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'''Domestication''' is the concept of animals | '''Domestication''' is the concept of animals losing fear of and aggressiveness towards players over generations. | ||
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Vintage Story includes a number of game mechanics that allow the domestication of some of the animals that roam the world. To domesticate animals, players must capture at least one male and one female so that offspring can be bred in a place where these animals don't have a chance of being hunted and killed by predators. The animals behavior changes after multiple generations - you can't change aggressiveness and fear of a specific animal, only their offspring will be less fearful and | Vintage Story includes a number of game mechanics that allow the domestication of some of the animals that roam the world. To domesticate animals, players must capture at least one male and one female so that offspring can be bred in a place where these animals don't have a chance of being hunted and killed by predators. The animals behavior changes after multiple generations - you can't change aggressiveness and fear of a specific animal, only their offspring will be less fearful and aggressive towards the player. Even after reaching high generations, {{ll|boar|boar}} and {{ll|bighorn sheep|bighorn sheep}} will still become aggressive when attacked. | ||
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Only the mother's heritage matters | Only the mother's heritage matters; the father is not considered when checking for the offspring's generation. This means, if you have a female gen3 and a male gen4, the offspring will always be gen4, as the offspring will always be one generation higher than the mother. | ||
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''' After 1 generation:''' | ''' After 1 generation:''' | ||
* Animals can be {{Using|pet}}. Petting causes the animal to stand peacefully. | * Animals can be {{Using|pet}}. Petting causes the animal to stand peacefully. <br> | ||
''' After 3 generations:''' | ''' After 3 generations:''' | ||
* Animals can be {{Using|killed}} | * Animals can be {{Using|killed}} in one hit with the {{ll|cleaver|cleaver}}.<br> | ||
''' After 10 generations:''' | ''' After 10 generations:''' | ||
* Sleeping | * Sleeping animals will no longer wake when a player approaches. | ||
* Aggressive animals will become neutral, i.e. only attack when | * Aggressive animals will become neutral, i.e. only attack when provoked. | ||
* Animals will no longer run away from the player. | * Animals will no longer run away from the player. | ||
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For testing purposes, there is a command which the player can use to change the generation of livestock:<br> | For testing purposes, there is a command which the player can use to change the generation of livestock:<br> | ||
<code>/debug setgen [number]</code> - with number being the generation the player wants the animal to be. | Version 1.18.15 and previous:<code>/debug setgen [number]</code> - with number being the generation the player wants the animal to be. | ||
Version 1.19rc8: <code>/entity cmd l[] setgen [number]</code> while looking at the animal. | |||
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===Capturing Wild Animals=== | === Capturing Wild Animals === | ||
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For capturing wild animals, | For capturing wild animals, three different methods can be employed: | ||
# '''Craft:''' Create a Reed basket trap and bait it. Small animals might enter the trap. The player then has a window of time to transport the captured animal to an enclosure and release it before it dies inside the basket. | |||
# '''Active:''' Provoke the boar or bighorn sheep with a weak attack. In return, the animal will try to attack the player. If the player then runs away from them, they will follow for a short distance. This behavior can be used to guide them into carefully prepared animal pens. If you encounter a group of animals together, try only antagonizing the males, as the females will automatically follow their male counterpart. Wild hens will always try to flee from the player, while wild roosters will occasionally try to attack; again, use this to your advantage by chasing them into a pen. | # '''Active:''' Provoke the boar or bighorn sheep with a weak attack. In return, the animal will try to attack the player. If the player then runs away from them, they will follow for a short distance. This behavior can be used to guide them into carefully prepared animal pens. If you encounter a group of animals together, try only antagonizing the males, as the females will automatically follow their male counterpart. Wild hens will always try to flee from the player, while wild roosters will occasionally try to attack; again, use this to your advantage by chasing them into a pen. | ||
# '''Passive:''' In an area nearby the animals to capture, dig a pit at least 2 blocks deep and place a {{ll|Trough|trough}} with food portions in it. Wait for the animals to fall into the pit trap, and convert the pit into the animal pen. Players can also chase wild chickens into this pit trap. | # '''Passive:''' In an area nearby the animals to capture, dig a pit at least 2 blocks deep and place a {{ll|Trough|trough}} with food portions in it. Wait for the animals to fall into the pit trap, and convert the pit into the animal pen. Players can also chase wild chickens into this pit trap. | ||
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===Moving Domesticated Animals=== | === Moving Domesticated Animals === | ||
