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mod specific prefix to just "RG_"
remove "pack" from end of mod name
I would like to milk sheep and still get their wool and meat which is very much something that people do in real life. A dairy sheep makes about a pint of milk per milking, and can be milked up to three times a day.
Note: After a lot of discussion here and on Discord I did refactor all the life expectancy values. I did some more research and found some other sources and have made changes to reflect, what I believe, to be better accuracy.
I have only changed the vanilla animals so far. I will get to the modded ones soon.
But it's likely that the animal "got younger" when adding this mod because it changes the calculation of life stages. So, w/out the mod it is considered an adult. But w/ this mod, it is still a juvenile and you just need to wait longer for it to grow up again.
I will still take a look to make sure there isn't any direct conflicts though.
I def haven't touched geese at all with this mod. Either that's how they are or another mod does something with them.
Also, the description says you haven’t touched egg laying animals, but it looks like geese are just outright the superior bird in my game?
Like yes it is possible for a cat to live till 30 and a sheep 22 but that is insanely rare.
Thank you for your work, this is not meant to be a bad thing just now I'm curious where they got their numbers and if I'm missing something.
So, for the Devil Sheep I used the same or similar values to sheep added from other mods.
My only real problem is in vanilla I was ending up with so many damn sheep and my wife didn't want to make them infertile so I'm adding this.
Question though: max age on the Alpha Animals devil sheep prior to your mod I think was like 8 or 9, it's now like 22. Is that on purpose or am I possibly seeing something wrong?
As for aging multiplier, I don't see that being added any time soon. Sorry. Maybe something I'll look at in the future but I can't promise anything.
Also, do you think adding in some form of optional aging multiplier would be possible? I only ask because my wife and I play on MP and use x6 for both children and adults in order to try to have a generation spanning game and I was thinking if you put in a multiplier for animals aging it would be nice. If you do that though maybe put in an adjustment to also do some form of multiplier on meat/leather so you don't end up with a situation like my wife and I have where because she breeds 30 freaken sheep we end up with way too much meat and leather laying around.
If optional scales are outside the scope of this mod I understand. Thank you for all your hard work.
Added compat for Alpha Animals!, Legacy Ark, and Fancy Rats
I still plan to add compat for. I need to get my other mods updated first. Then I'll come back.
Animal Collab (wip)
Megafauna
Vanilla Expanded - Vikings
Med Overhaul
Mamuffalo
Vanilla Genetics
Other Erins mods (Devilstrand Animals, a bunch of dog mods, etc)
And I can see why it seems tempting. Yes, I agree that humans are animals, and vanilla 80 might be a bit low. But I'd argue that the difference is in medicine: We have a lot of knowledge (though not perfect) of the human body, and lots of doctors and medicine of all sorts to make us live long and healthy. Even the best vet can't do 10% for an animal of what we can do for humans. So, while the animal ages in are probably "natural", the human one is pretty extreme. Even Kane Tanaka (2nd oldest human) might not have lived so long without medical help. Thus it's pretty hard for us to determine a "natural" human livespan imo.
But I digress ^^
Yeah an option would be nice, but I have indeed just commented out that part for my current playthrough.
As for humans, I am aware it may be a bit controversial of a change. The reasoning I used it is because I was going from the dataset I linked in the description. 122 is the *high* yes. It's a potential. I also see it as a trend. Humans are increasingly living longer in developed parts of the world, (well until Corona anyway.) I have to imagine several thousand years into the future, 122 is a very reasonable expectation.
Valid argument: That doesn't really fit the scope of this mod...You might be right. I see humans as animals too, which is why I added it but...when I have time I may make it an option. As it will likely be a few weeks until I am able to update this mod again, you could simply delete that patch in the meantime if you want.
I'd prefer humans to be untouched, and only animals affected.
I will begin work soon on the mods: Alpha Animals, Animal Collab Project, Mega Fauna, Medieval Overhaul, and Legacy Ark, and the rest of the Erin's Animal Mods.
Feel free to request other animal mods if I missed any. (I'm sure I have.)
Also, check out this new mod, Animal Resource Label . Looks pretty useful for Rim Ranching needs.
@theRejected7, I edited the description a bit, let me know if you think it's more clear or not.
Everyone else, Only Core has been updated so far. Modded animals will come soon/before the end of the week.
All core animals have been updated. Please see the tables pinned int he discussions above for more detailed info.
I might suggest you reword this line in your description for others like me. Maybe just add the ending: "This not only affects their ability to reproduce, but also, the amount of animal products they produce or the amount of meat/leather given when butchered -before maturity-."
To elaborate for others why I think the two mods would compliment each other so well, this mod essentially makes ranching much more of an investment and that mod makes raising animals for meat much more rewarding (hunting colonies don't have to kill quite as many animals, but they flee the map when you hunt them. Breeding your own gives you a very reliable source)
Since this mod does affect how long it takes for animals to reach maturity. It will affect meat yields indirectly... If that makes sense?
It won't touch yield at all. What it will do is change the market value of the meat.
It should be compatible with almost all mods but I will look specifically at the mod you mentioned to see if there's anything that would need to be accommodated for.
So, for example, when I tried this method of scaling for products, a monkey became worth thousands of silver.
What my plan is to do now, is use a tiered system and stick only to Meat Values. I'll leave leather, etc alone since those are already variable. But Meat is worth 2 silver regardless of the animal.
So, an animal that reaches adult age >.5 years =2
.5<>1=2.5
1<>1.5=3
etc, etc...
The question from there is do I change the Market Value at all? I'm somewhat inclined to say no. But that does create a potentially odd(and exploitable) disparity of value between the animal and the animal's products. Although this already exists, it could become exacerbated quite a bit.
I would like to request a patch for Vanilla Expanded - Vikings for the wolfhound and wooly cow. I spazzed when the wooly cow pushed out a calf in 6.66 days.