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Animal Husbandry - Breeding, Milk, and More
   
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Jul 11, 2022 @ 6:39am
Jun 26, 2023 @ 8:31am
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Animal Husbandry - Breeding, Milk, and More

In 1 collection by Batrach
Live Like a Nomad
9 items
Description
Have you ever felt like animals are pretty useless other than for storage space and eating all of your foodcubes within the span of a few hours? Have you ever wished there was more of a reason to have some goats than just goat stuff? Do you like to touch udders? Then this mod is for you!

It adds, through dialogue, an animal husbandry system to the game. While this is a more tedious way of producing food than farming or just buying it, the advantage is in mobility: live like the nomad you've always wanted to be!

Feature List
+ Ability to milk and breed animals released from the player squad so long as they are not in combat or starving.
+ New foods such as milk, cheese, and crab roe. New research associated with the food items as well.
+ 2 new books/pamphlets.

How It Works
1. Dismiss an animal from your faction.
2. You should now be able to talk to them, options are:
  • MILK, (If female)
  • BREED, (if male and you have another animal of the same species that is female)
  • RECRUIT, (Self explanatory)
  • KNOCKOUT, (Do this if you want to eat an animal without fighting it)
  • SET FREE. (They will run away if you pick this, but you can still talk to them)

Milking:
How often you can milk depends on the animal.
  • Goats - Every 7 hours
  • Bulls - Every 14 hours
  • Garru - Every 10 hours
  • Crabs - Collect eggs every 7 hours


Every 48 hours, you can milk an animal immediately after initially talking to them. Between this repetition limit however you need to camp out with your animals to collect milk at the intervals shown above. I know its kind of weird but this was the only way to make it work in FCS without either allowing an infinite milk exploit or using the repetition limit only (which would make it so you could milk only 1 animal per 48 hours, with the current method, each animal character has its own unique timer) You also should not talk to or re-recruit an animal between milkings unless you want to break camp. (This will reset the timer, as it is based on the DC_Target_Last_Seen condition in FCS, there is no other way to implement a unique timer tied to a character instead of to a line of dialogue that a whole class of characters share)

Breeding:
You must be at a player outpost and the animal must be male to initiate breeding, it relies on the dialogue to target a specific animal in the squad that is the same race as the male. For this reason I suggest separating 1 non-mute character into a squad with 1 female animal and having them talk to the animal you want to breed. If you don't do this a male animal may be targeted instead and the breeding attempt will fail. After about an hour in-game you should get a notification that a baby animal is heading to your outpost, I suggest using the map to locate them as they are very small, but they do also have announcement dialogue. Talk to them to recruit them into your squad. You can breed 1 animal of each species each week.

Recommended Companion-Mods

My other mod, Grazing and Animal Fodder , is recommended but not required. Recruitable Prisoners or Tamebeasties is recommended but not required as the mods effect different squads. Recruitable prisoners will allow you to steal other people's livestock :^ )

Bugs/Compatibility
The last image is not the complete changelist, but does include all vanilla squads and vendor lists that this mod impacts. Everything not shown is additive content. One quirk to keep in mind is that this mod will not work with custom starts. Nothing will break, but your animals won't have the dialogue package necessary for the mod to be functional. A compatibility patch is as easy as adding this dialogue package as "animal dialogue" to the starting squad though. I wanted to keep this mod in a limited scope as to minimize incompatibilities. A side-effect of this is that some game-starts won't allow you the ability to interact with your livestock due to them being constructed in a fundamentally different way than most. You can still play these starts, you just won't be able to use any functionalities of the mod. The problem is that the player squad of these starts seems to be generated instead of pre-existing in FCS, so I can't add animal dialogue packages to it. In order to make it work, I would have to make structural changes to those starts, which I feel would be too far out of scope and invite incompatibility issues.

Incompatible Starts:
  • The Cannibal Hunters
  • The Holy Sword
  • Son of a Captain
  • Any modded in start


*IMPORTANT*
The other major quirk is that you can only interact with animals that are in the original starting squad upon loading a save. If you move your animals to another squad that you created during a play-through and then reload they will lose the dialogue package necessary to talk to them. There is no way to fix this as animals cannot have dialogue tied to them at the character level, only at the squad level, which means they have to inherit their dialogue from the squad they are in every time you load a game. You can fix any animals that lost their dialogue by just putting them back into the starting squad, then save and reload the game.

tl;dr:
  • ANIMALS MUST BE IN THE NAMELESS_0 SQUAD WHEN YOU LOAD A GAME. (Or the squad which was originally called that)
  • BEFORE YOU SAVE/QUIT, PUT YOUR ANIMALS BACK IN NAMELESS_0.

Mod title:
Pastoralism
Popular Discussions View All (1)
9
Sep 7, 2023 @ 2:56pm
Bug Reports / Suggestions
Batrach
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.