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Ultimate Script Guides (Farming, Law, Breeding, etc.)


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Script Guides

The following thread will delve as an introductory level guide into the scripts that South Tahoma RP host, specifically those that may be found attached to a Whitelisted Job, Property or Society.

 

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A GUIDE TO FARMING
(Special thanks to Flora Wiley [localhyna])

Spoiler


The farming script allows you to grow many different types of crops that you can sell and use as ingredients in crafting and food recipes! 

A couple reminders before we get started:

  • As a farmer, your farm will support up to 40 plants at at time. Non-farmer players have a 15 plant limit. 
  • Plants are not protected. Other players can steal them!

Head to the nearest General Store to pick up a Garden Hoe ($2.5).

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Then, visit the Farmer's Market to purchase these items:

  • Seeds ($0.3-0.8 each)
  • Watering Bucket ($4)
  • Plant Trimmers ($8) Optional but recommended, more on that later!
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Now, pick a spot to plant! If you own a farm, make sure you're planting in the designated area. If you're not a farmer, plant somewhere realistic as far as ground type and the surrounding area.

Let's get planting! Open up your inventory and double click on the seed you want to plant. This will prompt a mini-game that you must successfully complete in order to plant.

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After planting, you'll be presented with these options:

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  • Check Timer: Self-explanatory.
  • Optional: Trim. Plant trimmers must be in inventory! Trimming plants increases yield. (Mini-game)
  • Optional: Fertilize. This will decrease the time it takes for your plants to grow. More info on fertilizer later! (Mini-game)
  • Remove Plant: Self-explanatory. You don’t get seeds back!

After you've trimmed and fertilized to your heart's content, you wait! Each plant will have a blue timer above it while growing. The grow time depends on the type of seed you've planted.

When the timer turns red, it's time to water your plants.

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There are two ways to go about this- wait for it to rain, or fill your buckets at a water pump

If you own a property or a camp, you can purchase a water pump at the Furniture Store for $25 and install it on your property. If you're not a farm or camp owner, you'll need to wait for rain or find a water pump that you can use. 

Make sure your empty watering buckets are in your inventory and press G to fill them at the water pump. You can fill each empty bucket you have, as both empty and full buckets stack in your inventory. No need to equip them first! 

Each full watering bucket has one charge.

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Next, head over to your thirsty plants and double click a full watering bucket in your inventory. This will bring up the Water prompt, and a successful mini-game will have your plants nice and hydrated!

Note on watering: the animation is inherently male. For female characters, you'll just awkwardly freeze in place for a few seconds until watering is complete. Don't worry, you're still watering!

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Now, enjoy some RP for the next 15 minutes until your plants are ready to harvest! 

When they're ready, a GROWN tag will appear above the plant.

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Make sure your inventory has enough space for all the plants you're harvesting- if you harvest a plant with a full inventory, it'll disappear and you'll get nothing!

Simply walk up to the plant and press G to harvest. Note: the prompt shows up over your mini-map.

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This final mini-game will deposit the crops into your inventory and then you've successfully farmed! Now you can use your fresh crops in Crafting Book recipes, sell them to players, stick them in your shop, or sell them back to the Farmer's Market. 

Frequent Questions & More Info:

Fertilizer: This can be crafted in the Crafting Book. You'll need:

  • Weeds- collected most efficiently from Lumberjacking. See the guide down below for more information!
  • Sodium Nitrate- crafted in the Blacksmithing section of the Crafting Book
    • Sulfur and coal are required. These ingredients can be mined, bought from players, or from the Mining Shop. See the guide down below for Mining information!

Why can I still see my friend's harvested plants and vice versa?

  • Sometimes plants that are harvested by others stick around on your screen. Walk up to the plant and press 1 for Check Timer. It should get rid of the ghost plant! 

Can't I fill buckets at any water source? Rivers, lakes, etc.

