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Re: [FS19] Giants Mods this week

Posted: Thu Jan 10, 2019 7:06 pm
by SimFarmer1
Use PlaceAnywhere and hit "8" to place objects anywhere... don't have to own the land. If you later buy the land with an object on it, and then try to sell... You then have to sell the placeable again though.

What this does allow and so great in this instance though,is for placing sell-point placeables (mods) to help fill out a map like "Rolling Hills" to have multiple sell-points without having to be a GE guru.


Oh yeah... Hi, long time lurker first time poster. :search:

Re: [FS19] Giants Mods this week

Posted: Thu Jan 10, 2019 9:09 pm
by sootysax
justin926 wrote:
Thu Jan 10, 2019 8:16 am
Will there the Follow Me Mod coming out anytime soon.
Decker expressed interest in converting some of his mods for FS19. Haven't seen any activity on Github for quite some time however. I'm assuming, like many other important modders, he isn't happy with the LUADOC and the changes in FS19

Re: [FS19] Giants Mods this week

Posted: Thu Jan 10, 2019 11:52 pm
by Gogi97
Hope you make tajfun winch for consoles too... logging without einch isnt same...

Re: [FS19] Giants Mods this week

Posted: Fri Jan 11, 2019 1:02 am
by Colin_TJ
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... 😂

Re: [FS19] Giants Mods this week

Posted: Fri Jan 11, 2019 2:22 am
by livesea72
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... 😂
some time in February at current release rate. I have 180 hours and not sure why people are forcing themselves not to play the game, i mean i could see if it was so broken you had to wait. I personally find both maps better than GCV i hated the layout with a passion and was only playable after getting the refill placeables and i still put less than 40 hour in it.

Re: [FS19] Giants Mods this week

Posted: Fri Jan 11, 2019 2:39 am
by turftiger2008
come on please; new mods and sound fix updates; gee same ole skin mods and junk mods gets old

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.