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FRUITS~~~~

Posted: Wed May 01, 2013 4:29 am
by ThePope
We need new fruits!!! theres not one farm I have worked on that only have wheat, barley, corn, etc... what about cotton, and things like that? anyone looking to make a mod?

Re: FRUITS~~~~

Posted: Wed May 01, 2013 5:19 am
by sfy
if you know how to work the Giants Editor, there is a mod at FS-UK that allows you to bring in new fruits http://fs-uk.com/mods/view/30242 and at Modhoster their is a farm called Pipa land http://www.modhoster.com/suche?utf8=%E2 ... ch_in=mods that has new fruits. but hoping for a simple mod without editing an existing map or creating a new map.....that may take a while if in fact its even possible.

Re: FRUITS~~~~

Posted: Fri May 03, 2013 8:59 pm
by prjindigo
not sure if it was a bug or not but I had downloaded that high details map http://www.modhoster.com/mods/fazenda_3 ... i_culturas
and suddenly in other maps I was able to plant all the other fruits, gonna check it now.

Re: FRUITS~~~~

Posted: Sat May 04, 2013 3:07 am
by sfy
if that happened in Career mode, it's not surprising. all mods in your mod folder become active in Career mode, i found out when i found i could buy some of the modded tippers available in the Platinum Extreme VI map while farming in Hagenstedt. nice to use a 150,000Liter frontloader when you have 4 full silage silos. makes them empty in 16 trips :)

Re: FRUITS~~~~

Posted: Sat May 11, 2013 4:04 am
by reider
I have a Map I'm working on now, it's a long uphill struggle to learn though. But I have a farm with;

Standard Crops of Barley, Wheat, Canola, Corn, Beet, Potato.

Then;

Oats, Rye, Dinkel (Spent), Millet, Sunflower I'll eventually be using myself when all is sorted, see below note *

Plus;

Cranberry, Hemp. Sorgum possibly for the bio but again see below Note **

Finally Feeding Beet, no idea on this one and likely not about to use at least yet.

Oh, I put in Cotton, Greenwheat and Soybean too but no sign of them yet.

I have grown a strip of all of them, except Sunflower, Cranberry and Sorghum which I grew a whole field of. I managed to harvest all of them except the Cranberry and the Sorghum due to machinery availability problems for multifruit, but I'm pretty sure I can get the equipment to use the crops in the bio. Just not about to test that until I get the rest up and running.

Unfortunately most info is not in English, once you do find out how to add the crops and get it working you need the correct seeders, then the right harvesters or whatever is used for each crop, then you need get the right trailers, not all of them carry each crop. Finally you need storage for them all and you can guarantee any you find will not be for the combination of multifruit you get going, usually you got 2 in a 4 silo maybe but not the rest. Then you need your sell points, so it isn't plain and simple get the crops in the fields.

* Note: I can seed, harvest using a special harvester, carry on an adapted trailer the Oats, Rye, Dinkel (Spent), Millet, Sunflower. I have grown all of these as a strip apart from the Sunflower which was a full field. I need to find a silo and sell points for them.

** Note: Cranberry, Hemp. Sorgum I only found a seeder and a bio machine of some description, head is in bits, forgot what it was but that's for later anyway. I have grown all of these as a test strip/field.

In case anyone else wants to test I'll give all the details so far. You'll need to be dedicated to do it though and be able to work your way around both the Giants Editor, Notepad ++ etc. It's a long haul but you can get there. I'll make another post with the rest of the info.

EDIT: I thought sell points, to sell the new multifruits, would be difficult with new triggers to add. The reality is oh so simple, though I haven't tried to sell any yet. I have to tidy some fields up and rejoin them ready for all the new crops. What you do is open the map in GE, go to each grain trigger in turn and click on it. From the file menu select User Attributes and a new window opens. One of the fields (data field-white box) lists all the current fruits supported by that trigger. Go to the last fruit in that list, add a space, type rye, add space, type hemp, add space type oats and so on. I added 6 new fruits. Then go to the price field and again go to the last entry, add space, add price (your choice from list or anew price-don't go daft). Add space, add price and so on until you put in 6 prices like 0.96 or 1.11 to match your 6 new added fruits. Repeat that at all the sell point grain triggers. Then export all files to save the new crop sell points and prices.

Re: FRUITS~~~~

Posted: Sat May 11, 2013 4:59 am
by reider
Site for instructions, albeit in German. But a big big thankyou goes out to them for making it available. I had already found how to put a few crops in prior to this but the instructions were not as good as these turned out to be, though both worked.

Basically you MUST INSTALL IN A MOD GAME, not directly. I'd do all work in an unzipped fresh game in a test folder on the desktop, that's how I did mine. If you do proceed with this it is at your own risk. I cannot read German, but because of my prior attempts I know how it's being done so I can give you a few pointers to help.

