Chicken Coop

Oxide Chicken Coop 1.2.1

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Features

  • Craft and build coops to house your chickens.
  • Upgrade and unlock new sections of your coop.
  • Paint your coop any color you like.
  • Feed your chickens and keep them healthy.
  • Collect eggs from your chickens.
  • Hatch new chickens and expand your chicken population through breeding.
  • Tame wild chickens and bring them into your coop.
  • Raise chickens from hatchling to adult.
  • Pick up and carry chickens wherever you want.
  • Chickens come in two genders and can breed.
  • See detailed stats for each chicken in an intuitive UI.
  • Get your chickens to dance on command.
  • Collect dung from your chickens to use as fertilizer.
  • Fully reworked chicken AI, making chickens smarter and more lifelike in every way.

Permissions

  • chickencoop.give - Allows giving a chicken coop to players.
  • chickencoop.craft - Allows crafting a chicken coop.
  • chickencoop.chicken - Allows spawning chickens near players.

Commands

  • coop.craft (Chat) - Allows players to craft a chicken coop if they have the required resources.
  • coop.give [player] (Console) - Gives a chicken coop to the specified player. If no player is provided, the coop is given to the command issuer. Can be used by other plugins, such as shop plugins, to give coops as rewards or purchases.
  • chicken.spawn [player] (Console) - Spawns a chicken near the specified player. If no player is provided, it spawns near the command issuer.
  • chicken.dance [numberOfCircles] [chickensInCircle1] [chickensInCircle2] ... [chickensInCircleN] (Console) - Spawns chickens in circle formations. You can specify the number of circles and the number of chickens in each circle. This is an admin-only command used for fun or event purposes. Example: chicken.dance 2 10 15 would create two circles with 10 chickens in the first circle and 15 in the second.

Chicken Ai States

  • Idle
    The Idle State is when the chicken is simply doing nothing. It’s not eating, sleeping, or interacting with anything. Chickens enter this state when no other activity is required at the moment.
    • When it enters: When the chicken has no immediate tasks to perform.
    • What happens: The chicken remains stationary and doesn’t engage with anything.
    • When it exits: If the chicken gets hungry, needs to switch yards, or spots a player with seeds, it will leave the idle state.
  • Roam
    The Roam State is when chickens wander around aimlessly. They explore the area within a specific radius, pausing periodically before moving to a new location.
    • When it enters: After idle or completing other activities like eating or sleeping.
    • What happens: The chicken moves randomly within a configurable radius, stopping occasionally before moving again.
    • When it exits: If the chicken needs to eat, sleep, or engage in other tasks, it exits the roam state.
  • Eat
    The Eat State is when the chicken actively searches for food. This state is triggered when the chicken’s calorie levels drop below a certain threshold.
    • When it enters: When the chicken gets hungry and needs to replenish calories.
    • What happens: The chicken looks for food within a specified radius (like corn or pumpkins). It will move toward and eat the food if found.
    • When it exits: Once the chicken’s calorie levels are replenished or if it can’t find food after a few attempts, it will exit the eat state.
  • Switch Yard
    The Switch Yard State is when chickens move between different yard areas within the coop.
    • When it enters: When it’s time for the chicken to change locations, either from the inner to outer yard or vice versa.
    • What happens: The chicken moves to the designated new yard, navigating any obstacles in between.
    • When it exits: Once the chicken has successfully reached the new yard, it exits this state and may transition to roam or another behavior.
  • Chase
    The Chase State occurs when the chicken pursues a player who is holding seeds. This makes chickens follow players around the map if they are holding specific food items.
    • When it enters: Triggered when a player nearby is holding seeds or a similar food item.
    • What happens: The chicken follows the player for a set duration or until the player drops the item or switches to something else.
    • When it exits: Once the time expires or the player no longer holds seeds, the chicken will return to roaming or another state.
  • Sleep
    The Sleep State occurs at night or when the chicken needs to recover its health. Chickens regenerate health while in this state.
    • When it enters: Triggered at night or when the chicken is exhausted and needs to rest.
    • What happens: The chicken stops all movement and enters a sleeping pose. During sleep, the chicken gradually regenerates health.
    • When it exits: The chicken wakes up at sunrise or when its health has sufficiently recovered.
  • Nest
    In the Nest State, female chickens settle in nesting areas to lay eggs, consuming calories and hydration for egg production.
    • When it enters: Triggered when the chicken finds a nesting area and is ready to lay eggs.
    • What happens: The chicken stays in the nest and lays eggs over a period. The frequency and type of eggs (e.g., gold, silver) depend on the settings you configure.
    • When it exits: Once the chicken has laid the eggs, it leaves the nest and returns to its regular activities.
  • Breed
    The Breed State allows chickens to mate and produce new chickens. This only happens if two chickens of opposite genders are nearby and meet specific criteria.
    • When it enters: Triggered when two chickens of opposite genders are close to each other and are at the right life stage.
    • What happens: The chickens approach each other, and after a brief mating period, a new chicken is produced.
    • When it exits: After mating, the chickens return to roaming or other states, and a cooldown timer is applied before they can breed again.
  • Navigate Home
    The Navigate Home State is used when the chicken needs to return to its coop, typically at night or when in danger.
    • When it enters: Triggered when the chicken must return to its coop or home area.
    • What happens: The chicken navigates through different yards or obstacles until it reaches the home zone.
    • When it exits: Once the chicken reaches its home area, it either switches to a sleep state or continues roaming.
  • Leave Home
    In the Leave Home State, the chicken exits its coop and begins roaming or performing other behaviors outside the coop.
    • When it enters: Triggered in the morning or when it’s time for the chicken to explore outside the coop.
    • What happens: The chicken moves through the coop’s exit and starts roaming outside.
    • When it exits: Once the chicken has successfully left the coop, it enters roam or another state based on its current needs.
  • Dance
    The Dance State is a purely decorative state. Chickens will perform a dance in a circular pattern for a set duration.
    • When it enters: Triggered randomly or under specific conditions.
    • What happens: The chicken moves in a circular motion, performing what looks like a dance.
    • When it exits: Once the dance is over or interrupted, the chicken returns to its idle or roam state.

