Kenshi
Animal Husbandry - Breeding, Milk, and More
32 comentarii
Wasabiyuyu 24 mart. la 5:32 
is this compatible with Genesis mod?
Bubbarush 25 iul. 2024 la 18:44 
Is there a place i can store the milk i get from milking my bulls?
Koltenv 21 mai 2024 la 22:55 
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! 10 apr. 2024 la 15:18 
DO YOU GET TO SEE THEM FYUCKIN??
Turt 7 febr. 2024 la 15:32 
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  [autor] 11 ian. 2024 la 14:02 
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 10 ian. 2024 la 21:48 
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  [autor] 10 ian. 2024 la 16:57 
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 9 ian. 2024 la 11:03 
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 5 sept. 2023 la 13:52 
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 28 aug. 2023 la 2:05 
is there a mod like this but for hive queens
Dr. Igor Dolvich 28 iun. 2023 la 0:40 
Thank you @Batrach

I'll check them out! Great job :beeped:
Batrach  [autor] 27 iun. 2023 la 15:42 
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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2883019055
Batrach  [autor] 27 iun. 2023 la 15:39 
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 26 iun. 2023 la 17:17 
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 26 iun. 2023 la 17:12 
Lol @CelticChaos

Looks like a great mod! Can't wait to try it out, great job!
Batrach  [autor] 24 iun. 2023 la 17:29 
Whoops, should be fixed now. Thanks for the heads up.
CelticChaos 21 iun. 2023 la 7:42 
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  [autor] 14 nov. 2022 la 15:48 
@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 14 nov. 2022 la 10:18 
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 31 oct. 2022 la 18:36 
Is this compatible with the waste fiends mod?
Batrach  [autor] 25 oct. 2022 la 16:33 
@___ 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.
___ 25 oct. 2022 la 7:23 
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  [autor] 24 sept. 2022 la 17:09 
@Turt Would need a patch for that, should be as easy as adding the modded race as a condition to the crab dialogue.
Turt 24 sept. 2022 la 17:03 
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  [autor] 24 sept. 2022 la 15:24 
@I have not touched save-editing very much, but there is this guide: https://steamhost.cn/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 24 sept. 2022 la 14:32 
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 22 aug. 2022 la 10:41 
THANK YOU!
Batrach  [autor] 22 iul. 2022 la 7:41 
@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 21 iul. 2022 la 13:08 
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  [autor] 14 iul. 2022 la 6:15 
@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! 14 iul. 2022 la 5:43 
Does it work with behemoths or giant variants of beasts?