I converted the regular sf large field to a Halloween Pumpkin Field Also it makes a spooky new sound when placing it in storage lol... if anyone wants a copy for their farm or region. Now at Serenity Cabins Landing. opensimworld.com/hop/91320
I was wondering about if we could have the option for animals to automatically mate before death.
The use of this would be to replace itself, just like in RL nature.
Buzzy, Is this a possible thing? For people that run bigger farms they die and we have to re-rez everything...I was wondering about if we could have the option for animals to automatically mate before death.
The use of this would be to replace itself, just like in RL nature.
Buzzy, Is this a possible thing? For people that run bigger farms they die and we have to re-rez everything again. Thanks in advance
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This is a 98 barrel storage to put an end to the mess. One central place for almost everything storage.
Crafting area will have it's own, along with mining.
Anyone else having this issue??? I tested this using the petifier option in the animal rezzer as forced adult and it does the same thing, this highland cow, isn't petfier, and grew to this stage over time, reaching adulthood all of my highland cows done this.
# CONFIGURATION VALUES FOR AN_CONFIG NOTECARD
# Note all items are optional. The default values here
# will be used for items not...###################################################################
# CONFIGURATION VALUES FOR AN_CONFIG NOTECARD
# Note all items are optional. The default values here
# will be used for items not included in the an_config notecard
# The configuration given here is valid for animal script version 5.5 and above
########################################################################
#
# The name given to new animals such as Cow, Sheep etc
NAME=Highland Cow
#
# Word used by animal when 'speaking'
CRY=Bellow
#
# If set to 0 during the day the animal will just play sounds but won't speak (I'm thirsty etc) and during the night it won't make any sounds at all.
CHATTY=1
#
# What surface the animal follows. Can be flat, ground or water
SURFACE=flat
#
# How far (in m) the animal will wander from its home position
RADIUS=10
#
# If set to 1, animal won't move, although the menu allows you to start it moving again
IMMOBILE=0
#
# Set to 0 to have another script handle touch
TOUCH_ACTIVE=1
#
# Where the animal gets its food from
FEEDER=SF Feeder
#
# How often (in seconds) animals need to feed (5900 is approx 1.64 hours)
FEEDTIME=5900
#
# What percent should the animal take each feed
FEEDAMOUNT=1.0
#
# How often (in seconds) animals need to drink (5000 is approx 1.4 hours)
WATERTIME=5000.0
#
# What percent should the animal take each drink
WATERAMOUNT=1.0
#
# 1 if reproduces by egg, otherwise 0 means animal gets pregnant
LAYS_EGG=0
#
# How long (in seconds) for egg to hatch (86400 is 24 hours)
EGG_TIME=86400
#
# How long (in seconds) pregnancy lasts (432000s is 5 days)
PREGNANIME=432000
#
# Does adult female give a product linked with giving birth/laying an egg. Set to 1 if true, otherwise set to 0
HASMILK=1
#
# If above is set to 1, time in seconds between giving each 'milk' product. First product is given straight after giving birth/laying an egg (86400=24 hours)
MILKTIME=86400
#
# Name of item to give as 'milk' object (must be in the animals inventory)
MILK_OBJECT=SF Milk
#
# How often (in seconds) after laying an egg before the animal can be mated again (86400 is 24 hours)
MATE_INTERVAL=86400
#
# Set to 1 if adult animals give wool product (wool, feathers etc)
HASWOOL=1
#
# If above is set to 1, time in seconds between giving each 'wool' product. (345600 is 4 days)
WOOLTIME=345600
#
# Product to give as 'wool' item (must be in the animals inventory)
WOOL_OBJECT=SF Wool
#
# Set to 1 if adult animals give manure product
HASMANURE=1
#
# If above is set to 1, time in seconds between giving each 'manure' product. (172800 is 48 hours)
# NOTE: before version 5.1 it is fixed at every 48 hours
MANURETIME=172800
#
# Product to give as 'manure' item (must be in the animals inventory)
# NOTE: before version 5.1 it is fixed at SF Manure
MANURE_OBJECT=SF Manure
#
# If 1, animal will rez poo when ready, if 0 then farmer needs to collect it (version 5.1 onwards)
AN_AUTO_POO=0
#
# Average life expectancy in days
LIFEDAYS=150
#
# Product to give as 'skin' item when animal dies (must be in the animals inventory)
# If nothing to be given use SKIN_OBJECT=
SKIN_OBJECT=SF Skin
#
# Product to give as 'meat' item when animal dies (must be in the animals inventory)
# If nothing to be given use MEAT_OBJECT=
MEAT_OBJECT=SF Meat
# How much to move animal in x direction for each step
STEP_SIZE=0.4
# For animals that have multiple body textures, set to 1 (named goat, goat12, goat2 etc)
HASGENES=0
#
# If set to 1, allows you to specify different textures for each prim in the SKINABLE_PRIMS section (see quintonia.net/forum/development/35-genetics-part-2)
MULTI_SKIN=0
#
# which prims use the 'goat' textures if above is 1 e.g. SKINABLE_PRIMS=2,3
SKINABLE_PRIMS=
#
# Which prims to show only for child animal e.g. CHILD_PRIMS=4
CHILD_PRIMS=
#
# Which prims to show only for adult male e.g ADULT_MALE_PRIMS=1,7,8
ADULT_MALE_PRIMS=
#
# Which prims to show only for adult female
ADULT_FEMALE_PRIMS=
#
# How much of life to spend as child LIFEDAYS x CHILDHOOD_RATIO
CHILDHOOD_RATIO=0.15
#
# Initial scale as child
CHILD_SCALE=0.5
#
# Don't let the child grow beyond this scale
CHILD_MAX_SCALE=1.0
#
# To make male animals bigger on average than females use numbers >1.0, or use numbers <1.0 for larger females
MALE_SCALE=1.05;
#
# To make female animals bigger on average than males use numbers >1.0, or use numbers <1.0 for larger males
FEMALE_SCALE=1.00;
#
# Total number of adult sounds (adult1, adult2 etc)
TOTAL_ADULTSOUNDS=4
#
# Total number of baby sounds (baby1, baby2 etc)
TOTAL_BABYSOUNDS=2
#
# Default language to use on menus
LANG=en-GB Show more 1 year ago
Been doing some thinking and was wondering about something Buzzy, and the rest of VivoSim, say you have roughly 8 storage units and each one has a different amount of food storage, would be nice if the storage transfer tool would transfer from 7 of those into 1 up to...Been doing some thinking and was wondering about something Buzzy, and the rest of VivoSim, say you have roughly 8 storage units and each one has a different amount of food storage, would be nice if the storage transfer tool would transfer from 7 of those into 1 up to 100%..
Any ideas on how we can get this done? I am decent with scripts and was looking at the storage transfers code, it will erase to zero what it transfers to.? what if it would just add an additional % from what it's transferring from? thanks in advance.
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For the existing storeage transfer, off the top of my head and could imagine it could listen for the storage unit to say 'I am full' but probably better ways to do it! I had been thinking it would be handy if it did stop when the storage got to 100% Show more 2 years ago
Basic Information
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Skills
Scripting, Mesh, Textures, DJ, Avatar design -
OpenSim Home (e.g. hg.vivosim.net:8002:lugo)
hg.osgrid.org:80 -
Location
Iowa USA