Life is Feudal: Forest Village

Life is Feudal: Forest Village

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Guard Wolves
   
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2.730 MB
Jan 28, 2019 @ 6:11pm
Mar 3, 2019 @ 5:36pm
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Guard Wolves

Description
Guard Wolves for all of your livestock pastures.

Found under municiple buildings is a new pasture for guard wolves. These wolves will automatically
move to any animal pastures within range that do not have a guard wolf already assigned. While there
(and in their own pen) the guard wolves will automatically hunt down and kill any wild animals within
their range.

The wolves are using the current in-game wolf model, however a new lighter skin is included for use
and to help differentiate them from their wild cousins.
There are two way of using this new skin
1) In the mod folder (1638625066) you will find a folder named anim, copy this folder to your Forrest
Village base directory, and you are all set
2) In the mod's options you will see a check box to install this skin for you. If you enable this option
when you first load your game for the first time you will see it automatically minimize. This is due
to lua calling an external OS function to create the needed directory. You can simply click back on the
game icon and continue playing

*** Note that if you use the new skin and later decide you want to remove the mod or the skin itself, you
will need to first kill off any pre-existing guard wolves using the skin (or wait for them to die)
otherwise the game will crash ***

Notes:
* The guard wolf pen costs 6x Logs and 1x Hay per tile, and the wolves will eat normal meat (in all pens)
* When using a pasture's function to move animals to a different pasture, sometimes a wolf will be moved.
If this happens and there is already a wolf at the new pasture, then one of them will automatically
move back to the nearest Guard Wolf Pen
* Guard Wolves will not be automatically slaughtered at other livestock pens
* Guard Wolves do not give any hide or meat

Guard Wolves will no longer be slaughtered at other pastures. They will instead move back to a Guard Wolf Pen within range, unless none exist which then they will be slaughtered
36 Comments
jumbled Mar 3, 2020 @ 3:47am 
I see a settings thing for action level, but is this for range or aggressiveness (i.e. frequency of timing). I had one game set to low because I didn't want so much litter all over the map. On another game, I had it on high and the place was smothered in hides and meat! My people couldn't keep up with collecting it (hehe). But in neither case did it guarantee my wolves.

I've been studying this and it seems they go after stuff, but then come home and rest, and in the process, ignore anything that happens to spawn so close to their last run. I sometimes see back-to-back wolf spawns, so they go out and kill one, then come home and GET killed by the next one. Ugh! It's especially bad if you're low on wolves in the pen. They take turns, but if you only have one, he becomes vulnerable until he's ready again. Meanwhile, here comes another wolf. So you need to be vigilant in the beginning until you have a threshold number to keep it alive.
jimm0thy  [author] Mar 2, 2020 @ 11:05am 
@jumbled, if the wolves are not defending themselves or other livestock fully then you can edit that in the mod settings.
For the pathfinding, if you are using another mod that adds gates which block the pathfinding of npcs then there isn't much I could do to resolve that
jumbled Mar 1, 2020 @ 5:18pm 
I'm having a little problem with my wolves lately. For one thing, wild wolves are preying on my tame ones...so much for "guard wolves" if they can't guard themselves.

I'm also having troubles with them dying from either starvation or dehydration, and I think it could be the path-finding, or lack thereof, to something they want that is otherwise outside their easy access, like for instance through closed gates or terrain with no accessible path up to it. I saw one wolf walking, as if trying to go somewhere, but stuck in place until it finally died. This isn't nice. Is there a way to prevent this, especially if you have gates you can close and choose to do so to prevent people from wandering all over the place (and usually starve or freeze to death out there)?
Etxxu Jan 8, 2020 @ 6:44am 
How to assigne workers to wolf guard??
jimm0thy  [author] May 19, 2019 @ 11:59am 
Kibble is part of my Food Market mod, Guard Wolves should still eat meat if you are not using that mod, and if you are using both there is an option in Guard Wolves to use either Kibble or Meat. Glad you got it sorted out though
JohnNav May 19, 2019 @ 6:40am 
daitany2011 :) Good to know thanks
daitany2011 May 19, 2019 @ 1:20am 
guy who cares about chicken brings Kibble also in chicken coop, all is fine
daitany2011 May 19, 2019 @ 1:19am 
i dont use A&D mod, but i found sollution. i built a house what cook Kibble. Wolfs dont eat normal meat, they eat Kibble and all is fine. They kill wild animals even out of chickep coop. This your mod is super, thank u.
Taryn May 18, 2019 @ 7:15pm 
@jimm0thy I already did that but they don't seem to be eating anything from their original pen, and i can't place meats in the chicken coop. They also don't seem to respond to the built in return button...
JohnNav May 18, 2019 @ 3:27pm 
daitany if you are using Armed & Dangerous Mod as well then please make sure to go into the mod options for Guard Wolves and turn on A&D Compatibility