ANIMAL WORKER Version 2.2
Hire a Ranch Hand to feed, water and bed your animals for a small daily fee.
Daily at 7am the worker will:
- Fill the water trough, straw bedding and clean your animals. (configurable in XML)
- Feed all your animals based on number of animals. (configurable in XML)
- Charge a daily fee of 5% + base cost (in XML) + number of animals
New in Version 2.2
- Optimized performance, and fixed typos.
- Added key binds and GUI menu to configure settings.
- Left Alt + 0 to toggle worker status; Left Alt + NumPad 0 to open settings menu; (must be on foot)
- All settings can now be configured in-game (active, fee, base cost, capacity, clean pens)
- Added more language files for 4 total languages (English, Dutch, French, Spanish)
New in Version 2.1
- Set worker to active by default and added 2 more settings to clean the pens and how to fill troughs.
- Settings file is in your modSettings folder (modsSettings/animalWorker/animalWorker.xml)
- Fixed expenses, now listed under Animal Upkeep, also configurable.
- Now uses all feed types. Serial consumers (cows/pigs) get rations based on consumption.
- For less feed set fillToCapacity to false, they will only get daily rations per animal; enough for 6 days. Set to true to fill the troughs.
- Multilingual description
- Multiplayer compatible
Bugs / Conflicts
- No known conflicts or errors in log at this time.
- Compatible with Animal HUD, Animal Pen Extension and Horse Helper.
- No feedback if using the LAlt + 0 toggle yet, just on Dev console; but it works.
Upcoming Updates
- Add configurable food fill amounts
- Add input binds to Activate/De-activate the worker
- Add option to sell eggs, milk, manure, slurry, wool
- Push notifications when settings are changed or worker completes his tasks...
COMMENTS
nice
@Valera Thanks, enjoy!
fantastic
@Amazing Thanks, enjoy!
Asshole... Version... 1...2...???????????
@Ente This mod may not be for you...
Very good , thanks tha job bro perfect mod.
@Antal84 Thank you, enjoy!
TUNNELRAT, The Left +0 key does not work ? What am I doing wrong? Key Left Alt + NumPad 0 works!
****It's working!!!
You need to have a tooltip on the screen: "Worker Active/inactive"
@Farmer I decided to push that for next update, needed this one released. Thanks for the feedback. :)
@Tunnelrat: Glad you got all the bugs sorted out, this one is great - thank you! Nice when someone actually reads comments and actively sorts the issues raised! Well done, an all round great concept that now works very well! 10/10.
@FarmerB Thanks for the support. Only way to improve a mod is to get feedback. :)
For some reason the mod worker does not stay active. Every time i start my game the worker is inactive, even though in the mod settings xml it says it is active. Also pressing left alt and 0 does nothing
Any help appreciated
Apart from that great mod
@Steve I'll make sure that gets fixed too. He actually starts as active, if that is what is in the XML, it's just that the GUI starts with a default value of inactive (false). I'll make a note to fix that. Thanks.
STEVE, Settings file is in your modSettings folder (modsSettings/animalWorker/animalWorker.xml). setting animalWorkerActive="true"
Hey Farmer, still no luck. Even when i change the settings in the xml it still does not work right.
The Left +0 key does not work. I have made settings in the xml yet when i enter my game save the worker is off and and the settings i made in the xml do not show up when i hit the left alt 0 buttons. The settings revert back to the default settings. The F1 tooltip does not show the ANIMAL WORKER menu buttons
I have tried it with no other mods in the game and it still does not work
@Breaded Thank you for bringing all this up.
F1 Help -- First, you have to be out of a vehicle and use your keyboard for Animal Worker help to show in F1 menu. I can look into adding support for the controller. Alternatively, you should be able to set a controller keybind in your key assignment page from ESC menu to have it always show when on foot.
LAlt+0 -- Does not toggle the help or tooltip (Active/Not Active) yet, but does toggle worker to active/not active (will print in dev console)...
V2.1 works no problem.
Great mod nonetheless. thank you
great mod... im using 2.1 at the moment...does 2.2 wright lots of stuff to the log
@Me Thank you. It was verbose when testing, now only prints when it loads, when the animals are fed (once per husbandry not a million times) with total cost, and when you toggle the worker with LAlt+0. Cost will also show in finances screen as Animal Upkeep.
@TUNNELRAT: Great to have the binding option for quick on / off! v2.2 fills ALL the pig troughs now in the large pig pen. (v2.1 didn't) Plus, I've noticed a great little bonus in v2.2, it exercised ALL my horses to 68%!!!! (I have Horsehelper ticked in my mod folder, but for me it never worked!) Not sure if you want to incorporate that little gem into any future versions! Again, very well done for such a really great idea and for working with everyone. Thank you.
@FarmerB Awesome! Might be good to incorporate a ride horses option to increase their fitness throughout the day (like 10% ridden every 10 hours or something). Thought about doing a separate mod for horse breeding but may add that too. Seems odd GS didn't include that.
Dutch text not working
@YIB does it show english and is it in the F1 help bar or in the GUI?
@Tunnelrat
Just installed 2.2 from 2.1
All that shows in the log now is
2019-06-30 11:17 Animal Worker: Ranch hand fed, watered and bedded all 19 animals at 7am for 150 DOLLARS...Thats perfect...As FarmerB SAYS...it now fills the pig troughs all the way
THANKS...for this great mod
@Me Awesome! I'll try to remember to remove all the logging from debugging or just set parameters in a future release to toggle what gets logged. Glad you're enjoying it.
@Tunnelrat: Thank you! Like my old man used to say, if it ain't broke, don't fix it... but if you could extend it to riding the horses in the future, that would be great for those of us that couldn't get Horsehelper to work! This has to be one of the best thought out scripts of the year!
Looking forward to seeing the future updates. It should help out a lot of gamers
V2.2 is working fine for me now
@Tunnelrat: Just for your notes, I ran the game past 7.00am again and it's increased the horses fitness to 79%. I farm a UK map in pounds (£) so don't know how it converts from dollars $. My horses were worth £7,000 each, now they are worth £39, 606 EACH! Think I'll just set up a stud and retire very soon! Cheers, SUPERB script!
This may have been asked but, when you add the option to sell products, will we be able to chose which are sold? I may want to use the slurry and manure and not sell those.
@Guest Yes, you will decide what sells. Currently working on v 2.3, notifications and a couple new features, including hourly horse training. Since 2.2 is stable, going to take my time on this one to minimize any unforeseen bugs/issues.
Firstly thank you TunnelRate for the mod. I used to use AutoFeeder mod which sadly no longer works. Tried your mod, like, however in a future update would it be possible so players can choose which elements of animals pens workers fill, like separating water, food & straw, for players who still like to do some hands on work with animals. Also ever thought of adding horse training or production/output bonues like in the old AutoFeeder mod?
@FutureUpdateRequest YW. Never used that mod, but it is possible to add more customization options such as which pens get what (food/water/straw) per animal type; per husbandry would get more involved. Probably be after the next release, which will have hourly horse training.
As for production bonuses, can you elaborate? I think you mean increasing manure/wool output etc... Short answer is yes. The more specific you are, the further we can discuss development direction.
Thank you for the reque
@tunnelrat: @Wrangler yes. Fee is 0.05 (5%). Can you tell me 5% of what amount? Thanks!
Version 2.3 is pending approval. Get it now on http://TRmods.com
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