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 :wink3: .

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" />".
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 *thumbsup* ! You have opened your door to the modding world ... :wink3:
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. ...