  • At the moment, no. You'll need to purchase a Water Pump and put it on your property or in your camp. Alternatively, rain will water your crops for you. Even more alternatively: sneak onto a property to use their water pump at your own risk!
  • Watering buckets are full when you buy them. This could be a useful workaround until water is more easily gathered!


 

 

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A GUIDE TO GUNSMITHING
(Special thanks to Joseph Richards, [peps])

Spoiler


Gunsmithing, first and foremost - requires the Gunsmith Book. This is the holy grail of Gunsmithing. Most recipes inside the Gunsmith Book will require you to be near a Grinding Wheel, Anvil or Furnace. This is noted if you attempt to craft something and are not standing near the relevant device.

Recipies typically require Wood Product or Metal Product, which can be acquried from the Mining Company or Lumber Company, or through players (which is typically cheaper than buying from the script).

The recipes mostly require the products from the Mining Company, however does use Softwood which can be accessed by the Lumber Company.

It should be noted that the following distincions are not overly clear:

  • 1 “Bolt” = 5 Bolts
  • 1 “Shell Casing” = 10 Shell Casings
  • 1 “Sodium Nitrate” = 5 Sodium Nitrate
  • 1 “Gunpowder” (from the Gunsmithing Book) = 10 Gunpowder

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GUN CUSTOMISATION

Customizing guns is the cornerstone of being a gunsmith; it’s where the majority of the roleplay for the job is allowed to shine through. When customizing a gun a menu will pop up listing specific things that can be altered. The menu is not always in the same order as the guns were set-up separately. Regardless, the options will still adjust the same things. Each changed option will cost you, the gunsmith, $2.5. Changing the number to 0 will cost nothing even if a change occurs. Each option can be adjusted by numbers (as seen below). 

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Remember you need to be near a Gunsmith Modification Bench to find this menu.

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CUSTOMISATIONS AND THEIR EFFECTS

  • Sight: Adds a new iron sight that adjusts accuracy; only 2 or 3 increase accuracy
  • Barrel: Can extend the barrel.
  • Rifling: Adjusts the visual of the rifling; 1 is needed to increase range
  • Clip: Changes the visual appearance of where the clip or magazine would be located; usually very minimal or affects nothing
  • Scope: Rifles and repeaters have access to scopes; this will allow you to place one on. Remember: scopes are not permitted, by the rules, to be used anywhere but hunting
  • Skin: Some weapons have additional appearances that are completely different from the original appearance, or some has presets 
  • Grip: Depending on the gun, it permits changing the wooden portion of the gun or the handle
  • “X” Material: Changes the visual appearance of whatever “X” is; Wrap Material works differently
  • “X” Engraving: Adds or removes an engraving wherever “X” is; it does not change the color
  • “X” Engraving Material: This allows you to change the color of any set engravings; will not change anything unless an engraving exists
  • Strap: Currently, this offers no visual difference to the original appearance; however, some numbers will make the strap disappear
  • Strap Tint: Similar to the above, it has no effect on anything
  • Wrap: Each gun has access to an outer covering usually made of leather or bandages; this option is what changes that
  • Wrap Tint: It will allow you to color the wrap
  • Wrap Material: Wraps will initially have a noticeable sheen that can be lessened as the number gets higher

NOTES

Guns take a singular slot, so they do not require adding a “Quantity”. However, ammunition does. Whatever amount you place into “Quantity” each of those boxes of ammunition will cost whatever you point into “Price”.

Example: I put in 15 Rifle Ammo Normal for $15. Each Rifle Ammo Normal will cost $15.
 

 

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A GUIDE TO HORSE BREEDING
(Special thanks to James Merriman [MEATLOAF!!!])

Spoiler


Horse Breeding is one of the most profitable and well sought out professions on the server. This is largely due to the fact that horses are always in demand, and more specifically - good horses are always in demand.

