DArkHekRoMaNT Posted June 24, 2020 Report Share Posted June 24, 2020 (edited) For those who are tired of driving hens or sheep for thousands of blocks Cage case can be crafted on an anvil using all tool materials, to turn it into an empty cage, add resin. By default, it captures with a 10 to 25% chance. If you hit and could not capture, then the cage will be downgrade to case, or it will break with a 50-5% chance. The chance depends on the material and is written in the cage tooltip. You can increase the cage capture chance in two ways: Decrease the health of the mob. This will give +1% chance for every -2% of the mob's health (50% efficiency). Use bait. By default, these types of baits are available in the mod, but you can change, add (or patch with your mod) in config/baits.json, the rest of the cages settings are in the itemtypes/cage.json attributes. The first and second methods can be used together. Default baits: All chicken: any grain, capture chance: 100% All rabbits: carrot, capture chance: 100% All pigs: turnip, capture chance: 50% All sheep: cabbage, capture chance: 50% All foxes: raw poultry, capture chance: 25% All wolf: raw redmeat, capture chance: 25% Below 2.0.0: Spoiler After that, you can find some animal and catch it (chance to catch 10% or less than 10% hp). When you throw a cage into an animal, it can be captured. But if you luck is not on your side, the cage may break with an 25% chance when it enters an animal and it didn't captured. If hp of the animal is below the limit - 100% chance of capture. You can free the animal if you drop the cage again (consumed). Also, to increase the chance of catching an animal, you can add bait to the cage. By default, the following baits are available: - All chicken: any grain, chance: 100%, min health: 100% - All rabbits: carrot, chance: 100%, min health: 100% - All pigs: turnip, chance: 50%, min health: 50% - All sheep: cabbage, chance: 50%, min health: 25% - All foxes: raw poultry, chance: 25%, min health: 25% - All wolf: raw redmeat, chance: 25%, min health: 25%To add bait, simply craft it with cage. Unfortunately, at the moment the manual does not show recipes if the result of the recipe is an item with custom attributes. But you can see the available lures in the "Used for" of any cage. Spoiler Mods compatibility: Spoiler To add the bait for a new animal, you need to add something like this to the entity (class: EntityAgent) attributes: captureanimals: { type: "item", code: "game:grains-*", chance: 0.75, minhealth: 0.5 } WARNING! At the moment, adding an bait to the animal with the same code and OTHER chance and minhealth will be ignored, because will cause a duplicate recipe name error. Maybe I will fix it, but I have to rework the display on the cage. Download: ModDB or GitHub Edited September 11, 2022 by DArkHekRoMaNT 7 1 Link to comment Share on other sites More sharing options...
Aledark Posted June 25, 2020 Report Share Posted June 25, 2020 Pretty cool, thanks for sharing. I'll try it out! Idea make having a lure based on the type of animal you want increase chance of getting it? Just idea. Meat for wolf, grains for pigs and chickens, dry grass for sheep, honey or fruits for racoon then you can get them trapped with 50% hp perhaps? 1 Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted June 25, 2020 Author Report Share Posted June 25, 2020 6 minutes ago, Aledark said: Pretty cool, thanks for sharing. I'll try it out! Idea make having a lure based on the type of animal you want increase chance of getting it? Just idea. Meat for wolf, grains for pigs and chickens, dry grass for sheep, honey or fruits for racoon then you can get them trapped with 50% hp perhaps? Good idea, I’ll add different baits Link to comment Share on other sites More sharing options...
