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description
featuredThe growthManager mod replaces the original growth management with more robust code.
Improves stability and improves compatibility with Mods like weed, fastForward and includes functionality of the nightGrowth-Mod.
Optional(!) configuration takes place for each savegame within growthManager.xml within the savegame folder.
Important: After removing the mod, all *_growthState.xml within your savegame needs to be deleted to restore original growth.
Credits
Skript: upsidedownGrafiken+Einbau: JakobT
final-Tester: beaker
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03 Feb 21:18Version 1.0
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by upsidedown
ago about 10 years
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by upsidedown
ago about 10 years
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by upsidedown
ago about 10 years
-
by upsidedown
ago about 10 years
-
by upsidedown
ago about 10 years
-
by upsidedown
ago about 10 years
03.02 2015
Empfehlungsrate
93.53%
Do you think this mod should be featured?
V
1.0
03. 02 2015
44,347
6 Comments for growthManager
so what exactly does it do?
Weiss jemand wie ich Growth Manager aber mit Pflanzensterben (Plant Withering) auch an spielen kann? Das mod schaltet dieses funktion aus.
Does anyone know how I can play with GrowthManager mod but still have plant withering enabled? This mod seems to forcefully disable this function.
Hi, I just found that this script generates call stacks after I updated to patch 1.3beta, anyone else experiencing this ?
Note that I had no problems with it when using patch 1.2.
Awesome mod, thanks!
come on people someone answer my question please does it due a auomatic scan or wat i placed this in my mods folder and so far the screen that i have seen in the pic is not there
You don´t have to do anything else. Placing the mod in the mod-folder activates it. Now you have to wait some days. In 5 days you will see the mentioned picture at midnight when your fruits are growing one stage. Grass might grow a night before. You just have to be patient.
does the scan does it automatically or wat like the one in the picture