Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@ppernsteingolem
These are valid ideas, but the mod is meant to compensate for the vanilla hutch nerf. Requiring power for functioning would only exacerbate the nerf. I didn't quite understand the part about the silo and the water.
@NovusNox The triggers use animal zones. If an animal zone includes a hutch it will work.
I couldn’t add a full delta system because the mod is designed to stay stateless. Each cycle just scans all the hutches and runs the calculations without storing anything extra.
Passive Clean runs on in-game minute intervals and slows down dirt buildup using a multiplier. For example, if the dirtiness is 50 and the multiplier is 0.5, it will subtract 25 from the current dirtiness. This should give you the control you were looking for.
I was thinking that a similar interval-based approach could also be applied to achieve a custom dirtiness speed by using a multiplier. Basically, on each interval you calculate the delta between the current and previous tick, then reduce it by the multiplier. For example: if the multiplier is 0.25, checked once per minute, and dirtiness increased from 20 → 28 by vanilla, the delta = 8, but you’d rewrite it to 22 (reduced by 75%).
This could be a balanced way to let players adjust vanilla dirtiness speed to their own preference. I don’t think 20 chickens should realistically require a hutch cleanup every single day to avoid sickness - that feels like a big gameplay imbalance.
That said, with all the current thresholds and options, a similar effect can already be achieved. Thanks again for all your work, and take some SP for inspiration
- Below 20% dirt: chickens get a health boost and regenerate health.
- Above 20% dirt: chickens start taking health damage from dirty conditions.
- Above 40% dirt: chickens can’t regenerate health and suffer from poor conditions.
Now I get the point of the mod - when no chickens are inside, dirtiness shouldn’t keep increasing and damaging them further. Seems like a great way to keep them alive during long trips
Will it stop dirtiness from increasing when the hutch is closed? Will chicks stay healthy if it’s closed?
I noticed that when dirtiness turns red (not sure of the exact values, but it seems to switch from green to red after ~40–50%), the chickens in that zone stop being healthy (orange health icons, tested with the mod Livestock Zones Expanded ).
Personally, I’d prefer if the mod slowed down the dirtiness buildup, since with the current vanilla speed a full hutch reaches the red state in about 3 days. Whenever I plan a long trip, I always end up worrying about how my chicks are doing at home