| Name | Realistic Livestock - Ritter version |
| Version | 1.3.2.0 |
| Autor | Ritter |
| Dateiname | FS25_RealisticLivestockRM.zip |
| Größe | 32,36 MB |
| Aktiv | Ja |
| Karte | Nein |
| Beschreibung | Replaces 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. Everything is managed from the RL Menu - a dedicated tabbed interface for browsing, trading, moving, filtering, and automating your herds. 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 1.3.2.0: Heads up before you update: - Treating a disease now costs money. Any animal already part-way through a course starts charging on the next month - Foot & Mouth bills $250 a month across its three months, mastitis $200 and PED $150. - The old per-pen herdsman's leftover settings are cleared out of your save the first time you save after updating. It has not run since v1.3.0.0 and the Herdsman tab in RL Menu replaces it. - The custom Mark Animal and Castrate Animal keybindings are gone, and any custom keys you had set for them are ignored. - An animal already stuck showing "Being treated" after being cured keeps that label until its immunity expires; there is no repair pass. - For mod authors: getAIManager on a Realistic Livestock animal pen is removed with no replacement. Diseases: - Changed the disease signal on animal cards from a red row to status icons, so you can tell an untreated animal from one under treatment and spot a CVM carrier at a glance. - Fixed animals dying from a disease they had just beaten - curing an animal, by treatment or by natural recovery, now reliably saves it. - Fixed cured animals still dying of the same disease all through the months they were meant to be immune - almost no chicken used to survive avian flu, even after recovering from it. - Fixed every treatment curing after a single month regardless of the disease - Foot & Mouth now runs the full three-month course its treatment is meant to take. - Fixed animals that had recovered from a disease, and CVM carriers, still being listed as diseased - they now group, sort and filter as healthy, so the Diseased Animals list only shows animals that are actually sick. - Fixed recovered animals still spreading the disease they beat, so outbreaks now burn out instead of running for the whole immunity window. - Fixed a sick animal not passing its disease on during the month it recovered or died - the month an infection ended counted as if the animal had never been contagious. - Fixed the Immune label counting up from when the animal caught the disease instead of counting down the protection it has left. - Fixed the cured notification arriving a year or two late - it now appears on the month the animal actually recovers, instead of when its immunity runs out. - Fixed a treatment you stopped part-way reading as Not treated, so the status now agrees with the months left and the Resume button. - Fixed disease treatment being free - the fee is now taken from your farm balance and shown as a cost, where it used to appear as income and never leave your account. - Fixed a newly infected animal reporting its infection age as "-1 years, 11 months" in the info box until the next month began. It now reads 0 months. - Fixed the Diseases button being usable by farm members without the Trade Animals permission - starting a treatment commits the farm to a recurring per-animal fee, so it now follows the same permission as the other animal actions. - Fixed diseases never reaching other players in multiplayer - a client saw whatever the herd looked like when they joined, so an animal falling ill, being cured, or coming out of immunity went unnoticed until something unrelated happened in that pen. Health and treatment now update as they happen. - Fixed an animal the server had just cured reading as "Being treated" on other players' screens when treatment was toggled. The animal screen and the per-pen herdsman: - Changed every route into the animal screen to open the RL Menu, including ones other mods trigger - some previously opened the old screen and others did nothing at all. - Stopped replacing the base game's hand-tool sorting on the statistics screen - Realistic Livestock had been overriding it with code that behaved like the base game's, so nothing changes on that screen, but the mod no longer overwrites other mods that adjust it. - Removed the old animal management screen for good. Browsing and managing animals is unchanged - the RL Menu already handled all of it. In the rare case another mod opens the animal screen in a way the RL Menu cannot take over, you now see the standard Farming Simulator screen instead of the old Realistic Livestock one. - Removed the old per-pen herdsman, the automation you used to set up on a single animal pen - it has not run since v1.3.0.0, the Herdsman tab in RL Menu replaces it, and its leftover settings are cleared out of your save the first time you save after updating. - Removed the leftover Mark Animal and Castrate Animal keybindings - they had stopped doing anything, and any custom keys you had set for them are simply ignored now. - Removed the getAIManager function that other mods could call on a Realistic Livestock animal pen, with no replacement, because the per-pen herdsman it handed back no longer exists. - Fixed being stranded on the old animal screen with no way out - not even Escape - when another mod opened the animal screen in a way Realistic Livestock could not take over. The RL Menu now opens as intended in that case. - Fixed the R shortcut being listed as "Open Animal Screen" in the Controls settings, naming a screen that no longer exists - it now reads "Manage Animals" in every language, matching the button it triggers. Translations: - Added Spanish as a new