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(1 edit)

I'm trying to disable the expanded farm options as I find them over-complicated and far too tedious in comparison with the vanilla system. The in-game Library says that it is possible in the expansionsettings.gd file, however I cannot find any options in there to simply turn off the farm expansion. In the "Farm Expanded" section of the file, there isn't any variable to toggle the new farm on/off that I've been able to find. Is there a line I would need to add to disable the farm or is the information from the Library simply giving me false hope.

It haven't read it, but it seems that the library is wrong. The vanilla farm does not exist when Aric's Expansion is installed, so no option could possibly revert it. Also, there is no simple change to the code of Mansion.gd that would revert it as the farm GUI in Mansion.tscn has been overhauled.

Can you let me know which entry gave you that impression so it could be fixed? That is definitely erroneous as the UI and all elements have been completely overhauled.

I just went back through the library and didn't see it there. I must have read it someplace else. So the Library is all good. Sorry about that. Even though the new farm is a complete overhaul, I noticed that the farm manager does still perform similarly to its old way by subbing in as a farm hand and milk maid if you don't have any. Would it also be possible to add Milk Merchant to the farm manager's duties if no one else is doing it? At least then all the original farm functionality would be back. Maybe with whatever energy the manager has left being a negative multiplier towards profits. With higher energy, the manager would be more willing to deal with getting good prices, lower energy and they'd just want to get everything sold so they could go home and sleep, lol.

The Milk Merchant position is actually pending a fairly substantial overhaul itself to get it closer to where the original intention was. It should allow more direct control over milk sales, city interests, etc. However, I will keep that in mind as a strong possibility to see how easily I can tie that feature into what is planned. That's a good suggestion and I appreciate the feedback.

Maybe you could split Farm changes into a separate mod?

Whew, that'd be a loooot of code detangling. I'm not saying it's impossible, but it's not likely in the near future as a lot of the mod's features rely heavily on components from the various areas it touches (like the Farm).