Mod

NameRealistic Livestock - Ritter version
Version1.2.3.0
AutorRitter
DateinameFS25_RealisticLivestockRM.zip
Größe31,67 MB
AktivJa
KarteNein
BeschreibungReplaces FS25's simple animal clusters with individually tracked animals - each with unique genetics, breeding, diseases, and production traits. A maintained version of Arrow-kb's Realistic Livestock mod. Every animal is tracked separately with its own identity, genetic makeup, health status, and production output. Genetics are inherited through breeding, diseases can spread and require treatment, and production is driven by each animal's individual traits. This is a maintained version of the original Realistic Livestock mod by Arrow-kb, who has discontinued development. The goal is to keep the mod working, fix bugs, and make improvements where needed. Notes: - Based on Arrow-kb's Realistic Livestock mod (v1.2.0.5), released under GPL-3 license - Savegame data from Arrow-kb's original version is automatically migrated on first load - Font Library mod is no longer required - Incompatible with FS25_EnhancedLivestock, FS25_MoreVisualAnimals, and FS25_EnhancedAnimalSystem Documentation: https://rittermod.github.io/FS25_RealisticLivestockRM Source code and issue tracker: https://github.com/rittermod/FS25_RealisticLivestockRM Changelog 1.2.3.0: Added: - Non-blocking startup warning for known-trouble mods: dismissible dialog at game start with a link to the new Mod Compatibility reference page; hard-conflict mods are unchanged. - Breeding Reference page in the user guide: per-breed table of female and male breeding ages, gestation, and peak litter sizes across all base species. - Support-log diagnostics for lag triage and bug reports: per-pen timing summaries for day-change/cluster-update/visual-update/buy operations, an `rlDumpSettings` console command, and a one-time startup dump of active RL settings (set log level to DEBUG to see timing detail). Improved: - Bulk animal operations (move, sell, buy, AI sell) and multiplayer sync of reproduction/death cycles: large herds no longer freeze the game; clients receive a single update per affected husbandry instead of one per animal; day-change with simultaneous births collapses to one cluster-update per pen. - Pregnancy food and water consumption now caps at 2x the non-pregnant baseline (previously sows with large litters reached 4-9x during late gestation; cattle and sheep with typical litters are unaffected). Builds on contributor PR #72 - thanks @borondy. Fixed: - Multiplayer hard-conflict dialog now fires on every peer; pure clients connecting to a host with a known-conflict mod are returned to the main menu instead of silently entering a broken session. - Pregnant and lactating cows/goats now actually drink more water - the multiplier was being computed but silently discarded. - Pregnancy state occasionally clearing the pregnant flag inconsistently after an internal cleanup; affected pregnancy sync across multiplayer peers and sale animals at the dealer. - Multiplayer error that left pig and horse pregnancies unsynced to clients (both natural conception and AI-straw insemination would appear to succeed on the host but never replicate to other players). - Multiplayer crash on per-animal load/unload from the trailer animal screen: clicking the single-row load button crashed the client and corrupted the move packet on the server. Multi-select bulk was the only working path until now. - Rabbits on Witcombe never getting pregnant: the Witcombe bridge now ships a fertility-by-age curve for the RABBIT type. - Witcombe Highland Cattle rendering as a small Angus calf at all ages and Witcombe Herefords rendering as Limousin-coloured Angus instead of the white-face Hereford. Witcombe's custom Hereford dealer-menu thumbnails are preserved. - Jersey cows on Witcombe showing the marker spray and monitor collar permanently regardless of actual state; same fix applies to Witcombe-bridge sheep and pig breeds (Texel / Suffolk / Blue-Faced Leicester rams, Gloucestershire Old Spot boar) and Hereford bulls. - Marker tool no longer crashes on Jersey or Highland (added cream and auburn marker colours; unregistered breeds fall back to white). - RL Menu Messages tab not clearing the per-pen unread flag on open; existing saves with stuck unread flags will auto-heal the first time you open the Messages tab. - Redundant "animals changed" notifications firing multiple times per mutation. - User guide accuracy: Witcombe Hereford peak (the value at 18 months is not the peak; the peak is at 24 months), PED disease fatality framing (time-since-infection rather than age-when-infected), and lactation-bonus wording. 1.2.2.0: - Added Witcombe map support: new UK breeds (Jersey, Gloucestershire Old Spot, Texel, Suffolk, Blue Faced Leicester) with full breeding, genetics, and reproduction; rabbits get viable weights, litter sizes, and consumption rates; automatic version-aware compatibility - Hereford on Witcombe now uses a heritage breed profile: 9-month gestation, premium pricing (300/3000), and an 18-month sell-price peak - Info tab genetics now show a 0-99 score next to each label (e.g. "97 - Extremely high") so animals within the same bucket can be compared at a glance - Fixed singleplayer: RL Messages tab now shows "Bought/Sold N animal(s) for €X" entries after buying or selling (previously these entries only appeared in multiplayer) - Fixed potential multiplayer crash when changing monitor, name, or disease treatment on an animal while the husbandry is being sold or demolished - Fixed multiplayer: insemination result notification to clients no longer reports success when the insemination actually failed RL Menu (preview - work in progress): - Added Buy tab: browse dealer animals, see per-row prices and a running cart total, then buy one or many at a time via a destination-picker flow - Added Artificial Insemination tab: browse dealer bulls by species, pick a straw quantity with live price preview, favourite bulls, and buy straws without leaving the menu - Fixed multiplayer: Sell and Info tabs now refresh the farm balance display immediately instead of showing a stale value until the next action
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