Chellington Valley

Kimpak
Posts: 140
Joined: Sun Feb 23, 2020 6:31 pm

Re: Chellington Valley

Post by Kimpak » Mon Jan 18, 2021 10:51 pm

Mooro wrote:
Mon Jan 18, 2021 5:59 pm
Noraf wrote:
Mon Jan 18, 2021 5:55 pm
Precision Farming
Thanks. I can confirm that i do not use PF yet I am still experiencing the problems described in first message.

PS is PF worth using?!
It depends. If you don't do harvest contracts then its good. However, PF breaks harvest contracts so I personally don't use it until there's an update. I really would like to use it though.

gile
Posts: 14
Joined: Mon Jan 21, 2019 10:34 am

Re: Chellington Valley

Post by gile » Mon Jan 18, 2021 11:46 pm

Its a great map, but I have a question. I like to start from scratch and build my own farm. On Chellington valey, I cant buy a cattle farm. I am suppose to sell some first. Tried buying the lands with farms, but didnt find a way to sell them. So, how the hack do I buy a cattle farm on this otherwise great map?

Mooro
Posts: 29
Joined: Mon Nov 07, 2016 12:18 am

Re: Chellington Valley

Post by Mooro » Tue Jan 19, 2021 11:02 am

Guil wrote:
Mon Jan 18, 2021 6:17 pm
cwattyeso wrote:
Mon Jan 18, 2021 5:57 pm
Someone in my Stream Chat told me last night to go and report the fact there appears to be no sleep trigger in the house on the map. I thought better of that, and instead just decided to install and place the placeable sleep trigger mod on my server today. However a player messaged me via my discord to say they were having issues ploughing the two fields that I lime spread last night, because the lime isn't disappearing and was trying to blame it on the sleep trigger mod I added or the infomenu mod I added. Took having to delete both mods from the server to prove to the player it's the map that's broken and not the other unrelated mods.

Though to be fair we are using Precision Farming on the server and noticing very weird interactions with this map. Like trying to do Fertiliser Contracts is a nightmare because the map and menu don't show any fertiliser being applied to the fields, so you can't see where you have or have not sprayed on an AI Field. Harvest Contracts that fail at 97% complete because you can't get enough crop to finish the contract. Baling Contracts where you are having to tedder a field multiple times to get the grass to become Hay and then there is no guarantee when you've baled it all, you have enough bales to complete the contract.
The layers on the map seem to be messed up and people are blaming it on pf, can't be that though as it happens when using pf or not

Interestingly, oxy said this
Issues reported for update

1- Field 19 being free
2- Silage clamps at raven wood farm need tweaking
3- Collision in field 16
4- Sign at sell point back to front
5-Error in log due to giants copy and paste fix
6- Remove bin near field 122
7- Issue with pine creek cow trigger
8- Autumn wood farm pit needs a tweak
9- a couple of gates need tweaking to move the opposite way (near abandoned house and saw mill) field 119 also and by farm entrance at autumn farm
10- fix gate at field 46
11- track on field 6 needs slightly smoothing
12- shed clipping at ravenwood
13- gate clipping at field 112
13- road spline needs fixing near back of church at chellington town.

Oxygendavid13/01/2021
Please can we only report serious game play bugs as these will need to be fixed and updated ASAP. also can we please provide as much information and a picture where possible makes it much easier for me and my testers to find and fix.

Before reporting something can you make sure its not a mod conflict or user error as this hinders are time to fix real issues.

issues that don't warrant a fix or are already fixed will be removed
[3:57 PM]
General questions....

1- BGA is surpose to not have bunkers it is designed to place your own
2-The new multiplayer option works like this.... There are 8 farm ids which you need to create.... each farm belongs to an Id ( you will need to find out which farm your id is by joining each group to the trigger icons appear on the map) you can only use the farm if you join that farm id.
3-Not all farms have fuel stations or refill points... if your farm doesn't have one you will need to place your own placeable one
4- there is no sleep trigger on the map so you can place your own one at any farm.
5- compost can be bought at the garden centre in the bunkers.
6- if you are having issues with field states please refresh the field by cultivating or ploughing it to reset it.
7- Dont set up any multiplayer games in single player multiplayer needs to be loaded
8- you can only tip inside big grain sheds and in the middle only!
Number 6 in the second list is interesting..
This is really helpful, thanks. I'm going to try and reset the fields by ploughing them and see if that works. Will report back.

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Guil
Posts: 6699
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Re: Chellington Valley

Post by Guil » Tue Jan 19, 2021 2:19 pm

You could use easy dev control and reset them that way?

Mooro
Posts: 29
Joined: Mon Nov 07, 2016 12:18 am

Re: Chellington Valley

Post by Mooro » Tue Jan 19, 2021 3:10 pm

So the ploughing to reset option does not seem to work.

Illinois Farmer
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Joined: Tue Jul 16, 2019 7:34 pm

Re: Chellington Valley

Post by Illinois Farmer » Tue Jan 19, 2021 3:32 pm

Is the map still on the modhub?
1280 acre farm, 3300 hogs, 200 cattle, and xbox one user and pc user.

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Guil
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Re: Chellington Valley

Post by Guil » Tue Jan 19, 2021 3:41 pm

Nope, removed

Illinois Farmer
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Re: Chellington Valley

Post by Illinois Farmer » Tue Jan 19, 2021 3:44 pm

I just saw his post about it. I heard the rumor and wanted to confirm the rumor. Thanks guil.
1280 acre farm, 3300 hogs, 200 cattle, and xbox one user and pc user.

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FS Velocity
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Re: Chellington Valley

Post by FS Velocity » Tue Jan 19, 2021 3:59 pm

If Oxy is gone then good luck with your new game *thumbsdown*

Mooro
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Joined: Mon Nov 07, 2016 12:18 am

Re: Chellington Valley

Post by Mooro » Tue Jan 19, 2021 4:08 pm

What has happened?

DEERE317
Posts: 1938
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Re: Chellington Valley

Post by DEERE317 » Tue Jan 19, 2021 4:12 pm

Chellington got pulled from the Modhub.
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eric21
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Re: Chellington Valley

Post by eric21 » Tue Jan 19, 2021 4:13 pm

He asked for it to be removed

eric21
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Joined: Thu Mar 13, 2014 6:48 pm

Re: Chellington Valley

Post by eric21 » Tue Jan 19, 2021 4:14 pm

FS Velocity wrote:
Tue Jan 19, 2021 3:59 pm
If Oxy is gone then good luck with your new game *thumbsdown*
He will be back, he's done this several times

Mooro
Posts: 29
Joined: Mon Nov 07, 2016 12:18 am

Re: Chellington Valley

Post by Mooro » Tue Jan 19, 2021 4:37 pm

DEERE317 wrote:
Tue Jan 19, 2021 4:12 pm
Chellington got pulled from the Modhub.
Hopefully this wasn't because of negative feedback? The map is really good - just a couple of teething problems that I'm sure can be fixed easily.

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WMRmodding
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Re: Chellington Valley

Post by WMRmodding » Tue Jan 19, 2021 4:38 pm

eric21 wrote:
Tue Jan 19, 2021 4:14 pm
FS Velocity wrote:
Tue Jan 19, 2021 3:59 pm
If Oxy is gone then good luck with your new game *thumbsdown*
He will be back, he's done this several times
I think you are confusing Oxy with Lancey. Oxy has never walked away!
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