Search found 408 matches
- by LS-Lara
- Sat Apr 06, 2024 6:34 pm
- Forum: [EN] General Discussion
- Topic: Bees
- Replies: 2
- Views: 3572
Re: Bees
This is not the standard procedure of how honey is generated. Probably you have used some mod beehives that act as a production, like THIS one? In that case, you should be able to buy bees in the shop.
- by LS-Lara
- Sat Apr 06, 2024 1:59 pm
- Forum: [EN] Modding
- Topic: Modify a map on my Play
- Replies: 1
- Views: 1957
Re: Modify a map on my Play
Technically speaking: yes, that would be the theoretical workflow. BUT: I somehow doubt that any modder would give you the permission to alter their map and re-upload it. Likewise, GIANTS will most probaby not allow to re-use their maps with only minor alterations. If that would be the case, we woul...
- by LS-Lara
- Sat Apr 06, 2024 1:49 pm
- Forum: [EN] Modding
- Topic: open an i3d file
- Replies: 2
- Views: 3155
Re: open an i3d file
The Giants Editor will not work properly unless it has access to the game installation.
- by LS-Lara
- Sat Apr 06, 2024 1:45 pm
- Forum: [DE] Modding
- Topic: Icon
- Replies: 1
- Views: 2044
Re: Icon
Da es ja offenbar nicht funktioniert, reicht es wohl nicht aus .
Das ModIcon sollte im Idealfall eine DDS in BC1 ohne mipMaps mit einer Größe von 256x256 Pixeln sein.
Das ModIcon sollte im Idealfall eine DDS in BC1 ohne mipMaps mit einer Größe von 256x256 Pixeln sein.
- by LS-Lara
- Sat Apr 06, 2024 10:52 am
- Forum: [DE] Modding
- Topic: manure system für die rübenschnitzelanlage
- Replies: 6
- Views: 2837
Re: manure system für die rübenschnitzelanlage
Ja darum dachte ich, ich frage hier mal nach ob das jemand testen könnte um ausschließen zu können obs am mod selbst oder an mir liegt. Grundsätzlich funktioniert es. Ist aber tatsächlich etwas fummelig. Scheint so, dass man das Schlauchende relativ weit in Richtung bzw. in den Stutzen halten muss ...
- by LS-Lara
- Sat Apr 06, 2024 10:37 am
- Forum: [EN] Modding
- Topic: Should I care for Info messages in the Editor Console ?
- Replies: 2
- Views: 2041
Re: Should I care for Info messages in the Editor Console ?
This is a normal thing unfortunately. If you open the map ingame and check the game log, you will see the same message. It is one of the Giants "gifts" they apparently don't want to work on.
- by LS-Lara
- Fri Apr 05, 2024 2:54 pm
- Forum: [EN] Modding
- Topic: Specifying planters for premium vegitables
- Replies: 3
- Views: 2157
Re: Specifying planters for premium vegitables
You add "PLANTER_SMALL" to the seedFruitTypeCategories within sowingMachine section.
If you also want to have that "lined" ground texture, add "<fieldGroundType value="PLANTED" />".
If you also want to have that "lined" ground texture, add "<fieldGroundType value="PLANTED" />".
- by LS-Lara
- Fri Apr 05, 2024 10:07 am
- Forum: [EN] Modding
- Topic: Map Scaling
- Replies: 2
- Views: 2067
Re: Map Scaling
From what I can gather, I need a different program to convert the GDM and GRLE files so I can edit them. You will need Giants "GRLE Converter" from GDN . Despite of the misleading name, it is also suited for GDM files. You would convert those into PNG, do any changes on that level and the...
- by LS-Lara
- Wed Apr 03, 2024 5:45 pm
- Forum: [EN] Modding
- Topic: Remove Zone Markers
- Replies: 6
- Views: 1398
Re: Remove Zone Markers
If all items are disabled in the placeables.xml, then all markers WILL vanish except for the dealer. Also, some remaining buildings (including your home), fences and the gates will be gone. So, WHICH placeables.xml did you edit: in the base map or in a savegame? And what did you do then: load an exi...
- by LS-Lara
- Tue Apr 02, 2024 4:48 pm
- Forum: [EN] Modding
- Topic: Remove Zone Markers
- Replies: 6
- Views: 1398
Re: Remove Zone Markers
Hmm ... works without issues for me - both in basemap and in savegame. Which is the building you have "physically" deleted and which one did you disable in the placeables.xml?
- by LS-Lara
- Tue Apr 02, 2024 9:50 am
- Forum: [EN] Modding
- Topic: Remove Zone Markers
- Replies: 6
- Views: 1398
Re: Remove Zone Markers
The "technical parts" of the building (markers, triggers, ...) will be loaded through the "placeables.xml" of the map. Find the entry that corresponds to the coordinates of the building you removed and delete or comment out that entry. The same applies to any savegame in case you...
- by LS-Lara
- Tue Apr 02, 2024 7:18 am
- Forum: [EN] Modding
- Topic: Culivator Soil texture ? ? ?
- Replies: 1
- Views: 1033
Re: Culivator Soil texture ? ? ?
I guess the implement you use has set useDeepMode="false" inside their "cultivator" section. That means, it performs like a harrow (no cultivator soil texture and no stones generated). You can either explicitly change it from "false" to "true" or remove it, as...
- by LS-Lara
- Mon Apr 01, 2024 11:48 am
- Forum: [EN] Technical Support
- Topic: Retter Respiro r7 rd missing grass in middle of the merger.
- Replies: 24
- Views: 3397
Re: Retter Respiro r7 rd missing grass in middle of the merger.
Excellent ! You have opened your door to the modding world ...
- by LS-Lara
- Mon Apr 01, 2024 8:02 am
- Forum: Technische Fragen und Probleme
- Topic: LS22: Zug mit Förderbandsystem beladen
- Replies: 9
- Views: 1811
Re: LS22: Zug mit Förderbandsystem beladen
Ich habe am Bahnhof Süd auf Haut Beyleron das Förderbandsystem installiert, bekomme die Kartoffeln aber nicht in den Waggon. Geht das so gar nicht? Doch, beim mir geht das ohne Probleme mit dem Grimme SL80-22 Quantum. https://image.giants-software.com/1/H3VpfeVZ-T.jpg Welches Förderband hast Du den...
- by LS-Lara
- Sat Mar 30, 2024 6:18 pm
- Forum: [DE] Modding
- Topic: Anzahl der Steine auf Feldern erhöhen (ebenfalls Inhaltsmenge)
- Replies: 18
- Views: 5053
Re: Anzahl der Steine auf Feldern erhöhen (ebenfalls Inhaltsmenge)
Ein Pflug erhöht den state um 1. Bei cultivators erhöht "useDeepMode" den state um 1 und "isSubsoiler" den state um 2. Somit macht der klassische Grubber +1, Tiefenlockerer +2 und Spatenmaschine +3. Aufeinander folgend ändert sich der state nur bei unterschiedlicher Bearbeitung. ...