Taming Wild Chickens

  1. Start by luring wild chickens using specific seeds like pumpkins or corn, as they cannot be carried directly.
  2. Once lured, the chicken will chase the player for a limited time.
  3. Lead the chicken into any yard of the coop—whether outer or inner—to begin the taming process.
  4. The chicken is tamed once it enters the yard and officially becomes part of the coop.
  5. After taming, the chicken will follow coop rules, such as roaming the yard and returning to the coop at night.
  6. Once tamed, the chicken will stay within the coop and can no longer leave

Unlockable Areas

Players can expand and improve their chicken coop by opening new sections, providing access to more features and capabilities.
  1. Nesting Areas
    Nesting areas provide designated spots for chickens to lay their eggs, with space for up to three chickens. Eggs laid in these areas are automatically stored in the stash located at the back.
  2. Seeder Areas
    Seeders act as automated planting systems. When seeds are placed inside, the coop automatically distributes them across the yards, ensuring the chickens are fed without requiring manual planting.

Coop Restrictions

  • Building
    Players cannot build, upgrade, or place deployables within the building-blocked zone around the chicken coop. Any attempts to do so will be blocked.
  • Invulnerability
    The coop itself is immune to damage, although chickens can still be harmed.

Configuration

JSON:
{
  "Version": "1.0.0",
  "Sunrise Hour": 7.5,
  "Sunset Hour": 18.5,
  "Save Interval Seconds": 300.0,
  "Resources Required To Craft Chicken Coop": [
    {
      "Short Name": "wood",
      "Amount": 2500,
      "Skin Id": 0
    },
    {
      "Short Name": "metal.fragments",
      "Amount": 2000,
      "Skin Id": 0
    },
    {
      "Short Name": "metal.refined",
      "Amount": 200,
      "Skin Id": 0
    },
    {
      "Short Name": "cloth",
      "Amount": 200,
      "Skin Id": 0
    }
  ],
  "Wild Chicken Spawn": {
    "Delay Between Spawn Cycles Seconds": 900.0,
    "Closest Distance From Player To Search For Spawn Point": 5.0,
    "Furthest Distance From Player To Search For Spawn Point": 10.0,
    "Number Of Tries To Find Valid Spawn Point": 5
  },
  "Seeder": {
    "Time Interval Between Planting Cycles Seconds": 300.0,
    "Should Seeds Be Fully Grown On Planting": true,
    "Plantable Seed Prefabs": {
      "seed.pumpkin": "assets/prefabs/plants/pumpkin/pumpkin.entity.prefab",
      "seed.corn": "assets/prefabs/plants/corn/corn.entity.prefab",
      "seed.potato": "assets/prefabs/plants/potato/potato.entity.prefab",
      "seed.hemp": "assets/prefabs/plants/hemp/hemp.entity.prefab"
    }
  },
  "Age": {
    "Hatchling Stage Duration Seconds": 600.0,
    "Teen Stage Duration Seconds": 1800.0,
    "Adult Stage Duration Seconds": 3600.0
  },
  "Nest": {
    "Water Consumed Per Egg": 10,
    "Calories Consumed Per Egg": 10,
    "Time Before Next Egg Can Be Laid Seconds": 600.0,
    "Bronze Egg Laying Probability": 5,
    "Silver Egg Laying Probability": 25,
    "Gold Egg Laying Probability": 70
  },
  "Sleep": {
    "Health Regeneration Amount": 1.0,
    "Time Between Health Regenerations Seconds": 60.0
  },
  "Breeding": {
    "Duration Of Lovemaking Seconds": 5.0,
    "Number Of Times Chicken Can Breed": 1,
    "Health Required For Breeding": 25.0,
    "Time Between Breeding Attempts Seconds": 10.0,
    "Cooldown Before Chicken Can Reenter Breed State Seconds": 30.0
  },
  "Chase": {
    "Chase Duration Seconds": 30.0,
    "Time Spent Waiting At Player Before Chase Ends Seconds": 5.0,
    "Cooldown Before Chicken Can Reenter Chase State Seconds": 15.0,
    "Seeds That Attract Chicken": [
      "seed.pumpkin",
      "seed.corn",
      "seed.potato"
    ]
  },
  "Switch Yard": {
    "Time Between Yard Switches Seconds": 20.0,
    "Time To Wait After Switching Yard Seconds": 3.0
  },
  "Roam": {
    "Pause Duration Upon Arrival Seconds": 1.5,
    "Default Roam Radius": 5.0
  },
  "Navigate Home": {
    "Delay Before Chickens Return To Coop After Button Press Seconds": 5.0,
    "Time To Wait After Entering Home Seconds": 5.0
  },
  "Leave Home": {