Aledark Posted June 25, 2020 Report Share Posted June 25, 2020 I'll try it out. Perhaps hit them with a special weapon that damages them but doesnt kill them too? Like a whip or some other kind to "tame" them...like getting a chicken to 25% hp with a good weapon might be hard and need to hit them with a stick? They have like what 3-4 hp? Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted June 25, 2020 Author Report Share Posted June 25, 2020 3 minutes ago, Aledark said: I'll try it out. Perhaps hit them with a special weapon that damages them but doesnt kill them too? Like a whip or some other kind to "tame" them...like getting a chicken to 25% hp with a good weapon might be hard and need to hit them with a stick? They have like what 3-4 hp? For such weak animals, an additional threshold of less than 3 hp is set now. In new versions, specialized cages will catch "runaway" animals with any hp. 1 Link to comment Share on other sites More sharing options...
Julius van Vern Posted June 26, 2020 Report Share Posted June 26, 2020 Wow, that's a really cool idea. Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted July 2, 2020 Author Report Share Posted July 2, 2020 (edited) Release v1.1 - Added baits - Added baits recipes registration system based on animal attributes (EntityAgent) - The size of the Cage entity has been reduced, and the shelvable attribute has been added so that cages can be placed on the shelf (but size is still a problem) - Added hover info on cage - Cage now do not break when hit in the wall. This error was due to the use of part of the code from EntityTrownStone, Cage’s flight mechanics will be rewritten, as now it is flying weird... as stone - Cage now have a chance to break if an attempt to catch an animal is unsuccessful ("breakchance" in cage attributes, default - 25%) - Animals are now always caught with some "chance" (default without bait: 10%) - Animals are caught 100% if their health percentage is lower than "minhealth" (default without bait: 10%) - Patched vanilla animals to add baits: - All chicken: any grain, chance: 100%, min health: 100% - All rabbits: carrot, chance: 100%, min health: 100% - All pigs: turnip, chance: 75%, min health: 50% - All sheep: cabbage, chance: 75%, min health: 50% - All foxes: raw poultry, chance: 50%, min health: 50% - All wolf: any grain, chance: 50%, min health: 50% Known Issues: - You can't add baits with the same code and different chance and minhealth - In the manual you can’t see the recipe for the cell with the bait, because it has custom attributes, but the recipe exists and can be seen through its ingredients Edited July 2, 2020 by DArkHekRoMaNT Link to comment Share on other sites More sharing options...
Dackeltier Posted August 26, 2020 Report Share Posted August 26, 2020 Please update for the 1.13 version. Many thanks Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted August 26, 2020 Author Report Share Posted August 26, 2020 1 hour ago, Susanne Dembowski said: Please update for the 1.13 version. Many thanks Have you tried running on 1.13? I do not have the opportunity to update mods yet, but this is not Minecraft, theopetically, it can work on 1.13. If you have errors at startup, write here or in the Issue on GitHub, this will simplify (and speed up) porting. Link to comment Share on other sites More sharing options...
Dackeltier Posted August 26, 2020 Report Share Posted August 26, 2020 I tried. You can't make tools Link to comment Share on other sites More sharing options...
Tanisha Buchholz Posted October 12, 2020 Report Share Posted October 12, 2020 Tried on the newest version of VS, this mod interferes with the knapping recipes; The knapping window box shows up, but there's no listed options to choose from for the tool heads. (as far as I've tested it) Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted October 12, 2020 Author Report Share Posted October 12, 2020 14 minutes ago, Tanisha Buchholz said: Tried on the newest version of VS, this mod interferes with the knapping recipes; The knapping window box shows up, but there's no listed options to choose from for the tool heads. (as far as I've tested it) CaptureAnimals and TemporalMirror are currently not working on 1.13 (API changes need to be fixed). Recently I had to switch from Linux to Window because of work. And unfortunately the whole IDE remained in Linux and there is actually no normal MonoDevelop for Windows. I want to switch to VSCode, but it takes time to set up which I don't have yet Link to comment Share on other sites More sharing options...
Tanisha Buchholz Posted October 12, 2020 Report Share Posted October 12, 2020 Ah, no worries. No rush either. I really like the concept of this mod, so I will keep an eye on it for any further updates in the future. Cheers. Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted October 13, 2020 Author Report Share Posted October 13, 2020 Fixed API changes. This now works on 1.13 Link to comment Share on other sites More sharing options...