The first thing to note as a horse breder is that you have access to some special breeds:

  • Kladrubers
  • Bretons
  • Missouri Fox Trotters
  • Mustangs
  • Turkomans
  • Arabians

In order to breed a horse, you need two horses of the same breed but opposite sex. They must be of an appropriate age, and must be marked with the condition of 'Breed: Yes'

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There is a chance that after a successful breeding session that a horse will be rendered unbreedable, however there is a temporary fix to this measure through an in-game item, that you can /report to receive if you're unfortunate enough to come across it.

Once you have two horses of the same breed, opposing gender, and proper age/breeding status, you go to the Breeding Menu on the stables. From there you can see all of your horses, regardless of their ability to breed or not.

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To select the horses you wish to breed, select the icon next to the names. A prompt will appear to make sure you have selected the right horse. You will of course need to press Yes on this prompt.

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On the second horse selection, another prompt will appear, asking if you're willing to provide 20% of the average of the horses value to breed. This money must be on your character. On successful start, you will received a prompt in the upper right hand corner stating that they have started breeding.

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Once they have begun breeding, the menu will show the amount of time it will take until the pairing will yield a foal. The time would be in seconds when you check. During this gestation period, their symbols will change in your stables menu. You may take out the pregnant mare to observe her, but the stallion will remain unelectable during the duration.

After the duration is complete, you will be able to go into the breeding menu and select the horse head to name and receive your foal! The foal will be selected at random between the genders and the coats of its parents.
 

 

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A GUIDE TO HORSE TRAINING
(Special thanks to Claudia Solis [FallenAsterisk])

Spoiler


Horse Training is a highly demanded service, and the opportunity for a lot of workload and financial gain is readily available. Horse Training begins with Taming, which is the capturing and taming of wild horses. Taming is a trainer exclusive ability and needs to be done on wild horse spawns only – This does not include unowned spawns such as mules or wagon horses that may spawn in/around towns or ranches/farms.

TAMING

YOU WILL NEED

  • A Lasso
  • Binoculars

Upon approaching a wild horse, look at the desired target with your binoculars to bring up their stats.

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ACCELERATION: The higher the ring, the shorter time it takes for the horse to achieve maximum speed.
SPEED: The maximum speed of the horse.
TURNING: The turning rate of the horse.

You then need to lasso the horse, once lassoed you will automatically dismount your own horse (if riding one). You then need to approach the horse and mount. The Calming (C) mechanic is volatile right now - you may do this if you wish, but it has no guaranteed positive effects.

Once you are mounted, you will need to play the minigame - pressing 1 or 2 in rapid succession until the game ends. Once the minigame is over, the horse is tamed and you can take it to a drop spot.

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The drop spot is not a stable. They are marked with the below icon. Most stables will have a drop spot next to them.

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DO NOT dismount the horse and DO NOT take the horse into the stable menu. These can both despawn the tamed horse.

Once you are at the drop spot, you will receive a menu to sell or save the horse. Syncing issues will make a male or female horse appear to be tamed but will turn out to be a different gender upon save. Once named and saved, the horse will be in your stable.  Select the horse with the CROWN icon.  Exit the stable and PRESS H to summon the newly tamed and owned horse.

TRAINING

Training can be done on any horse bred or wild. Horses will be marked in three tiers based on their total max experience, and are as follows:

  • 950/1450/2450

The tiers, are based on Red Dead Online and have no real meaning here.

HOW TO TRAIN

  • Press H to summon the horse you wish to train.
  • Right Click to focus on the horse, to achieve the below menu.

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  • You need to E - LEAD the horse to achieve the next menu.

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  • Press and hold ENTER - TRAINING to achieve the training menu.

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  • There are five types of training. The first four can be done while engaged in active roleplay, while Longing is much more difficult to accomplish while in roleplay - as it causes your horse to run around in a circle around you. All of these trainings will of course improve the horse's experience level.
  • While Longing, you have the option for Radius/Speed/Jumping/Direction - these have zero effect on experience gained.

FRIENDLINESS & COURAGE

These are “under the hood” stats for horses that will effect behavior in certain situations.

