Mod

NomRealistic Livestock - Ritter version
Version1.2.6.0
AuteurRitter
Nom du fichierFS25_RealisticLivestockRM.zip
Taille32,19 Mo
ActifOui
CarteNon
DescriptionReplaces 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 1.2.6.0: RL Menu (preview - work in progress): - Livestock trailers now load and unload in the RL Menu instead of the legacy animal screen. - At a pen: walk up to a parked livestock trailer to move animals between the pen and the trailer. - At the dealer: with a trailer present, the Buy tab buys animals straight into the trailer and the Sell tab sells straight from it. - Out in the world: walk up to a standalone parked trailer to load loose horses into it and unload them back out. - Multiplayer: trailer transfers run server-side through the same events the legacy screen used, so they sync to all players, including on dedicated servers. Herdsman automation tasks (preview): - New 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. - 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. - Pick the filter and target pens from inside the 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. - Tasks run automatically on each day-change, 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. - 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. - The menu-based tasks run alongside the legacy per-pen herdsman, not instead of it. An orange banner warns when a pen still has the legacy herdsman enabled - avoid running both for the same pen, or actions and wages get applied twice. - Multiplayer: task create / edit / delete sync to all players and an open menu refreshes live; the day-change actions replicate to clients, including on dedicated servers. Fixed: - Goats now show milk (not wool) production in the animal genetics overview, across the RL Menu, the legacy info dialog, and the on-foot look-at panel. - Pregnancies now track each animal's configured gestation period much more closely, especially at higher days-per-period settings where they previously ran too long (contributed by borondy). - Young animals now grow to full size over their proper age range instead of maturing far too fast at higher days-per-period settings (contributed by borondy). - Multiplayer: settings changed in the RL Menu (Settings -> General) now sync to the server, persist across save/reload, and update live for other players - 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. Compatibility: - FS25_AnimalFoodCalculator is now 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. Translations: - Danish: the herdsman sell tooltip now shows the specific sell age again instead of a vaguer phrasing that dropped it. - French: translated the new herdsman task editor, filter editor, daily-summary, mod-compatibility, and saved-filter strings that were still showing in English (contributed by squall39). - German: the animal-move confirmation no longer shows a leftover price that the other languages never displayed. - Italian: native-speaker refresh across the menu, settings, and help text, plus the herdsman move strings that were still showing in English (contributed by FirenzeIT). - Turkish: filled in the many menu, herdsman, settings, and message strings that were still showing in English (contributed by Cyber-Syntax). - All languages: new filter and herdsman labels now fall back to English instead of showing raw text codes in languages that have not translated them yet. 1.2.5.0: Added: - Mod compatibility bridge: RLRM can now coexist with some foreign mods that overlap its hooks, via per-mod shim files in `mod_support//` (same layout as the map-support bridges). The framework activates automatically when a registered foreign mod is detected; shim files self-disable cleanly when their target mod is absent, with no impact on RLRM-only setups. Improved: - Hereford calves now use the breed-accurate red-and-white coat (adults shipped in 1.2.4.0; UV-layout tip from [MA] BavarianRedneck). Compatibility: - Seasonal Wool Production (Argsy Gaming): RLRM + SWP now coexist without the previous double-production of wool. SWP handles wool as a seasonal event with a single output per sheep per season; per-pen yield matches vanilla SWP based on flock size (mature sheep aged >= 8 months). Trade-off: wool yield does not reflect RLRM per-animal genetics. Documentation: - Hof Bergmann support page + FAQ: the HB bull stable's BULLSPERM trigger stays empty under RLRM (HB models bull sperm as a milk output; RLRM only produces milk for lactating female cows). HB pasture bulls remain decorative. Fixed: - Selling or buying animals via a livestock trailer at the dealer no longer logs `Error in AnimalSellEvent` / `Error in AnimalBuyEvent ... missing method 'addRLMessage'`. The sales themselves always completed. - Multiplayer: animal lists no longer show wrong breeds or species on clients missing a DLC the server has installed (e.g. Highland Cattle rendering as Water Buffalo). Server data was always correct; only the receiving client misrendered. - Multiplayer: player-initiated insemination from non-host clients now propagates to the server and other clients within one network frame (previously applied locally only). - Empty dewars (0 straws remaining) no longer survive save/load or storage round-trip; they self-delete on the server in every code path. Affected saves clean up on next load. - Newborns of the same farm no longer inherit "Children" counts from another species' male with the same identifier (e.g. a Texel ram showing 61 children due to a rooster collision). Existing bogus counts are not auto-cleaned. - AI insemination "not enough money" check now correctly blocks dewar purchases priced above farm balance (both RL Menu AI tab and the legacy R-key flow). - Artificial Insemination dialog: the Inseminate button now enables/disables per selected dewar instead of staying latched to the first row. - Per-visual `canBeBought="false"` on animal sale stages now takes effect at the dealer (previously silently ignored). Packs can restrict a breed to juvenile-only or adult-only sales; default bundle behavior unchanged. - Pen no longer overflows past capacity when multiple pregnancies mature on the same day-change. Existing overcap saves heal gradually via natural deaths or sold animals. - Defensive pregnancy backfill on legacy / orphaned saves now uses the mother's quality