language, covering the menus, filters, herdsman, settings, messages and in-game help - it arrives as one of the most complete translations the mod ships (contributed by zarvaoo_16). - Completed the Dutch translation - the many menu, filter, herdsman, settings and message strings that were still showing in English are now translated (contributed by Nozem1982). - Completed the Ukrainian translation - the menus, filters, herdsman, settings, messages and in-game help were still largely in English (contributed by Kalderone Daniil_ua). - Completed the Czech translation - the menus, filters, herdsman, settings, messages and in-game help were still largely in English, and the insemination straw is now named as such rather than as bedding straw (contributed by Mapolap). - Fixed the herdsman labels in thirteen languages still carrying wording retired two releases ago - among them a budget field that read as a share of herd value when it actually sets a share of your farm money. Documentation: - Updated the disease guide's survival tables to match the new post-recovery rules - a cured animal faces no further risk from the disease it beat until its immunity lapses. 1.3.1.0: Heads up before you update: Things that affect existing saves: - Dealer animal genetics follow a natural bell curve now. An "Extremely good" animal drops from roughly one in 25 to under one in 200, and "Very bad" ones from about one in 20 to about one in 160. Existing dealer stock is untouched and converges to the new curve as the dealer restocks. - Saved genetics filters and herdsman goals keep their stored 0-99 thresholds but now cover a different share of dealer stock. A filter like "overall genetics at least 90" goes from a few percent of the dealer's animals to well under one percent. If a saved filter suddenly returns nothing at the dealer, lower its threshold. - Changing "Dealer Animal Quality" discards the current dealer stock and restocks with new animals. Added: - Added "Choose Animals For Sale" in RL Menu > Settings > General - pick which animals and age groups the animal dealer offers, and the dealer restocks to match. Admins can change it in multiplayer, and every player's dealer updates to match. - Added "Dealer Animal Quality" in RL Menu > Settings > General - choose whether the animal dealer stocks Budget, Standard or Premium animals. Budget stock is weaker and cheaper; Premium stock is stronger and costs more. Changing it discards the current dealer stock and restocks with new animals, and it does not affect the AI animals used for insemination. Admin only in multiplayer. - Added "Horse Care" as a Herdsman task - it exercises and grooms the horses in a chosen horse pen every day so their Daily Riding and Cleanliness stay up and they hold their sale value, charging a wage for every horse it looks after. - Added a "Select Section" control to "Choose Animals For Sale" - the S key, or its button, ticks or unticks just the animal group you are on and leaves the rest of the list alone. - Added a note on each Herdsman task setting that is required but empty, or that holds a number outside its allowed range, so a task that will not run now tells you which field to repair instead of showing the same neutral prompt as a setting you simply have not filled in yet. Changed: - Changed animal dealer quality to follow a natural bell curve instead of piling animals up at the best and worst extremes. Most dealer animals are middling: an "Extremely good" one drops from roughly one in 25 to under one in 200, "Very bad" ones from about one in 20 to about one in 160, and an animal's traits now sit closer to each other. Existing dealer stock is untouched and converges to the new curve as the dealer restocks. - Changed what saved genetics filters and herdsman goals match - they keep their stored 0-99 thresholds but now cover a different share of dealer stock because of that curve change, so a filter like "overall genetics at least 90" goes from a few percent of the dealer's animals to well under one percent. If a saved filter suddenly returns nothing at the dealer, lower its threshold. - Changed the Herdsman task editor to put the task's on/off switch at the bottom of its settings instead of near the top - you fill in the job, filter and pens first and switch the task on last. - Changed Space in "Choose Animals For Sale" to tick or untick the whole list at once instead of only the group you were on, matching every other multi-select list in the mod. Fixed: - Fixed the animal dealer's poorest stock lingering forever on established saves - listings now rotate off the shelf after at most two in-game days. - Fixed a Herdsman task keeping a filter its new job cannot use when you change the Operation - the filter and any now-unsuitable pens are cleared, so the task can be repaired instead of being stuck with a filter the picker will not offer. - Fixed a change to an already-enabled Herdsman task being thrown away when it left the task incomplete - the task is now switched off for you and keeps your change, ready to finish and switch back on. - Fixed saved filters and herdsman rules being lost (and overwritten on the next save) when loading a save that has no Realistic Livestock animal data. Translations: - Fixed stray characters that had been shipping in ten of the translation files. Documentation: - Added user-guide coverage for the two new dealer controls and the Herdsman's Horse Care task, plus a FAQ entry on why a pen can show only one animal in husbandry. - Fixed the user guide still listing a Shift + T keybind for the visual-animals control - that key was removed when the control moved into RL Menu > Settings > General. Compatibility: - Listed the Sheep Breeds Pack for RLRM alongside the Cow