Ranch Simulator
Cheat Codes:
------------
Submitted by: David K.
Car Teleports Bug:
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This issue is caused by desync in a multiplayer game, in the next
update devs are upgrading the game engine to UE5 and are hoping
to fix some of these issues.
Please make sure that the player with the best PC specs and network
connection/strength/reliability is the host.
-=Tips to reduce the effects of desync=-
* Drive slowly when getting back to the Ranch, to give it time to load
for everyone
* The host should drive where possible if the client is having issues
with the vehicle, especially if it flies off into the air
* Stop the vehicle fully and wait a few seconds before the client gets
out, to prevent them from teleporting a distance away
* Please make sure your PC is up to date, and you’re not doing anything
else that uses your network’s bandwidth (eg streaming, or anyone else
in the house accessing it)
* Limit framerate in the settings (eg to 60)
Beginning Gardening:
--------------------
Written By Rainbow Sheep
A basic guide to growing crops.
-=How To Garden=-
* Build a [small or large] garden plot
* Small costs 10 wood planks and grows 1 plant
* Large costs 18 wood planks and grows 2 plants
* Buy seeds at the general store
* Come in packs of 10
* Plant seed into plot
* Take a water bucket and water seed
* Plant drinks water & advances growth every 5 in-game minutes
* Only when the sun is out (6:00 - 20:00)
* Don't let the water level get too low
* Once the growth bar is 100 it's ready to harvest
* Most plants provide multiple harvests without replanting
* If the grey bar is full, the plant is dead - remove it
* Fertilizer makes plant grow faster
* Automatic sprinklers need to be within radius of the water windmill
=== Types of Plants ===
-=Cabbage=-
* Cost: 10$ per 10 seeds
* Sell Price: 5$
* Does not grow back after harvest
-=Watermelon=-
* Cost: 10$ per 10 seeds
* Sell Price: 7$
* Cannot store in cooler/basket
-=Pumpkin=-
* Cost: 10$ per 10 seeds
* Sell Price: 10$
* Cannot store in cooler/basket
-=Tomato=-
* Cost: 30$ per 10 seeds
* Sell Price: 6$ (x4 per harvest)
-=Pineapple=-
* Cost: 45$ per 10 seeds
* Sell Price: 30$
-=Bell Peppers=-
* Cost: 20$ per 10 seeds
* Sell Price: 2$ (x5 per harvest)
-=Strawberry=-
* Cost: 30$ per 10 seeds
* Sell Price: 4$ (x4 per harvest)
-=Grape=-
* Cost: 70$ per 10 seeds
* Sell Price: 20$ (x3 per harvest)
===The Maths===
-=Cabbage=-
* Grows 1.66 per tick
* Drinks 2.5 water per tick
* Total growth time: ~5 sun hours w/o fertilizer
* Income: 5$ per crop w/ 1 crop per harvest per seed
* Net profit per seed pack: 40$
* Ave. Income per day: 14$
* Break Even: 2 harvests (10 hours)
-=Watermelon=-
* Grows 1.11 per tick
* Drinks 2.23 water per tick
* Total growth time: ~7.5 sun hours w/o fertilizer
* Income: 7$ per crop w/ 1 crop per harvest
* Net profit per seed pack: 60$ minimum
* Ave. Income per day: 13$
* Break Even: 2 harvests (15 hours)
-=Pumpkin=-
* Grows 0.41 per tick
* Drinks 0.42 water per tick
* Total growth time: ~20 sun hours w/o fertilizer
* Income: 10$ per crop w/ 1 crop per harvest
* Net profit per seed pack: 90$ minimum
* Ave. Income per day: 7$
* Break even: 1 harvest (20 hours)
-=Tomato=-
* Grows 0.41 per tick
* Drinks 1.25 water per tick
* Total growth time: ~20 sun hours w/o fertilizer
* Income: 6$ per crop w/ 4 crop per harvest
* Net profit per seed pack: 210$ minimum
* Ave. Income per day: 17$
* Break even: 2 harvests (40 hours)
-=Pineapple=-
* Grows 0.27 per tick
* Drinks 1.01 water per tick
* Total growth time: ~31 sun hours w/o fertilizer
* Income: 30$ per crop w/ 1 crop per harvest
