About this mod
Farm more goat for the Sheep Breeding tech. 0.8.024 .. 0.8.029a
- Requirements
- Permissions and credits
- Changelogs
- Donations

Consider supporting (tip) to keep the mods updated.
Brief Description
* See Mod Details section below for details
This mod allows you to make use use of larger animal pen area by farming Goat.
* This mod is safe to remove anytime, however the amount of Goat will stay as is, will include a command to remove extra Goat in the future.
* For questions, better join the discord server
How To Install (option 1)
- Go To https://www.nexusmods.com/manorlords/mods/229.
- If you doesn't have RE-U4SS Mod Loader installed, follow the How To Install section in that page.
- Install this mod by following the How To Install Mod section in that page.
How To Install (option 2)
- Download RE-UE4SS and follow the installation guide.
- Extract the downloaded Main File archive and drop the MLGoatFarmingMod to the UE4SS Mods folder
- The mod will be enabled automatically
How To Disable / re-Enable
- to disable the mod remove or rename the empty enabled.txt File in the mod folder
- to enable the mod again bring back the enabled.txt File again or utilize the Mod Loader file
Be a responsible mod user
- If you found a bug, please do not report it to the game developer without verifying that you can reproduce the bug on vanilla game.
- Keep in mind that the game is still in early-access.
Mod Details
- Require Sheep Breeding region development
* The Goat farming feature will only apply to region that has the Sheep Breeding development unlocked
- Breed Goat every 4 month
* Every 4 month, this mod will breed Goat in the farms, each pair will yield exactly 1 Goat.
* Capacity is limited by the area of the animal pen extension, simply put it's only the backyard.
* precisely for every 500_000 cm2 the building will get one extra capacity, you can play around with the console commands down the page.
* Do note that the game already spawned 2 Goat by default, which mean you need at least 1_500_000 cm2 to have more Goat
* If the amount of Goat already reached the capacity, If the farm have at least 2 residing family, the farm will get 1 meat for every excess.
- Monthly Yield
* Every month, this mod will give meat and hide to Goat farms according to current month interval.
* The amount is proportional to the amount of Goat you have and the current month. the pool is split into 6.
* for example, a farm with 8 Goat will yield you 8 Meat and 8 Hide in span of 6 month, at least 1 each every month, January and February will yield 2, March will yield 1:
[ g1, g7 ] // 2 meat | 2 hide <- January
[ g2, g8 ] // 2 meat | 2 hide <- February
[ g3, xxx ] // 1 meat | 1 hide <- March
...
[ g6, xxx ] // 1 meat | 1 hide <- June
[ g1, g7 ] // 2 meat | 2 hide <- July
[ g2, g8 ] // 2 meat | 2 hide <- August
[ g3, xxx ] // 1 meat | 1 hide <- September
...
[ g6, xxx ] // 1 meat | 1 hide <- December
* Advanced Skinning development increase the meat yield by 100%
Console Commands (v1.0.0-alpha02)
* how to open the console: see the How To Open Console section in https://www.nexusmods.com/manorlords/mods/229
- k.goatFarming.ping
* ping the mod, it should print back "pong!" to the console
- k.goatFarming.printModInfo
* print the mod information to the console, it will print the mod name, mod version, and the mod author name
- k.goatFarming.isInGame
* check if the mod is aware that you are currently in a loaded game.
- k.goatFarming.yield
* run the yield event
- k.goatFarming.breed
* run the breed event
- k.goatFarming.yieldForCurrentRegion
* run the yield event only for current region, with current month interval, requirement still apply
- k.goatFarming.breedForCurrentRegion
* run the breed event only for current region, requirement still apply
- k.goatFarming.yieldForSelectedBuildings
* run the yield event only for selected buildings, pin the building to select multiple, with current month interval, requirement still apply
- k.goatFarming.breedForSelectedBuildings
* run the breed event only for selected buildings, pin the building to select multiple, requirement still apply
- k.goatFarming.printSelectedBuildingsFarmData
* print the farm data of the selected buildings, pin the building to select multiple
- k.goatFarming.enableRenderPlotterDescription
* allow the mod to render the possible farm area and capacity to the plotter overlay
* plotter overlay is the UI that shows you the construction cost when plotting burgage plots.
* see Images section below to see what it looks like.
* compatible with my other farming mod, same order as the order you enable them
- k.goatFarming.disableRenderPlotterDescription
* disable the renderer
Images

^ render extra information to the plotter overlay
^ note that the egg is from Chicken Farming Mod and pig is from Pig Farming Mod
Words Dictionary
- current region
* refer to any region territory that the player (camera) is at, look straight down and see which region territory that is, the UI at the top-center also render this information except that UI ignores region that you don't own.
Suggestions
- Suggestion are welcome, make a post/comment or DM me.
How To Uninstall
- remove the mod Folder
- also remove the mod declaration in the Mod Loader file If added previously