Breeds Pack as a supported animal pack. 1.3.0.1: - Improved the saved-filter editor - comparison operators now read as plain English ("is at least", "is one of", "does not contain", ...) in the Compare dropdown and each condition row, instead of programmer symbols. - Fixed the saved-filter editor showing the Gender, Breed, and Name fields as raw internal names in the field picker and condition rows. 1.3.0.0: Heads up before you update: Things that affect existing saves: - The old herdsman automation no longer runs. Set up your automation again in the new Herdsman menu. - The old animal screen is removed: your pens, on-foot dealers, the R key, and trailer-to-butcher deliveries all open the new RL Menu now. - All mod settings moved into the RL Menu's Settings tab; the in-game Settings page is now a single button that opens it. - Breeding ages were adjusted (goats from 8 months, horse stallions from 24, hens stop hatching by ~5 years, roosters retire at 6), so existing herds breed on a slightly different schedule. - The "max visible animals" control moved to RL Menu > Settings > General (the Shift+T key was removed). New livestock menu: - Added the RL Menu as the mod's main animal-management interface - a standalone tabbed menu. - Added opening it from anywhere with your own key (default Right Shift + O, set in Controls), plus from your pens, on-foot dealers, the R key, and trailers. - Added memory of your selected pen and animal as you switch tabs, with the husbandry list sorted alphabetically. - Added status icons on every animal card - pregnancy, recovering, infertile or castrated, lactating, producing wool, and laying eggs. - Added a Manage tab - animal list with a detail pane (pedigree, genetics, diseases, inputs and outputs) plus per-animal actions: Mark, Monitor, Rename, Diseases, Inseminate, Castrate. Genetics shown as a 0-99 score next to each trait. - Added a Messages tab - chronological feed with single and bulk delete. - Added a Move tab - move animals between pens or deliver them to a butcher, one or many at a time; a feed-runway estimate shows how many months the current feed lasts. - Added a Sell tab with a shopping-cart summary (count, price, fee, total). - Added a Buy tab - browse dealer animals with per-row prices and a running cart total; buy one or many via a destination picker. - Added an AI tab - browse dealer bulls by species, pick a straw quantity with live price preview, favourite bulls, and buy straws without leaving the menu. - Added Saveable Filters - build reusable filters in-game (Settings > Filters) on age, gender, pregnancy, lactation, genetics, subtype, weight, health, marks, and name; multi-value "in / not in" via a Select Values dialog; cross-species matching when Animal type = ANY. - Added F on the Manage/Buy/Sell/Move tabs to cycle filters (shown as a chip), with a per-filter "Show on" axis (All / Owned herd / Dealer) to keep the cycle tidy, and one-click saving of the current Quick Filter as a reusable filter. - Added a Settings tab - all mod settings now live here instead of on the in-game settings page, including a new "Animal Country of Origin" setting that chooses the country new animals are registered in (ear tags, identifiers). New animals only. - Added trailer handling in the menu - move animals between a pen and a parked trailer, buy into or sell from a trailer at the dealer, and load or unload horses from a standalone trailer out in the world. - Added a Herdsman tab - create, duplicate, and delete named automation tasks; each runs one action (sell, buy, castrate, naming, AI insemination, or move) on the animals matched by a saved filter across the pens you choose. A move task can target a butcher (Extended Production Point); animals outside its age range are skipped and reported. - Added a task editor - name, enable or disable, per-action options (animals per day, budget, naming convention, AI semen choice), and a choice to mark matching animals for review or perform the action outright, with per-row help tooltips. - Added automatic day-change task runs, server-side, in order (sell, buy, castrate, naming, AI, move), respecting each task's cap, budget, and the destination's free space; a herdsman wage applies per farm. The herdsman reports what it did in the Messages tab (folded into daily counts when message summary mode is on). - Added server-authoritative multiplayer for everything in the new menu - it syncs to all players, open menus refresh live, and late-joining players receive the full filter and rule set. - Added new user guides for Saved Filters and Herdsman automation, and made the user guide site downloadable as a PDF. Multiplayer fixes: - Fixed husbandry log messages (animal buy/sell/move, births, deaths, and daily summaries) appearing only after rejoining instead of live for connected players. - Fixed inseminating a female from the menu silently doing nothing on dedicated servers and clients (no pregnancy, and a straw was wasted); straw counts now stay in sync across all players. - Fixed a mother's post-birth recovery appearing stuck as "recovering" instead of counting down live, which had wrongly blocked inseminating her again until a relog. - Fixed rapidly triggering two animal trades of the same kind (buy, sell, or move) risking the wrong animals or leaving the menu stuck - trades now run one at a time with a "trade in progress" notice and timeout recovery. - Fixed animals from a DLC that is installed but not active in the session being loaded, which showed them as the wrong breed or gender, or corrupted them when bought, for players without the DLC. Fixed: - Fixed cows on Hof Bergmann v1.4 cow pastures not producing milk (all cow breeds produce milk cans again). - Fixed the pen