    "Delay Before Chickens Exit Coop After Door Opens Seconds": 5.0
  },
  "Eat": {
    "Tries To Find Food": 3,
    "Default Search Radius For Nearby Food ": 10.0,
    "Time Delay Between Food Searches Seconds": 3.0,
    "Cooldown Before Chicken Can Reenter Eat State Seconds": 5.0
  },
  "Dance": {
    "Dance Duration Seconds": 300.0
  },
  "Calorie": {
    "Health Reduction For Critical Energy Level": 1.0,
    "Calorie Points": 100,
    "Decrease Amount Over Time": 2,
    "Decrease Amount During Sleep": 1,
    "Update Interval Seconds": 60.0
  },
  "Hydration": {
    "Slow Chicken Due To Hydration": true,
    "Hydration Points": 100,
    "Decrease Amount Over Time": 2,
    "Decrease Amount During Sleep": 1,
    "Update Interval Seconds": 120.0
  },
  "Dung": {
    "Amount Of Accumulated Dung Needed To Produce": 3
  },
  "Food Properties": {
    "pumpkin.entity": {
      "Priority": 1,
      "Healing": 10.0,
      "Calories": 30,
      "Hydration": 30,
      "Dung Production": 1
    },
    "corn.entity": {
      "Priority": 2,
      "Healing": 5.0,
      "Calories": 10,
      "Hydration": 10,
      "Dung Production": 1
    },
    "potato.entity": {
      "Priority": 3,
      "Healing": 5.0,
      "Calories": 5,
      "Hydration": 5,
      "Dung Production": 1
    }
  },
  "Unlockable Areas": {
    "SeederLeft": {
      "Items": [
        {
          "Short Name": "cloth",
          "Amount": 30,
          "Skin Id": 0
        },
        {
          "Short Name": "rope",
          "Amount": 3,
          "Skin Id": 0
        }
      ]
    },
    "SeederRight": {
      "Items": [
        {
          "Short Name": "cloth",
          "Amount": 30,
          "Skin Id": 0
        },
        {
          "Short Name": "rope",
          "Amount": 3,
          "Skin Id": 0
        }
      ]
    },
    "NestingLeft": {
      "Items": [
        {
          "Short Name": "wood",
          "Amount": 250,
          "Skin Id": 0
        },
        {
          "Short Name": "metal.fragments",
          "Amount": 50,
          "Skin Id": 0
        },
        {
          "Short Name": "rope",
          "Amount": 10,
          "Skin Id": 0
        },
        {
          "Short Name": "leather",
          "Amount": 30,
          "Skin Id": 0
        },
        {
          "Short Name": "sign.post.town",
          "Amount": 1,
          "Skin Id": 0
        }
      ]
    },
    "NestingRight": {
      "Items": [
        {
          "Short Name": "wood",
          "Amount": 250,
          "Skin Id": 0
        },
        {
          "Short Name": "metal.fragments",
          "Amount": 50,
          "Skin Id": 0
        },
        {
          "Short Name": "rope",
          "Amount": 10,
          "Skin Id": 0
        },
        {
          "Short Name": "leather",
          "Amount": 30,
          "Skin Id": 0
        },
        {
          "Short Name": "sign.post.town",
          "Amount": 1,
          "Skin Id": 0
        }
      ]
    },
    "NestingCenter": {
      "Items": [
        {
          "Short Name": "wood",
          "Amount": 250,
          "Skin Id": 0
        },
        {
          "Short Name": "metal.fragments",
          "Amount": 50,
          "Skin Id": 0
        },
        {
          "Short Name": "rope",
          "Amount": 10,
          "Skin Id": 0
        },
        {
          "Short Name": "leather",
          "Amount": 30,
          "Skin Id": 0
        },
        {
          "Short Name": "sign.post.town",
          "Amount": 1,
          "Skin Id": 0
        }
      ]
    }
  }
}
  • Sunrise Hour - The in-game time (hour) when the sun rises. Chickens will wake up and resume activities such as roaming and eating.
  • Sunset Hour - The in-game time (hour) when the sun sets. This marks when chickens will stop roaming and start heading to the coop to sleep. At this time, seeders will pause planting until the next sunrise.
  • Save Interval Seconds - Determines how often a backup is made, including the position and rotation of each coop, unlocked areas, and chickens stats, such as gender, age, health, calories, hydration, and the number of eggs laid.
  • Resources Required To Craft Chicken Coop- A list of resources needed to craft the chicken coop. Each resource configuration includes:
