fragen zum Season mod

Eure Foren für alle Diskussionen rund ums Thema Modding.
empato
Posts: 1079
Joined: Thu Apr 27, 2017 1:27 pm

Re: fragen zum Season mod

Post by empato »

Häng die Log mal bitte dran.
0815bauer
Posts: 111
Joined: Mon Apr 01, 2013 8:21 pm

Re: fragen zum Season mod

Post by 0815bauer »

[SpoilerGIANTS Engine Runtime 7.0.0 (15681) 64bit (Build Date: Dec 7 2017)
Copyright (c) 2008-2017, GIANTS Software GmbH (giants-software.com), All Rights Reserved.
Copyright (c) 2003-2017, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: FarmingSimulator2017
Main System
CPU: Intel(R) Core(TM) i7-4720HQ CPU @ 2.60GHz
Memory: 8141 MB
OS: Windows NT 6.3 64-bit
Physics System
Version: 5.9.5
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick enabled
Force Feedback disabled
Audio System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Render System
Driver: Direct 3D 11
Card Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce GTX 970M
Version: 22.21.13.8569 (16.9.2017)
Revision: 161
Feature level: DirectX 11 ON
Info: Effective window resolution 1908 x 1045
Started 4 threads for threadpool 'Render threadpool'
Hardware Profile
Level: Custom High
View Distance Factor: 1.650000
Shadow Quality: 1.000000 Size: 2048 Filter-Size: 16
Shader Quality: 2
Skip Mipmaps: 0
LOD Distance Factor: 1.600000
Terrain LOD Distance Factor: 1.600000
Terrain Normal Mapping: Yes
Foliage View Distance Factor: 1.500000
Max dynamic foliage View Distance Factor: 1.500000
Foliage Density: 0.500000
Volume Mesh Tessellation Factor: 0.500000
Tyre Tracks Segments Factor: 4.000000
Max. Number of Shadow Lights: 3
Max. Number of Lights: 512
Max. Number of Lights Per Cluster: 32
MSAA: 2
Farming Simulator 17
Version: 1.5.3.1 b1841
Available Languages: de
Language: de
Time: 2018-01-25 10:40:21
Register configuration 'inputAttacherJoint'
Register configuration 'attacherJoint'
Register configuration 'frontloader'
Register configuration 'motor'
Register configuration 'baseColor'
Register configuration 'wheel'
Register configuration 'rimColor'
Register configuration 'design'
Register configuration 'designColor'
Register configuration 'vehicleType'
Game vehicle types loaded
Load mod: disableVehicleCameraCollision (Version: 1.0.0.0)
Load mod: FS17_AIVehicleExtension (Version: 1.0.0.0)
Load mod: FS17_AnimalTableManners (Version: 1.0)
Load mod: FS17_Biobeltz_TURNTABLE_LT_500 (Version: 1.0.0.0)
Load mod: FS17_BuyBales (Version: 1.0.0.0)
Load mod: FS17_choppedStraw (Version: 1.0.0.7)
Load mod: FS17_Courseplay (Version: 5.2.0.0)
Load mod: FS17_CS_DirectSeedingAddon (Version: 1.0.0.0)
Load mod: FS17_DCK_Compass (Version: 1.0.1.20)
Load mod: FS17_DrawMixerWagon (Version: 17.0.1)
Load mod: FS17_Fendt_820Vario (Version: 2.0)
Load mod: FS17_ForRealModule01_CropDestruction (Version: 1.0.4.1)
Load mod: FS17_ForRealModule03_GroundResponse (Version: 1.0.4.0)
Load mod: FS17_hayAsGrass (Version: 1.0)
Load mod: FS17_JohnDeere6R_FBM (Version: 1.0.0.1)
Load mod: FS17_KeyboardSteer (Version: 2.1.1.4)
Load mod: FS17_Loesshuegelland_ULI (Version: 4.1)
Load mod: FS17_moreTrees (Version: 1.0)
Load mod: FS17_MR_ClaasDominator118sl (Version: 1.0.0.0)
Load mod: FS17_MR_Fendt800_Favorit (Version: 1.0)
Load mod: FS17_MR_fliegl_shovel2000 (Version: 1.0.0.0)
Load mod: FS17_MR_MB3D_JohnDeere7030 (Version: 2.0.0.0)
Load mod: FS17_parkVehicle (Version: 1.0.0)
