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  • Update details
    v0.3.7
    Released
    Download size 1.57 MB
    Total versions 20
    Typical update pace About every 10 days
    Freshness Updated 29 days ago

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walkinrey

Posted

22 hours ago, truelemon26 said:

Last question before i buy tomorrow any idea how it reacts with Hardy Planters will the NPC recognise the custom planters and is there anyway they could conflict with the buffs Hardy Planters provides?

 

i think it will work but pfarmer will still try to water the planters  

truelemon26

Posted

definitley works with hardy planters really well infact havent seen him water them yet but the planters sit at 250% water anyways so if there not low he wont top up right?

truelemon26

Posted

Definitley not gathering custom items?  Turning all my hemp to cloth even though i should be getting ganja from the ganja plugin? I asked you directly before i purchased if they gathered custom items you said yes. Without that feature this plugin is useless to the server. I need this feature fixed or implemented or i need a refund because its not as advertised

 

athlonclub

Posted

Разрешенные растения для срезания положительных клонов - можно выбрать только одно растение, при выборе другого закрывает уже открытое

athlonclub

Posted

Так же вопрос по настройкам вип фермера и обычного, нужно внедрить возможность включать отключать новые функции

walkinrey

Posted

2 hours ago, athlonclub said:

Разрешенные растения для срезания положительных клонов - можно выбрать только одно растение, при выборе другого закрывает уже открытое

this is intended

54 minutes ago, athlonclub said:

Так же вопрос по настройкам вип фермера и обычного, нужно внедрить возможность включать отключать новые функции

will be added in next update

  • Like 1
MoonDoggy

Posted

Is there any possibility of an API hook coming in the future?  I have this mod and Personal NPC, which are fun.

It would be nice to extended both of their functions through API.   For instance, a mod that would hook in to make the farmer handle milking and the genetics of cows, leading them (if possible) to a pen so there is no inbreeding.  Personal NPC with the ability to set a patrol path and keep on lookout for danger to the animals.  

Those are my immediate examples.  I have others that I have forgotten since it cant' do it.  The cows is a great place to start.  I don't want to maintain my own personally brancned Farmer/NPC.   I have written a mod that handle both those above, but it doesn't involve the farmer or npc.  WHich kinda defeats the whole concept of them both.

Thank you for your attention.

walkinrey

Posted

41 minutes ago, MoonDoggy said:

Is there any possibility of an API hook coming in the future?  I have this mod and Personal NPC, which are fun.

It would be nice to extended both of their functions through API.   For instance, a mod that would hook in to make the farmer handle milking and the genetics of cows, leading them (if possible) to a pen so there is no inbreeding.  Personal NPC with the ability to set a patrol path and keep on lookout for danger to the animals.  

Those are my immediate examples.  I have others that I have forgotten since it cant' do it.  The cows is a great place to start.  I don't want to maintain my own personally brancned Farmer/NPC.   I have written a mod that handle both those above, but it doesn't involve the farmer or npc.  WHich kinda defeats the whole concept of them both.

Thank you for your attention.

Most probably we will update PersonalFarmer soon to handle milking and cow genetics, I haven't checked this new update yet. But we won't connect it with PNPC

MoonDoggy

Posted

Also, the farmer doesn't recognize railroad planters.  Possible fix?  (They just look better!!)

MoonDoggy

Posted

30 minutes ago, walkinrey said:

Most probably we will update PersonalFarmer soon to handle milking and cow genetics, I haven't checked this new update yet. But we won't connect it with PNPC

Oh, sorry.  I was referring to possible API hoock in PNPC.   Love your plugins, btw.

 

walkinrey

Posted

4 hours ago, MoonDoggy said:

Also, the farmer doesn't recognize railroad planters.  Possible fix?  (They just look better!!)

Probably you didn't add them in config

MoonDoggy

Posted (edited)

17 minutes ago, walkinrey said:

Probably you didn't add them in config

Ah, thanks.   The genetics can be complicated, but I've pretty much figured them out.   The simple explanation is there are actually 2 sets of genes in each cow/calf.  The one you can see and the underlying ones you can't.  I haven't seen any mutations, but that doesn't mean they don't exist`.  My sample set is relatively small.

Also, ,the number at the end is their family tree (for lack of a better word).  If the number is the same, that will be inbreeding.  Different color numbers are just for the family number (0-15).  They don't have any special meaning.

Red = bad gene

Grey = neutral gene

Green = good gene

All cows display the same genes.  Just the quality is different.

My mod can affect all those parameters (individually or herd wide), plus change the frequency of the mooing.  🙂

 

Edited by MoonDoggy
MoonDoggy

Posted

I take it back on the number color.  It probably does have something to do with the genetics.   Just gotta figure out what.

MoonDoggy

Posted

Sheesh.  After extensive testing, the number color is just that.  There are 15 different colors, with about 5 base colors and then shades..   You have to track who the parents are, and so forth to keep from inbreeding.  I track for 144 hours, twice of the longest longevity.

Here's an entry:

   "1699727": {
      "Parents": [
        1225327,
        1521477
      ],
      "Species": "cattle",
      "Name": "Elaine Junior",
      "BornUnix": 1790974255,
      "Dead": false,
      "How": "game"
    }
  },
  "Names": {
    "1225327": "Elaine",
    "1521477": "Pedro"
  }

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