LeashMe Nursery
A Nursery Beacon build piece that gathers tamed young animals of one species. Standalone: works with or without LeashMe.
Version: 0.1.0
Languages: English and German.
Building and food
- Build the Nursery Beacon (category Misc, 1 corewood and 5 iron, forge nearby).
- Put in adult food of one species: one food item gives one place. Only one food type per beacon; to switch, empty it completely.
- The food is never eaten. Taking food out releases the most recently assigned places first.
- An empty beacon attracts nothing. Without a filled beacon, young animals behave like vanilla.
Food per species (maximum animals, movement radius, pickup radius):
- Piglets (20, 5 m, 30 m): blueberries, carrots, onions, raspberries, red mushrooms, turnips
- Wolf cubs (20, 5 m, 30 m): raw meat, deer meat, lox meat, neck tail, raw fish, chicken meat, sausages
- Chicks (20, 5 m, 30 m): carrot seeds, turnip seeds, onion seeds, beech seeds, birch seeds, dandelion, NO BARLEY
- Lox calves (10, 10 m, 45 m): barley, cloudberries, flax
- Asksvin hatchlings (10, 10 m, 35 m): smoke puff, vineberry cluster, fiddlehead
- Moose calves (10, 10 m, 35 m): lingonberries
Moving in
- Tamed young animals within the pickup radius (horizontal) look for a matching beacon about every 2 s. Terrain height does not matter: young animals on a raised breeding platform walk down if there is a way.
- An animal only sets off after the beacon has confirmed a place for it, so a beacon is never overbooked. It picks the nearest reachable beacon with a free place and keeps it, even if another one is built closer later. A beacon without a path there is skipped for 10 s.
- The animal walks to the beacon with the game's pathfinding, then wanders within the movement radius. The area is the ground below the basket, up to 6 m lower, so the basket can sit on a pillar or post.
- If the way gets blocked during the trip, the animal gives up its place.
- While someone has the beacon open, no new places are assigned. Travelling animals pause and check again every 30 s.
- Danger comes first: animals flee as usual. The beacon is not a cage. They return to the beacon when peace is restored.
- When an animal grows up, its place is freed and the adult behaves like vanilla. It does not move out of the beacon area on its own.
- Vanilla breeding limits still apply: animals near your breeding adults count against their limit. For boar, wolf, lox and moose these are the young and the grown-ups; for hens and asksvin the eggs and the grown-ups (hatched young do not count). Keep your breeding adults outside the beacon's middle circle (see below); inside it, animals at the beacon may count, depending on where they stand. Move the grown-ups out later. Eggs stay where they are laid; the beacon only gathers hatched young (see Eggs).
Eggs (hens, asksvin)
These are vanilla breeding and hatching rules; the mod does not change them. They only help you place the beacon.
- Eggs lying within 10 m of a breeding hen or asksvin count against its limit (10, including the adults). Eggs in your inventory or a chest do not count, so pick them up.
- Hatch them in a separate spot more than 10 m away from the breeding adults. Hen eggs need a fire nearby and a roof, asksvin eggs only a fire nearby. They hatch after 30 minutes while the area is loaded.
- Build the beacon within pickup range of that spot (hens 30 m, asksvin 35 m). Hatched chicks and asksvin hatchlings do not count for breeding, so the hatching spot may be inside the middle circle; only the grown-ups at the beacon must stay away from the breeding adults.
Hover and beams
- Hovering over a beacon with food shows its used places / capacity and three circles for the species in it:
- outer: pickup area, young animals inside it are attracted
- middle: keep your breeding adults outside, so the animals at the beacon never count against their breeding limit
- inner: movement radius of the young at the beacon
- N while looking at the beacon keeps its circles visible for 15 s, also when you walk away, so you can check where your breeding adults stand.
- Shift+E at the beacon shows beams to all animals with a place for 10 s, including those still on their way. Only you see them.
- Hovering over a young animal with a place shows a beam from the beacon to the animal.
Saving
- Beacon and food are saved with the world.
- A young animal remembers its beacon. After loading or a restart it asks there again first (no pickup radius limit). For 60 s the beacon holds as many places as were taken before, so other animals cannot grab them.
- Uninstalling the mod: young animals behave like vanilla. Beacons disappear but stay in the save with their food and come back when you reinstall.
Enclosures
- Young animals walk to the beacon with the game's own pathfinding. The entrance of a fenced enclosure must be passable for that animal, otherwise it is not attracted. Lox calves need a gap of a little more than 2 m and no step or threshold higher than 0.3 m.
LeashMe
LeashMe Nursery is part of the LeashMe family. The main mod LeashMe adds:
- Leash: lead all tamed animals, even through water and portals (with size restrictions)
- Hitching posts: tie animals up so they stay put while you are away
- Map markers: automatic and manual paw markers for tamed animals
Download: Nexus, Hexium, Thunderstore
Requirements
- BepInExPack for Valheim
- Jotunn, the Valheim Library
Installation
Mod manager: install LeashMe Nursery.
Manual: copy LeashMe.Nursery.dll into <Valheim>/BepInEx/plugins.
Server and all clients need LeashMe Nursery in compatible versions.
Changelog
- 0.1.0 – First release.