Load mod: FS17_RM_Seasons (Version: 1.3.0.0)
Load mod: HeapPreview (Version: 0.6 BETA)
Load mod: MapAutosave_LS17 (Version: 2.0.1)
Load mod: moreRealistic (Version: 1.0.1.0)
Load mod: moreRealisticGameplay (Version: 0.2.06)
Load mod: ZZZ_BGAextension (Version: 4.00)
Load mod: ZZZ_driveControl (Version: 4.10)
Load mod: ZZZ_fastForward (Version: 2.1)
Load mod: ZZZ_frontloaderdisplay (Version: 1.1)
### Courseplay: initialized 48/48 files (v5.2.0.0)
### Courseplay: installed into 28 vehicles
Script loaded: Compass.LUA (v1.0.1.20)
@ Register Variable: BaseMission.modDrawMixerWagons
keyboardSteerMogli initialized
Script PalettenSammler v3.0.1-107b by Marhu loaded! Support on http://marhu.net
AdditionalMapTypes v1.0.0.8: \__ AdditionalMapTypes V1.0.0.8 by Blacksheep - RC-Devil from 18 Januar 2017 is loading
AdditionalMapTypes v1.0.0.8: \__ AdditionalMapTypes V1.0.0.8 by Blacksheep - RC-Devil from 18 Januar 2017 was loaded successful
++ loading SpeedDisplay V 1.3.1.0 - 23.12.2016 (by Blacky_BPG)
++ loading BuyOnSiloTriggers V 1.4.0.0 - 08.02.2017 (by Blacky_BPG)
++ loading GasStation Extended V 1.4.4.0 A - 03.03.2017 (by Blacky_BPG)
++ loading GasStation Extended - variable fuel price V 1.3.1.0 - 12.01.2017 (by Blacky_BPG)
++ loading Digital Storage Amount Mover V 1.4.2.0 - 13.02.2017 (by Blacky_BPG)
Register vehicle type: FS17_MR_ClaasDominator118sl.ClaasDominator118SL
Register vehicle type: FS17_MR_Fendt800_Favorit.fendt
MapAutosave V2 by derSchreiner
**** MoreRealistic Engine V1.0.1.0 loaded ****
--- installing driveControl by upsidedown into Drivable, Steerable and VehicleMotor...
dataS/cameraPath01.i3d (0.15) ms
dataS/cameraPath02.i3d (0.12) ms
dataS/cameraPath03.i3d (0.09) ms
**** MoreRealistic Gameplay V0.2.06 loaded ****
[Seasons] Loading Seasons 1.3.0.0-develop_8c68e48 - 8cd9038228f79cd3ecce5fa2006ef91a
data/sky/skyUS_day_night.i3d (11.51) ms
data/sky/rain.i3d (1.31) ms
data/sky/hail.i3d (0.91) ms
data/sky/dust.i3d (0.69) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_RM_Seasons/resources/environment/snow.i3d (0.74) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Loesshuegelland_ULI/maps/map01.i3d (7734.45) ms
Lager v1.0: Lager.onCreate(51902) load Lager01
Lager v1.0: Lager.onCreate(51956) load Lager02
Lager v1.0: Lager.onCreate(55879) load Saegewerklager02
FabrikScript v2.1.8.1: FabrikScript.onCreate(56106) load Raffinerie
FabrikScript v2.1.3: FabrikScript_guelle.onCreate(56500) load slurryStorage
FabrikScript v2.1.8.1: FabrikScript.onCreate(58469) load KuhFutter
FabrikScript v2.1.8.1: FabrikScript.onCreate(58770) load Schweinefutterstation
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Loesshuegelland_ULI/maps/New/Anni_Tiere/Textures/Pferde/Horse/HorseReady.i3d (23.84) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Loesshuegelland_ULI/maps/New/Anni_Tiere/Textures/Pferde/Horse/HorseReady2.i3d (22.09) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Loesshuegelland_ULI/maps/New/Anni_Tiere/Textures/Katze/Cat/Cat2.i3d (20.13) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Loesshuegelland_ULI/maps/New/Anni_Tiere/Textures/Hund/Dog/Dog2.i3d (12.07) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Loesshuegelland_ULI/maps/New/Anni_Tiere/Textures/snake/snake.i3d (6.92) ms