for offspring of mothers missing `impregnatedBy.quality`, instead of nil. Normal pregnancies were always correct. - Quick filter dialog no longer silently applies a "Healthy animals only" filter on open + OK; the disease filter now defaults to any. - Quick filter dialog polish: added a title, aligned the scrollbar inside the dialog body, stopped clamping slider ranges to a previously-applied filter, and fixed option rows drifting to the wrong segment or slider thumb after scrolling. Applies to both the new RL Menu and the legacy R-key screen. - Quick filter persistence is now tab-local and shown in the chip ("QF" alone or combined with a saved-filter name); it clears automatically when you leave the tab. - Settings -> General is now admin-only end-to-end. Non-admin players could previously edit most rows; changes would revert or briefly affect the server. RL Menu (preview - work in progress): - Saveable Filters are now editable in-game from Settings -> Filters. All engine field types supported (numeric, boolean, gender, subType, name); multi-value "in" / "not in" via a Select Values dialog; cross-species matching when Animal type = ANY. Out-of-range numeric values are rejected with a visible hint. - Saveable Filters gain a per-screen "Show on" axis (All / Owned-herd / Dealer) so the F-cycle stays uncrowded once you have several filters. - Quick Filter dialog gains a Save filter button that turns the current dialog state into a new saveable filter and opens Settings -> Filters on the new row. Price conditions cannot be saved and are dropped with a warning. - Settings -> Filters: New filter / Duplicate now picks the next free suffix as max existing N + 1, so names no longer collide after deleting earlier-numbered entries. Saved-filter cards now use the dealer-card visual style so more fit on screen. - Multiplayer: filter create / rename / delete now refresh peer Info / Buy / Sell / Move tabs live, no menu reopen needed. - Animal Dealer now opens the new RL Menu (Buy tab) at the shop counter and on walk-up; trailer loading still uses the legacy screen. - Pen Info and Move tabs now estimate feed runway in the "Total Capacity" row: a `(~N-Mm)` range shows how many in-game months the current feed lasts, accounting for lactation, gestation surge, scheduled births, and per-animal metabolism. The capacity bar and text turn red when the runway drops below 2 months. - RL Menu tab and header icons now render at the proper size (previously about half base-game size). Herdsman automation rules (preview - backend groundwork, no in-game UI yet): - Foundation for upcoming saveable Herdsman rules that pair a saved filter with an automated operation (sell, buy, castrate, naming, or AI) across chosen pens. Rules persist across save/load in rm_RlSettings.xml; a corrupt or hand-edited rule record is dropped safely on load. Multiplayer: rule add / edit / delete propagate to all players, and a player who joins mid-session receives the server's full rule set on connect. 1.2.4.0: Added: - Map support: Le Mechet by MA7Studio (https://farming-simulator.com/mod.php?mod_id=357964) - four French cow breeds (Charolaise, Montbeliarde, Simmental, Vosgienne) with bull variants; full breeding, genetics, and reproduction; per-breed pricing, milk curves, and reproduction signatures preserved from the map's source XML. - In-game warning when two map bridges or animal packs replace the same animal type's husbandry. The second one wins and the first one's animals can become invisible (ghost animals); RLRM now shows a dismissible warning at mission start so the cause is visible instead of silent. - Witcombe Park Farm 1.3.0.0 (v4) now loads cleanly with the existing map bridge. Improved: - Hereford adult cow and bull skin updated to a more breed-accurate red-and-white coat. Texture contributed by [MA] BavarianRedneck. - French translation refreshed by community contributor @squall39 (PR #83): native-speaker corrections to existing strings and translations for the new RL Tabbed Menu strings (Messages, Info, Move, Sell, Buy, AI tabs). - User guide cattle milk chart now reconciles with the breed-range table; footnote spells out which factors compose into the table range (chart is the lifetime age envelope; the table folds in lactation-phase factor and genetics multiplier). Fixed: - Finance overview now shows "Medicine" for animal medicine costs instead of the `Missing 'finance_medicine' in l10n_en.xml` fallback. Compatibility: - Le Mechet is NOT compatible with the Cow Breeds Pack for RLRM (FS25_CowBreedsRLRM) unless you use the latest development version of the Cow Breeds Pack - both replace the cow husbandry config and only one can win. Use Le Mechet alone, or pair it with the latest dev Cow Breeds Pack. The new in-game warning will fire if you load both together. - Hereford is removed from the dealer when Le Mechet is the active map. RL Menu (preview - work in progress): - Added saveable animal filters: define filters that match on age, gender, pregnancy, lactation, genetics, subtype, weight, health, marks, and name, nested with AND/OR groups; filters persist across sessions in the savegame. For now filters are authored by hand-editing rm_RlSettings.xml - the in-game editor ships in a future release. - Press F on Info / Buy / Sell / Move tabs to cycle through saved filters; the active filter shows as a chip on the tab. Filter selection is shared across Info / Move / Sell; Buy keeps its own selection per dealer flow. - Multiplayer: filter create / update / delete sync across all connected players (admin or tradeAnimals permission required); late-joining clients receive the full filter set on connect. - Added Settings tab with two subtabs: [General] surfaces the existing RL settings (now editable from both the new menu and the legacy GAME SETTINGS page, reordered into thematic groups - Mortality, Health & Disease, Husbandry & Economy, Custom Animals, Message Log, Display Preferences, Tools & Admin), and [Filters] lists your saved filters (read-only view today; in-game editor in a future release). Toggling a setting on either General page reflects on the other when re-opened. - Added Filter Hand-Crafting reference page in the user guide for power users authoring saveable filters in rm_RlSettings.xml until the in-game editor lands.
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