Millennial farms

TheSuBBie
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Re: Millennial farms

Post by TheSuBBie »

I have been asked multiple times to clarify what the problem with the Shop is and as far as I am aware it is the following

Player Spawn --- Unable to spawn directly to the Dealership -- this is due to terrain not being available at the location instead spawn point put at closest suitable location

Contract Vehicle Spawn -- Vehicles Spawning below the map -- if reset to shop in the pda menu vehicles spawn correctly

Default Game Items not spawning correctly - Only default items were tested

JD 643R Front Loader -- of which I have added a modified version which does spawn correctly and is included in the game
Salford 8312 --- I have done nothing regarding this item

I am not aware of any other problems regarding spawning or any other defects with the Shop area or map(s) themselves.

The problem with spawning of these items seems to be due to incorrect Main Transform/Mesh settings in the relevant i3d's

No further feedback has been given by Giants test team regarding these errors only the previously mentioned "Shop and a few fields are outside the border" with no further details.

There is only one difference between the two versions and that is PC has Multi Terrain everything else is exactly the same.
Tylercheesey1986
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Re: Millennial farms

Post by Tylercheesey1986 »

IMHO Giants needs to show their testing team the exit and find some more organised testers for mods. Mappers have done everything to fix what they say is wrong, send it back, totally different tester gets given it, finds says problems were fixed but what previous tester said was ok is a problem now according to new tester. Does anyone in that office communicate or have a supervisor to assign mods to testers and get them to do there job properly.
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eric21
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Re: Millennial farms

Post by eric21 »

Read above...some how things arnt spawning correctly
Farmsim98
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Re: Millennial farms

Post by Farmsim98 »

Is there still a chance it could get released just wondering.
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chedly_farms
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Re: Millennial farms

Post by chedly_farms »

Farmsim98 wrote: Sat Nov 28, 2020 11:53 pm Is there still a chance it could get released just wondering.
If the Subbie and the Blobbie are still asking Giants about issues then I’d say they are still trying to fix it to Giants standards. So as long as they are still working and communicating, then there is a chance.
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brewcrewer
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Re: Millennial farms

Post by brewcrewer »

Anybody else have trouble placing the MF house or silos? Also....any updates on if the map is even being worked on anymore or is it totally scrapped?
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DMZ Commander
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Re: Millennial farms

Post by DMZ Commander »

The placeable silo. Whats the deal with courseplay mode? Will it just keep running and not time out with cp mode enabled?
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AndOnTheDrums
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Re: Millennial farms

Post by AndOnTheDrums »

DMZ Commander wrote: Sat Dec 12, 2020 2:00 am The placeable silo. Whats the deal with courseplay mode? Will it just keep running and not time out with cp mode enabled?
The silo has a Courseplay mode. Go into the shed and click on the CP sign.
Deereslayer
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Re: Millennial farms

Post by Deereslayer »

The unload trigger is a bit tricky. And can't unload from a combine or auger wagon.
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DMZ Commander
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Re: Millennial farms

Post by DMZ Commander »

Deereslayer wrote: Sat Dec 12, 2020 4:00 am The unload trigger is a bit tricky. And can't unload from a combine or auger wagon.
Yeah trying to use the west end dump trailer and it doesn't seem to be working. I still have to flip through the buttons
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TheSuBBie
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Re: Millennial farms

Post by TheSuBBie »

From the instructions given with the mod regarding courseplay mode
To enable this enter the shed and select - CP Mode On - an indicator will start flashing and a warning cube will appear on top of the Control Panel.
Remains active until disabled by re-entering the shed and selecting - CP Mode Off -
I have had no problems using the ingame KInze auger or the Case 9240 combine directly into the silo in the courseplay mode

Unloading problems are usually caused by incorrect trigger hieghts in modded vehicles as the trigger for both courseplay unload and auger unload are both set at the same height above ground when activated there should be no problem discharging using either method.

@brewcrewer ---Placeable problem --not enough detail given
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DMZ Commander
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Re: Millennial farms

Post by DMZ Commander »

TheSuBBie wrote: Sat Dec 12, 2020 11:32 am From the instructions given with the mod regarding courseplay mode
To enable this enter the shed and select - CP Mode On - an indicator will start flashing and a warning cube will appear on top of the Control Panel.
Remains active until disabled by re-entering the shed and selecting - CP Mode Off -
I have had no problems using the ingame KInze auger or the Case 9240 combine directly into the silo in the courseplay mode

Unloading problems are usually caused by incorrect trigger hieghts in modded vehicles as the trigger for both courseplay unload and auger unload are both set at the same height above ground when activated there should be no problem discharging using either method.

@brewcrewer ---Placeable problem --not enough detail given
So the west end dump was being finicky but the base game tracked auger wagon worked perfect. So glad this thing can work as a "nornal" silo lol
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TheSuBBie
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Re: Millennial farms

Post by TheSuBBie »

Obviously it would be impossible to test all the other modded vehicles available so the base game ones are used as a benchmark,so the silo was tested tested using only the ingame vehicles, with which it does act as a normal silo (in the courseplay mode).
brewcrewer
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Re: Millennial farms

Post by brewcrewer »

TheSuBBie wrote: Sat Dec 12, 2020 11:32 am From the instructions given with the mod regarding courseplay mode
To enable this enter the shed and select - CP Mode On - an indicator will start flashing and a warning cube will appear on top of the Control Panel.
Remains active until disabled by re-entering the shed and selecting - CP Mode Off -
I have had no problems using the ingame KInze auger or the Case 9240 combine directly into the silo in the courseplay mode

Unloading problems are usually caused by incorrect trigger hieghts in modded vehicles as the trigger for both courseplay unload and auger unload are both set at the same height above ground when activated there should be no problem discharging using either method.

@brewcrewer ---Placeable problem --not enough detail given
You can't place them on multiple maps no matter how much flattening and smoothing you do with the landscape tool. I had an issue with both and saw others posting on social media having issues with the silos
TheSuBBie
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Re: Millennial farms

Post by TheSuBBie »

@brewcrewer

It is nIce to see you have tried to place the silo's on so many different maps, personally I have had no problem with the ones I tried (Welker/Ravenport/Lone Oak/Bucks County etc), you do of course realise for the silo's the area to be flattened is approx 100m x 100m to allow for the edge smoothing.
I'm afraid I am not on "social media" so unless the problems are posted on this forum, with enough detail to work on, not just a generalisation then I cannot help.
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