IMPORTANT NOTE: Max Rating for these stats is 10, however due to coding or a horse rarely stays at 10 and will lower to 9.  The horse stat will remain at 9 indefinitely.  DO NOT WORRY it will not go lower, subsequently making 9 the MAX

Friendliness determines the horse’s timidness – Raising this will help decrease the likelihood of the horse bucking the rider and/or panicking when surrounded by people as well as other horses. You can raise friendliness by giving your horse general exposure to everything non-hostile – Riding and spending time with the horse will raise this as well.

Courage determines the horse’s bravery in combat and hostile situations – Raising this will help decrease the likelihood of the horse bucking the rider when in combat or being attacked by wildlife. Also it will make the horse easier to control during these situations as well as responding quicker to your commands in these situations. You can raise courage by giving your horse exposure to hostile situations – Hunting, Wildlife, Combat will all raise your horse’s courage.
 

HORSESHOES

Horseshoes are applied to horses by trainers.  This is a trainer exclusive ability. Obtaining horseshoes can be done two ways.

  1. Mining the materials and crafting them yourself.
  2. Using an Import Order through the Trade Section of the forums.

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If you wish to mine for the materials needed, you will need a pickaxe from the mining store and a crafting book from a general store. Once obtained, head into a Mine and:

  1. Equip your pickaxe.
  2. Walk around and find a mining node.
  3. Hold Spacebar to start mining.
  4. Left Click until your hand goes numb.
  5. Rinse and repeat.

In order to craft horseshoes, you will also need to be stood next to an Anvil, Grinding Wheel or Furnace.

Double clickc the crafting book and navigate to the necessary item.

APPLICATION OF HORSESHOES

Enter the Stables and hold R to bring up the menu, and navigate to Horse Shoes. These can be applied at any rate with any amount, two at a time.

IMPORTANT: They do not add up. This means if you are aiming for a certain level, you MUST DO a single application.
This means if you go to level 1 (2 shoes) now and wish to go to level 3 (6 shoes) later. You will use 8 TOTAL shoes, not 2 shoes now and 4 shoes later.

Max horse shoes can only be applied up to 9 speed of any breed of horse.

IMPORTANT: This does not mean every horse will hit max speed (subject to change with horse update). Some horses do not have a high enough speed to get to max and will end up at 8 speed instead.

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Once you have selected your desired level of horse shoes, click on EDIT ABILITY and you will proceed to the minigame.

When you have finished the minigame, the horse will return to your stable. Press H to summon the horse. Allow it to load in, and check the stats by holding RIGHT CLICK and focusing on the horse. If the stats are the same as what appeared prior to hitting EDIT ABILITY then congratulations, your horse is shoed.

 

 

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A GUIDE TO LAW
(Special thanks to Emilio Scaletta [soucy] & Harold Hubbard [Marshy])

Spoiler


Lawmen have access to the /lawmenu. It should be noted that roleplayers of the law should endeavour to uphold an extremely high quality of roleplay, and make sure they are only using their script perks within the boundaries of the rules. Be careful to abide by the Powergaming Rule specifically - and to not force roleplay on other players, giving them appropriate time to respond to any actions you take upon them.

Ensure you have a concrete understanding of the Consolidated Federal Acts (HERE), as most of your roleplay and script usage will revolve around these laws.

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LAW MENU

  • Toggle Badge: Equips or unequips the relevant generic badge of your Law Faction.
  • ID Menu: Shows the name of a player, acts as a search function to utilise other tools. Defer from Metagaming.
  • Cuff/Uncuff Citizen: Puts the target in 'cuffs', allowing for;
  • Escort Cuffed Player: Drags the cuffed player, following your character.
  • Put In/Take Out of Wagon: As named.
  • Fine Citizen: Asserts a financial fine on a player that they must pay.
  • Jail Player: See below.
  • Assign Community Service: See below.

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JAIL MENU

  • Player ID: Enter the appropriate ID.
  • Jail Time: Determines how long the player will be kept in the cell, in minutes.
  • Auto Tele: Will automatically teleport the target to the selected cell.
  • Jail Location: Determines where the player will be sent.
  • Jail Citizen: Confirmation button.
  • Unjail the Citizen ID above: As named.

