Search found 24 matches
- by jmelvin
- Thu Mar 28, 2024 6:38 am
- Forum: [EN] Technical Support
- Topic: Factory outputs
- Replies: 4
- Views: 1931
Re: Factory outputs
I have been looking into the issue of using animals in factories a little more. I have found out that this capability was added in Production Revamp version 1.4. The online documentatio for production revamp seems to only be for an earlier version and doesn't cover this capability. The butcher and s...
- by jmelvin
- Wed Mar 27, 2024 9:24 pm
- Forum: [EN] Technical Support
- Topic: Factory outputs
- Replies: 4
- Views: 1931
Re: Factory outputs
With two days per month it will take 20hours, because production per month is changing with the amount of days per month. Are you sure about that? I have read on some of the forums that the number of days per month does not change the monthly output. The output will be the same for the month no mat...
- by jmelvin
- Wed Mar 27, 2024 7:38 am
- Forum: [EN] Technical Support
- Topic: Factory outputs
- Replies: 4
- Views: 1931
Factory outputs
I've been looking at the XMLs of several Giant's and modded factories. From what I can see, the input and output filltype "amounts" are given in liters per cycle. Does anyone know if this holds true when dealing with animals for input filltypes like for a slaughter or butcher production mo...
- by jmelvin
- Sun Nov 15, 2020 7:09 am
- Forum: [EN] Modding
- Topic: GEO for Multifruit Maps
- Replies: 9
- Views: 1377
Re: GEO for Multifruit Maps
I have been testing my multifruit GEO with some strange results. Some of the results align with what theSeb agrees is part of the design of the Seasons mod regarding how the growth manager handles the statements for a crop transition (i.e.,: handling incrementByOneRange statements then incrementByRa...
- by jmelvin
- Sun Nov 01, 2020 2:59 am
- Forum: [EN] Modding
- Topic: GEO for Multifruit Maps
- Replies: 9
- Views: 1377
Re: GEO for Multifruit Maps
Thank you for the clarification,theSeb. I did figure out different schemes for handling clover and alfalfa allowing for the planting of clover from early spring through late summer and alfalfa from mid spring through late summer. These new schemes tested OK. One can get a single cutting of clover if...
- by jmelvin
- Sat Oct 31, 2020 4:30 am
- Forum: [EN] Modding
- Topic: GEO for Multifruit Maps
- Replies: 9
- Views: 1377
Re: GEO for Multifruit Maps
I have been testing my GEO and run into a snag. I am trying to set up clover to be able to mow twice in a given year in 2nd and later years with 1 cutting during the first year if planted early enough.My GEO was set to allow for planting clover during early spring, advancing to state 2 in mid spring...
- by jmelvin
- Tue Oct 27, 2020 6:25 am
- Forum: [EN] Modding
- Topic: GEO for Multifruit Maps
- Replies: 9
- Views: 1377
Re: GEO for Multifruit Maps
Thank you theSeb for the great information on testing. I had noticed some of the console commands when I was looking through the growth related lua's but was unaware of the gsSetFieldFruit console command and the EasyDevControls mod. I was thinking that I would have to test everything in a drawn out...
- by jmelvin
- Mon Oct 26, 2020 5:53 am
- Forum: [EN] Modding
- Topic: GEO for Multifruit Maps
- Replies: 9
- Views: 1377
GEO for Multifruit Maps
I have experimented with putting together a GEO for Multifruit maps for my own use. I had to use extra values than what I thought necessary to get the growth patterns I was looking for because of the way the Seasons mod fills things in to spread out fruit growth since most fruits now are ready for h...
- by jmelvin
- Sun Sep 20, 2020 9:17 am
- Forum: [EN] Modding
- Topic: Multifruit GEO
- Replies: 10
- Views: 1070
Re: Multifruit GEO
I decided to take one more look at my entire crops.xml and found my errors. I had missed closing off a couple of entries. <growth germinateTemp="12" germinatesoilMoisture="5" youngPlantMaxState="4" maxFertiliseState="4" I missed closing this off with /> Also, ...
- by jmelvin
- Sun Sep 20, 2020 8:40 am
- Forum: [EN] Modding
- Topic: Multifruit GEO
- Replies: 10
- Views: 1070
Re: Multifruit GEO
I have been preparing my Multifruit GEO and thought I had things set up like I want. I loaded my GEO with the seasons mod and nothing else and get the following errors when I start a new game. Error: D:/Documents/My Games/FarmingSimulator2019/mods/FS19_RM_Multifruit/data/crops.xml. name. Error: D:/D...
- by jmelvin
- Fri Sep 18, 2020 12:09 am
- Forum: [EN] Modding
- Topic: Removing built in map placables
- Replies: 8
- Views: 965
Re: Removing built in map placables
I have not looked at that map and have not had to look at the use of canBeSold so I can't offer any more input on your issue. That item may prevent changing the ownership in the items.xml from letting you sell the building as I theorized.The map is Eiersholt
- by jmelvin
- Thu Sep 17, 2020 8:36 pm
- Forum: [EN] Modding
- Topic: Removing built in map placables
- Replies: 8
- Views: 965
Re: Removing built in map placables
There may be another way you can accomplish what you want to do without using the editor to delete an object. I think you could do this by editing the items.xml file in your saved game folder. I haven't done this but I think it would work. The items.xml file for a given saved game has entries for al...
- by jmelvin
- Thu Sep 17, 2020 5:49 pm
- Forum: [EN] Modding
- Topic: Removing built in map placables
- Replies: 8
- Views: 965
Re: Removing built in map placables
The objects I'm talking about are not in the id3 file. They are placables in the files for the map and seem to be placed upon map start by lines like the below: <storeItem xmlFilename="maps/placeables/animals/Schweinestall.xml"/> As I understand it, that type of entry puts the item in the...
- by jmelvin
- Thu Sep 17, 2020 3:53 am
- Forum: [EN] Modding
- Topic: Removing built in map placables
- Replies: 8
- Views: 965
Re: Removing built in map placables
I forgot to mention: One of your other options is to use the map editor to lower the object far enough below ground level so it can't be seen or give some type of collision. Doing this will leave the IDs of any animated function unchanged. This is probably the easiest method to accomplish what you w...
- by jmelvin
- Thu Sep 17, 2020 3:41 am
- Forum: [EN] Modding
- Topic: Removing built in map placables
- Replies: 8
- Views: 965
Re: Removing built in map placables
I am NOT what I would even call a novice modder, but I have experimented with what you are wanting to do. You need to be very careful whenever you remove, or even shift the order of, transform groups in an i3d. This can cause animated functions (such as doors and gates that open/close, lights that t...