents continue to modify these species-specific values. Self-preservation
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| 0.1.133 | feralkinshipcompanions | 67 | Aug 12th at 6:59 AM | FeralKinshipCompanions_v0.1.133.zip | 1-click install | ||
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Added the rest of the Feral kinship animal list:
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 | 89 | Aug 11th at 6:25 AM | FeralKinshipCompanions_v0.1.131-release.zip | 1-click install | ||
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Added config option to allow anyont to tame all animals | |||||||
| 0.1.130 | feralkinshipcompanions | 18 | Aug 11th at 5:17 AM | FeralKinshipCompanions_v0.1.130-release.zip | 1-click install | ||
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Oh god. 130 test builds. one-hundred-and-thirty. Im going to bed. dont break my mod while im gone. | |||||||
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.
https://mods.vintagestory.at/petmapmarkers
works wonders, but I might make a tracking system for them as well someday
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!
Fixed, probably!
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.
was the companion starving/very hungry? Companions when starving will refuse to do anything. I'll look into this regardless
Fixed, probably!
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?
mine always requests to kill animals that are in the process of taming, LOL obviously he's obsessed with himself.
Fixed, probably!
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.
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.
Fixed, probably!
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.
the aggressive state shouldn't do that. i'll look into it!
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)
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
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
Fixed, probably!
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?
ive not tried adding anything thats mountable. Not because I cant, but I just assumed problems would occur and just...didnt. I can look into it, though!
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.
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
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
the dev ledger has a couple of retreval options in it's increasingly confusing UI
Fixed, probably!
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.
lemme know if that worked out, because this actually has popped up twice now.
i just pushed an update to ALL my mods that changes versioning up for the hopefully better, lmk!
Awesome sauce! Yeah, I think it's all good now. Thank you very much!
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?
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.
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.
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 :(
im on it! for now there is a config for disabling the hunger system IIRC.
this has been fixed!
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
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}
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
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
i see, thanks for this mod!
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.
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!
Animals don't casually approch, you must seek them out. If you are kin they won't flee from you
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.
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
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!
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?
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)
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.
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!
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
I can add it to the dev tools, but that sounds like prime goober behavior. fence it off!
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
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
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
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.
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.
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?
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.
ah it stoped after i sent them home so sounds right
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.
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
idk if this has been reported or not but the pack storage block's name is feralkinshipcompanions:block-storage-packstorage.
I keep forgetting to fix this, lol. Thanks for reporting
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?
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)
Hi, yes I am on the lastest version of the mod on vintage story version 1.22.6
I'll look into it!
The menus for interacting with a companion are slightly too large for me. The top of them go off the screen a little bit.
they should work with GUI scale, if needed
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?
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.
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
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.
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!
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
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?
Absolutely! however, one headache at a time
We have a discord now!
https://discord.gg/pJeMvtUWeg
when starting an expedition with wolves/dogs we get this spammed in console and a massive amount of lag:
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
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:
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
Good(ish) news! it's not your massive modlist. The errors happen even with no other mods loaded. working on a fix!
This has been fixed! Happy hunting!
thank you! we'll get to trying it some more soon
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?
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.
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
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
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
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.
do you have any logs for me? that is..... not a good thing that happened
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
In regards to the lost animals, in the description i will put instructions on how to spawn them in
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?
Just to confirm this is not with my mods? I can take a whack at a fix, but I cant make any guarentee
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)
same
there should be logs still even without a crash. Can you send them over?
I think I fixed it. it was in Feral Kinship- not companions
FOR ANYONE WITH THIS ISSUE UPDATING KINSHIP HAS FIXED IT JUST FYI GOOD LOOKING OUT Craditz
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
Just wanted to say thank you for the AI disclosure <3
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'?
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.
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.
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?
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
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
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
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.
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.
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.
Not a problem. I just wanted to make sure I install it correctly. Thanks!
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.
This is legitimately amazing! But don't forget to take breaks.
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 😊
go right on ahead! AI was used in the making of it, however.
Oh no! catches on fire from the mere mention
kidding, alls good. Use what tools are there :)
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!
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.
Yeah of course with permission. Also would be cool to have the various custom races able to be made into helpful NPCs like this. Such as ...
- Amphbian / Gnome / Hobbit
- Arachnoids
- Avali
- Beastmen
- Catfolk
- Crystal
- Dragonkin
- Dryder
- Dwarf / Elf / Goblin / Human / Orc
- Foxfolk
- Goatfolk
- Grung
- Harpy
- Insectoid
- Kahjits
- Kenku
- Kobold
- Lamia
- Lizardfolk
- Nymph
- Oni
- Opossumfolk
- Orcafolk
- Raccoonfolk
- Skaven
- Skeletons
- Wolffolk
woah woah there calm down. I work on animals, here, not animal people.
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.
it's not the base petai stuff, but most vanilla animals are now added to the list. Still waiting on a responce from devs!
Added! Wolf taming (and dogs) and Cats have been added!
awesome, ty very much, this will be fun to try out