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Sorry for being late. However, I'm fairly confident that automatic animal assignment to pens is not a vanilla feature.
That is to say, if it exists, I cannot find it.
@2941026574
As you wish.
@123caboom
Correct.
Also, not sure how to accurately account for the complexities of plant growth/destruction with this mod active, I also don't recall pen marker calculation having much of any function beyond just being a vague indicator to players? So, unless it actually does something, not really something I want to put time into.
@Muad'Dib
It applies to all plants, yes. What you want is probably Plant lifespan floor.
If a plant's life span falls under that floor value, it gets moved halfway from its current value to the floor value.
If floor is 10 days, and the plant's base lifespan is 4 days, the new lifespan of that plant becomes 7 days.
@Wraith_Magus
All plants can survive being grazed, but not all plants are good food sources when grazed. Harvestable plants mostly aren't, with the exception of stuff like berry bushes.
@Xyos
I think that's caused by Animal Controls specifically, and not an incompatibility or anything with this mod.
Especially with the new pen system.
I kinda like it, tho it ended the time of magically directing herdes of animals.
One of my most effective anti-scyther tactics was flooding them with hordes chicken babys in a time, when enemies couldn‘t ignore your stock.
Wish at least my dog could now lead herdes around.
Does this mods life span multiply with the effect of „Flowers last longer“?
Guess i can kick that then
And does the pen marker calculate the new nutritien-value?
Would you mind to patch that too or create another one for your fans?
Hope this helps! Thanks for the awesome mod!
I have no idea why it wouldn't, so, "Probably".
Why don't you try it and tell us how it goes?
No specific mods that I know of, so you're kind of left with the standard way of finding the problematic mod.
1. Save your mod list with a unique name with a incrementing serial number (test_1, test_2, test_3, etc).
2. Disable half of your active mods. (except for Graze Up)
3. Test if grazing works, dev mode -> quick test and spawn some big herbivores for fastest results.
4. If grazing is still broken..Go to step 1.
5. If grazing works, reload your last saved mod list, Disable the OTHER half of your active mods. (except for Graze Up). Go to step 1.
Using this process, you can find the problem fairly quickly. Please let me know your findings. If you have any questions, let me know.
No worries, man. Thanks for checking if the problem is with Graze Up.
I doubt that Grazing Lands is causing the problem either. Given it only patches Plant objects and some xml's. It MAY be that vanilla expanded - settlers is conflicting with something else (or is bugged itself)
FYI, you don't need to run both mods, given Graze Up is basically Grazing Lands with an expanded featureset.
When pawn drops chemshine on the ground, muffalos rush to eat and start eating, but never able to 'consume' it, causing all the plants to bug out for grazing animals, as a result - they graze but never fill up food meter on grass. I thought it might be this mod, but if you say it's not possible - I apologize...
Might be an issue with grazing lands, will try to investigate when have the time. Sorry to bother you, and once again thank you for your work!
Appreciate that.
However, from what I can see in my code, there should be no way for it to interfere with non-plant objects. Did you check your assumption by disabling my mod and seeing if the muffalos ingest the chemshine?
Of course if you have the time for it. Thank you again!
Could just be a matter of perfect timing, grass still has a maximum lifespan.
If it happens constantly, you must be running an incompatible mod.
Is it somehow not visible but still there (not destroyed)? I'm using default mod settings.
First of all, disable graze up, and see if that fixes the problem.
If it does, create a thread with your mod list.
It can.
Not a bad idea, but it's a bit too specific.
You're probably better off just putting together a simple xml mod to modify grass specifically.
You can alter plant lifespans to be longer in the mod settings.
Does the terrain still look like an apocalyptic wasteland after winter? and if so could you increase the lifespan of grass @KittahKhan so it doesn't die off every year? I like the brown soil following toxic fallout so texture mods have never really appealed to me, but I don't want my base to look like it's part of the wasteland every year
What exact mod was it?
I can add it to the description.
Are you sure this mod is active, and if the mod is active, do you happen to have any animals toggled on in the destructive grazer list?
Just tested it, saw an ibex ram eat its veggies.
Are you absolutely certain that the mod has actually been updated on your end?
Sometimes, steam fails to properly download new versions.
Thank you so much for this mod, though- it's tough to see a squirrel chow down whole plants without it.
Odd, the code that deals with grazing under grass is universal to all plants. It shouldn't be possible for it to work with normal grass but not tall grass.
Could it be that VE changed their tall grass to die from cold temperatures?