    • Short Name - The short name of the resource.
    • Amount - The quantity of the resource required.
    • Skin Id - The skin Id used for the resource, if applicable.
  • Wild Chicken Spawn- Settings related to the spawning of wild chickens near players.
    • Delay Between Spawn Cycles Seconds - The time interval before starting a new round of checking all players for potential wild chicken spawn locations. Once all players are checked, this delay occurs before the next full cycle begins.
    • Closest Distance From Player To Search For Spawn Point - The minimum distance (in meters) from a player within which a spawn point for wild chickens can be found.
    • Furthest Distance From Player To Search For Spawn Point - The maximum distance (in meters) from a player within which a spawn point for wild chickens can be found.
    • Number Of Tries To Find Valid Spawn Point - The number of attempts to find a valid spot for spawning chickens near the player.
  • Seeder- Settings related to seed planting.
    • Time Interval Between Planting Cycles Seconds - How often seeds are planted.
    • Should Seeds Be Fully Grown On Planting - If enabled, seeds will be planted as fully grown plants instead of starting from a small seedling.
    • Plantable Seed Prefabs - Specifies the types of seeds that can be planted, along with the paths to the corresponding plant prefabs used for each seed.
  • Age- Settings related to the duration of each life stage of a chicken.
    • Hatchling Stage Duration Seconds - The amount of time a chicken remains in the hatchling stage before growing into a teen.
    • Teen Stage Duration Seconds - The duration for which a chicken stays in the teen stage before transitioning to adulthood.
    • Adult Stage Duration Seconds - The time chickens spend in the adult stage. Chickens can begin breeding and laying eggs from this stage onward.
  • Nest- Settings related to egg-laying requirements.
    • Water Consumed Per Egg - The amount of water a chicken needs to lay one egg.
    • Calories Consumed Per Egg - The amount of calories a chicken consumes to lay one egg.
    • Time Before Next Egg Can Be Laid Seconds - The minimum waiting time after an egg is laid before the chicken can lay another egg.
    • Bronze Egg Laying Probability - The percentage chance of a chicken laying a bronze egg.
    • Silver Egg Laying Probability - The percentage chance of a chicken laying a silver egg.
    • Gold Egg Laying Probability - The percentage chance of a chicken laying a gold egg.
      Important: The total probability for bronze, silver, and gold eggs must add up to 100. This ensures that every laid egg falls into one of these categories.
  • Sleep- Settings related to health regeneration during sleep.
    • Health Regeneration Amount - The amount of health regenerated.
    • Time Between Health Regenerations Seconds - Defines how often, in seconds, health regeneration occurs during sleep.
  • Breeding- Settings related to the process and conditions for breeding.
    • Duration Of Lovemaking Seconds - The time the breeding process lasts when two chickens mate.
    • Number Of Times Chicken Can Breed - The maximum number of times a chicken can breed in its entire lifetime. Once this limit is reached, the chicken will no longer be able to breed.
    • Health Required For Breeding - The minimum health a chicken must have to be eligible for breeding. If a chicken’s health falls below this threshold, it will not be able to initiate the breeding process.
    • Cooldown Before Chicken Can Reenter Breed State Seconds - The waiting period after breeding before the chicken can attempt to breed again. This cooldown ensures a pause between breeding attempts.
  • Chase- Settings related to how long and under what conditions chickens chase players.
    • Chase Duration Seconds - The maximum amount of time a chicken will chase a player. After this duration, the chase will automatically end.
    • Time Spent Waiting At Player Before Chase Ends Seconds - Once the chicken reaches the player, it will wait nearby for this amount of time before ending the chase.
