Enhanced Animal System v2.0 FS22
Enhanced Animal System v2.0 FS22
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.
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 which 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%. 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 for the fact that one can distribute the new animals then even in other stables. If a stable should have an overcrowding, this has effects on the health of the animals. The health decreases in dependence of the overcrowding every hour. This goes from 0 to 5%. 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.
Small hint:
Cow Swiss will be removed.
Chickens now produce manure if the coop itself has manure.
Goats produce milk and not wool. For this, however, the barn must have wool obstructed. (Instruction included: GoatMilkInstruction.txt)
Credits: Farmer_Andy Thanks a lot for animal visuals!
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.
Chissel
your 2.0 update completely screwed my animals up. It has cost me so much money in the game and not to mention my time now fixing the situation where I have lost animals. Considering the time I had already invested. Shame on you for putting out a mod that screws someone’s game up so terribly. Next time try testing it!!!!!!! You took a good mod and destroyed it along with my game! I will now not trust any mod you put out in the future. This mod has been removed and rated 0!
Enhanced Animal System it’s not working how can that help
Excellent Mod, however the 2.0 while adding even more, seems to have a bug with Horses. First all my horses were gone after the upgrade, playing on Fruhling, just had 3 horses, but after update had None. Also issue where if you mount a horses after purchasing more the screen goes black and you have to use debug to quit.
After testing with Just Fruhling map found still deletes horses and when you mount a horse screen goes black must debug quit.
Tested same on base map elm creek same issues.
Should probably label as new save game required for the upgrade.
2023-04-07 21:47 Error: loadVehicle can only load existing store items, no store item for xml filename ‘C:/xxxxx/FS22_EnhancedAnimalSystem/animals/domesticated/horse/horse.xml’
2023-04-07 21:47 LUA call stack:
dataS/scripts/utils/VehicleLoadingUtil.lua (49) : printCallstack
dataS/scripts/animals/husbandry/placeables/PlaceableHusbandryAnimals.lua (659) : loadVehicle
dataS/scripts/player/statemachine/PlayerStateAnimalRide.lua (69) : startRiding
dataS/scripts/gui/hud/HUD.lua (930) : callbackFunc
dataS/scripts/gui/base/TweenSequence.lua (206) : callback
dataS/scripts/gui/base/TweenSequence.lua (168) : updateCallbacks
dataS/scripts/gui/hud/HUD.lua (854) : update
dataS/scripts/BaseMission.lua (1187) : update
dataS/scripts/FSBaseMission.lua (1985) : update
dataS/scripts/missions/mission00.lua (577) : update
dataS/scripts/main.lua (1257) : update
2023-04-07 21:47 Console command: quit
2023-04-07 21:47 quit = true