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{{ll| | {{ll|Pig|Pigs}} eat animal feed placed in a {{ll|Trough|large trough}}. Once the sows are ready to mate, they need to eat 10 portions before they can become pregnant. After a pregnancy of 25 ingame days, sows bear litters of multiple piglets (4-6) at a time, so be sure the pen is large enough to accommodate a "pigsplosion", which may occur when breeding multiple females simultaneously. Piglets take 158 hours to grow up, with a chance of 75% to be female and 25% to be male. Sows will have 6-11 days of "cooldown" time before they can breed again.<br> | ||
Note that boars (and sometimes sows) will attack players when in close range but will become passive after 10 generations. | Note that boars (and sometimes sows) will attack players when in close range but will become passive after 10 generations. | ||
When piglets are nearby, boars and sows that were peaceful during pregnancy will become aggressive. | |||
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{{ll|Sheep| | {{ll|Sheep|Sheep}} eat animal feed placed in a {{ll|Trough|large trough}}. Troughs hold portions of dry grass or grains and sheep will consume either grass or grain. When the {{BlockInfo}} says ewes are ready to mate, they need to eat 10 portions of food from a large trough. After a pregnancy time of 20 days, ewes bear one lamb at a time, chances for male or female are 50/50. Lambs take 336 hours to grow up, and the ewes will need 4-11 days break before they are ready to breed again.<br> | ||
Note that male sheep (and sometimes the females) always attack players when in close range, but they will stop doing so after 10 generations of breeding. | Note that male sheep (and sometimes the females) always attack players when in close range, but they will stop doing so after 10 generations of breeding. | ||
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=== Goats === | |||
Goats eat from a large trough. | |||
Unlike sheep, goats are safe from random bear attacks. | |||
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The milk can either be consumed directly when taken from the bucket with a bowl, or used in a barrel to make {{ll|cheese|cheese}}. | The milk can either be consumed directly when taken from the bucket with a bowl, or used in a barrel to make {{ll|cheese|cheese}}. | ||
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Female goats can be milked after giving birth. | |||
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{{ll|Bees|Bees}} cannot be domesticated, but the art of {{ll|beekeeping|beekeeping}} can help them be put in a 'controlled environment' as to be able to harvest their produce without having to kill them all off. | {{ll|Bees|Bees}} cannot be domesticated, but the art of {{ll|beekeeping|beekeeping}} can help them be put in a 'controlled environment' as to be able to harvest their produce without having to kill them all off. | ||
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Goats (and other species in the goat family, such as musk ox) behave in most respects like sheep: they can be bred and females can milked after giving birth. | |||
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Deer (and other species in the goat family, such as moose) will eat from troughs but not become pregnant after 10 portions, even with a male nearby. | |||
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* The ability to transport small animals in baskets was added in version 1.19.0-pre.1: "Animal catching: Domesticated animals can be picked up with a basket." [https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/ Official Devlog] According to the teaser image, the captured animal will die within a day if not released. Apparently, a populated basket occupies a backpack slot, like a populated skep does (that is, replaces a backpack rather than fits inside one). | * The ability to transport small animals in baskets was added in version 1.19.0-pre.1: "Animal catching: Domesticated animals can be picked up with a basket." [https://www.vintagestory.at/blog.html/news/v1190-pre1-dejank-redux-r367/ Official Devlog] According to the teaser image, the captured animal will die within a day if not released. Apparently, a populated basket occupies a backpack slot, like a populated skep does (that is, replaces a backpack rather than fits inside one). | ||
* Prior to version 1.19, wild boars and sows were passive unless provoked, even when piglets were nearby. | |||
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== Notes == | |||
* Females try to stay near males, and babies try to stay near adult females. Occasionally they will start running to close the gap. | |||
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== Gallery == | |||
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== See also == | |||
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== References == | |||
<references /> | |||
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{{Game navbox}} | {{Game navbox}} | ||
[[Category:Guides{{#translation:}}]] | [[Category:Guides{{#translation:}}]] |