

Let Them Graze!
Herd your animals with your trusty pastoral cane, letting them graze on grass!
Description
<p><iframe src="//www.youtube-nocookie.com/embed/hnHuA8ByYLs" width="560" height="314" allowfullscreen="allowfullscreen" allow="encrypted-media; picture-in-picture; web-share; clipboard-write"></iframe></p> <h1>1.1 - Shepherd's Staff</h1> <p> </p> <ul> <li> <h4>Added shepherd's staff (same texture as pastoral cane for now), which allows gen1+ animals to follow you while held. Added a bunch of configs to fine tune the mod to your liking.</h4> </li> </ul> <div class="spoiler"> <div class="spoiler-toggle">Spoiler!</div> <div class="spoiler-text"> <ul> <li>Holding the staff will create an area around you (configurable) in which all generation1+ animals will slowly follow you. <ul> <li>They will not immediately jump to you, but instead wait around 3 seconds before they will begin pathing towards you. This is simply tied to the vanilla tick time (~3.3 seconds).</li> </ul> </li> <li>The longer you lead them, the more portions they will graze. Every 20 seconds of grazing is about 1 portion banked, up to a maximum of 5 portions. <ul> <li>If they are led by your staff while this is not depleted, the portions are banked, not lost.</li> </ul> </li> <li>Portions eaten are defined by a set time, so hopefully they don't all eat at the same time and cause a lag spike if you are leading 100 animals.</li> </ul> </div> </div> <h4>Configs</h4> <div class="spoiler"> <div class="spoiler-toggle">Spoiler!</div> <div class="spoiler-text"> <div style="color: #cccccc; background-color: #1f1f1f; font-family: Consolas, 'Courier New', monospace; font-weight: normal; font-size: 14px; line-height: 19px; white-space: pre;"> <h4><strong><span style="color: #cccccc;">Grazing - controls how animals consume banked portions</span></strong></h4> <span style="color: #cccccc;">CooldownSec : Default 30</span> <div><span style="color: #cccccc;">Minimum seconds between two successful graze events on the same animal. Floor for how quickly an animal can eatthrough banked portions even if they're all available. </span></div> <div><span style="color: #cccccc;">Lower = faster catch-up grazing, higher = more spread out. Clamped to ≥ 0.</span></div> <br /> <div><span style="color: #cccccc;">SaturationPerGraze : Default 1.0</span></div> <div><span style="color: #cccccc;">Saturation awarded each time the animal completes a graze. Matches vanilla trough-portion economy (1.0 = one trough portion). </span></div> <div><span style="color: #cccccc;">Raising it makes pasturing more nutrient-efficient than penning. Clamped to ≥ 0.</span></div> <br /> <div><span style="color: #cccccc;">InitialDelayMinMs : Default 0</span></div> <div><span style="color: #cccccc;">Minimum milliseconds before an animal's first banked portion becomes eligible after the staff is stowed. Anchors the herd-desync window. Clamped to ≥ 0.</span></div> <br /> <div><span style="color: #cccccc;">InitialDelaySpreadMs : Default 3000</span></div> <div><span style="color: #cccccc;">Random additional milliseconds (uniform 0..N) added on top of InitialDelayMinMs. This is the herd-desync knob, </span></div> <div><span style="color: #cccccc;">a herd of 10 sheep stowed at the same instant will spread their first eats across this window. Set 0 for the old in-unison behavior; </span></div> <div><span style="color: #cccccc;">raise for a slower, more naturalistic spread. Clamped to ≥ 0.</span></div> <br /> <div><span style="color: #cccccc;">InterPortionMinMs : Default 5000</span></div> <div><span style="color: #cccccc;">Minimum milliseconds between an animal's consecutive banked portions. Prevents back to back grazing the moment the cooldown expires. Clamped to ≥ 0.</span></div> <br /> <div><span style="color: #cccccc;">InterPortionSpreadMs : Default 5000</span></div> <div><span style="color: #cccccc;">Random additional milliseconds on top of InterPortionMinMs between portions. With the defaults each later portion lands 5-10 s after the previous. </span></div> <div><span style="color: #cccccc;">Note this is on top of CooldownSec, the actual graze action still won't fire until cooldown also elapses. Clamped to ≥ 0.</span></div> <h4><span style="color: #cccccc;">Cane - Pastoral Cane (right-click call)</span></h4> <div><span style="color: #cccccc;">CallRadius : Default 20</span></div> <div><span style="color: #cccccc;">Blocks. Animals within this radius hear the call. Raising it bunches larger herds. Lowering it forces the player to walk closer. Clamped to ≥ 1.</span></div> <br /> <div><span style="color: #cccccc;">CallCooldownSec : Default 30</span></div> <div><span style="color: #cccccc;">Seconds between cane uses on the same itemstack. Prevents spam-calling and the resulting AI spazz. Clamped to ≥ 0.</span></div> <br /> <div><span style="color: #cccccc;">MinGeneration : Default 1</span></div> <div><span style="color: #cccccc;">Minimum animal generation that responds. 0 would include wild animals (not recommended, they'll flee). Clamped to ≥ 0.</span></div> <br /> <div><span style="color: #cccccc;">PortionsPerCall : Default 2</span></div> <div><span style="color: #cccccc;">Immediate portions granted to each responding animal, they'll graze that many extra times after arriving. </span></div> <div><span style="color: #cccccc;">Note this uses AllowGrazing() which sets (not adds), so each call overwrites any pre-existing immediate count (staggered staff portions still arrive separately). </span></div> <div><span style="color: #cccccc;">Clamped to ≥ 0.</span></div> <br /> <div><span style="color: #cccccc;">MaxSoundResponses : Default 6</span></div> <div><span style="color: #cccccc;">Cap on how many animals play their bleat in response. Mostly an audio-clutter control on big herds. Clamped to ≥ 0.</span></div> <br /> <div><span style="color: #cccccc;">MaxCalledAnimals : Default 12</span></div> <div><span style="color: #cccccc;">Hard ceiling on animals that respond to a single call. Caps pathfinding load when a player triggers in dense flocks. Clamp
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