Warning (physics): Static actor moved (triggerPos)Warning (physics): Static actor moved (farmSiloShovelTarget)Warning (physics): Static actor moved (siloTrigger01)Warning (physics): Static actor moved (siloTrigger02)Warning (physics): Static actor moved (siloTrigger03)Warning (physics): Static actor moved (siloTrigger04)Warning (physics): Static actor moved (triggerPos)Warning (physics): Static actor moved (farmSiloShovelTarget)Warning (physics): Static actor moved (siloTrigger01)Warning (physics): Static actor moved (siloTrigger02)Warning (physics): Static actor moved (siloTrigger03)Warning (physics): Static actor moved (siloTrigger04)Warning (physics): Static actor moved (triggerPos)Warning (physics): Static actor moved (farmSiloShovelTarget)Warning (physics): Static actor moved (siloTrigger01)Warning (physics): Static actor moved (siloTrigger02)Warning (physics): Static actor moved (siloTrigger03)Warning (physics): Static actor moved (siloTrigger04)Error: Adding onCreate loaded object with duplicate saveId Bga
Teaching animals table manners...
...sheep - manners taught
...pig - manners taught
...cow - manners taught
Animals now eat with their mouths shut!
*** ChoppedStraw v1.0.0.7 | register specialization
*** ChoppedStraw v1.0.0.7 | specialization added to 6 vehicle types
## Courseplay: setting up signs
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Courseplay/img/signs/normal.i3d (0.47) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Courseplay/img/signs/cross.i3d (0.58) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Courseplay/img/signs/unload.i3d (0.54) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Courseplay/img/signs/wait.i3d (0.75) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Courseplay/img/signs/start.i3d (0.69) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_Courseplay/img/signs/stop.i3d (0.68) ms
## Courseplay: setting up fields (basic)
## Courseplay: loading settings from "courseplaySettings.xml"
## Courseplay: setting up hud
## Courseplay: setting up debug channels
## Courseplay: setting up globalInfoText
## Courseplay: loading courses and folders from "courseManager.xml"
## Courseplay: register later loaded mods
*** ChoppedStraw v1.0.0.7 | Direct Seeding Addon v1.0.0.0 | ChoppedStraw mod found, addon loaded
@ register spec DrawMixerWagon v17.0.1 by Heady - www.planet-ls.de
*-- hayasgrass:loadMap(name)
*-- hayasgrass MOD - Perform Check: This line should only appear once
*-- Try to insert hay into grass group during hayasgrass:draw - this should appear only once
--- loading KeyboardSteer v2.2 beta 4 by mogli ---
---loading HeapPreview v0.6 Beta (by HappyLooser)---
loading C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/heapPreviewSettings.xml for heapPreview settings
--- loading complexBGA mod V4.00 --- (by upsidedown)
--- loading driveControl mod V4.10 (by upsidedown)---
--- fast Forward Mod V2.1 loaded --- (by upsidedown)
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_RM_Seasons/resources/environment/snow_materialHolder.i3d (6.82) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_RM_Seasons/resources/replacementTextures/materialHolder.i3d (215.06) ms
Enabled withering
*** ChoppedStraw v1.0.0.7 | loading straw types
*** ChoppedStraw v1.0.0.7 | fertilizing fruittypes: maize barley oat rape rye sunflower wheat soybean
*** ChoppedStraw v1.0.0.7 | loaded 4 straw types
data/vehicles/trailers/siloking/siloKingTrailedLineDuo1814.i3d (30.74) ms
data/vehicles/tools/bredal/F2WS4000.i3d (21.29) ms
