Enhanced Animal System mod Farming Simulator 22

Farming Simulator 22 general playing etc discussion

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Snake Man
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Enhanced Animal System mod Farming Simulator 22

Post by Snake Man »

See also Animals Guide and Tutorial FS22 topic. Download Enhanced Animal System mod Giants Modhub.

This is my september 2025 notes about enhanced animal system mod usage when playing on PMC Undefined Farms 20km v0.2.7 terrain. I had chicken and sheep barns already running when I installed this mod, there was no issue doing it for existing animal placeables.

New animals appeared on first of brand new month at midnight 0000hrs. But I believe this is base game functionality already.

On my very first use of enhanced animal system mod, my chickens and sheep got mixed female and male offspring, first time I ever see that, nice. On the first offspring there was plenty of females which eventually grow to have their own offspring in a never ending cycle of life, very cool.

There are new 3d models with textures and also sounds for the baby animals. This is very refreshing to see actual new models, very cool indeed.

My second month changed to feb 1st, there was no births because females were not ready to give birth, guess it might become a bit overwhelming if you'd receive new offspring every single month. I had some animal upkeep fee reduced from my budget, it was multiple -$20 and one -$100, hmm I have no idea which ones these were.

Feb 1st was just walking around my farm yard checking chickens and sheep's, now those baby lambs and rams were up and about walking around, I have to say that looks very nice to have those new 3d models/textures for them instead of faked adult old default giants animal model used, super nice indeed, I really like it, I'm very excited about animals now. I simply cannot wait until I get to cattle, cows and pigs. Heck I'm almost considering buying horse stable/barn in this savegame to check it out although my understanding is that horses are somewhat "dumb animals in fs22" as you wont get any products, not even manure/slurry, out of them and all you can do is "useless visual" riding of them, I mean its very cool for the first time, but once you've done it... why do it again, other than role playing some cowboy by putting on the stetson at farmhouse and ride around the farm in your horse. Sure I admit it would be cool to have a relaxing horse ride around your fields, vehicle sheds etc, but especially on large terrains this might become not so relaxing but simply boring for those long distances, horse riding in farmsim just screams "ravenport pixel porno keeps stupid kidz happy" type of theme. But hey, maybe its me. At least I love chickens, sheep's, pigs and cattle/cows :D

Your animals grow during a month, but there will be no births (at least not yet in my savegame), so baby animal models like the chicken little chick models turn into actual chicken models to represent animal growth. So you cant expect new animals during a month but at least you get to see the chicks change into adult models during a month. This obviously assumes you're running more than 1 day seasons config, in my example I was running 9 day seasons which is the good old default from Farming Simulator 19 (FS19).

If you monitor your animal menu and see some animals split off from "the cluster", that is because some females gave birth and their stats changed, so they had to be separated. FS22 lists all identical animals in cluster "data package". I would say that over time as more and more of this happens you can take your initial animal purchases and kiss those clusters goodbye as they will very often change because births.

Mar 1st, new chickens have hatched, 5 * female and 4 * male. Happy birthday :)

2025-09-25T11:31:28Z

Apr 1st, new chickens have hatched, 13 * female and 11 * male.

May 1st, new chickens have hatched, 3 * female and 8 * male. A bit smaller female batch this time.

Jun 1st, new chickens have hatched, 9 * female and 11 * male, again higher load of males than females, maybe its just me but I consider these male animals in chickens and sheep's as useless as they don't reproduce, bulls and I assume boars are needed for reproduction on cow/pig side, hmm not sure if rams (male sheep?) are needed, hmm. Anyways. Also new sheep has born, 2 * female and 1 * male. Guess the sheep reproduction is much less than chickens, I wonder if its mostly the same for cows and pigs as well.

I am not bored waiting, don't mean that, but yeah the sheep reproduction pace is very slow compared to chickens, or perhaps my world view is somehow skewed, I mean hasn't it only been like 2 years of game-play after I got animals going, hmm or just one full year, hmm I cant recall.