It should be noted that use of this menu is optional. The cells also work through the in-game mechanics, and Lawmen can access these cell doors and unlock/lock them as demanded.

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COMMUNITY SERVICE MENU

In order to use this menu, enter the correct ID of the target. Choose Chores are minigames, and the amount of chores is at the IC discretion of the handling lawman. Give Service initiates the service.

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BADGE MENU

You can choose to apply a more detailed badge (instead of the one in Law Menu) with /badge. All of the buttons are self explanatory, and will result in a look similar to the below image.

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A GUIDE TO LUMBERJACKING

Spoiler


Lumberjacking is one of the primary script jobs. It's simple, and yields a consistent reward to those willing to stick at it. The goods you gain from lumberjacking are sought for crafting and woodworking purposes; so finding the best buyer will end well for you.

Your first step is to find a General Store 5QEIrbC.png or Lumberjack Outpost ilCNa4i.png- and buy a Lumber Axe.

Next, you'll need to find a plot of trees that can be interacted with. Unfortunately, there is currently no way to discern which trees are available for chopping and which aren't - but you'll find that rich forests and areas nearby Lumberjack Outposts ilCNa4i.png are often available for lumberjacking.

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Once you find an appropriate area, you'll need to repeatedly press LEFT MOUSE BUTTON to swing at the tree and collect a variety of yield, including Softwood, Hardwood, Fibre and Rubber. All of this yield is worth something, so unless you're looking for something specific - it's a good idea to keep everything.

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Got everything you need? Great. You have some options.

  1. You can sell your goods to the Lumberjack Outposts ilCNa4i.png for a minimal profit.
  2. You can head to a Lumberyard 1e1AbhV.png and sell your goods to them, for a moderate profit.
    1. It's a good idea to turn your Logs into Planks, via the Crafting Book - for a bit more coin, too! 3 Logs crafts 5 Planks.
  3. You can see about selling to Players, or to Player Owned Shops mTA3ZbH.png for maximum profit.

Additionally, you have the option to craft your goods into furniture and other goodies - which you may be able to sell too!

The Lumberjack Outpost ilCNa4i.png
Sells...
Hatchet: $7.00     Lumber Axe: $10.00
Buys...
Pulp: $0.15     Weeds: $0.15     Sap: $0.25     Honey: $0.25
Soft Wood: $0.25     Hard Wood: $0.40

The Lumberyard 1e1AbhV.png
Buys...
Pulp: $0.15     Weeds: $0.15     Sap: $0.25     Honey: $0.25
Soft Wood: $0.35     Hard Wood: $0.50
Soft Wood Planks: $0.30     Hard Wood Planks: $0.45
 

Rinse and repeat, you ol' lumberjacker!

 

 

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A GUIDE TO MINING

Spoiler


Mining is one of the primary script jobs that any player is welcome to do. It's a very simple job, and can be highly rewarding; as the resources that you will pick up from mining are well sought out by all players.

Your first step is to find a General Store 5QEIrbC.png or Mining Outpost C3gEVXR.png- and buy a Pickaxe.

Next, you'll head to a Mine. These are indicated by the P5tMHys.png blip.

Once inside, mining nodes are set all over the inside. This means you'll need to do some exploring to find what you're looking for. There is a wide variety of yield in Mines, including Coal, Silver, Gold, Diamonds and more. Everything has a different yield, and of course, the more valuable the yield; the less chance you'll find it.

Once you've found a Node - you'll see this popup:

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You'll need to hold ENTER, for the next popup to happen:

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Then, you will continue to hit LEFT MOUSE BUTTON to swing - until the node depletes, or you get bored. What you yield will update to the right of yoru screen - make sure not to go over the stack limit, or your yield will be wasted.

Once your inventory is full of goodies, you have two options. You can either sell the raw resources or forge them into something more valuable. You can find a conclusive list of blacksmithing opportunities with the Crafting Book, which looks like this.