data/vehicles/tools/stoll/stollFrontLoaderFZ60.i3d (11.04) ms
data/vehicles/tools/stoll/stollToolBaleFork.i3d (18.45) ms
data/vehicles/tools/suer/suerSB1000.i3d (4.63) ms
data/vehicles/trailers/zunhammer/zunhammer18500PE.i3d (20.73) ms
data/vehicles/trailers/joskin/joskinAquaTrans7300.i3d (23.79) ms
data/vehicles/tools/poettinger/poettingerNovaCat301.i3d (38.98) ms
data/vehicles/tools/vicon/viconFanex604.i3d (22.67) ms
data/vehicles/tools/kuhn/kuhnGA9531.i3d (20.38) ms
data/vehicles/trailers/poettinger/poettingerEuroboss330T.i3d (26.97) ms
data/vehicles/trailers/newHolland/newHollandRollBelt150.i3d (24.80) ms
data/objects/roundbales/roundbaleHay_w112_d130.i3d (7.00) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_MR_ClaasDominator118sl/claasDominator118sl.i3d (373.27) ms
loading C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017//driveControl_config.xml for driveControl-Mod configuration
driveControl module shuttle started
driveControl module fourWDandDifferentials started
driveControl module cruiseControl started
driveControl module showNearestFillLevel started
driveControl module pipeCam started
driveControl module implementControl started
driveControl module softGas started
driveControl module showMotor started
driveControl module variGear started
driveControl module freeSteering started
driveControl module inching started
driveControl softGas maxGasOnModifier set to 30%
driveControl smoothAlpha set to 7%
driveControl motor autoTurnOff set to true
driveControl freeSteering analog input ENABLED
driveControl freeSteering analog deadzone set to 10%
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_MR_ClaasDominator118sl/claasC600.i3d (135.29) ms
data/vehicles/tools/poettinger/poettingerNovacat302ED.i3d (19.27) ms
data/vehicles/trailers/fliegl/flieglDPW180.i3d (16.54) ms
data/vehicles/trailers/farmtech/farmtechTDK1600.i3d (20.80) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_MR_fliegl_shovel2000/flieglShovel2000.i3d (61.71) ms
Warning: FillPlaneGeometry shape geometry must be called 'fillVolumeShape', not 'newMesh'.
data/vehicles/tools/vaderstad/vaderstadRapid600s.i3d (50.30) ms
C:/Users/Besitzer/Documents/My Games/FarmingSimulator2017/mods/FS17_MR_Fendt800_Favorit/fendt_800.i3d (422.55) ms
data/objects/bigBagContainer/bigBagContainerSeeds.i3d (5.81) ms
data/objects/roundbales/roundbaleStraw_w112_d130.i3d (2.11) ms
data/objects/pallets/woolPallet.i3d (8.75) ms
data/placeables/highPressureWasher/kaercher/kaercherHDS918-4M.i3d (16.44) ms
Warning (physics): Static actor moved (triggerPos)Warning (physics): Static actor moved (farmSiloShovelTarget)Warning (physics): Static actor moved (siloTrigger01)Warning (physics): Static actor moved (siloTrigger02)Warning (physics): Static actor moved (siloTrigger03)Warning (physics): Static actor moved (siloTrigger04)Warning (physics): Static actor moved (triggerPos)Warning (physics): Static actor moved (farmSiloShovelTarget)Warning (physics): Static actor moved (siloTrigger01)Warning (physics): Static actor moved (siloTrigger02)Warning (physics): Static actor moved (siloTrigger03)Warning (physics): Static actor moved (siloTrigger04)Warning (physics): Static actor moved (triggerPos)Warning (physics): Static actor moved (farmSiloShovelTarget)Warning (physics): Static actor moved (siloTrigger01)Warning (physics): Static actor moved (siloTrigger02)Warning (physics): Static actor moved (siloTrigger03)Warning (physics): Static actor moved (siloTrigger04)dataS2/character/player/player02.i3d (280.91) ms