* Net profit per seed pack: 255$ minimum
* Ave. Income per day: 13$
* Break even: 2 harvests (62 hours)
-=Bell Peppers=-
* Grows 0.83 per tick
* Drinks 2.5 water per tick
* Total growth time: ~10 sun hours w/o fertilizer
* Income: 2$ per crop w/ 5 crop per harvest
* Net profit per seed pack: 80$ minimum
* Ave. Income per day: 14$
* Break even: 2 harvests (20 hours)
-=Strawberry=-
* Grows 0.83 per tick
* Drinks 2.92 water per tick
* Total growth time: ~10 sun hours w/o fertilizer
* Income: 4$ per crop w/ 4 crop per harvest
* Net profit per seed pack: 130$ minimum
* Ave. Income per day: 22$
* Break even: 2 harvests (20 hours)
-=Grape=-
* Grows 0.18 per tick
* Drinks 0.56 water per tick
* Total growth time: ~46.3 sun hours w/o fertilizer
* Income: 20$ per crop w/ 3 crop per harvest
* Net profit per seed pack: 530$ minimum
* Ave. Income per day: 18$
* Break even: 2 harvests (92.6 hours)
-=TL;DR=-
* Water plants frequently, especially when you leave the ranch and when
you come back
* If you're just starting out, go with cabbages until you've planned the
ayout
* Avoid strawberries until you got your sprinklers up & running
* I don't think grapes are worth it
* Buy a composter first
* Hold the basket/cooler and press E on the ripe plant to harvest all at once
How to Fix Connection Problems:
-------------------------------
If you are unable to connect to a session, please try the following:
Check that your antivirus software or Windows Defender isn’t blocking the
connection, try whitelisting Ranch Simulator.
To do this on Windows Defender:
* In the search bar, search for windows firewall (you want to find ‘Allow
apps to communicate through Windows Defender Firewall’)
* Select ‘change settings’
(you may need to provide administrator details to access this)
* Scroll down to where you find Ranch Simulator / and tick the boxes for
Private and Public
* Press OK at the bottom of the page
Ensure that you are running Steam and Ranch Simulator in Admin mode. To do this:
* Right-click on the Steam icon on your desktop or Navigate to your Steam folder
and right-click Steam.exe
* Select Properties
* Click on the Compatibility tab
* Check Run This Program As An Administrator
* Click the Apply button
* Click the OK button
Then navigate to the installation area for the game.
The easiest way of doing this is to:
* Open steam and go to your library
* Right click on Ranch Simulator and go to properties
* Click on the local files tab and then browse
* Once here you want to go Ranch_Simulator\Binaries\Win64
* Right click on the file Ranch_Simulator-Win64-Shipping.exe and also set this
to run as administrator.
If that doesn’t work:
* If this is anyone’s first time playing the game, you may need to have created
your own save game and completed the beginning of the tutorial up to the point
where you save at the tent before playing a multiplayer game.
* Check that you are both on the same version number, and your PC date and time
is accurate for the time zone you have selected
* Swap who is hosting the session and see if you can connect that way
* Start a new game and invite everyone, if that connects then all exit to the main
menu and load up your save. Try to invite everyone again
* In the game installation directory. Look for EpicOnlineServices. Run that then
try to load the game.
* Check that your PC and GPU is all up to date, and you have nothing else using
your network bandwidth that could slow it down. If you have an unstable connection,
unfortunately the only thing you can do is to keep trying to re-connect – there may
be an underlying issue with your router/DNS or network provider/ just having a weak
or unstable connection in general.
