0 of 0

File information

Last updated

Original upload

Created by

Psiae

Uploaded by

Psiae

Virus scan

Safe to use

Tags for this mod

36 comments

  1. Psiae
    Psiae
    • premium
    • 47 kudos
    Locked
    Sticky
    1.0.1-alpha.1

    (warning) This mod version require UE4SS version v3.0.1-355-gdab5e68

    Changelogs:

    • internal: compile against UE4SS version v3.0.1-355-gdab5e68
  2. mandyoke
    mandyoke
    • member
    • 0 kudos
    I think the mod isnt working.. Breed & Yield events not getting triggered. It was working few days back.. dunno whats the issue. I tried running the console commands and then printed data.. nothing happened before & after.. no change. The events runs properly witout errors but nothing happens.. no change. Also  tried to remove ad reinstall this and later all the mods. Still its same. 
    1. mandyoke
      mandyoke
      • member
      • 0 kudos
      Pls ignore, on the same map on different region, its working.. Weird actually.. but must be some game bug .. There is no delete button for me to delete the previous post. :(... The good news is its working.. 
    2. Psiae
      Psiae
      • premium
      • 47 kudos
      Does the region have the sheep breeding development ?
    3. mandyoke
      mandyoke
      • member
      • 0 kudos
      Yes, I play with freeskills mod... so in the beginning only I enable all Dev points available except those foreign supply carts n wax.
    4. mandyoke
      mandyoke
      • member
      • 0 kudos
      Ahh.. u r rite.. someehow in that region it wasnt enabled.. must be a mis click or something..  just now checked.. my bad.. so sorry for the trouble.
  3. Adamanix
    Adamanix
    • member
    • 1 kudos
    So... Do you NEED the console command mod in order for this to work?
    1. Psiae
      Psiae
      • premium
      • 47 kudos
      no
    2. Adamanix
      Adamanix
      • member
      • 1 kudos
      Thanks for the reply!
  4. Psiae
    Psiae
    • premium
    • 47 kudos
    1.0.0-alpha03

    Maintenance

    This version is compatible with Manor Lords version 0.8.004 .. 0.8.024

    Changelogs:

    • internal: Link asset on startup
    • maintenance: compatibility with game version 0.8.017

    A Big thanks to my patrons for keeping the mods updated

    edit: 0.8.024 is compatible
  5. nfarji
    nfarji
    • member
    • 0 kudos
    The truth is I don't usually like command line mods. But I have to say that the game dynamics generated by your Farming mods are incredible!Excellent mods, congratulations!
  6. Psiae
    Psiae
    • premium
    • 47 kudos
    1.0.0-alpha02

    Important:

    Changelogs:

    • bug_fix: fixed runtime linking error
  7. Psiae
    Psiae
    • premium
    • 47 kudos
    1.0.0-alpha01

    Important:

    Changelogs:

    • internal: migrate code Lua -> Cpp
    • added: common commands
    • changed: yield pool size (3 -> 6)
    • changed: breed amount is now relative to the amount of existing Chicken (1 -> 1 per pair), e.g. if the farm have 10 Chicken then it will get 5 new Chicken on next breed interval
    • changed: excess from breeding can only be recovered if the farm have at least 2 residing family, otherwise discarded.
    • bug_fix: fixed a bug where the mod might randomly stopped working
    • bug_fix: fixed a bug where the mod might crash when loading/unloading save

  8. takilung
    takilung
    • member
    • 0 kudos
    updates when
    1. Psiae
      Psiae
      • premium
      • 47 kudos
      I think this mod still works fine
    2. takilung
      takilung
      • member
      • 0 kudos
      it does not it fked up my save game
    3. Psiae
      Psiae
      • premium
      • 47 kudos
      That happens, there is nothing to update in this mod
    4. Psiae
      Psiae
      • premium
      • 47 kudos
      It might be the mod fault or also the game itself, It's an early access game and you are using mod on top of that. If you still have question better ask it in the discord server
  9. Psiae
    Psiae
    • premium
    • 47 kudos
    chBeta.1.0.0-alpha03

    Changelogs:

    • plotter overlay should now be compatible with my other farming mod, no need for specific ordering.
    • properly count overcapacity in case the amount of chicken is somehow bigger than limit.
    • added command to trigger grow and yield to selected buildings.
  10. Psiae
    Psiae
    • premium
    • 47 kudos
    Seems to be tuned fine. Let's keep interval size to be multiplier of 2 or 3 to keep it easy to digest. Further balance should go the plot size, doesn't have to be linear but preferably that to keep it simple.

    Input are always appreciated, to complement different playstyle (realistic, balance, etc.) there can always be a variant, so feel free to speak up, there will be config UI in the future.
  11. pthieu
    pthieu
    • member
    • 0 kudos
    This is such a cool mod but i think it makes chicken coops an obvious winner over  pigs/goats. Would you consider removing the passive meat and capping max capacity of each chicken coops to 9.
    1. Psiae
      Psiae
      • premium
      • 47 kudos
      I don't like hard-capping personally.

      Pig/Goat farm definitely need a buff, not sure if chicken should be debuffed, I'll have to wait for more people to give inputs.