--- HeapPreview not found MultiOverlayV2 Hud 2.84 or higher(save Heaps for MultiOverlayV2 Hud not ready)---
Physics System
Version: 5.9.5
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick enabled
Force Feedback disabled
Audio System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Render System
Driver: Direct 3D 11
Card Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce GTX 970M
Version: 22.21.13.8569 (16.9.2017)
Revision: 161
Feature level: DirectX 11 ON
Info: Effective window resolution 1908 x 1045
Started 4 threads for threadpool 'Render threadpool'
Hardware Profile
Level: Custom High
View Distance Factor: 1.650000
Shadow Quality: 1.000000 Size: 2048 Filter-Size: 16
Shader Quality: 2
Skip Mipmaps: 0
LOD Distance Factor: 1.600000
Terrain LOD Distance Factor: 1.600000
Terrain Normal Mapping: Yes
Foliage View Distance Factor: 1.500000
Max dynamic foliage View Distance Factor: 1.500000
Foliage Density: 0.500000
Volume Mesh Tessellation Factor: 0.500000
Tyre Tracks Segments Factor: 4.000000
Max. Number of Shadow Lights: 3
Max. Number of Lights: 512
Max. Number of Lights Per Cluster: 32
MSAA: 2
Farming Simulator 17
Version: 1.5.3.1 b1841
Available Languages: de
Language: de
Time: 2018-01-25 10:41:09
Register configuration 'inputAttacherJoint'
Register configuration 'attacherJoint'
Register configuration 'frontloader'
Register configuration 'motor'
Register configuration 'baseColor'
Register configuration 'wheel'
Register configuration 'rimColor'
Register configuration 'design'
Register configuration 'designColor'
Register configuration 'vehicleType'
Game vehicle types loaded
Load mod: disableVehicleCameraCollision (Version: 1.0.0.0)
Load mod: FS17_AIVehicleExtension (Version: 1.0.0.0)
Load mod: FS17_AnimalTableManners (Version: 1.0)
Load mod: FS17_Biobeltz_TURNTABLE_LT_500 (Version: 1.0.0.0)
Load mod: FS17_BuyBales (Version: 1.0.0.0)
Load mod: FS17_choppedStraw (Version: 1.0.0.7)
Load mod: FS17_Courseplay (Version: 5.2.0.0)
Load mod: FS17_CS_DirectSeedingAddon (Version: 1.0.0.0)
Load mod: FS17_DCK_Compass (Version: 1.0.1.20)
Load mod: FS17_DrawMixerWagon (Version: 17.0.1)
Load mod: FS17_Fendt_820Vario (Version: 2.0)
Load mod: FS17_ForRealModule01_CropDestruction (Version: 1.0.4.1)
Load mod: FS17_ForRealModule03_GroundResponse (Version: 1.0.4.0)
Load mod: FS17_hayAsGrass (Version: 1.0)
Load mod: FS17_JohnDeere6R_FBM (Version: 1.0.0.1)
Load mod: FS17_KeyboardSteer (Version: 2.1.1.4)
Load mod: FS17_Loesshuegelland_ULI (Version: 4.1)
Load mod: FS17_moreTrees (Version: 1.0)
Load mod: FS17_MR_ClaasDominator118sl (Version: 1.0.0.0)
Load mod: FS17_MR_Fendt800_Favorit (Version: 1.0)
Load mod: FS17_MR_fliegl_shovel2000 (Version: 1.0.0.0)
Load mod: FS17_MR_MB3D_JohnDeere7030 (Version: 2.0.0.0)
Load mod: FS17_parkVehicle (Version: 1.0.0)
Load mod: FS17_RM_Seasons (Version: 1.3.0.0)
Load mod: HeapPreview (Version: 0.6 BETA)
Load mod: MapAutosave_LS17 (Version: 2.0.1)
Load mod: moreRealistic (Version: 1.0.1.0)
Load mod: moreRealisticGameplay (Version: 0.2.06)
Load mod: ZZZ_BGAextension (Version: 4.00)
Load mod: ZZZ_driveControl (Version: 4.10)
Load mod: ZZZ_fastForward (Version: 2.1)
Load mod: ZZZ_frontloaderdisplay (Version: 1.1)
][/Spoiler]

