Enhanced Animal System v2.1.0.0 LS22 Changelog 2.1.0.0:
1.) Feature: Sheep and goats are now divided into individual breeds (The male ram and goat are lost in the update).
2.) Feature: Swiss cows are back.
3.) Change: The health of the animals decreases only after 12 hours of overcrowding.
4.) Bugfix: If other animals than cows, pigs, sheep, horses, and chickens are already installed on a map, only these will be overwritten. All others remain and are loaded from the map.
5.) Bugfix: Animals can now become older than 60 months.
6.) Bugfix: Horses can be ridden again.
7.) Bugfix: Animals no longer change their texture at long distances. Changelog 2.0.0.0:
1.) New feature: Multiple new animal visuals (Thanks to Farmer Andy for approvals).
2.) New feature (point 5.): Animal offspring can be male or female.
3.) Bugfix: When you take young animals from the husbandry with the trailer, the menu did not update.
4.) Bugfix: You could select more animals than the husbandry holds in the menu.
5.) Bugfix: Synchronization improved.
6.) Bugfix: Fixed a bug that could cause animals to disappear when they enter a stable. Changelog 1.1.0.0:
1.) New feature (point 4.) where animals can be removed at 0% health.
2.) Bugfix: If no value for the overcrowding in the husbandry is entered, it came to errors when saving.
3.) Bugfix: The current state of the overcrowding should now also be synchronized in multiplayer. This script adjusts four points:
1. animals no longer get only one animal as offspring, but specifically many for the respective animal species (with scattering).
2. stables can be overcrowded by the offspring, but this has an effect on the health of the animals. Alternatively, animals that no longer fit in the barn can be sold directly. This can be set in the animal menu.
3. animals that are too old will be removed randomly
4. animals with 0% health will be removed
5. animals offspring can be male or female More detailed explanation:
To 1.)
By default, the following values are set for offspring. Cows:
0 animals -> probability with 1%
1 animal -> probability with 98
2 animals -> probability with 1% Pigs:
8 animals -> probability with 20%
9 animals -> probability with 20%
10 animals -> probability with 20%
11 animals -> probability with 20%
12 animals -> probability with 20% Sheep:
0 animals -> probability with 1%
1 animal -> probability with 59
2 animals -> probability with 30%
3 animals -> probability with 10% Horses:
0 animals -> probability with 1%
1 animal -> probability with 98%
2 animals -> probability with 1% Chickens:
9 animals -> probability with 20%
10 animals -> probability with 20%
11 animals -> probability with 20%
12 animals -> probability with 20%
13 animals -> probability with 20% To 2.)
There are two modes that can be set in the stable menu. Mode 1.)
If a stable is full and new animals are born, these are sold directly. Here the normal animal price from the game/map is taken minus 25% transport costs. It is important to note that chickens are worth 0€ if they have just been born. Mode 2.)
Allow overcrowding in a barn. This is possible by default up to 100%. This means a stable with 100 places can take 200 animals. However, this is only possible through births and not through the purchase of new animals! This mode is intended the fact that one can distribute the new animals then even in other stables. If a stable should have overcrowding, this has effects on the health of the animals. Health decreases depending on the overcrowding, every hour if the barn is overcrowded for more than 12 hours. This goes from 0 to 5%. This means if a minimum overcrowding is present only the health stagnates. In the worst case it decreases by 5% per hour. If there is also a lack of food, the health can drop even more. To 3.)
Old animals will be removed with a probability of 5%. This is calculated once per month when the animal reaches its maximum age. The default values are set as follows. Cows 300 months or 25 years
Pigs 180 months or 15 years
Sheep 144 months or 12 years
Horses 360 months or 30 years
Chickens 180 months or 15 years To 4.)
Animals with 0% health can be removed if this setting is enabled in the menu. To 5.)
The animals can now have male or female offspring. The probability of which sex it will be is 50:50. Important hints:
– Chickens now produce manure if the coop itself has manure.
– Female Horses will be resettet with Update 2.1.0.0.
– Goats produce goat milk and not wool. For this, however, the barn must have goat milk obstructed (Instruction included: GoatMilkInstruction.txt) or use the sheep barns with goat milk support from T4xs (Modname: FS22_husbandryGoatMilk).