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It should be noted that Coal is required to make most things - so make sure you have an abundance of this resource readily available. Additionally, bars sell for more than ores - so if money is your goal, always forge first.

Got everything you need? Great. You have some optics. 

  1. You can sell your goods to the Mining Outpost C3gEVXR.png for a minimal profit.
  2. You can head to a Smeltery ffANW6G.png and sell your goods to them, for a moderate profit.
    1. It's a good idea to turn your Ores into Bars, via the Crafting Book - for a bit more coin, too!
  3. You can see about selling to Players, or to Player Owned Shops mTA3ZbH.png for maximum profit.

Additionally, you have the option to craft your goods into furniture and other goodies - which you may be able to sell too!

The Mining Outpost C3gEVXR.png
Sells...
Dirty Rag: $0.40     Goldpan: $4.40     Pickaxe: $20.00
Buys...
Coal: $0.03     Salt: $0.03     Stones: $0.02     Clay: $0.03
Copper Ore: $0.15     Iron Ore: $0.30     Silver Ore: $0.45     Gold Ore: $0.60

The Smeltery 1e1AbhV.png
Sells...

Copper Bar: $5.00     Iron Bar: $7.00     Silver Bar: $9.00     Gold Bar: $8.00
Buys...
Coal: $0.05     Salt: $0.03     Stones: $0.02     Clay: $0.03     Sulfur: $0.08
Copper Ore: $0.25     Iron Ore: $0.40     Silver Ore: $0.55     Gold Ore: $0.70
Copper Bar: $2.10     Iron Bar: $3.20     Silver Bar: $4.40     Gold Bar: $6.50
Emerald: $9.00     Sapphire: $11.00     Ruby: $14.50

 

 

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A GUIDE TO RANCHING
(Special thanks to James Merriman [MEATLOAF!!!])

Spoiler


The Ranch script can be accessed by two types of players, and it is independent of societies. This means it has no links to a Society Shop Token or Society Script.

This means that a player can be a part of the ranch while still holding a different job (e.g. Gunsmith, Saloon Owner, or other jobs identified through /myjob).

The Ranch Script can be accessed by the Ranch Owner and Ranch Employees. The ranch is accessed by being within the radius of the ranch and using /ranch.

YOUR RANCH!

  • Buy Animals: The menu to purchase the initial stock of animals
  • Buy Troughs: The menu to purchase troughs for your livestock to automatically feed and water your animals
  • Animals: The menu to see the status of your livestock and manage them
  • Access: The menu to show those that have access to the ranch
  • Money: The ledger of the ranch. Selling animals will deposit the sum here.
  • Sell Ranch: Deletes the access to the ranch, removing all members and cattle. 

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BUY ANIMALS

  • Price: The cost to buy a single animal from the script
  • Can Buy: The amount of animals you can purchase*. This will be the start of your herd, and the herd can be further expanded by having 1 male and 1 female of the livestock type. The following are the amounts available to purchase:
    • Cows: at $50 per head
    • Dairy Cows: at $40 per head
    • Pigs: 4 at $30 per head
    • Goats: 4 at $20 per head
    • Sheep: 4 at $20 per head
    • Chicken:  at $10 per head

The amount one can buy per ranch is the same through all the ranch whitelist properties. Further updates may see restrictions on livestock type depending on location, or new locations introduced with limited livestock types. This will be made clear at the end of this guide should that ever happen.

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TROUGHS

  • Troughs are bought through the Buy Trough menu. They store food and water so that animals might automatically feed and drink to fix their thirst
  • The capacity of the trough is split evenly between Food and Water
  • Food can be filled by utilizing veterinarian-prepared Total Mixed Rations or the more nourishing Specific Animal Feed that varies on animal type. The trough will fill utilizing the most nourishing food first (The specific animal feed) before taking the other feed
  • Water can be filled by utilizing bottles of water or a bucket of water

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CARETAKING

  • The Animals menu will show the livestock that populates your ranch. From this menu, you can set the distance the animals will follow you from while herding.

