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NxLabs / Vintage Story

Animal cages

GBy Gerste

Adds cages to the game for capturing animals.

Animal cages

Description

Note: v5.0.0 is out, and intended for 1.22!!!

Summary

Small utility mod that adds two sizes of cage cages for capturing, transporting and releasing animals. Cages show the generation of the animal within.

Features

Adds two new Blocks to the game:

  • Small animal cage:
    • Attack a small animal with the cage equipped to catch it
    • Place the cage and break it to release the animal. Right click to pick it back up
  • Medium animal cage:
    • Attack an animal with the cage equipped to catch it
    • Animal can only be caught, if it is either a small animal, a domesticated animal, or has less 50% HP

FAQ

 

  • Is this mod compatible with mod X?
    • Most likely yes. There is a variety of animals both vanilla and modded that is supported out of the box by this.
    • If the animal you would like to catch is not catchable by this, take a look at the config and mod compatibility section of this page to see how you can make it catchable.
  • Is this mod compatible with game version X?
    • Most likely yes. If only the last number in the vanilla version (1.20.X) differs from whats listed here, there is a 95% chance that the mod will still work.
  • I don't like having to bash animals until they are badly hurt, before I can catch them.
    • All animals that are generation 1 or above can be caught without hurting them.
    • If you want to be able to catch them from generation 0 on, you can change the value mustBeBelowHpInPercent to something higher (for example 1 to catch them first hit).
  • Where is the config file?
    • The file path to the configuration file should look like "Roaming->VintagestoryData->Modconfig", editing files in other places will cause weirdness
    • The name of the configuration file is "animalcagesconfig.json", it must have this name for the game to read it
  • My config file reverts to the unchanged version when I load up!
    • There is now a line in the config called "alwaysUseDefaultConfig" - if the value here is set to "true" (the default setting), the config file will revert to the default version - deleting your changes. Change this value to "false" to keep your changes!!
  •  I need help figuring out editing the config file, or help in general please!
    • unHallowed checks the comments a couple times a week, but that is the slow way to get their aide with troubleshooting. You can join their fan discord group HERE for more direct/immediate help. Reporting issues via Github ("Source" tab above) need crashlogs or error logs included to be of any use to Gerste, so far as code-related things go - and that is the best way to get those issues addressed.

Config

You can configure which entities are catchable by modifying the configuration file.

For example, if you want to make the buildingmaterials trader catchable, you have to do the following things:

  • Open the animalcagesconfig.json file, located in your ModConfig folder (the folder path is Roaming->VintagestoryData->ModConfig)
  • Add the new entity:
    • ...{
      <span style="color: #f1c40f; --darkreader-inline-color: #f2ca27;" data-darkreader-inline-color="">"name":</span> <span style="color: #e67e23; --darkreader-inline-color: #e88a37;" data-darkreader-inline-color="">"humanoid-trader-buildmaterials"</span>, <span style="color: #27ae60; --darkreader-inline-color: #5cda91;" data-darkreader-inline-color="">// entity code of the new "animal"</span>
      <span style="color: #f1c40f; --darkreader-inline-color: #f2ca27;" data-darkreader-inline-color="">"scale":</span> <span style="color: #e67e23; --darkreader-inline-color: #e88a37;" data-darkreader-inline-color="">0.4</span> <span style="color: #27ae60; --darkreader-inline-color: #5cda91;" data-darkreader-inline-color="">// display scale (as the trader is to big for the small cage, we scale him down to 40% size)</span>
      },...
  • Change the "alwaysUseDefaultConfig" value to false
  • Restart the game and capture the new entity

Mod Compatibility

As of v4.0.2 there is confirmed out-of-the-box compatibility with at least 45 mods!! So far, the confirmed list is;

  • Fauna of the Stone Age (all 20 existing mods)
  • Legacy of the Phanerozoic (all 14 existing mods)
  • More Animals
  • Gerste's Wolftaming and Cats&nbsp;
  • Draconis, Equus, and Pegasus
  • Mythic Legends
  • Monoceros: Ancient Unicorns
  • Untamed Wilds: Ursidae
  • Truth and Beauty: Detailed Animals
  • Silt Striders
  • Haz's Monitor Lizards and Jackalopes

&nbsp;

Below are mods that are not automatically included in the existing configuration file.

Just add them to either small-catchable-entities or medium-catchable-entities list&nbsp;AND change the "alwaysUseDefaultConfig" value to&nbsp;false.&nbsp;If you do not change the "alwaysUseDefaultConfig" value to false, the config file will revert to default.

FOR 1.22 - Other Creatures:

Spoiler!
Vanilla Creatures:
<table style="border-collapse: collapse; width: 97.6129%;" border="1"> <tbody> <tr> <td style="width: 50%;">Traders</td> <td style="width: 47.6131%;">{
"name": "trader-*",
"scale": 0.4
},</td> </tr> <tr> <td style="width: 50%;">Large Grey Hogs</td>
Read the full description on Vintage Story ModDB →

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