– If modders do not want to have their Animals xml overwritten, they can now add the key doNotOverwriteAnimals to their Animal xml of the map. 增强型动物系统v2.1.0.0 LS22。 ChangeLog 2.1.0.0: 1)。 特点:绵羊和山羊现在被划分为单独的品种(公绵羊和山羊在更新中丢失)。 2.)。 特点:瑞士奶牛回来了。 3.)。 变化:只有在过度拥挤12小时后,动物的健康才会下降。 4.)。 修正:如果地图上已经安装了牛、猪、羊、马和鸡以外的其他动物,只有这些动物会被覆盖。 所有其他部分将保留并从地图中加载。 5.)。 修正:动物现在可以长到60个月以上。 6.)。 修正:马又可以骑马了。 7.)。 修正:动物不再在远距离改变它们的纹理。 ChangeLog 2.0.0.0: 1)。 新功能:多个新的动物视觉效果(感谢农夫安迪的批准)。 2.)。 新特点(第五点):动物后代可以是雄性也可以是雌性。 3.)。 修正:当你用拖车从畜牧场带走小动物时,菜单没有更新。 4.)。 修正:你可以在菜单上选择比畜牧业持有的更多的动物。 5.)。 修复:改进了同步。 6.)。 修正:修正了一个当动物进入马厩时可能会导致它们消失的错误。 ChangeLog 1.1.0.0: 1)。 新功能(第4点。)。 在那里,动物可以在0%健康的情况下被移走。 2.)。 错误修复:如果没有输入畜牧业过度拥挤的值,则在保存时出错。 3.)。 修正:当前过度拥挤的状态现在也应该在多人游戏中同步。 此脚本调整四个点: 1.动物不再只得到一只动物作为后代,而是特别为各自的动物物种(分散)得到许多动物。 2.后代可能会挤满马厩,但这会影响动物的健康。 或者,不再适合谷仓的动物可以直接出售。 这可以在动物菜单中设置。 3.年龄过大的动物将被随机移走。 4.健康状况为0%的动物将被移走。 5.动物后代可以是公的也可以是母的。 更详细的解释: 设置为1。)。 默认情况下,为子代设置下列值。 奶牛: 0只动物->概率为1%。 1只动物->概率为98。 2只动物->概率为1%。 猪: 8只动物->概率为20%。 9只动物->概率为20%。 10只动物->概率为20%。 11只动物->概率为20%。 12只动物->概率为20%。 绵羊: 0只动物->概率为1%。 1只动物->概率为59。 2只动物->概率为30%。 3只动物->概率为10%。 马匹: 0只动物->概率为1%。 1只动物->概率为98%。 2只动物->概率为1%。 鸡: 9只动物->概率为20%。 10只动物->概率为20%。 11只动物->概率为20%。 12只动物->概率为20%。 13只动物->概率为20%。 设置为2。)。 在稳定菜单中可以设置两种模式。 模式1。)。 如果马厩满了,新的动物出生了,这些动物就会直接出售。 在这里,游戏/地图上的正常动物价格是减去25%的运输成本。 值得注意的是,如果鸡刚出生,它们的价值是0欧元。 模式2。)。 允许在谷仓里过度拥挤。 默认情况下,最高可达100%。 这意味着一个有100个座位的马厩可以容纳200只动物。 然而,这只有可能通过出生,而不是通过购买新的动物! 这种模式的目的是让人们可以分发新的动物,甚至可以在其他马厩里分发。 如果马厩过度拥挤,就会影响动物的健康。 健康下降取决于过度拥挤,如果谷仓过度拥挤超过12小时,则每小时一次。 这是从0%到5%。 这意味着,如果存在最低程度的过度拥挤,只有健康状况会停滞不前。 在最坏的情况下,每小时下降5%。 如果同样缺乏食物,健康状况可能会下降得更多。 至3。)。 老动物将以5%的概率被移走。 当动物达到最大年龄时,这是每月一次的计算。 缺省值设置如下。 奶牛300个月或25年。 猪180个月或15年。 绵羊144个月或12岁。 马360个月或30年。 鸡180个月或15年。 至4。)。 如果在菜单中启用此设置,则可以删除健康程度为0%的动物。 至5。)。 这些动物现在可以生雄性或雌性后代。 选择哪一种性别的概率是50:50。 重要提示: -如果鸡舍本身有粪便,鸡现在就会产生粪便。 -母马将被重新设置为更新2.1.0.0。 -山羊生产羊奶,而不是羊毛。 然而,要做到这一点,牛舍必须有羊奶障碍(说明书包括:GoatMilkInstruction.txt),或者使用带有T4xs羊奶支持的羊奶牛舍(模块名称:FS22_hubandryGoatMilk)。 -如果建模者不想让他们的Animals XML被覆盖,他们现在可以将键doNotOverWriteAnimals添加到他们的地图的Animal XML中。
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