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Telrics A19 Modlets (New MOD Added: 07/08/2021)

Hi, regarding the mod "Telric’s Animal Husbandry" Im playing alpha 19.4 because I have interesting mods only working in that version, but this mod gives error in the merchant, I would love to make it work it is wonderful
What's the error?

 
Sorry to bother you, I have reinstalled the mod from this forum and I no longer have any errors, the one I had installed is from the 7daystodiemods web, I don't know why, forgive my English...
Both have the same download link. You probably made a mistake in the installation.

 
It just occured to me that people might be harvesting animals with something other than the knives.. Which is what i have the harvesting set to. I just put up an update that will let you harvest with any tool instead of just the knives. So try downloading that.


Hi Telric

Thank you very much for the mod, I find it great.
I have found some wild animals and they give you very little when you harvest them with a knife, example:
Horse = 2 raw meat and a glue.
Cow = 5 raw meat
Camel = 2 raw meat

I think there is a lack of a balance of the resources they give you, there are animals that do not give you leather, fat and bones, I have harvested all of them with a knife, I have not used another tool.
All this has happened in the first version of the mod, I'll take a look at the update you uploaded and see if it changes.
Regards

P.S. You plan to upload some mod with fruit trees and normal trees.

 
Hi Telric

Thank you very much for the mod, I find it great.
I have found some wild animals and they give you very little when you harvest them with a knife, example:
Horse = 2 raw meat and a glue.
Cow = 5 raw meat
Camel = 2 raw meat

I think there is a lack of a balance of the resources they give you, there are animals that do not give you leather, fat and bones, I have harvested all of them with a knife, I have not used another tool.
All this has happened in the first version of the mod, I'll take a look at the update you uploaded and see if it changes.
Regards

P.S. You plan to upload some mod with fruit trees and normal trees.
Yeah, the wild animals will definitly give way less resources. They aren't meant to replace vanilla food sources. The main focus of this mod is the raising and breeding stuff, not just hunting wild animals. Once you start your own farm, you'll get plenty of resources from them when you butcher them.

 
Also Hi Telric from my side.

Your husbandry mod is exactly what I was missing in 7D2D so much appreciated!!

To provide you with some feedback (if wanted):

- Yeah, I also realized that "wild" horses give you glue when harvesting xD

- Aggressive animals like spiders, bears and wolves still attack you when being approached, but wild herbivore animals will not flee from you anymore. Well I mean great that they yield less resources so there is a balance, but still...

I am starting with modding but do you think it would be possible (and not toooo hard to implement) to separate wild animals from grown ones? I mean you have added the "baby" mechanics already so maybe you can also tell the system to treat babies and ex-babies differently. (no offense, just thinking out loud)

- The pathfinding AI seems to be terribly stupid. Haven't thoroughly investigated if this also happens in the vanila, but the animals keep killing themselves.

Other than that I have to say that the icons are very helpful, not annoying due to the close radius and provide much immersion to the game. I haven't really come far by now, but will come back once I have started the butchering :D

You seem to put a lot of effort into modding 7D2D so thanks for the hard work!

 
Also Hi Telric from my side.

Your husbandry mod is exactly what I was missing in 7D2D so much appreciated!!

To provide you with some feedback (if wanted):

- Yeah, I also realized that "wild" horses give you glue when harvesting xD

- Aggressive animals like spiders, bears and wolves still attack you when being approached, but wild herbivore animals will not flee from you anymore. Well I mean great that they yield less resources so there is a balance, but still...

I am starting with modding but do you think it would be possible (and not toooo hard to implement) to separate wild animals from grown ones? I mean you have added the "baby" mechanics already so maybe you can also tell the system to treat babies and ex-babies differently. (no offense, just thinking out loud)

- The pathfinding AI seems to be terribly stupid. Haven't thoroughly investigated if this also happens in the vanila, but the animals keep killing themselves.

Other than that I have to say that the icons are very helpful, not annoying due to the close radius and provide much immersion to the game. I haven't really come far by now, but will come back once I have started the butchering :D

You seem to put a lot of effort into modding 7D2D so thanks for the hard work!
Hey! I'm not entirely sure what a lot of this post means..

First: the glue... yeah there are a few joke items that you can get from these animals.. lol.

2nd: are you saying you want the animals to flee from you in this mod? that would be possible with just an edit to the entity classes AI tasks.

3rd: i'm not sure what you mean by separate wild and grown ones. grown ones will not spawn in the world, only the wild ones. if you harvest one of these wild animals, you can get a grown version that you place and can start breeding with other animals of that same species.