Tips to Reduce the Effects of Desync:
-------------------------------------
* Drive slowly when getting back to the Ranch, to give it time to load for everyone.
* The host should drive where possible if the client is having issues with the vehicle,
especially if it flies off into the air.
* Stop the vehicle fully and wait a few seconds before the client gets out, to prevent
them from teleporting a distance away.
* Please make sure your PC is up to date, and you’re not doing anything else that uses
your network’s bandwidth (eg streaming, or anyone else in the house accessing it)
* Limit framerate in the settings (eg to 60).
Guide to Estimated Garden Yields:
---------------------------------
Written by PerfectZero
-=General=-
I timed the growth rate of unfertilized crops to get a base yield rate on the crops
and as if they died every time. The only one that doesn’t seem to fit the mold is
grapes but it should be close enough with it rounded, 91.667 minutes to 90. Oh also
to note I am not calculating night into this.
-=For example of my logic=-
Strawberry grows 0.83% every 10 second tick roughly. So they take 20 minutes to grow
4 strawberry. They sale for $4 per berry. 10 seeds cost $30. 10 seeds per pack so $3
per seed. This gives a profit of $13 after subtracting the cost of the seed.
This would yield $0.65 per minute.
From highest yield to worse they are:
* Strawberry 4 berries every 20 minutes for $0.65/min.
* Grape 3 grapes every 90 minutes for $0.589/min.
* Tomato 4 Tomatoes every 40 minutes for $0.525/min.
* Pineapple 1 pineapple every 60 minutes for $0.425/min.
* Bellpepper 5 peppers every 20 minutes for $0.40/min.
* Pumpkin 1 pumpkin every 40 minutes for $0.225/min.
* Cabbage 1 head every 10 minutes for $0.20/min.
* Watermelon 1 melon every 40 minutes for $0.15/min.
How to Manage Livestock:
------------------------
I’ve found the best way to separate out piglets and goat kids is to do it at night
when they all bed down. You do have to have a large enough pen that they start in so
they won’t get hung up on other ones, but it is far easier to do it that way than
during the day. Be aware though, once pigs or goats are awake at night they will
not bed back down like chickens will.
I have always utilized the night time. It’s the best time to move animals around.
On top of that, I’d recommend…
* Keeping one or two pairs of breeding pigs in a separate pen from the others.
* Move piglets away from the breeders on their first night.
* Ear tag them as you do this. My system will have ten colors, one for each number
from 0 to 9. This number correlates to the day the piglet was born. So, say a
litter of five was born on Day 253. I’d give them the ear tag for 3. In this case,
mint green.
* Yes this is important, because the birth day also correlates to the slaughter day.
Pigs are fully grown at roughly ten days so all adult piggies with mint green ear
tags will be slaughtered on day 263.
* I’m in the process of building a multilevel custom facility/barn wherein all of
the other animals, the processing room, and the pig breeders are on the ground
floor. On the second floor is one huge pen where day-old piglets go to mature a
bit. Yes, expect some breeding here as pigs can breed from Day Two. But they’re
hard to identify before Day Three or Four so the best you can do is ear tag every
piglet and move a pig the night you can identify its sex. Then it gets moved once
more. The maturation pen is on the second floor. Floor Three holds females only
while the fourth holds only males. Doing this allows you maximize the space with
loads of stalls without worrying about the breeding because the other gender is
on a separate floor. There should be no more breeding once the pig gets to this
stage but if there is then something isn’t as far away as first thought.
* Pigs are immediately placed into a colored stall pig enough for an adult pig,
both troughs, and a fence gate. Each gate is colored – you guessed it! – the
same color as the ear tag.
This is not a foolproof system. I’m starting to get into pigs for the first time
so I’ve read a lot of guides and learned from a lot of player’s problems and this
currently is my best solution. But I have not been able to implement it yet. I’ve
got a brand new game save so I’ve got a long way to go.
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