rittermod
145.73 KB
Why shouldn't chickens eat oats if you want them to? Or grass have 100% effectiveness for cows? This mod gives you control over food effectiveness, crop assignments, mixed feed recipes, and TMR compositions. v0.11.0.0 – switch consumption type What's Changed: Change animal feeding behavior between SERIAL and PARALLEL consumption modes. Reorganized XML documentation with a brief readme and comprehensive guide at the end. Quick-start examples for common customization tasks. Improved XML readability with a cleaner configuration section. v0.10.0.0 – add new food groups/ingredients Added support for custom content: assign food groups to animals, ingredients to mixtures and recipes. XML order preserved for food groups (affects UI display). Automatic validation and normalization of custom content. Full compatibility with map-added content. 0.9.0.0: What's Changed: Added disabling feature for food groups and ingredients. Generated XML files now include inline documentation and examples. Disabled items are preserved in XML across save cycles. Automatic weight/ratio normalization when items are disabled. 0.8.0.0: Added multiplayer support. Improved code stability and performance. Bug fixes and optimizations. Features: Animal Food Control: Modify food group effectiveness (productionWeight) and consumption preferences (eatWeight) for all animal types. Custom Crop Assignments: Add or remove crops from any food group (e.g., add oat to chicken feed, allow cows to eat alfalfa silage). Mixed Feed Customization: Adjust ingredient proportions and crop types for mixed feeds like pig food. Recipe Control: Customize recipes with precise min/max percentage ranges for each ingredient. Schema-Validated Configuration: Uses the game’s built-in AnimalFoodSystem schema for robust, error-checked XML handling. Intelligent Merging: Your XML overrides customizations while automatically adding new content from mods or game updates. Per-Savegame Configuration: Each savegame gets its own XML file for independent customization. Automatic Updates: Configuration file is automatically updated with any new content on each load. Notice: This mod is in beta. Please back up your savegames before use. Customizations are done by editing an XML file generated in your savegame folder. No in-game UI is provided. Customize aspects of animal feeding without modifying map files: Food effectiveness (productionWeight, eatWeight). Which crops belong to each food group (fillTypes). Mixed feed recipes and ingredient proportions. TMR/forage recipe compositions and ranges. Usage: The configuration file (aaf_AnimalFood.xml) is automatically created in your savegame folder on first load. Exit the game and locate the XML file in your savegame directory. Edit the XML to customize your animal feeding system. Changes take effect on every savegame load as long as the mod is active and the XML file is present.
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Caleb
22 Nov 2025
I'm really excited to try this mod out! The ability to customize our animals' diets dynamically opens up a lot of possibilities for gameplay. I can’t wait to see how modifying food effectiveness impacts my farm’s productivity. Just a quick suggestion: having some in-game indicator that shows consumption changes would certainly improve the adjustments I make within the XML. Overall, great job so far!
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MustangRider57
21 Nov 2025
I started using this to modify cow feeds, and it really upped my TMR output. However, a UI might help folks less familiar with XML tweak things easier. Keeping organize while tweaking made a big difference!
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RoseIce626
21 Nov 2025
Excited to dive into positioning the crops grading system! Leveraging the new customization capabilities will truly reshape animal management for my farm experience.
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