4th: yeah the AI is pretty wonky some times. all of these animals use the vanilla animal AI, which i dont think has been updated like the zombie one (i could be wrong though). I have seen a few instances where the animal (even in vanilla) will walk on a cactus and get stuck in a back and forth jumping contest with said cactus, eventually killing themselves.

5th: thank you! i do appreciate the feedback.

 
Hey! I'm not entirely sure what a lot of this post means..

First: the glue... yeah there are a few joke items that you can get from these animals.. lol.

2nd: are you saying you want the animals to flee from you in this mod? that would be possible with just an edit to the entity classes AI tasks.

3rd: i'm not sure what you mean by separate wild and grown ones. grown ones will not spawn in the world, only the wild ones. if you harvest one of these wild animals, you can get a grown version that you place and can start breeding with other animals of that same species.

4th: yeah the AI is pretty wonky some times. all of these animals use the vanilla animal AI, which i dont think has been updated like the zombie one (i could be wrong though). I have seen a few instances where the animal (even in vanilla) will walk on a cactus and get stuck in a back and forth jumping contest with said cactus, eventually killing themselves.

5th: thank you! i do appreciate the feedback.
Hi Telric,

sorry for my imprecise language.....

Forget about the 3rd point, I am not a modder (yet!) so I guess my ideas will be a little bit off right now. It was just an amateurish advise for a well-versed modding expert.

Regarding the 2nd point: I mean that wild herbivore animals should be fleeing from you in order to make hunting more realistic. If you can easily approach a wild goat and take your time to aim for a head shot with a meele weapon, hunting becomes a little bit ... idk... unsatisfying...

Of course, your farm animals are used to yourself and will not flee as you are the one feeding them. I really like that from your mod. But wild animals don't know you and should treat you like a potential enemy (and run away in case of herbivore ones)

I hope I could make my "point" more understandable; I apologize for the confusion.

And anyways, it's just my humble opinion. If everybody else likes that, then I will quietly join the majority.

 
I made them flee from the player. They can't flee too fast or they will look weird, with their animations. I'd have to go back through and redo every animals' animations if they need to go faster.. which i'm not reeeally in the mood to do right now lol. Lemme know if you like it better now.

 
I made them flee from the player. They can't flee too fast or they will look weird, with their animations. I'd have to go back through and redo every animals' animations if they need to go faster.. which i'm not reeeally in the mood to do right now lol. Lemme know if you like it better now.
Hi Telric,

thanks for acting on my feedback!! It was nothing urgent that "completely destroyed my gameplay experience and made this mod unplayable", haha. But I it will certainly make playing more enjoyable. I will playtest it this weekend and let you know what I think.

I indeed have to criticize that vanilla animals are running off too slowly (because a sprinting player can catch them easily), but this is really not your beer. That's something the Pimps have to work on.

I highly appreciate you listening to my feedback. I am honestly surprised by this!

 
Hi Telric,

have playtested your recent changes and have to say I am very pleased.

As announced, the animals speed is relatively slow, but I like the perception range: They start fleeing from you when you are somewhat away from them. This way you don't constantly bump into animals and think "well I take that free meat".

In my opinion, this enhances the gameplay quality of this mod so please don't be annoyed if I thank you once again :D

 
Just combined the guitar and golf club modlets into one. I also added a crowbar and a rusty metal pipe as melee weapons to this pack. It can be found under the newest modlets section, with pictures of each weapon.

 
Got a request for a standalone version of my new health bars that I'm adding to the fantasy mod I'm working on, so I did it. A bit different than the original health bars modlet, in that it activates based on distance from the enemies, not on hits. Check it out under the new mods category!

39EED140675CDE6AEA52C39822A9F7B19DF05D07


 
seems to be weird placing issue with decorations mod. Tried placing metal bar gate (2x2) in several places and each time when right click it places it in different position. Have tried in open area to make sure was no obstruction inside building just in case but places off to side or one block in front/behind where I want it each time?

 
seems to be weird placing issue with decorations mod. Tried placing metal bar gate (2x2) in several places and each time when right click it places it in different position. Have tried in open area to make sure was no obstruction inside building just in case but places off to side or one block in front/behind where I want it each time?
I'll check it out when I get home. Out of town right now but will get to it tomorrow. Lemme know if you figure out what's up before I get to it!

 
seems to be weird placing issue with decorations mod. Tried placing metal bar gate (2x2) in several places and each time when right click it places it in different position. Have tried in open area to make sure was no obstruction inside building just in case but places off to side or one block in front/behind where I want it each time?
Just got home and downloaded the mod. I can place them just fine. Maybe try to delete the mod and re download. If not, send the log files so i can see if there's anything weird going on.