I have to assume that once you have larger herd then these births get out of control so to speak, will be really interesting to see. But I am fully and greatly enjoying this enhanced animal system mod game-play :)

2025-09-29T10:43:11Z

Jul 1st, new chickens have hatched, 27 * female and 28 * male. Quite even mix, but still I'd prefer females as they breed in the future :)

New sheep has born, 3 * female and 3 * male.

At this moment I am not sure if males, rams, produce wool as that is the only thing they could do beside being sold for profit which sheep's wont get very much, they are cheap animals if I understood it correctly, horses, pigs and cattle are more the animals to sell for profit.

2025-09-29T14:22:00Z

Bought PMC Cow Barn 800 (my own config XML mod from giants cow barn), dumped TMR there, then came back to the farm yard and put straw bales alone into the Silo King TraileLine 1000+ 4535 mixing wagon until it was 44k liters full, then dumped that to the cow barn for straw bedding, then purchased 10 dairy cows, 10 angus cattle and two bulls :)

Also stamped manure heap next to the cow barn 800.


The big Farming Simulator 22 Animal Playing Guide And Tutorial by PMC. Helpful FS22 Animals Guide. Looking for Farmsim Animals Tutorial, and you found it. Getting hungry, Animal Feed Farming Simulator 22, gotta get that food running. Wanna be a big rancher, okay then read FS22 Beef Cattle Tutorial to get started. Dairy milk and stuff, check out FS22 Cows Guide for information. Eggs plenty in FS22 Chickens Tutorial pages. Hoggs there hoggs everywhere at FS22 Pigs Guide Oink. They eat grass and hay, FS22 Sheeps Tutorial with all them lambs and stuff. Don't let your animal friends get hungry, Farm Sim How To Feed Animals will keep their bellies full. Farming for animals, Mowing Grass FS22, is nice change from regular harvesting. Teddy, whats this? Read all about it in Making Hay Tutorial FS22 page. When you get animal product, get it to Production Chains FS22 for more money. Are you beginner to animals? Then read Getting Started Animals Tutorial FS22 to get some education.
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Re: Enhanced Animal System mod Farming Simulator 22

Post by Snake Man »

2025-10-01T12:31:18Z

Another farming day is on, just purchased my PMC Pig Barn 2.7k head placeable and dumped first penta db50 load of 55k liters of sugar beets there.

Then hauled two penta db50 loads of barley, this is the grains part of pigs diet, now just missing base corn and protein canola. But at this point I could not wait any longer, I'm hasty and buying two boars and twenty female pigs :)

Purchased 10 landrace females (sow), 1 landrace male (boar), 10 berkshire females (sow), 1 berkshire male (boar), 10 black pied females (sow) and 1 black pied male (boar). Okay this is a good starter setup for hoggs :D

Then took siloking trailedline system 1000+ 4535 mixer wagon, telehandler loaded there 180cm round bales of straw, added few extra which just sunk into the mixer wagon, hopefully they didn't disappear, at least mixer wagon could be overloaded in my other savegame so I'm hoping to haul some extra straw with this load. Straw is used for pigs to produce manure, I already bought a manure heap at the backside of the pig barn building.

Cant wait for canola and corn harvest seasons to begin now so I can harvest some food for pigs :)

While contemplating do I go get some fertilizing contracts done for money or just continue time accelerating towards the next seasonal event, I loaded one more siloking trailedline system 1000+ 4535 mixer wagon full of straw, then overloaded it with at least four 180cm round bales of straw and dumped it to both pigs and cattle barns, man that was a big load, whoah! :o

And then did one more haul with fully laden siloking trailedline, now stats are for cows 156k liters (42%) straw and pigs 235k liters (53%) so these guys are good to go. I do feel a little bit bad for being so impatient with pigs as they now don't have base food and protein, but yeah well at least they wont completely die off on me while waiting for corn and canola harvest season to begin.

Made the decision not to do those multiple fertilizing contracts for money as that would take another multiple hours of my real life gaming day, I want some animal progress to this savegame, doing fertilizing contracts to increase my current 2 million dollars to who knows how many would not make a much difference, I want to see animal action not to buy more farmland or vehicles.

Aug 1st, new chickens have hatched, 4 * female and 4 * male. And new sheep's got born, 2 * male.

