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Ritter

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A member registered Jul 25, 2025 · View creator page →

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Did you place a manure heap close to the husbandry?

I have not been able to find it either. My guess is that it is not available yet.

There will most likely not be male animals in the mod itself, unless Giants adds more than just roosters. My 3D modelling knowledge is just below 0. So any male animals will come from animal packs like ConGan98’s https://github.com/ConGan98/FS25_CowBreedsRLRM

Though, as you say, depending on the pack/maps/etc you can end up with duplication and animal types/breeds that are unneeded in the savegame. So I’m considering adding the functionality in https://github.com/rittermod/FS25_RLRM_PedigreeBreeders to the main mod, enabling people to switch off types on a savegame basis.

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That’s kind of the point here, is it not? :) If you want to edit XMLs feel free of course. But personally, I don’t want to open up and change the husbandries’ XMLs individually and have to redo the same changes when mods are updated over and over again, when I can fix it once with a script mod (on PC).

It’s in the same vein as my Adjust Storage Capacity. Adjusting the capacity of storages can be done in the XML, but why bother when it can be done faster, easier and permanently across mod updates, and doesn’t exclude those who don’t want to or are unable to edit the XMLs.

The contents of the script are, of course, also available for those security-conscious who want to check what they are installing. And in today’s world it is easy to point ChatGPT or similar at the scripts and ask “is this safe to use” for those who don’t read lua.

Nothing should have changed with the mass logic, but earlier the correct fill level did not reach MP clients.

Are you on a MP client? If so, you now get correct fill level (unlike before) and if the ASCs setting to scale mass is switched off you suddenly would get a lot more mass with this update.

Salut ! Le mod fonctionne sur la plupart des cartes sans configuration particulière, très probablement aussi sur The Peasant Valley (La Vallée Paysanne).

Si certaines cartes sont précisément listées, c’est parce que certaines d’entre elles ajoutent leurs propres personnalisations (races d’animaux personnalisées, etc.) qui nécessitent un traitement spécial pour fonctionner correctement avec le mod. Les cartes listées sont celles pour lesquelles j’ai ajouté ce traitement spécial.

Tu devrais donc pouvoir jouer sur The Peasant Valley sans problème - garde juste à l’esprit que si cette carte a ses propres races personnalisées, ces personnalisations-là ne fonctionneront pas. Tout le reste fonctionne normalement. À bientôt !

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Both milk and buffalo milk works without any problems on dedi server for me. If you mean https://github.com/rittermod/FS25_RealisticLivestockRM/issues/92 (since usernames are similar) I’m waiting for more info. Everything looks fine in my tests. image.png

As long as the butcher mod uses ExtendedProductionPoint it already works. I haven’t seen one that doesn’t use EPP yet. Added some time ago.

Avez-vous le mod Animal Food Calculator installé ? Si oui, essayez de le désactiver et vérifiez si les poules sur Le Méchet conservent bien leur santé. AFC est connu pour entrer en conflit avec Realistic Livestock.

make sure you have the latest pack and see if that solves it. Updated today I see. https://github.com/ConGan98/FS25_CowBreedsRLRM/releases/tag/v1.0.4

As far as I can see all the cow types map to the correct visuals. What map is this on? And do you have the Cow Breeds mod enabled?

And did you set the mark on the back or was it just there? (Typical sign that something has messed up the visuals)

You can’t have both this mod and the original RL active at the same time. Disable or remove Arrow’s RL and restart. If there is data/animals in the savegame from the original RL this mod will pick it up and migrate them to work with this mod.

Slowly ;) The only way to buy large amount of animals in a short amount of time at the moment is to set the number of animals at dealer to max in settings, buy a batch, reset dealer in settings, buy next batch. rinse and repeat.

Yeah :) It is fixed in the upcoming v1.2.3.0. I hope I’ll be able to push finished version this week. https://github.com/rittermod/FS25_RealisticLivestockRM/releases/tag/v1.2.3.0-dev

New info :) Are you using Animal Food Calculator? It seems 1.1.0.0 version of AFC breaks pallets egg, wool. I have not tested goatmilk. Cow milk seems to be unaffected. This is not RL/AFC, but an error in AFC with or without RL

Short answer: Most likely, but not from day 1.