 
Hi Telric,

its me again annoying you :D

So I have continued playing with the Husbandry Mod that you have kindly provided to all of us and I want to give you some more feedback.

- Birthing rate has some error. Idk if it is stacking or so, but I gave birth to a small baby bear and the female adult was still pregnant. So I was able to "harvest" her twice immediately. And after a short while (like less than 20 seconds) she was pregnant again. My farm has now 10 baby bears in less than 5 minutes RL time.

I have not "harvested" her for a long time so this might be the issue. Furthermore, there are two male adult bears and her - this might also influence something.

*- The "tada its a boy!!" sound is louder than the game sound (on a bothering level; I am usually not the one complaining about too loud sounds but ... it shocked me xD)

*- When feeding the bears, no green plus symbols are appearing (as they do when I feed my sheep, chicken or pigs). Instead the normal eating animation is played and I am confused if I just ate the animal food or indeed fed the bears, haha.

*- I was surprised that the sterile birth glows are not stacking. And even more surprised that they are reusable. Wouldn't it be more realistic if they were a one-time-use item? [Actually, I would prefer them turn dirty and you have to clean them - but this will certainly be too much to be asked for]

- Are the animals coded as animals or NPCs? When working on the quests "Kill X animals" your wild animals (with NPC in their name) don't count. Makes sense that home-grown farm animals don't count, but wild ones as well? Also I am using the Srillion interface that allows me to change the variable "zombies in game" and "animals in game" when starting the game and even though I have reduced the latter from 75 to 30, there are still too many of your animals showing up (for my taste - since I try to play a little bit more hardcore; otherwise it would be totally fine)

That's all I have to say for now. I hope I could make myself clear - if not, please let me know and I try to explain better.

Again, I don't want to say that this Mod is bull@%$# or anything like that. Conversely, just because I like this mod soo much, I want to give you feedback. And obviously, some of the bullets are just my personal taste (I marked them with a * in front of the bullt now), if you or the community is not agreeing with me, thats completely fine; I will understand.

Thanks for your attention and the great mod!!

 
I don't get feedback as often as I'd like, so I can only go off the stuff I get, which in this case has been you lol. I took care of most of this stuff in your list. Reduced the volume of the gender reveal sound. Fixed bears (they the wrong tag so they couldn't eat carnivore food). I reduced the mating speed a bit, but it will always be random. As each animal has it's own mating rate, it's all variable based on the animal, but in the code, it randomly rolls a number between 0 and 200, if there is a male near a female. This happens every second. If that number happens to be below the animal's mating rate (for instance, the bear has 8 rate), it will trigger being pregnant and allow you to get a baby. What i've done is just increase the timer on that buff from 1 second to 3 seconds, meaning it should happen, in theory, 1/3 less... but of course once an animal is pregnant, it will always be pregnant until you harvest the baby, or leave the area and reset the npc..

sterile gloves are now one time use. I had them not consume because i just didn't think it would add any form of gameplay to have to craft one each time you want a baby. and I changed the wild animals to be considered animal npcs. The reason they were all marked as regular npcs was to make it so they dont despawn when you leave the chunk / area for a while. I know for a fact zombies do this, and i'm pretty sure animals do as well. But npcs never have disappeared once spawned.

Also i lowered the chance of animals spawning a bit. Lemme know if there's any other changes that would make this mod better.

Here's a link for a quick redownload.  TelricsHusbandryA19

 
You are a hero. Telric; as always! Thank you very much.

- Ah, I see, this makes sense for the bears. Haven't ever thought of giving them other kind of food xDD

- Thanks for explaining the code to me, I really wish I would be able to send you my feedback in form of code so you just have to approve and thats it (like in case of the bears). When you say you increased the timer, does it mean the time a number is generated or the time when the RNG starts its rolling? I mean it would make sense to implement a cooldown after "harvesting" if the code allows this easily. Like animals can only be harvested every X hours (in game) at least. Yeah, I am speaking about hardcore gameplay again, but: If you can just spend one day in your farm giving birth to plenty of animals, you will have enough food for 50 days+ which is kinda gameplay disturbing... or what do you think?

I am just thinking here - if you have the time and willingness to discuss a little bit

- Indeed, it doesn't add much gameplay if gloves are one-time use, but at least they hinder the mass farming issue from above a little bit and require new players to go loot for another resource and adjust looting strategies.

- I realized that your animals never despawn which was very convenient for me when I started farming instead of looting since I knew where they were located xDD

Thx for the quick download link, very convenient. And thanks very much for paying attention to my feedback. This makes me feel like I am someone important LOL

You're the best!

 
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