Also my canola is ready to harvest, only a single puny 0.84ha field, should have planted more last year but oh well, that is going for pig feed.
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Re: Enhanced Animal System mod Farming Simulator 22

Post by Snake Man »

2025-10-02T10:16:36Z

New farming day is running, already yesterday I noticed that in FS22 Simple Inspector screen the animal "average health" percentage changes every top of the hour, so once I dropped sorghum into my pig barn which had animals at 0% average health, then on the next top of the hour it jumped to 10%, and on next 20% then 30% where it is at the time of writing this.

Been thinking about pig food. Base food is either corn or sorghum. The difference of yields on these crops are corn literPerSqm="0.92" and sorghum literPerSqm="0.82" so corn wins, but not much, like in comparison soybeans yield is HALF of what corn is. The difference between harvesting corn and sorghum is the header type, both are regular grains which can be hauled with normal trailers, auger pipes and stored in grain bin silos unlike potatoes or sugar beets. However some people might consider corn harvesting more of a nuisance as all corn headers eat less rows (width) than midwest durus 18.2m header for regular grain which sorghum is.

Corn is cool american crop, sure sorghum is harvested in parts as well but america is the famous corn and soybeans country.

So I think overall even though sorghum harvesting is kind of easier/faster with regular combine harvester grain headers, on my PMC operations the main pig food will be corn.

In-game aug 1st 2023hrs my pig barn had productivity: 1% because I bought initial set of pigs without having the full feed available for them, I had only sugar beets and barley, was missing corn/sorghum and canola/whatevertheotherwas. Now I added all food groups, average health went to 100% so next I'm going to be anxiously waiting to see when productivity increases, my best bet is that midnight, but how much will it change or does it just straight up skyrocket to 100% as everything is OK now, will be interesting to see.

Oh, never-mind, my own website explains it: farming-simulator.org/22/guide-animals-pigs seems like pigs have no productivity percentage at the in-game menus, it only shows up on simple inspector :o
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Re: Enhanced Animal System mod Farming Simulator 22

Post by Snake Man »

2025-10-03T21:10:13Z

In-game sep 1st, new chickens hatched, 43 * female and 43 * male.

In-game oct 1st, new chickens hatched, 10 * female and 13 * male.
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Re: Enhanced Animal System mod Farming Simulator 22

Post by Snake Man »

2025-10-07T19:31:39Z

In-game nov 1st, new chickens hatched, 27 * female and 35 * male.

This hatching makes my "Chicken Coop 1" building to host now 356 animals out of 360, so on the next hatching it will overcrowd to which I had setting turned on to allow it. Once next chickens hatch then I have to move some animals to a new chicken coop I'm going to buy, or simply start selling the roosters.

Roosters or chickens in general pay pretty much nothing, most of my flock goes for $1 each with highest paying females are $4 each. Highest paying rooster is $2. So yeah chickens while in real life they are raised for the meat and eggs, they definitely do not make any money in FS22.

New sheep's born, 1 * female. That's it, nothing else, one single lamb female (steinschaf) :o

New pigs born, 43 * piglet female (berkshire), 52 * piglet male (berkshire), 57 * piglet male (black pied), 47 * piglet female (black pied), 39 * piglet female (landrace) and 59 * piglet male (landrace).

Goodness gracious these pigs will breed like a wildfire! :o

That's females total of 129 and males 168, whoah :)

These guys jumped from hmm was it 33 to 330 in one birth batch, cant imagine how it will be once the full cycle gets going with full speed. Its just never ending factory line of breeding pigs, haha so cool!

I bet my pig 1 barn gets a big boost in food and straw usage and also output of manure and slurry. Wonder when my stockpile of manure and slurry will be that high that its worth to break out spreaders for the first fields fertilization.