Dackeltier Posted October 14, 2020 Report Share Posted October 14, 2020 Thank you very much Link to comment Share on other sites More sharing options...
Aidan Case Posted October 14, 2020 Report Share Posted October 14, 2020 cant seem to find the cages after i installed the mod. it also says its for 1.11. any ideas? Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted October 15, 2020 Author Report Share Posted October 15, 2020 8 hours ago, Aidan Case said: cant seem to find the cages after i installed the mod. it also says its for 1.11. any ideas? Vintage Story version? On 1.13.4 this is tested and should work (as indicated in the mod file name). On VS 1.11 this 100% doesn't work with 1.13.4 version, but maybe 1.12.14 version can work. If you have version 1.13.4, then try to enable Developer Mode and Error Reporter in the settings, as well as type the command /errorreporter 1 and reload the world. Does anything appear in the reporter window after entering into the world? Link to comment Share on other sites More sharing options...
Dackeltier Posted October 15, 2020 Report Share Posted October 15, 2020 I'm playing version 1.13.4. The traps can be found under the forge near the anvil Link to comment Share on other sites More sharing options...
Aidan Case Posted October 15, 2020 Report Share Posted October 15, 2020 oh it worked for me! i opened the json file and changed the game verison from 1.11 to 1.13.4 and it worked hahaha. dont know how or why but im happy. Link to comment Share on other sites More sharing options...
Tristin Lela Posted October 16, 2020 Report Share Posted October 16, 2020 What Is the exact recipe for the cage i cant figure it out. Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted October 17, 2020 Author Report Share Posted October 17, 2020 8 hours ago, Tristin Lela said: What Is the exact recipe for the cage i cant figure it out. Use an anvil for cage's base. For cage with bait simly craft cage and bait. Link to comment Share on other sites More sharing options...
Stefano Da Giau Posted October 18, 2020 Report Share Posted October 18, 2020 So the cage breaks if you release the animal? Why? They are way too fragile for the materials they're made of, and too expensive. An ingot lost for sure anyway either you catch the animal or not. That's not worth it.. Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted October 18, 2020 Author Report Share Posted October 18, 2020 2 hours ago, Stefano Da Giau said: So the cage breaks if you release the animal? Why? They are way too fragile for the materials they're made of, and too expensive. An ingot lost for sure anyway either you catch the animal or not. That's not worth it.. Are you going to catch all the animals in the world? :D It is unlikely that you will need so many animals that 1 ingot per 1 animal is expensive (imo, it's too cheap, especially since the metal of the cage doesn't matter). I also wrote the mod for a long time ago, maybe I removed it, but cages definitely dropped out before. But you can break an empty cage if you can't catch the animal. The chance to catch and the chance to break are indicated in the description of the cage, you can also increase the chance of catching a certain animal if you use its bait Link to comment Share on other sites More sharing options...
Rhyagelle Posted October 20, 2020 Report Share Posted October 20, 2020 This is neat! Thanks for sharing! Link to comment Share on other sites More sharing options...
Stefano Da Giau Posted October 26, 2020 Report Share Posted October 26, 2020 On 10/18/2020 at 8:05 PM, DArkHekRoMaNT said: Are you going to catch all the animals in the world? :D It is unlikely that you will need so many animals that 1 ingot per 1 animal is expensive (imo, it's too cheap, especially since the metal of the cage doesn't matter). I also wrote the mod for a long time ago, maybe I removed it, but cages definitely dropped out before. But you can break an empty cage if you can't catch the animal. The chance to catch and the chance to break are indicated in the description of the cage, you can also increase the chance of catching a certain animal if you use its bait Well luckily I found a deep sinkhole crossing like 5 copper veins, so it just solved itself anyway :3 Link to comment Share on other sites More sharing options...
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