Farm Life Codes Roblox

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Fernando Capelle

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Aug 3, 2024, 2:14:02 PM8/3/24
to bisriavisne

Farm Life on Roblox is a fun and relaxing game where you can bring your visions of a dream farm to life. From growing crops and raising adorable animals to catching fish, Farm Life features all the basic mechanics of a farming simulator. Besides this, you can build your ideal farmhouse and customize it with fun furniture, like the all-new Pirate furniture set.

While upgrading your house provides more space on your farm, house upgrades cost a lot of gold coins. Moreover, coins are also used to buy seeds and new crops for your farm. To get a head start on your farming adventures, you can use special Farm Life codes to get free coins and more.

The game is all about creating the perfect farm, raising animals, harvesting crops, catching fish and living the dream. Whilst running your farm, you will need different kinds of currency to help things along and with the below codes you should be able to get a nice head start.

By redeeming the below codes, you will get both Coins and Gems in Farm Life Simulator. These can be used to buy upgrades for you, for your farm as we all as vehicles and anything else you may need to help you become a farmer. In the table below you will find seven codes to redeem:

It's great having plenty of codes to redeem, but finding where to redeem them isn't always so easy in Roblox games. To save you the hassle, we have outlined below exactly how to redeem codes in Farm Life Simulator.

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This Project started with myself taking over the FarmLife Expanded mod. I first start to fix thing with the mod but as I began to learn more about modding I decided that rather then trying to fix it would be best to rebuild. What started a "Farming" mod has now become so much more.


Welcome to "The Age of Oblivion"!


Back to basics with the UI - too many issues with A5 UI

More then 30 new Monsters!
The Start of Powered Workstations and a new type of workstation! (For A6 the Soda and Juice dispensers s require power and are a new type of workstation and the Auto miner is a new type. More workstations will be converted eventually)

More of an Endgame! Your goal is to Find and rescue Dr. Turdlinger. you will need to find 8 teleporter parts to fix the teleporter that will take you into Turdlingers research facility. Along the way you will expereince caves with some unique monsters and have to kill the Skeleton King!

Pets and Guard can be picked up!
New Vehicle Trader that has the vehicles in the game but can only be bought by trading in other vehicles!

some new OP weapons from the elite trader (this may be required when entering the Dark castle and the research facility!

NOTE: Lots of Changes.....you will 1000% have to start a new game and I would recommend playtesting for awhile before starting a serious game with it

Restructured Folder and file Structure. Standardized Naming. (Search AOO to find items)

Added:

New Chain Link Fence and a Brick/Metal Fence!
New Oblivion Work Bench - All workbenches are crafted from this Bench...even Vanilla ones.

Download Alpha1.7

I am officially separating things into two different releases! Going forward Subsequent releases will be known as Age of Oblivion as the Mod has been moving away from just Farming components. As a result I am now releasing a "Release" version of Farm Life Revisited Lite. This version is just the farming components, Crops, Food, Animals (Cloning). This release will still get bug fixes and will get any Farm related content that gets added to Age of Oblivion.

Added a Bunch more Friendly Animals! Turtle,Sheep,Zebra,Pug,Beagle,Goose,Leopard,Comodo Dragon
Balanced the number of Oblivion Crates that appear and the loot they contain. Added More Beakers and Steroids for Cloning!

NOTE: Turns out there was a mistake made with sounds and they were applied to animal as well as Zombies. If you find the sounds too bad please come to the discord and download the latest Test Builds that fix up the sound.

For a moment I thought you would add human breeding for consumption in this apocalypse.
It would not be weird due to the scarcity of animals.
I mention it because I am watching an anime, where the demons have farms of human babies, until they grow up and are 7 years old, according to the degree of development of their brain is the quality.
Regards

If I can figure out how to make Human Models that can do something other then just stand around I will probably expand it. I am thinking o fadding a chance to Create your own personal Trader hat you can place in your base!

We did manage to find a game breaker though. It's in regards to the "HN Cabinet" series. We're using the white wood option and anytime someone opens one of the cabinets and tries to close it we get an "IndexOutOfRangeException: Index was outside the bounds of array." error and the users is locked into the cabinet's organization window.

I can see testing absolutely everything is going to be a community effort for sure and I hope plenty of feedback will come during development stage. I know a custom mod server host that is going to love this and I shall be sending it their way.

Today I started a new game and I have not had any problem so far, I just had to edit it in progression.xml due to an incompatibility with my Action Skills mod, remove the farmlife perk and to unlock the farmlife mod stuff, I append to LivingofftheLand.
I really liked the cloning system and everything from the farm, waiting for the final version.
Regards

Thanks so much for the testing! I really like the cloning system. I want to find a better model for the cloning station and I would like to be able to make the ready animal station show an animal inside. I am also going to be making changes to progression.xml, I haven't touched it yet.

Hi! I was really looking forward to playing with this mod. However, when I add the FarmLifeRevisited folder from the download I get an error saying that there was an XML error loading progression.xml, claiming that there already exists an element with the same key 'perkpackmule'. As this is not a perk modified by this mod I'm thinking its a weird interaction between this mod's progression.xml and Lam 90 slot backpack's modification of the same file. Its weird because Lam's mod works with other mods that modify progression.xml (like Brazmocks Archery, and Perk Mastery). Do you have any idea how to fix this? Is this a problem with this mod? with Lam's? Otherwise?


Could you wait for Pipermac to find the solution to that problem in a new version or you can do what I did, explained in a post above.
The problem is that the Lam mod also applies an attribute tree and that causes the incompatibility.
Regards

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