Now pig 1 barn stats look like next offspring comes in 4 months, so its not actually fast paced action, its faster than cattle/cows that is 10 months which feels quite a long time, but as pigs breed this many at once batch, yeah it will be interesting times in years time or so :)

Was browsing in-game animals menu and spotted something odd, my cow 1 barn animal clusters have been broken up from 10 females per angus (cattle) and brown swiss (dairy), now they are female angus 1 with reproduction 20%, female angus 4 with reproduction 30%, female brown swiss 6 with reproduction 30%, female angus 5 with reproduction 40% and female brown swiss 4 with reproduction 40%. Whoah that is so awesome that this mod randomly separates each animal into different birth cycles so its not always the same original batch that gives birth at exact same time. So while FS22 animals are still in clusters, it could be cluster of one but still its a cluster (I guess, hah), enhanced animal system mod internally calculates stuff for individual animals, or at least randomly pick one or more from each cluster to be set into different reproduction cycle, very very cool, I really like this mod what it does to FS22 animals :)

Actually that pig breeding is out of control or at least it will be within few birth cycles, my 10 females on each breed all gave over 40 offspring except that one batch of 39 landrace females but even that is a hefty number of almost forty, its no joke when 10 female pigs breed that much in one go, just imagine how my farm looks like when I got like 2000 head herd going on :o

Cant wait to see what the food and straw requirements and manure and slurry outputs are :)

Will my farm become a nightmare to manage when you have to be tending animals pretty much well hmm dare I suspect every day, I highly doubt with my animal food/straw etc capacities, but definitely you cant go time accelerating more than few days when these herds grow to hundreds and eventually thousands :)

I would definitely like to experience and document that, would be one for the history books for me personally.

I've heard some folks talk about in the community that they had 10,000 head of animals, but what I recall from those they were more like plans, I have not seen any videos or live streams of animal barns with total of 10,000 head herd going on. Hey, maybe I could document that in this savegame, at least so far the plan is heading towards that direction :)

Anyways, I like enhanced animal system mod and I'm very excited about this savegame even though its temporary throw-away type :)

More time accelerating, lets see what happens in the coming months ;)

In-game nov 1st 1208hrs, I can now see the new piglets 3d models/textures in broad day light, they look great, they also have custom sounds as expected.

Its truly shame though that farmsim games have 25 animal 3d model limitation, now my Pig 1 barn changed from bunch of adult pigs to mostly piglets, I see only two boars and one berkshire female, rest are piglets. I mean it is what it is, but yeah this definitely sucks. I wonder if there is any scripting method to break through the animal limit barrier. On the other hand, this giants pig barn area is not really suitable for huge amount of animals, so I would like to have more than 25 but trying to put lets say even 250 into this placeable building would not really work, so I understand the limit in that sense.

2025-10-07T20:51:50Z

Sold all roosters from Chicken Coop 1, even the chick just born ones, I mean all they do is eat food and that's it, cruel thing to say but in FS22 roosters are useless filler, they have no value, well I mean the sold value but as said its like $1 or $2 max, so "whohoo" for that payday. Not sure if in real life one chicken cost for butcher shops is a dollar, at least when I buy prepared chicken breast meat from the super market its more expensive than groundbeef, actually its twice as expensive, so I always wondered, are chickens around the world that much more valued than cattle and pigs, hmm no idea, might be worth to do some research on that considering I am eating almost every day some groundbeef and have recently left out chicken meat because its so expensive it almost feels like an luxury food type. Anyways point being, in this savegame roosters just consume food for no benefit at all, they must be let go, adios amigos.

Chicken Coop 1 animal count now 203 / 360.
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Re: Enhanced Animal System mod Farming Simulator 22

Post by Snake Man »

2025-10-08T17:49:04Z

Its in-game dec 1st, a lot of animal upkeep was charged at midnight on months change, its the more animals I got, interesting though is those payments per animal cluster or, hmm those notifications might become quite excessive once you have thousands and thousands of animals with multiple clusters, assuming the payments are for clusters.

New chickens hatched, 35 * female and 37 * male.

I proceeded to sell off all the males, chicken coop 1 animal status now 238 / 360, lets keep it tight, only chicks allowed in PMC coop's :P

New sheep's born, 1 * lamb female (steinschaf), 1 * lamb female (mountain), 1 * lamb female (welsh) and 1 * ram male (mountain).

