Kenshi
Animal Husbandry - Breeding, Milk, and More
32 Comments
Wasabiyuyu Mar 24 @ 5:32am 
is this compatible with Genesis mod?
Bubbarush Jul 25, 2024 @ 6:44pm 
Is there a place i can store the milk i get from milking my bulls?
Koltenv May 21, 2024 @ 10:55pm 
Question i have two Garru, one teen male, and one pup female and i can not find their children for the life of me. Is there a specific way for me to find them or is it that there was no child born to begin with as one is a female pup
Stink0! Apr 10, 2024 @ 3:18pm 
DO YOU GET TO SEE THEM FYUCKIN??
Turt Feb 7, 2024 @ 3:32pm 
Found a slight oversight. The Bonedogs and Boneyard Wolves are grouped together in the breeding dialogue trees. As a result, ff you attempt to breed two Boneyard wolves you will always end up getting a Bonedog instead.
Batrach  [author] Jan 11, 2024 @ 2:02pm 
Yeah its unfortunate that there's no "is_animal" conditional in FCS so I had to make it race-based. It is pretty easy to make a compatibility patch though, just add the modded dogs into the racial conditions of the bonedog dialogue
be_lie_ves Jan 10, 2024 @ 9:48pm 
ah, i guess i never noticed.

(it may also be that the majority of my bonedogs are from the More Dogs mod and therefor incompatible with this mod.)
Batrach  [author] Jan 10, 2024 @ 4:57pm 
It should tell you when you talk to them, if its female the animal name will be prefaced by 'she'. So a female goat will be a "she-goat" and so on.
be_lie_ves Jan 9, 2024 @ 11:03am 
Quick Question.
After you obtain an animal where can you easily see their gender?

While looking at a traders purchasable livestock you can see the genders of all the animals, but after buying them there doesn't seem to be a place to find it and plastic surgeons (via the renaming animals mod) wont tell you their gender.
6592Rex Sep 5, 2023 @ 1:52pm 
RwexHouston I would love that if it existed cos I want to make my own hive and not have to rely on recruits from bars.
RwexHouston Aug 28, 2023 @ 2:05am 
is there a mod like this but for hive queens
Dr. Igor Dolvich Jun 28, 2023 @ 12:40am 
Thank you @Batrach

I'll check them out! Great job :beeped:
Batrach  [author] Jun 27, 2023 @ 3:42pm 
I actually made a patch myself for the vanilla starts, it just adds squads to those starts instead of the weird at-runtime generation.

https://steamcommunity.com/sharedfiles/filedetails/?id=2883019055
Batrach  [author] Jun 27, 2023 @ 3:39pm 
Its basically because animal dialogue packages are tied to squads, and those starts technically don't have a squad template to add it to in FCS. Instead they have characters listed that are added to a squad that gets auto-generated at runtime.
Dr. Igor Dolvich Jun 26, 2023 @ 5:17pm 
The custom start thing looks like an easy fix that I can help patch (at least for like UWE / vanilla game starts).

All I would need to do is add the dialogue package to the starting squad? Should be pretty quick then.

Why in particular are those 4 starts (the ones you listed) are incompatible? Just curious as I can probably try to fix it as well.
Dr. Igor Dolvich Jun 26, 2023 @ 5:12pm 
Lol @CelticChaos

Looks like a great mod! Can't wait to try it out, great job!
Batrach  [author] Jun 24, 2023 @ 5:29pm 
Whoops, should be fixed now. Thanks for the heads up.
CelticChaos Jun 21, 2023 @ 7:42am 
I love this mod, thanks for taking the time to make it. It still works as intended. Just for grins I attempted to breed bonedogs - which worked - except I was presented with two baby goats - gave me quite the chuckle.
Batrach  [author] Nov 14, 2022 @ 3:48pm 
@TamTroll I would recommend keeping a few player characters in Nameless_0 (Which you can rename if you want btw) to re-recruit your livestock, that way they'll always go back to nameless_0. It's more of a hastle than farming, I will admit, but what you get in return is a mobile food-factory.

A good way to try out the mod mechanics is the Wandering Trader start, as you start off with a bull that you can dismiss to get started with.
TamTroll Nov 14, 2022 @ 10:18am 
So far haven't played with any animals, how difficult of a task is it to round up all the dismissed animals and put them into the nameless_0 tab all over again?

Was thinking i could just leave all the animals in nameless_0 and move all my people to nameless_1 and then just set-it-and-forget-it, but it sounds like dismissing animals removes them from the tab entirely, so i'm not entirely sure how this'll work.

Love the idea of proper animal husbandry in the game, but i'm not sure how much of a hassle this mod would be.
jo.bryant237 Oct 31, 2022 @ 6:36pm 
Is this compatible with the waste fiends mod?
Batrach  [author] Oct 25, 2022 @ 4:33pm 
@___ Is this on a new game? An import? where were you when trying to dismiss them? Were these animals in the squad originally called Nameless_0? Please put as much detail as you can in the Bug reports section, it really helps.
___ Oct 25, 2022 @ 7:23am 
I have a similar issue to @Chamber. My characters can't talk to my dismissed goats. I've removed any mods in case one changed tech hunters dialogue, but with no results.
Batrach  [author] Sep 24, 2022 @ 5:09pm 
@Turt Would need a patch for that, should be as easy as adding the modded race as a condition to the crab dialogue.
Turt Sep 24, 2022 @ 5:03pm 
Thanks for the response! I might look into it at one point, but I was mainly just asking out of curiosity. Though I do have one more question. I'm looking at using a mod that adds a new type of crab called Swamp Crabs. Would these new crabs be compatible with the breeding and "milking" in this mod or would I need to make a patch?
Batrach  [author] Sep 24, 2022 @ 3:24pm 
@I have not touched save-editing very much, but there is this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1370334383

If it is possible to add animal dialogue through this, and you can't add it through some orthodox means, you can probably try manually copy-pasting the string ID of the dialogue package into the right place.
Turt Sep 24, 2022 @ 2:32pm 
Question. Is it possible to add dialogue packages to existing games using FCS? And if so, would it be possible to add the animal package to a new squad created at a later time? I'm new to FCS so I'm still learning the limitations and such.
Glass Aug 22, 2022 @ 10:41am 
THANK YOU!
Batrach  [author] Jul 22, 2022 @ 7:41am 
@May be another mod affecting dialogue of dismissed players. I believe there are a few that cause dismissed players to join other tech-hunter squads, although unless you dismissed them then saved/quit and loaded again their animal dialogue should still inherit. Let's talk about this more in a discussion.
Chamber Jul 21, 2022 @ 1:08pm 
Having an issue where my animals are given to another faction and I can't talk to them once dismissed from party. Is this a know issue?
Batrach  [author] Jul 14, 2022 @ 6:15am 
@Inquisition Time! Only Goats, Bulls, Garru, and Crabs. I figured something as big as a Behemoth wouldn't qualify as domesticated. Feel free to make a patch though, you can just look at my dialogue in fcs and copy it as much as you want.
Inquisition Time! Jul 14, 2022 @ 5:43am 
Does it work with behemoths or giant variants of beasts?