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Troubleshooting
Check the goal table first. This is the answer far more often than the behaviour's own conditions:
/tamekind goals
It prints the live goal selector for the nearest animal, including vanilla's goals and other mods', and flags every same-priority collision. A goal at a strictly lower priority holding MOVE wins every time, so a Tamekind behaviour sitting below it will never get to move the animal.
Then check the animal itself:
/tamekind dump
That reports level-of-detail, herd size, alpha, sentinel, isolation, temperament, trust, danger, condition, scale and the rest.
Common causes, in the order worth checking:
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The animal is opted out. Leashed, mounted, named, breeding and tamed animals keep their vanilla AI by design.
dumpshows this. -
Level-of-detail. Most behaviours only run at
FULL, which means near a player./tamekind listshows the breakdown nearby. -
The subsystem is off. Check
/tamekind configand the active profile. -
A tag is empty. A
TagKeywith no datapack file resolves to an empty tag silently, and the behaviour it drives stops applying to anything.
Fixed in 0.2.0. Earlier versions played the generic hurt sound as an alert cue, so walking up to a herd sounded like the animals were being damaged. Nothing was. They now use their own voice, pitched up.
If you are on 0.2.0 or later and still hear it, debugLogs=true will name the real damage source:
[Tamekind] DAMAGE cow#123 amount=2.00 type=mob attacker=wolf scale=1.180 hp=8.0/10.0
Note that wolves genuinely hunt sheep, chickens and rabbits now. That is the predator food web working, not a bug. A tamed wolf will never hunt its owner's livestock.
Fixed in 0.2.0. The alpha's size bonus was re-evaluated every two seconds with no hysteresis, and because herd membership shifts as animals graze, the bonus flickered on and off.
/tamekind dump reports scaleBase, scaleFinal and modifiers. A steady gap between base and final is normal, since babies and alphas carry modifiers. A gap that keeps moving is not.
Stampede knockback only applies to a panicking herd above minStampedeHerdSize, and it skips babies and any animal opted out of Tamekind movement. Crop trampling is off by default (stampedeCropDamageEnabled).
If animals are leaving an enclosure, the likely cause is panic escape scoring picking a position outside it. Raise panicRadius awareness or set panicEnabled=false for a fully static farm.
/tamekind list shows how many nearby animals are at each level-of-detail. If most are FULL on a big farm, lower fullAiRange.
The most expensive moment in the mod is the start of rain, when shelter scanning runs herd-wide at once. shelterSearchRadius is the knob; it scales cubically, so small reductions help a lot.
config/tamekind.properties
debugLogs=true
Then /tamekind reload. No restart needed. This logs the goal table with every collision once per config load, narrates alpha handovers with the resulting scale, and names the source of every hit an animal takes.
The useful bundle is:
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/tamekind dumpfor the animal involved -
/tamekind goalsif a behaviour never fires - The
[Tamekind]log lines withdebugLogs=true - Your mod list, if another AI mod is installed