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  • The specific animal menu shows the status of your animal. You may also toggle the herding from here (more explained below)
  • Age of the animal determines whether or not they will be eligible for breeding or producing product
  • Experience of the animal determines the output of the products and how much the animal will sell for. This can be raised by herding your animals.
  • Happiness determines the amount of product the animal will produce. This can be raised by cuddling your animals or taking them out herding.
  • Health determines the healthiness of the animal. Low health will result in poor produce and eventual death.
  • Hunger/Thirst can be filled by feeding/watering your animals by hand or by trough. Low Hunger/Thirst results in declining happiness and health
  • Worth will be the amount the animal will sell for at the stockyards.

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  • Cleaning messes in your livestock's pens requires a Shovel equipped in your hand. Doing so will provide you with Fertilizer that might be used in farming.

INTERACTING WITH YOUR LIVESTOCK
You can interact with your livestock by approaching the animal and holding down right mouse button. This will give a menu showing the livestock's status and various ways to interact with them

  • Status will show the various attributes shown on the Animals Menu as described above.
  • Harvest will commence the minigame to collect the product from the Female animal if they are old enough to be producing it. You may collect as much or as little product as you want, and the ESC key will exit the minigame.
  • Cuddle will pet the animal, increasing the happiness.
  • Give Water will feed a water bottle on hand to the animal it increase the water value
  • Feed will feed 5 Grain to the animal to increase the food value
  • Give Medicine will take Veterinarian prepared medicines and increase the animal's health. Doing the prompt WILL take one of each medicine available, if multiple medicines are in your inventory.

 

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PROFITTING FROM THE LIVESTOCK

  • Selling the livestock requires you to herd the animal to a Stockyard, located on the map with the following icons:

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  • Once at the Stockyard, targeting the livestock you wish to sell will show you their worth. Following the prompt that appears will sell the animal. Animals will begin at selling at a deficit, and eventually increase in profit until the maximum quality of 2x the original purchase cost is achieved,

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Of course, Ranches may endeavor to get involved in Horse Training, Horse Breeding or Farming. It should be noted that as a point of avoiding monopolization, Ranches should aim to specialize in one of these areas, and not act as a jack of all trades.
 

 

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A GUIDE TO THE SOCIETY TOKEN

Spoiler


Society Tokens are made for bigger entreprenurial adventures, and are reserved for bigger business or factions to allow some further script support to further their recruitment, progression and roleplay by extension. A Society Token allows you do everything a standard Shop Token does - however also allows you to manage employees, set a salary rate, act as a larger storage and grant a changing room.

The Society Menu can be placed in a different location to the actual Shop, too. So if you want to have your money stored safely in a back office; and your trade up front - you can do that.

Guide (The Token)

  • Shop Inventory: Allows you to store items in bulk. Default storage value of 1,500.
  • Upgrade Slots: Allows you to pay for additional stroage for the Shop Inventroy.
  • Management Rank: Sets the lowest possible rank for employees to set 'Buy Items', 'Change Name' and moderate the token.
  • Buy Items: Mark specific items as available for players to sell to you. Expenses come from your Shop Ledger.
  • Move Shop: You guessed it. This will move the blip (costs money to do).
  • Change Name: As it says on the tin! Rename your shop.
  • Show Blip: [1] will show your blip, and [0] will make it invisible on the map.
  • Webhook: Allows Discord integration to monitor item input, output and financial income/expenses in real time.

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Guide (The Ledger)

  • Inventory: A seperate inventory for generic storage. Default storage value of 1,500.
  • Changing Room: Allows you to change outfits from this blip.
  • View Bills: Null. No function.
  • Manage Employees: Hire, Fire, Promote and Demote employees.
  • Ranks: 0, 1, 2, 3 (3 is reserved for Society Owners (the faction/business 'leader'))

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(You can drag items from your personal inventory into the Society Shop to sell them to the playerbase.)
 

 

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