This was written in response to a comment. I'm using files extracted by RABCDAsm; JPEXS will be different.
Refer to the Object Table to see what animal/vehicle corresponds to which value.
File: Presets.asasm
This is the baseline for the Lintu Camp, likely the first town where you'll encounter animals or vehicles. The transportation/livestock section of the Merchant has been bolded for better visibility.
pushstring "name" pushshort 1613 pushstring "x" pushshort -9930 pushstring "y" pushshort -1700 pushstring "population" pushbyte 91 pushstring "obligatoryPeople" newarray 0 pushstring "allowsSlaves" pushfalse pushstring "animalPrices" pushdouble 0.4 pushstring "locations" pushstring "x" pushshort 327 pushstring "y" pushshort 147 pushstring "category" pushbyte 3 pushstring "symbol" pushbyte 14 pushstring "character" pushbyte 7 pushstring "name" pushbyte 1 pushstring "visible" pushtrue newobject 7 pushstring "x" pushshort 395 pushstring "y" pushshort 132 pushstring "category" pushbyte 1 pushstring "subCategory" pushbyte 1 pushstring "symbol" pushbyte 16 pushstring "visible" pushtrue pushstring "name" pushshort 1663 pushstring "margin" pushdouble 0.5 newobject 8 pushstring "x" pushshort 327 pushstring "y" pushshort 147 pushstring "category" pushbyte 2 pushstring "subCategory" pushbyte 1 pushstring "symbol" pushbyte 1 pushstring "visible" pushfalse pushstring "name" pushshort 500 pushstring "relPrice" pushdouble 0.9 pushstring "surgeries" newarray 0 newobject 9 pushstring "x" pushshort 327 pushstring "y" pushshort 147 pushstring "category" pushbyte 2 pushstring "subCategory" pushbyte 2 pushstring "symbol" pushbyte 1 pushstring "visible" pushfalse pushstring "name" pushshort 500 pushstring "relPrice" pushdouble 0.8 newobject 8 pushstring "x" pushbyte 117 pushstring "y" pushshort 216 pushstring "category" pushbyte 1 pushstring "subCategory" pushbyte 2 pushstring "symbol" pushbyte 16 pushstring "visible" pushtrue pushstring "name" pushshort 1664 pushstring "margin" pushdouble 0.3 pushstring "assortment" pushstring "item" pushshort 229 pushstring "amount" pushdouble 0.5 newobject 2 pushstring "item" pushshort 137 pushstring "amount" pushdouble 0.5 newobject 2 pushstring "item" pushbyte 2 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 80 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 65 pushstring "amount" pushbyte 5 newobject 2 pushstring "item" pushbyte 3 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 4 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 5 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 6 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 7 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 8 pushstring "amount" pushbyte 6 newobject 2 pushstring "item" pushbyte 9 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 10 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 11 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 12 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 13 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 14 pushstring "amount" pushbyte 2 newobject 2 pushstring "item" pushbyte 25 pushstring "amount" pushbyte 1 newobject 2 pushstring "item" pushbyte 16 pushstring "amount" pushdouble 0.5 newobject 2 pushstring "item" pushbyte 39 pushstring "amount" pushbyte 45 newobject 2 pushstring "item" pushbyte 108 pushstring "amount" pushdouble 0.5 newobject 2 pushstring "item" pushbyte 29 pushstring "amount" pushbyte 2 newobject 2 newarray 22 pushstring "transportAssortment" pushstring "type" pushbyte 1 pushstring "amount" pushbyte 1 newobject 2 pushstring "type" pushbyte 4 pushstring "amount" pushbyte 2 newobject 2 newarray 2 newobject 10 newarray 5 pushstring "specialPrices" pushbyte 45 convert_s pushdouble 1.5 newobject 1 pushstring "industries" pushstring "type" pushbyte 2 pushstring "volume" pushbyte 39 pushstring "forSale" pushfalse newobject 3 pushstring "type" pushbyte 9 pushstring "volume" pushbyte 120 pushstring "forSale" pushfalse newobject 3 pushstring "type" pushbyte 3 pushstring "volume" pushbyte 34 pushstring "forSale" pushfalse newobject 3 newarray 3 pushstring "cantExpandStorage" pushfalse pushstring "storagePrice" pushbyte 100 pushstring "tax" pushdouble 0.01 pushstring "electricityPrice" pushdouble 0.3 pushstring "noticeability" pushshort 500 pushstring "salaryCoefficient" pushdouble 0.5 pushstring "maxAttributes" pushdouble 0.7 pushstring "maxExperience" pushdouble 0.8 pushstring "faction" pushbyte 1 newobject 19
If you want the merchant to sell UMi Alphas but not donkeys, you would change the relevant section to look like this:
pushstring "transportAssortment" pushstring "type" pushbyte 13 pushstring "amount" pushbyte 1 newobject 2 pushstring "type" pushbyte 4 pushstring "amount" pushbyte 2 newobject 2 newarray 2
If you want to leave the donkeys and sacrifice the sheep, you would change it to this:
pushstring "transportAssortment" pushstring "type" pushbyte 1 pushstring "amount" pushbyte 1 newobject 2 pushstring "type" pushbyte 13 pushstring "amount" pushbyte 2 newobject 2 newarray 2
If you want to add UMi Alphas to what the merchant stocks, you would change it to something like this:
pushstring "transportAssortment" pushstring "type" pushbyte 1 pushstring "amount" pushbyte 1 newobject 2 pushstring "type" pushbyte 4 pushstring "amount" pushbyte 2 newobject 2 pushstring "type" pushbyte 13 pushstring "amount" pushbyte 1 newobject 2 newarray 3
Note that newarray's value changed to 3 because you've added a new item to the Merchant's store. If you were to add another animal/vehicle afterward, like an Igelkott, you would change it to newarray 4.