    • Seeds That Attract Chicken - A list of specific seed items that lure chickens toward the player. When a player holds any of these seeds, chickens will be attracted and start chasing them.
  • Switch Yard- Settings related to chickens switching between different yards.
    • Time Between Yard Switches Seconds - The amount of time a chicken must wait between switching from one yard to another.
    • Time To Wait After Switching Yard Seconds - The waiting time after a yard switch before the chicken can perform another action.
  • Roam- Settings related to chickens wandering within a specific area.
    • Pause Duration Upon Arrival Seconds - The time (in seconds) chickens will stop and rest after reaching their roaming destination before choosing a new spot to move toward.
    • Default Roam Radius - The distance (in meters) around a chicken's current position within which it will roam freely. This applies when a chicken is not in a designated yard, such as with wild chickens.
  • Navigate Home- Settings related to how chickens behave when returning to the coop.
    • Delay Before Chickens Return To Coop After Button Press Seconds - The waiting time after the button is pressed before chickens begin making their way back to the coop.
    • Time To Wait After Entering Home Seconds - The time chickens will remain idle after they enter the coop before resuming their usual activities or behavior.
  • Leave Home- Settings related to chickens leaving the coop after the door opens.
    • Delay Before Chickens Exit Coop After Door Opens Seconds - The waiting period after the coop door opens before chickens start leaving the coop to roam outside.
  • Eat- Settings related to how chickens search for and consume food.
    • Tries To Find Food - The number of attempts a chicken will make to find food before giving up.
    • Default Search Radius For Nearby Food - The distance (in meters) around the chicken within which it will look for food.
    • Cooldown Before Chicken Can Reenter Eat State Seconds - The time delay before a chicken can try to eat again after finishing a previous eating attempt.
  • Dance- Settings related to chickens performing their dance behavior.
    • Dance Duration Seconds - The length of time a chicken will spend dancing.
  • Calorie- Settings related to chicken energy and calorie depletion.
    • Health Reduction For Critical Energy Level - The amount of health a chicken loses when its calorie level drops to a critical point. This defines how much health is lost due to severe calorie deficiency.
    • Calorie Points - The total number of calories a chicken can store.
    • Decrease Amount Over Time - The rate at which a chicken’s calories naturally decrease over time.
  • Hydration- Settings related to chicken hydration and thirst.
    • Slow Chicken Due To Hydration - If enabled, chickens will slow down when their hydration level falls to a critically low point.
    • Hydration Points - The total number of hydration points a chicken can have.
  • Dung- Settings related to dung production and accumulation.
    • Amount Of Accumulated Dung Needed To Produce - The amount of dung (in units) that must build up before the chicken drops them all at once.
  • Food Properties- Defines how different food items affect chickens when consumed. Each food item has several attributes that determine its impact on the chicken's health, energy, and other factors.
    • Priority - Determines the order in which chickens prefer to eat certain foods. Lower numbers indicate higher priority.
    • Healing - The amount of health a chicken recovers after consuming the food.
    • Calories - The number of calories restored to the chicken’s energy levels after eating.
    • Hydration - The amount of hydration a chicken gains from the food.
    • Dung Production - The number of dung units produced after a chicken consumes the food.
  • Unlockable Areas- Lists the items required to unlock different sections of the coop.
    • SeederLeft/SeederRight - Lists the materials required to unlock the left and right seeder areas, enabling seed planting.
    • NestingLeft/NestingRight/NestingCenter - Lists the items required to unlock the left, right, and center nesting areas, allowing chickens to lay eggs in those sections.

