So i've delving a bit into modding, and there is something i'm not quite sure how works.
In ModDesc.xml we can have this:
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<baleTypes>
<baleType filename="bales/baleStraw121324.i3d" fillType="STRAW" isRoundBale="false" width="1.2" height="1.3" length="2.4" diameter="nil"/>
<baleType filename="bales/baleHay121324.i3d" fillType="DRYGRASS_WINDROW" isRoundBale="false" width="1.2" height="1.3" length="2.4" diameter="nil"/>
<baleType filename="bales/baleGrass121324.i3d" fillType="GRASS_WINDROW" isRoundBale="false" width="1.2" height="1.3" length="2.4" diameter="nil"/>
</baleTypes>
How are these connected to a baler, i see in, as an example, the Hesston baler, this defined in the xml for it:
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<baler fillScale="1" maxPickupLitersPerSecond="300">
<baleAnimation node="baleRootNode" firstBaleMarker="0.6524" scaleNode="baleAnimation" baleNode="baleNode" >
<key time="0" pos="0 0 0" rot="0 0 0"/>
<key time="0.6524" pos="0 0 -2.4" rot="0 0 0" />
<key time="1" pos="0 0 -3.66" rot="0 0 0"/>
</baleAnimation>
<baleTypes>
<baleType isRoundBale="false" width="1.2" height="1.3" length="2.4" />
</baleTypes>
The reason i'm asking this is, what happens for example, if i use the above Hesston baler on Chellington_Valley, and start using it on the alfalfa that is defined in that map. As i see the filltype the baler takes is just the windrow category as defined here:
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<fillUnit>
<fillUnitConfigurations>
<fillUnitConfiguration>
<fillUnits>
<fillUnit unit="$l10n_unit_literShort" fillTypeCategories="windrow" capacity="6000" />
</fillUnits>
</fillUnitConfiguration>
</fillUnitConfigurations>
</fillUnit>
I think one of these happens, but would like to know for sure (and yes i could just test it, but would like to hear if anyone knows it in detail.
1. The baler scoops it up, but never produces an actual bale, as chellington doesn't define any baletypes with the correct width, height and length of the alfalfa type
2. The game just selects the closest match in all the baletypes defined?
Does anyone know?