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Re: [FS19] Giants Mods this week

Posted: Fri Jan 11, 2019 10:45 am
by livesea72
We got the disable camera collision mod THANK YOU GIANTS *thumbsup*

Re: [FS19] Giants Mods this week

Posted: Fri Jan 11, 2019 11:05 am
by Guil
Colin_TJ wrote: Fri Jan 11, 2019 1:02 am Any news where oxygendavid maps in in pipe line how many mods before it? Can't play game till it gets here as its waist of time and effort to start over once it hits modhub... 😂
Near the end of the list I'd imagine. Seemingly he uploaded it and then pulled it out to make changes and then uploaded again.

Re: [FS19] Giants Mods this week

Posted: Fri Jan 11, 2019 2:17 pm
by eric21
No he submitted it but there's a huge wait

Re: [FS19] Giants Mods this week

Posted: Fri Jan 11, 2019 7:41 pm
by Colin_TJ
Its cool. 150 left to de tested. And it was 201 like few days ago. Going well lol

Re: [FS19] Giants Mods this week

Posted: Fri Jan 11, 2019 8:43 pm
by eric21
Don't forget some of them have to be 're submitted

Re: [FS19] Giants Mods this week

Posted: Fri Jan 11, 2019 9:13 pm
by livesea72
The trailer farmhouse fits ravenport map theme. too bad it 74 slots.

Re: [FS19] Giants Mods this week

Posted: Fri Jan 11, 2019 10:58 pm
by Husqvarna TS 352
I've never really had slot issues, always like to keep my farm small *thumbsup*

Re: [FS19] Giants Mods this week

Posted: Sat Jan 12, 2019 4:53 am
by Gwilson0710
It sure would be nice for a tree mod for console

Re: [FS19] Giants Mods this week

Posted: Sat Jan 12, 2019 5:09 am
by Preble 818
Gwilson0710 wrote: Sat Jan 12, 2019 4:53 am It sure would be nice for a tree mod for console
Well you have a Christmas tree. I mean I'm sure that's not what you had in mind but still lol. Kind of stinks cause I'm sure dog face submitted that a while before Christmas but I guess that's the breaks. At any rate it is a tree.

Re: [FS19] Giants Mods this week

Posted: Sat Jan 12, 2019 5:27 am
by Gwilson0710
Tried that and all it did was crash the game I just want different types of trees not the same

Re: [FS19] Giants Mods this week

Posted: Sat Jan 12, 2019 11:47 am
by blackiecat
Colin_TJ wrote: Fri Jan 11, 2019 1:02 am Any news where oxygendavid maps in in pipe line how many mods before it? Can't play game till it gets here as its waist of time and effort to start over once it hits modhub... 😂
Try the Rehweiler map fs19 it looks like a UK map but its German needs some placeables should keep you interested till the UK maps come out

Re: [FS19] Giants Mods this week

Posted: Sat Jan 12, 2019 2:09 pm
by eric21
I think Colin plays on console

Re: [FS19] Giants Mods this week

Posted: Sat Jan 12, 2019 3:49 pm
by Hillr
I have a quick question, if a modder makes a mod that giants doesnt have the licensing for, does that restrict the mod from going on modhub?

Re: [FS19] Giants Mods this week

Posted: Sat Jan 12, 2019 4:03 pm
by sootysax
Colin_TJ wrote: Fri Jan 11, 2019 1:02 am Any news where oxygendavid maps in in pipe line how many mods before it? Can't play game till it gets here as its waist of time and effort to start over once it hits modhub... 😂
More likely than not, oxygendavid's map may be rejected by GIANTS and need to be revised and resubmitted.. there are plenty of maps available to have fun with in the meantime.

Re: [FS19] Giants Mods this week

Posted: Sat Jan 12, 2019 4:26 pm
by don_apple
Hillr wrote: Sat Jan 12, 2019 3:49 pm I have a quick question, if a modder makes a mod that giants doesnt have the licensing for, does that restrict the mod from going on modhub?
It depends on if the mod is also supposed to be made3 available on consoles or not.

If the mod will be only available for the Windows/macOS versions of the game it can be made available via the modhub. But it won't show up on the modhub on the console versions.

For example even though Giants doesn't have a license agreement with Claas there were some mods of Claas equipment available on the modhub for the windows/macOS versions (see https://www.farming-simulator.com/mod.p ... tle=fs2017 for an example)