Jetzt möchte ich das Problem umgehen. Weil, wird mir zu blöd.
Möchte eine seaon growth XML in die Map einbauen.
Oder ich lade einen Geo-Mod. Wobei die Frage ist ob ich in diesen die Zusatzfrüchte Roggen und Hafer einfügen kann, ohne das es Probleme gibt. Weil in den Growth XML des Geo steht ganz oben Default-fruits.

Kann mir bitte einer von euch beiden Helfen :?:
anthu
Posts: 4967
Joined: Thu Nov 06, 2014 8:03 am

Re: fragen zum Season mod

Post by anthu »

Hi
Also ich habe mir in den geo mod Westdeutschland zusatzfrüchte eingebaut.
Hafer Roggen Triticale Dinkel u Hirse glaub ich.
Weil ich diw auf der gorzkowa map brauche.
Kann dir nachmittags oder abends hier diese xml anhängen.
Entweder als gedankenhilfe oder du verwendest sie komplett.
Einsnoch.
Ich hab bei rm modding mal gelesen das man geomods falls notwendig nur nachonstallieren oder wechseln soll wenn kein wachstum auf der karte stattfindet.
Also im winter.
Trotzdem kann es im ersten jahr dann Unregelmäßigkeiten geben, spätestens im zweiten jahr sollte aber alles ok sein.
Lg
Andreas
User avatar
HeinzS
Posts: 11728
Joined: Mon May 16, 2011 5:19 pm

Re: fragen zum Season mod

Post by HeinzS »

zuviel Load mod: ZZZ_fastForward (Version: 2.1) benutzt?
0815bauer
Posts: 111
Joined: Mon Apr 01, 2013 8:21 pm

Re: fragen zum Season mod

Post by 0815bauer »

Ich denke nicht. Weil den benutze ich nur wenn es regnet.
Für die Nacht benutze ich nur Alt+N
User avatar
HeinzS
Posts: 11728
Joined: Mon May 16, 2011 5:19 pm

Re: fragen zum Season mod

Post by HeinzS »

auch bei deinem Test mit Weizen, Hafer, Roggen und Gerste gesät und ein Jahr laufen lassen?
empato
Posts: 1079
Joined: Thu Apr 27, 2017 1:27 pm

Re: fragen zum Season mod

Post by empato »

Fast Forward wäre jetzt auch meine spontane Vermutung gewesen. Wenn es bei Weizen jahrelang funktioniert hat, und plötzlich nicht mehr, scheint da beim berechnen der Wachstumszyklen im Savegame etwas durcheinander geraten zu sein.
Meines Wissen nach sind für die Zusatzfrüchte in der Map keine separaten Wachstumszyklen eingebaut, sollten also standardmäßig wie Gerste (und Weizen) funktionieren. Falls es also bei Weizen jetzt nicht mehr geht, kann es bei den Zusatzfrüchten auch nicht mehr klappen.
0815bauer
Posts: 111
Joined: Mon Apr 01, 2013 8:21 pm

Re: fragen zum Season mod

Post by 0815bauer »

Hab nochmal einen Test mit allen vieren Laufen lassen.

Weizen und Gerste funktionieren. Aber Roggen und Hafer werden in der Übersicht erst als reif angezeigt wenn Winter ist (erster Wintertag).
Auf dem Feld sehen sie als verdorrt aus. Lassen sich aber jetzt dreschen.
0815bauer
Posts: 111
Joined: Mon Apr 01, 2013 8:21 pm

Re: fragen zum Season mod

Post by 0815bauer »

So jetzt muss ich zurück ins RL .

Danke erst mal für eure Mühe.