feed forecast under-estimating the months-of-feed range at higher days-per-month settings - it now reflects the real days of feed remaining. - Fixed a declined semen purchase (e.g. not enough money) using up dealer spawn space, so repeated declined attempts can no longer eventually make valid purchases fail with a "no space" message. - Fixed an FPS stutter when switching the active implement (G) - the animal-visibility settings dialog now loads once per session instead of on every switch. - Fixed pressing Esc in an animal pen's menu opened from the in-game menu (Animals page) closing straight to the game instead of returning to the in-game menu. Compatibility: - Documented that the LSFM Animal Transport Pack's animal herding/driving feature does not work with RLRM (it opens the animal screen through the pack's custom transport object, which the new menu does not recognise); the rest of the pack is unaffected. Hof Bergmann bundles this pack - see the mod-compatibility guide. 1.2.6.0: Added: - Added trailer loading and unloading at a pen - walk up to a parked livestock trailer to move animals between the pen and the trailer. - Added trailer buying and selling at the dealer - with a trailer present, the Buy tab buys animals straight into the trailer and the Sell tab sells straight from it. - Added standalone trailer handling out in the world - walk up to a parked trailer to load loose horses into it and unload them back out. - Added a Herdsman tab in the RL Menu - create, duplicate, and delete named automation tasks. Each task runs one action (sell, buy, castrate, naming, AI insemination, or move) on the animals matched by one of your saved filters, across the pens you choose. - Added a herdsman task editor - set a name, enable or disable the task, configure its options (animals per day, budget, naming convention, AI semen choice), and choose whether the task marks matching animals for review or performs the action outright. Per-row help tooltips explain each option. - Added filter and target-pen pickers inside the task editor - the filter list is scoped to the task's action (buy draws from the dealer pool; sell, castrate, and AI from your own herd) and the pen list to the filter's animal type. A task needs a filter and at least one pen to be enabled, so incomplete drafts can be saved disabled. - Added automatic day-change task runs, server-side, in order (sell, buy, castrate, naming, AI, move), respecting each task's animal cap, budget, and the destination pen's free space. A herdsman wage is deducted per farm. - Added day-change notifications - the herdsman posts the same per-pen messages the legacy herdsman did (sold, bought, castrated, named, inseminated, moved, or "marked for ..."), folded into daily counts when message summary mode is on. - Added an orange banner warning when a pen still has the legacy herdsman enabled - the menu-based tasks run alongside the legacy per-pen herdsman, not instead of it, so avoid running both for the same pen or actions and wages get applied twice. - Added multiplayer sync for herdsman tasks - create / edit / delete sync to all players and an open menu refreshes live; the day-change actions replicate to clients, including on dedicated servers. Changed: - Changed livestock trailers to load and unload in the RL Menu instead of the legacy animal screen. - Changed trailer transfers to run server-side through the same events the legacy screen used, so they sync to all players, including on dedicated servers. Fixed: - Fixed goats showing wool instead of milk production in the animal genetics overview, across the RL Menu, the legacy info dialog, and the on-foot look-at panel. - Fixed pregnancies not tracking each animal's configured gestation period closely, especially at higher days-per-period settings where they previously ran too long (contributed by borondy). - Fixed young animals maturing far too fast at higher days-per-period settings - they now grow to full size over their proper age range (contributed by borondy). - Fixed settings changed in the RL Menu (Settings > General) not syncing to the server in multiplayer - they now persist across save/reload and update live for other players, where previously these changes were silently lost on dedicated servers. - Hardened against a possible crash when a mod or game code path looked up a missing (nil) text label - the lookup now falls back safely instead of stopping the game, and logs a warning. Translations: - Fixed the Danish herdsman sell tooltip to show the specific sell age again instead of a vaguer phrasing that dropped it. - Added French translations for the new herdsman task editor, filter editor, daily-summary, mod-compatibility, and saved-filter strings that were still showing in English (contributed by squall39). - Fixed the German animal-move confirmation showing a leftover price that the other languages never displayed. - Updated Italian with a native-speaker refresh across the menu, settings, and help text, plus the herdsman move strings that were still showing in English (contributed by FirenzeIT). - Added Turkish translations for the many menu, herdsman, settings, and message strings that were still showing in English (contributed by Cyber-Syntax). - Changed new filter and herdsman labels to fall back to English instead of showing raw text codes in languages that have not translated them yet. Compatibility: - Changed FS25_AnimalFoodCalculator to a blocking conflict instead of a dismissible warning - it breaks RLRM's animal feeding and milk/egg/wool output, so the game stops and prompts a restart to disable it. |
| Fehler | 2 |
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File count per store item too high. 390 found (max. 128) | |