Winter months have begun now, in the farm nothing happening on the fields during dec, jan and feb, that is 3 * 9 == 27 in-game days to time accelerate through while feeding your animals and keeping an eye on production chains input/output materials. Yes there are cultivating and plowing contracts, a lot of them actually, available during these months and you could fertilizer your own fields too, but yeah these are the dead months in farming, just have to hope you were smart enough to stockpile enough animal feed during the summer months so you can now just coast through the winter months.

Currently I have plenty of round bales of grass, hay, straw and silage, then corn and well soybeans could be used for pigs but its way too expensive crop to feed to animals, its for selling, on jun I am going to make a lot of coin and then buy more farmland. Chicken feed, no wheat, barley or sorghum, I made a big poo-poo on that one, my bad, currently the feed status is just about 50% capacity so it might be enough through the winter, but still I highly doubt its enough until jun when barley harvest season begins and then my chicken and production chains input worries are over.

Winter months with farmsim animals always feels like you rolled the dice, they are in the air and then time just slows down to a hollywood movie alike dramatic slow motion, you are no longer in control and can only watch and wait what happens, in slow motion (9 day seasons config) :D

If my chicken coop 1 runs out of feed, then I simply have to buy pallets of it, I now only have 39.6k budget so that might run out very quickly, I have quite a pile of 150cm round bales of silage which I could sell quickly as they have been placed right next to the animal dealer, so I can get at least some emergency food money.

Overall I'm confident that this winter goes by without issues, interesting to see how it turns out :)

In-game jan 1st, new chickens hatched, 26 * female and 34 * male.

Sold off all the male chickens, roosters, no need for those. Not sure if there is any benefit for waiting for them to grow so you could possibly sell them at $2 each, I mean... its peanuts, means nothing to me when farm budget runs in the several millions, I'm already paying daily maintenance property whatever fees well over $100 close to $150, so selling few roosters with two bucks each is meaningless.

Chicken animal count now 264 / 360.

New sheep's have born, 1 * ram male (mountain). Nothing else, just one animal.

In-game jan 5th, 0805hrs, chicken coop 1 feed status show now only 3% left, guess its time to send an tractor with trailer over to the dealership so some chicken feed can be bought and dumped into the building. Hmm actually I might be able to dump directly from the pallet using telehandler which I have two on the location, perfect.

Chicken Coop 1 building has now 320 liters of grain left, getting pretty low indeed. Purchased multiple big bags of wheat (chicken feed), carried them over to the chicken coop 1 building and refilled, easy. Got feed status to 92%, its good enough for now, should last a while again.

In-game feb 1st, new chickens have hatched, 38 * female and 41 * male.

As usual I sold off all males, animal count now 302 / 360. Soon I have to start thinking about purchasing second Chicken Coop :)

New sheep's have born, 2 * ram male (mountain), 1 * lamb female (mountain), 1 * lamb female (bentheim), 2 * ram male (welsh), 3 * ram male (steinschaf), 1 * lamb female (steinschaf) and 1 * ram male (bentheim).

Sheep's animal count now 48 / 65.

On other news in Pig 1 barn the piglets have grown to larger 3d model/texture, looking good, at in-game animal menu they are listed as Porker.

Cow 1 barn has 155k liters of manure and 200k liters of slurry, that stock pile is growing nicely. Pigs however have very modest amounts, 48.8k liters of manure and 63.3k liters of slurry. I find this a bit odd, but hmm guess pigs are smaller animals than cattle/cows so that is one reason, but I have over THREE HUNDRED pigs, you would think that they catch up with cattle/cows, guess not. I am sure that with these breeding rates my pig operation soon overtakes cattle/cows, but still, I find it interesting how slowly pigs accumulate crap.

In-game mar 1st, new spring planting season has finally begun, also new animals have been born, this is exciting! :)

New chickens have hatched, 69 * female and 62 * male.

As usual sold the males off, I have no use for them. Now animal count is 371 / 360 which is overcrowding, now I need to buy another chicken coop, well this just got interesting :o

But first things first...

New pigs have been born, 25 * piglet female (black pied), 24 * piglet female (landrace), 19 * piglet male (landrace), 32 * piglet male (berkshire), 31 * piglet male (black pied) and 22 * piglet female (berkshire).