Stored Data

Coops and the chickens inside them are backed up and restored whenever the server restarts or the plugin is reloaded. The data will also reset automatically when the map is wiped.
JSON:
{
  "Chicken Coops": [
    {
      "Position": {
        "x": -7.957489,
        "y": 18.5000019,
        "z": -24.3105469
      },
      "Rotation": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      }
      "Unlocked Areas": [
        "NestingLeft",
        "SeederRight"
        ],
      "Chickens": [
        {
          "Gender": "Female",
          "Eggs Laid": 5,
          "Age": 200.0,
          "Health": 80,
          "Calories": 50,
          "Hydration": 60
        },
        {
          "Gender": "Male",
          "Eggs Laid": 0,
          "Age": 180.0,
          "Health": 100,
          "Calories": 90,
          "Hydration": 85
        }
      ]
    }
  ]
}

Localization

JSON:
{
  "NoPermission": "You don't have permission to use this command.",
  "NotEnoughResources": "You do not have enough resources to craft the Chicken Coop. You're missing:\n{0}",
  "CoopCrafted": "You have successfully crafted a Chicken Coop.",
  "CoopGiven": "A Chicken Coop has been given to {0}.",
  "ChickenSpawned": "A chicken has been spawned for {0}.",
  "InvalidTarget": "No valid target player found.",
  "CoopBuilt": "You have successfully placed a Chicken Coop!",
  "CannotBuildInCoopArea": "Building is not allowed within the Chicken Coop area.",
  "CoopInvulnerable": "The Chicken Coop is invulnerable and cannot be damaged.",
  "ChickensReturningToCoop": "The chickens are returning to the coop.",
  "ChickensLeavingCoop": "The chickens are leaving the coop to explore and forage in the yard."
}
Author
VisEntities
Downloads
9
Type
Digital product
License duration
Unlimited
Price
35.00 USD
First release
Last update

Ratings

0.00 star(s) 0 reviews

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Latest updates

  1. 1.2.1

    Fixed NullReferenceException in chicken.spawn console command. Note: Please reset your language...
  2. 1.2.0

    Items in seeders are now saved and restored on server restart. Fixed an issue where multiple...
  3. 1.1.0

    Configurable zone opacity.
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