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Hi again, I think your mod has a problem with animals growth. On a save with your mod my chicken (didn't try other types yet) stay at the same age after sleeping but have 1 more month if I disable the mod before. I didn't use cattle/animals mods which are known to produce this bug. 

Less important, actually vegetables can perish before really existing. Typically, if you want to produce many differents product in greenhouse/garden the "1 month"  products will be lost before having a pallet (I know, I could reduce the litters of pallets but well... and increasing the lifetime of these products would kill the spirit of your mod itself).  So if you have an idea to limit the mod to "non growing"  items it would be nice.

I’ll try to reproduce the “no aging” problem. I can’t really think of anywhere that touches the animal logic in the mod, but it might be a symptom of something else that is buggy in the mod.

For the greenhouses part the (possible future) solution could be https://github.com/rittermod/FS25_Fresh/issues/21 where you would be able to extend or disable aging in specific storages. “Greenhouse A -> Don’t expire”. Then the aging would start when the pallet is spawned and not in the greenhouse’s internal storage.

I was surprised to see it was this mod the cause of the problem, I didn't see where it could interfer with animals. It seems your mod use the filltype files to manage the durability, I tried the "5 years" instead of the don't expire for the chickens but it didn't help. If you can add exceptions maybe the filltype categories animal/horse could change something if they aren't concerned anymore.

Indeed, if we can manage by building it'll be perfect