Pro Staff CoOp

  • Pro Staff CoOp
tisonK
603 subscribers
V1.2.0.0
6 274

Bedrock Mod for the Realistic Farming suite (its not a standalone mod and should be used together with to other bedrock mods)

A 20-level cooperative progression backbone for the Realistic Farming ecosystem. Each farm invests to climb the Co-Op ladder, and every rung unlocks economic modifiers that companion mods read through a shared getter API.

- Server-authoritative purchases via the base-game money write; TaxMod audit-only
- Level cost scales with the level reached and, from L10 up, a net-worth wealth bracket capped at 1.35x
- Recurring money (agronomy report subscription, L14 fleet rebate) settles on the shared Time Guard clock
- Modifier getters for WorkerCosts (wages, fatigue), SoilFertilizer and the disease/fungicide layer, and DairyCore (vet, dairy logistics, bulk procurement)
- StateLedger / NetworkSync / SettingsHub / Time Guard bridges, all neutral when a companion is absent
- 26 languages, full multiplayer, admin-only settings
- Zero Precision Farming: PF disables only the fertilizer and fungicide getters; the progression stays active

Server
Consoles
Changelog
3
  • Added

    - A Pro Staff page on the Realistic Farming Esc menu: your membership, live bonuses, the twenty Co-Op levels as cards (with the current one marked), buying the next level, and the disease flush quote and run. It works on any host.
    - Scrollable breed tables.

    Fixed

    - The Pro Staff page and the twenty level names are translated into all 25 languages the game supports (they read English everywhere before).
    - Multiplayer: buying a Co-Op level, running a disease flush and the admin clear reach the server correctly.
    - The Disease Flush scouts the fields of the farm that runs it.
    - Editing the HUD in the suite editor works again, and the page legend shows a plain dot between page names (a stray "Â" is gone).

  • This release adds the release gate: new systems ship locked until deliberately released. Nothing is taken away from the proven baseline, and experimental systems stay off unless you turn them on.

    New in this version:
    - Release gate. Experimental systems ship locked until deliberately released, as an explicit opt-in that is independent of the difficulty setting.
    - New setting: Experimental Systems. Under the mod's settings, default off (stable only). Turn it on to use experimental systems at your own risk.
    - Soil test kit (SF-40) locked. The kit depends on the Read the Dirt system, which is still experimental on SoilFertilizer, so it stays locked. hasSoilTestKit returns false until the kit is released.

    Everything else works exactly as before. The progression, economic modifiers, and recurring fees are untouched.

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