Whoah that was another nice batch of pigs, not as big as the first but yeah I still love the amounts they breed, very nice :)

2025-10-09T00:35:47Z

Purchased PMC Chicken Barn 3.6k mod version of the giants chicken coop (yeah I named it wrong, barn instead of coop, ok will fix lateron). Named it Chicken Coop 2. Then purchased 32k liters of chicken feed, loaded it into penta db50 trailer and dumped into Chicken Coop 2, now its ready to receive animals :)

Then moved 241 chicken females from Chicken Coop 1 to 2, okay now the new coop is all setup and ready to begin operations, there is now plenty of free breeding space, 241 out of 3600 chicken places used :)

2025-10-09T09:17:01Z

Last night didn't write it down as I was dead tired after a long gaming day, but in the last quarter of my day I took some used vehicle sales bought manure spreader cant remember its name now, hooked it up with fendt 1050 vario, picked up 45k liters of manure from cattle/cow barn and went to fertilize my very first field like this in this savegame, was very nice feeling to get it done with product from your animals. My spraytypes edits for PMC Undefined Farms 20km also make it enjoyable to spread manure, it didn't run out after 5min which was great.

Also I remember Cow 1 barn starting to run low on feed, but I took siloking trailedline system 1000+ 4535 mixer wagon, dumped two loads of 180cm straw round bales to it and then into Cow 1 barn for bedding, there is now well over 200k liters of straw when I signed off last night.

This were looking good on the farm, cant wait to begin a new farming day today. Its spring season, baby! :)
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Re: Enhanced Animal System mod Farming Simulator 22

Post by Snake Man »

2025-10-09T18:18:54Z

Its in-game apr 1st, things are happening in the farm.

New chickens hatched on chicken coop 1, they are 26 * female and 24 * male.

New chickens hatched on chicken coop 2, they are 8 * female and 10 * male.

New pigs born on pig 1, they are 17 * piglet male (black pied), 22 * piglet female (berkshire), 11 * piglet male (berkshire), 27 * piglet female (landrace), 11 * piglet female (black pied) and 30 * piglet male (landrace).

Chicken Coop 1 animal count 180 / 360, chicken coop 2 animal count 259 / 3600 and pig 1 animal count 601 / 2700. Herd is growing :)

Looking at the animal menu, two cow clusters are reproduction 90% so I assume that in next month there will be first cattle/cow births, cant wait to see that :)
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Re: Enhanced Animal System mod Farming Simulator 22

Post by Snake Man »

2025-10-12T01:26:01Z

In-game may 1st, a big day in the farm, new month and all animal coops/barns got births :)

New chickens hatched in chicken coop 1, they are 28 * female and 25 * male.

New sheep has born, only one single lamb female (steinschaf).

New chickens hatched in chicken coop 2, they are 65 * female and 55 * male.

New pigs have been born in pig 1 barn, they are 7 * piglet female (berkshire), 6 * piglet female (black pied), 3 * piglet male (black pied) and 11 * piglet male (berkshire).

New cattle/cows have been born in cow 1 barn, they are 1 * calf male (brown swiss), 3 * calf female (brown swiss) and 5 * calf male (angus).

I am quite surprised by the low births on pigs, I mean sure it was okay batch of 27, but got to remember that the very first batch was each cluster giving minimum of 40 offspring. But guess its the randomness so its not always the same, which is good. Who knows maybe next time it will be a really big batch again :)

In-game morning at first light went to see the cattle/cow calf's, they looked nice. Pretty good.

2025-10-12T02:47:20Z

In-game jun 1st, new animals has hatched/born again.

Chicken coop 1 new chickens hatched, they are 17 * female and 18 * male.

New sheep has born, 1 * lamb female (steinschaf), 1 * young ram male (steinschaf) and 2 * young ram male (welsh).

Chicken coop 2 new chickens hatched, they are 39 * female and 44 * male.

New cattle/cows have been born in cow 1 barn, they are 2 * calf female (brown swiss), 2 * calf female (angus), 4 * calf male (brown swiss) and 2 * calf male (angus).
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