0815bauer
anthu
Posts: 4967
Joined: Thu Nov 06, 2014 8:03 am

Re: fragen zum Season mod

Post by anthu »

wg fastforward,
such mal nach zeile mit

Code: Select all

	g_currentMission:setTimeScale(###weisdenoriginalwertnichtmehr###)
und ändere den wert auf 3600
also so:

Code: Select all

	g_currentMission:setTimeScale(3600)
alles was unter5000 ist sollte lt post von rm kein problem darstellen

achja hier ist auch noch die zip der seasons_growth.xml
einfach entpacken die seasons_growth.xml entweder als gedankenstütze oder du ersetzt die seasons_growth.xml in dem geomod, falls du den westdeutschland verwenden möchtest.
hier noch ein Bild der Wachstumsphasen (ich spiele mit 6Tagen pro Jahreszeit)
BBCode Thumbnail: Image

lg
andreas
Attachments

[The extension zip has been deactivated and can no longer be displayed.]

anthu
Posts: 4967
Joined: Thu Nov 06, 2014 8:03 am

Re: fragen zum Season mod

Post by anthu »

achja, hier stehts:
https://github.com/RealismusModding/FS1 ... ki/Seasons
Warnings for Gameplay

We do not officially support activating the seasons mod on an existing save game. Instead, we recommend that you start a new game. However, using an existing save game is possible and probably will work. We just will not be able to help if things go wrong. Always make a backup of your save game before activating the seasons mod. We are not responsible for corrupt save games.

If you are using a fast forward mod, keep within the below thresholds, otherwise the game will get out of sync with the extra load of seasons:

Do not fast forward faster than 6000x on singleplayer (preferable even slower)
Do not fast forward faster than 1200x on multiplayer (120x is even better)
lg
andreas
0815bauer
Posts: 111
Joined: Mon Apr 01, 2013 8:21 pm

Re: fragen zum Season mod

Post by 0815bauer »

Hallo,
habe jetzt nach vielen Tests mein Problem so gelöst ( ich hoffe es klappt auf Dauer).

<!-- HAFER, useAsPigGrain="true" -->
<fruitType name="oat" needsSeeding="true" allowsSeeding="true" useSeedingWidth="false" directionSnapAngle="0" alignsToSun="false" minHarvestingGrowthState="4" maxHarvestingGrowthState="6" cutState="8"


mindestHarvestingGrowthState="5" und maxHarvestingGrowthState="7" auf 4 und 6 geändert.

Das ganze in der additionalMapTypes.lua
Und in der Moddesc der Map.
Habe ich mir von der Kyffhäuser Map abgeschaut.

Weil die seasons_growth.xml von Dir hat leider nicht geklappt.
Hat zwar im Erntekalender die Einträge geändert, aber der Hafer wurde immer erst nach Ernteende reif.

Wollte mich bei euch noch mal bedanken für eure Geduld und Hilfe.

0815bauer
0815bauer
Posts: 111
Joined: Mon Apr 01, 2013 8:21 pm

Re: fragen zum Season mod

Post by 0815bauer »

hätte da doch noch eine Frage

Was sind da die Originalwerte bei der Fruchtregistrierung?
Und brauche ich diese Zeilen überhaupt in der Moddesc und in der additionalMapfruit.lua?
Servus
JensiPlayer
Posts: 6
Joined: Fri Mar 07, 2014 4:14 pm

Re: fragen zum Season mod

Post by JensiPlayer »

hätte da mal eine Frage und zwar kann man die Tage der einzelnen Jahreszeiten noch weiter erhöhen als die maximalen 24 Tage? Und wenn wo finde ich die entsprechende Datei um es zu ändern wenn es überhaupt geht.
User avatar
Beero
Posts: 617
Joined: Sun Oct 30, 2016 10:31 am

Re: fragen zum Season mod

Post by Beero »

Hab auch mal ne Frage,
wie verhält es sich denn wenn man den Seasons Mod + den More Realistic Gameplay Mod im Ordner hat?
Beide enthalten ja Gameplay Änderungen...
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