You are supplied with a huds folder, a scripte folder (leave the "e" on the end) and a foliage folder. Let's assume you have a game called myGame and you unzipped it to a test folder on the desktop, so it would have map folder, vehicles folder and a few other files in the first window. Open the map folder and your game map would be in there with some other files, that is where you place the hud folder (it has some crop icons in it). You also place the scripte folder in there too as a folder on it's own not as a subfolder to one of the others. In your textures folder is a "foliage" sub folder, copy the contents of the supplied foliage folder to that one.

Now it's time to get down and dirty. Open your map.i3d in Notepad ++. You will deal with 3 specific areas and all are at the back of the present areas so easy to find. All files in there have ID numbers and the beauty of this is higher numbers than are already present in yours are initially used. Then if your game successfully starts with the new crops the program will change your high numbers to normal ones, unfortunately not as in an ordered list as you give it.

So we search for;

/Files

and because of the switch you're sent to the back or bottom of that section, best to perform a search to see if any of your proposed numbers have been used already, then change them to suit-I didn't have to do this in mine. Make a space by putting your cursor to the left of the /Files and hitting ENTER (not too hard). So you're pasting in some more files and you may need to tidy up a little, if you don't understand how any of this works then please do not attempt it at all. It could take years to explain it all, so it's better for people who are used to changing this stuff and know what to do. If you carry on, again at your own risk, go through the German examples and use copy/paste to paste in the files only at this point.

Once those are in and tidied (mostly all in a straight line for the files, 1 tab only may be needed for alignment). Do a search again but for /Materials this time. Once again you're at the end or bottom. Paste in the samples from the German stuff but only the Materials at this point. Once again tidy up as you think necessary to keep alignment with the rest of the Materials in there.

Finally I used <FoliageSubLayer as my search term, manually moved to the bottom of the FSL and pasted in there. this is the one to take the most care and time with. Some spaces between sections to takes out, vertical alignment to sort. Not forgetting the first line calls the procedure and 1-2 lines or so are the procedure then the last line is the end of the procedure so those insets need to be just right but they are easy to spot if you worked on this stuff before. Once tided go through them once again but IMPORTANT, the "densityMapTypeIndex" must increment by 1 only. So if yours has 1-8 in you're lucky since I think the German stuff starts at 9, 10, 11 etc. If not then you'll need to change them to 10,11, 12 etc if yours ends at 9.

Ok, now keep your old zip file to the right of the bin and rezip this one to put in your mod folder. Try it and if it doesn't work go back to the file to the right of the bin knowing that will still work. Either give up at that point or use that file to start over. Be aware one of my game plays didn't work with this, 3 of them did so the supplied details are pretty darned good. Just be careful and take your time. No offence but if you're mot practiced at stuff like this then don't go ahead.

If it does work then smoke a cheroot and put cher feet up. But not for long cos ya gotta fine seeders, harvesters, wagons, storage, sell points.....so STOP LOAFING ABOUT will ya? This is a WIP people...... Their's also allegedly a tool or 3 on the way to do it for you but that could be a while off yet.

I lost the addy again while writing this, but hey it is 4am ish. If not this one then just search for neue-fruchte 2013

http://www.modhoster.de/mods/neue-fruchte-fur-ls-13

Have fun.....

Re: FRUITS~~~~

Posted: Sat May 11, 2013 10:21 am
by reider
Mention must also go out to Jengske who made a download pack for adding multifruit. It is this one I originally used and the instructions are in English. Their is also a dedicated Support Forum for this download.

Download Address:

http://fs-uk.com/mods/view/30242

Support Forum:

http://fs-uk.com/forum/index.php?topic=133363.0

Both are great work and well appreciated. I felt happier using the one mentioned before this one. However the Jengske one includes vehicles modifications for multi fruits and without it I may not have worked out what to do in the German speaking one.

EDIT:

Also PARSNIP 2013 may be in the works, I read from DOCTOR HILTI it is complete but I haven't seen it on download yet, perhaps still testing. PARSNIP adds multifruits from a program window, like the 2011 version.

Re: FRUITS~~~~

Posted: Thu May 16, 2013 3:17 am
by reider
For anyone wishing to do things the easy way, and no shame in that. I found an excellent starter map for FS2013, very nearly a standard map. Does all the normal crops + Millet, Rye, Oats and Dinkel, I added Sunflower to mine manually. Has a built in building to drive through and dump the new and existing crops down a grid. Pipe outlets on the exterior walls for all included crops. Two out of 4 sell points are set for the new crops as well as existing crops at all 4. Sugarbeet and Potato crops are again a drive through building and this looks uber cool!.

All you need is a suitable multifruit harvester and trailer/s, which are easy to find. The cows and sheep are now in the main farm itself. Slight changes to the main farm fields but all in all some good improvements. Looks really good too and has room for changes of your own. German crop signs can easily be changed to English if you need to. Some simple road signs have been added and these are already in English.

http://mods13.com/post/5491-dairy-land- ... -maps.html

Hope this helps.....

Steve