I try to add support for popular maps that change the animal setup, like the current Hof Bergmann. However I have to actually have access to the maps to be able to see if support can be added an add it. Some might be hard/impossible to support, but most probably can be supported without too much work.

The same goes for the cattle breed pack. It should work, but it depends on what the map changes.

Only the capacity. If you want to change visual animals you can use https://github.com/rittermod/FS25_MoreVisualAnimalsRM or https://github.com/rittermod/FS25_RealisticLivestockRM

Is this in single player or multiplayer? You should get eggs from healthy hens between 6 and 72 months old. You only get chickens when you have a rooster, but eggs should be produced with or without one.

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Hi, you might want to check out the factsheets for cattle and sheep. https://rittermod.github.io/FS25_RealisticLivestockRM/#factsheets

Short version:

  • Sheep only produce “excess” wool in the warmer months, 12C and above.
  • Cows only give milk after birth of a calf, for 10 months.

I moved the constants out into a separate file: https://github.com/rittermod/FS25_RealisticLivestockRM/blob/953c764f8c530a3ee5f7d388366554ddda39184a/scripts/RLConstants.lua#L45

I don’t think there has ever been a setting for choosing country. The country it consider it’s home country and most of the animals in the animal dealer will come from and probably animals born is defined for some maps in the code. So it is only a small list of maps that have country defined there. If a map is not defined there it defaults to UK.

I have an issue registered to add a savegame setting though, but have no idea of when I’ll get to it. https://github.com/rittermod/FS25_RealisticLivestockRM/issues/35

Not map dependent, no. I suspect you have downloaded the wrong file. On GitHub you can’t download from the “Code” button. Go to Releases and download the latest FS25_something.zip in the assets. (Don’t download the source code zip) https://github.com/ConGan98/FS25_CowBreedsRLRM/releases

RL is more than enough work for me :D From the images it looks like you are standing at the dealer (without trailer). I tested that now on Gnadenthal and everything look correct, so nothing seems to be weird with the map at least. Have you tried resetting the animal dealer in the settings?

HB14 support is still work in progress. Check the GitHub releases for prereleases for more bug fixes.

Added to issues: https://github.com/rittermod/FS25_FarmlandMarket/issues/7

Thanks. I’ll try to look into it https://github.com/rittermod/FS25_FarmlandMarket/issues/3

The short answer is no. Parts might work together, but the land value handling are in conflict. At first glance, the availability and negotiation process might still work if both mods are active.

The xml has to match the version of the animal package I think. So you have to combine the different animal xmls in the mod into a single xml. Or use FS25_EnhancedLivestock, as it has implemented automatic support for those models.

I have no idea :D If MaizePlus has the same functionality as in 22 then probably, but we won’t know until it is released.

That logline helps a lot. I take it that you are using the translation file you sent earlier? It has an error in formatting string on line 18: <text name="fresh_dailyLossNotification" text="Perdu %. d'unités périmées"/> should be <text name="fresh_dailyLossNotification" text="Perdu %.0f d'unités périmées"/>

I fixed that in the version included in the mod. So the quick fix would be to fix the translation file. I think maybe it may be more than that one, but I might confuse your’s with other translations I’ve gotten.

Unfortunately, one crash in a periodic update cancels the rest of the update. So animal, crops, etc will not age if they run after the crash.

I’ve added an issue for some safeguards crashes in the mod, so the updates continues even if something in the mod crashed.https://github.com/rittermod/FS25_Fresh/issues/29

I’m afraid this one only focus on storage. Personally I use https://www.farming-simulator.com/mod.php?mod_id=319198&title=fs2025 to adjust production speeds.

I never was able to reproduce it on my side, so it was probably just some combination of my code and something on your side that changed when i redid the buggy old settings. https://github.com/rittermod/FS25_Fresh/issues/28

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.

Thanks :)

Not at the moment. For now there is no difference where/how it is stored, but storage specific settings are on the radar. https://github.com/rittermod/FS25_Fresh/issues/21

Should be fixed in v0.4.1.0. You know, you can reduce the capacity too ;)

Confirmed. Thought I had fixed those, but obviously not. Will look into it.

https://github.com/rittermod/FS25_AdjustStorageCapacity/issues/4

Not at the moment. It’s on my list to go back through all my SP only mods and try to update them with MP support.

You’re welcome 😎