

Description
<p><strong>Note: </strong>v5.0.0 is out, and intended for 1.22!!!</p> <h2>Summary</h2> <p>Small utility mod that adds two sizes of cage cages for capturing, transporting and releasing animals. Cages show the generation of the animal within.</p> <h2>Features</h2> <p>Adds two new Blocks to the game:</p> <ul> <li><strong>Small animal cage:</strong> <ul> <li>Attack a small animal with the cage equipped to catch it</li> <li>Place the cage and break it to release the animal. Right click to pick it back up</li> </ul> </li> <li><strong>Medium animal cage:</strong> <ul> <li>Attack an animal with the cage equipped to catch it</li> <li>Animal can only be caught, if it is either a small animal, a domesticated animal, or has less 50% HP</li> </ul> </li> </ul> <h2>FAQ</h2> <p> </p> <ul> <li>Is this mod compatible with mod <strong>X</strong>? <ul> <li>Most likely yes. There is a variety of animals both vanilla and modded that is supported out of the box by this.</li> <li>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.</li> </ul> </li> <li>Is this mod compatible with game version <strong>X</strong>? <ul> <li>Most likely yes. If only the last number in the vanilla version (1.20.<strong>X</strong>) differs from whats listed here, there is a 95% chance that the mod will still work.</li> </ul> </li> <li>I don't like having to bash animals until they are badly hurt, before I can catch them. <ul> <li>All animals that are generation 1 or above can be caught without hurting them.</li> <li>If you want to be able to catch them from generation 0 on, you can change the value <strong>mustBeBelowHpInPercent</strong> to something higher (for example 1 to catch them first hit).</li> </ul> </li> <li>Where is the config file? <ul> <li>The file path to the configuration file should look like "Roaming->VintagestoryData->Modconfig", editing files in other places will cause <em>weirdness</em></li> <li>The name of the configuration file is "animalcagesconfig.json", it must have this name for the game to read it</li> </ul> </li> <li>My config file reverts to the unchanged version when I load up! <ul> <li>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. <strong>Change this value to "false" to keep your changes!!</strong></li> </ul> </li> <li> I need help figuring out editing the config file, or help in general please! <ul> <li>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 <strong><a href="https://discord.gg/Sj5TbXgqhX" target="_blank" rel="noopener">HERE</a></strong> 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.</li> </ul> </li> </ul> <h2>Config</h2> <p>You can configure which entities are catchable by modifying the configuration file.</p> <p>For example, if you want to make the buildingmaterials trader catchable, you have to do the following things:</p> <ul> <li>Open the animalcagesconfig.json file, located in your ModConfig folder (the folder path is Roaming->VintagestoryData->ModConfig)</li> <li>Add the new entity: <ul> <li>...{<br /><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><br /><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><br />},...</li> </ul> </li> <li><strong>Change the "alwaysUseDefaultConfig" value to false</strong></li> <li>Restart the game and capture the new entity</li> </ul> <h3>Mod Compatibility</h3> <p>As of v4.0.2 there is confirmed out-of-the-box compatibility with at least 45 mods!! So far, the confirmed list is;</p> <ul> <li>Fauna of the Stone Age (all 20 existing mods)</li> <li>Legacy of the Phanerozoic (all 14 existing mods)</li> <li>More Animals</li> <li>Gerste's Wolftaming and Cats </li> <li>Draconis, Equus, and Pegasus</li> <li>Mythic Legends</li> <li>Monoceros: Ancient Unicorns</li> <li>Untamed Wilds: Ursidae</li> <li>Truth and Beauty: Detailed Animals</li> <li>Silt Striders</li> <li>Haz's Monitor Lizards and Jackalopes</li> </ul> <p> </p> <p>Below are mods that are not automatically included in the existing configuration file.</p> <p>Just add them to either small-catchable-entities or medium-catchable-entities list <strong>AND change the "alwaysUseDefaultConfig" value to false. </strong>If you do not change the "alwaysUseDefaultConfig" value to false, the config file will revert to default.</p> <p><strong>FOR 1.22 - Other Creatures:</strong></p> <div class="spoiler"> <div class="spoiler-toggle">Spoiler!</div> <div class="spoiler-text">Vanilla Creatures:<br /> <table style="border-collapse: collapse; width: 97.6129%;" border="1"> <tbody> <tr> <td style="width: 50%;">Traders</td> <td style="width: 47.6131%;">{<br />"name": "trader-*",<br />"scale": 0.4<br />},</td> </tr> <tr> <td style="width: 50%;">Large Grey Hogs</td> <td style="width: 47.6131%;">{<br />"name": "
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