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Manure Ecology

ABy ArgualLeothon

Adds domesticated animal manure production, used for fertilizing farmland.

Manure Ecology

Description

<h1 id="manure-ecology">Manure Ecology</h1> <p>A Vintage Story mod that adds a realistic manure production and composting system for domesticated animals. Collect manure from your livestock, process it into compost mash, ferment it in a barrel, and apply the result as a rich organic fertilizer.</p> <hr /> <h2 id="how-it-works">How It Works</h2> <h3 id="animal-manure-production">Animal Manure Production</h3> <p>Domesticated animals periodically drop manure at their feet. Wild animals do not produce manure &mdash; only animals that were bred in captivity (generation 1 or higher) are eligible.</p> <p>Each animal must also meet two additional conditions to produce manure:</p> <ul> <li><strong>Fully grown</strong> &mdash; juveniles do not produce manure</li> <li><strong>Well-fed</strong> &mdash; the animal must be at least 50% fed (configurable)</li> </ul> <p>When an eligible animal produces manure it is placed on the ground beneath the animal as a stackable ground item, up to a configurable maximum per tile. Collect it before the pile reaches capacity.</p> <h4 id="default-species">Default Species</h4> <table> <thead> <tr> <th>Animal</th> <th>Manure type</th> <th>Hours per item</th> </tr> </thead> <tbody> <tr> <td>Chicken</td> <td>Rich</td> <td>8 h</td> </tr> <tr> <td>Sheep</td> <td>Dark</td> <td>8 h</td> </tr> <tr> <td>Hare</td> <td>Dense</td> <td>8 h</td> </tr> <tr> <td>Pig</td> <td>Dry</td> <td>8 h</td> </tr> <tr> <td>Goat</td> <td>Dark</td> <td>8 h</td> </tr> <tr> <td>Tamed Deer</td> <td>Dark</td> <td>8 h</td> </tr> </tbody> </table> <p>The species list, manure type, and production rate are all fully configurable.</p> <h3 id="composting-process">Composting Process</h3> <p>Raw manure cannot be applied directly to farmland. It must first be mixed with a dry organic binder and then fermented in a sealed barrel.</p> <h4 id="step-1-mix-crafting-grid-">Step 1 &mdash; Mix (crafting grid)</h4> <p>Combine manure with hay or thatch in the crafting grid to produce compost mash:</p> <table> <thead> <tr> <th>Manure type</th> <th>Manure</th> <th>Hay / Thatch</th> <th>Output</th> </tr> </thead> <tbody> <tr> <td>Rich / Dense</td> <td>8</td> <td>2 hay or 4 thatch</td> <td>4 compost mash</td> </tr> <tr> <td>Dry / Dark</td> <td>4</td> <td>2 hay or 4 thatch</td> <td>4 compost mash</td> </tr> </tbody> </table> <h4 id="step-2-ferment-barrel-">Step 2 &mdash; Ferment (barrel)</h4> <p>Fill a barrel with <strong>64 compost mash</strong> and seal it. After <strong>336 in-game hours</strong> (14 days) the mash converts into <strong>16 compost</strong>, ready to be applied to farmland.</p> <h3 id="fertilizer-values">Fertilizer Values</h3> <p>Each compost type has different nutrient concentrations (N = nitrogen, P = phosphorus, K = potassium):</p> <table> <thead> <tr> <th>Compost</th> <th>N</th> <th>P</th> <th>K</th> </tr> </thead> <tbody> <tr> <td>Rich Manure Compost</td> <td>30</td> <td>15</td> <td>15</td> </tr> <tr> <td>Dense Manure Compost</td> <td>15</td> <td>30</td> <td>15</td> </tr> <tr> <td>Dry Manure Compost</td> <td>15</td> <td>15</td> <td>30</td> </tr> <tr> <td>Dark Manure Compost</td> <td>20</td> <td>20</td> <td>20</td> </tr> </tbody> </table> <h3 id="manure-weathering">Manure Weathering</h3> <p>Naturally generated ground manure piles are affected by water and rain.</p> <p><strong>Liquid contact</strong> &mdash; if a liquid (water, etc.) flows into a tile occupied by a manure pile, the pile is immediately cleared. By default the items are dropped as a pickable ground entity so nothing is lost; this can be changed to silent removal via config.</p> <p><strong>Rain</strong> &mdash; while it is raining on a sky-exposed manure pile, each cleanup interval there is a small chance that one unit is removed from the pile. By default units are silently removed (no item entity is spawned) to avoid entity spam; this can be changed via config. A pile fully washed away by rain is gone permanently.</p> <hr /> <h2 id="configuration">Configuration</h2> <p>Config file: <code>VintagestoryData/ModConfig/manureecology.json</code></p> <p>The file is created automatically with defaults on first load.</p> <h3 id="general">General</h3> <table> <thead> <tr> <th>Key</th> <th>Default</th> <th>Description</th> </tr> </thead> <tbody> <tr> <td><code>TickIntervalMs</code></td> <td><code>10000</code></td> <td>How often the server checks animals for manure production, in milliseconds</td> </tr> <tr> <td><code>MaxGroundItemsPerBlock</code></td> <td><code>12</code></td> <td>Maximum manure items that can stack on a single ground tile before production stops</td> </tr> <tr> <td><code>MinimumGenerationForDomesticated</code></td> <td><code>1</code></td> <td>Minimum animal generation required for manure production. <code>0</code> = no restriction (wild animals also produce)</td> </tr> <tr> <td><code>RequireNoGrowBehaviorForAdult</code></td> <td><code>true</code></td> <td>When true, only fully-grown animals (no juvenile grow behavior) produce manure</td> </tr> <tr> <td><code>WellFedThreshold</code></td> <td><code>0.5</code></td> <td>Fraction of maximum saturation required for production (0&ndash;1). <code>0</code> = no hunger check</td> </tr> <tr> <td><code>DebugLogging</code></td> <td><code>false</code></td> <td>Enable verbose per-tick logging to the server log</td> </tr> </tbody> </table> <h3 id="weathering">Weathering</h3> <table> <thead> <tr> <th>Key</th> <th>Default</th> <th>Description</th> </tr> </thead> <tbody> <tr> <td><code>WaterClearsManure</code></td> <td><code>true</code></td> <td>When true, liquid contact immediately clears a manure pile</td> </tr> <tr> <td><code>LiquidClearDropsItem</code></td> <td><code>true</code></td> <td>When true, liquid-cleared manure is dropped as a pickable item entity; when false it is silently removed</td> </tr> <tr> <td><code>RainClearDropsItem</code></td> <td><code>false</code></td> <td>When true, each rain-removed unit spawns a pickable item entity; keep false to avoid entity spam</td> </tr> <tr> <td><co

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