Griffin Indiana 22 Support Thread
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Re: Griffin Indiana 22 Support Thread
Real location maps are the best. Probably why I was stuck on Lone Oak until Griffin released on 19
FTF
Re: Griffin Indiana 22 Support Thread
@PrincessJessi84- Thanks so much for the comments. Griffin its community and I welcomes you, I am really glad your digging the map. I hope you have many hours of enjoyment from it and if there are any questions you have just ask. This thread is starting to take on a life of its own with all of the community pitching in to resolve issues and help out.
The coins messages were both my daughter's ideal. GRIN19 map had a bigfoot character (Just a sound file) and I was concerned with GRIN22 someone would what to cut down the forest and build a farm and have to hear Bigfoot Growls all night. So we decided he needed to move on and the collectibles in FS22 we decided needed a reason to be laying around. So Bigfoot placed them before he left town and added a little message to each one . There's a few with a little history lessons as well.
You are correct about ditches, There a lot harder to pull off then they look. There is also a extreme amount of time that goes into making them feel real. I guess being overlooked actually is compliment in a way, because if there to noticeable then there not believable
@All- For anyone wandering what the Community Real Estate Sign is at the First and only Griffin Bank, PrincessJessi84 is the founder of the Community Trader long before the store discounts were a thing. The Community Real Estate office is were you make your deals regarding land sales. It is a satellite office For The Community Trader as well. https://fs19communitytrader.freeforums.net/ Maybe we can all help keep the trader alive and running for FS22
Update 1.2.0.0 News: I am still showing Tested Completed on my end and no Messages from Giants so I assume everything is ready to go. I noticed no new mods were posted on the ModHub today so they may be setting the stage for something like update or DLC Release Don't take my word on that I was just speculating.
The coins messages were both my daughter's ideal. GRIN19 map had a bigfoot character (Just a sound file) and I was concerned with GRIN22 someone would what to cut down the forest and build a farm and have to hear Bigfoot Growls all night. So we decided he needed to move on and the collectibles in FS22 we decided needed a reason to be laying around. So Bigfoot placed them before he left town and added a little message to each one . There's a few with a little history lessons as well.
You are correct about ditches, There a lot harder to pull off then they look. There is also a extreme amount of time that goes into making them feel real. I guess being overlooked actually is compliment in a way, because if there to noticeable then there not believable
@All- For anyone wandering what the Community Real Estate Sign is at the First and only Griffin Bank, PrincessJessi84 is the founder of the Community Trader long before the store discounts were a thing. The Community Real Estate office is were you make your deals regarding land sales. It is a satellite office For The Community Trader as well. https://fs19communitytrader.freeforums.net/ Maybe we can all help keep the trader alive and running for FS22
Update 1.2.0.0 News: I am still showing Tested Completed on my end and no Messages from Giants so I assume everything is ready to go. I noticed no new mods were posted on the ModHub today so they may be setting the stage for something like update or DLC Release Don't take my word on that I was just speculating.
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Re: Griffin Indiana 22 Support Thread
I have that mod myself and have never encountered crop growth issues with it installed so I don't believe that mod is actually the cause of crops not growing I'm more suspicious that reloading your save and then reseeding your field is what fixed it and not the removal of start from zero. I may be wrong but I just don't see how start from zero which is basically just an invisible placable made to easily remove money could mess with crop growth since it doesn't, as far as I'm aware, change anything with crop growth. Again I may be wrong as I know nothing about coding.
Playing FS22 on PS4.
Thanks to all the modders for the wonderful mods they bring to consoles
Thanks to all the modders for the wonderful mods they bring to consoles
Re: Griffin Indiana 22 Support Thread
@TAfirehawk-Grapes are no longer going to be accepted at GrocerYmart in the 1.2.0.0 update, There only sellable to Mt Vernon and Farmers Market. I did this in a effort to make the stations more diversified. However the Farmers Market may have issues now. I will do some testing and keep you posted.
Update 1.2.0.0 GrocerYmart accepted products list
Regarding Start From Zero And Crop Growth- I looked at the xmls in the mod and there is nothing that overwrites growth. So I firmly believe this mod is 100% safe and will not create any conflicts. Its actually a simple but elegant well thought out mod.
I believe LoneWolf5841 observation is correct. Hopefully it was just a glitch and is not a issue moving forward
Update 1.2.0.0 GrocerYmart accepted products list
Code: Select all
< fillTypes="BUTTER BREAD CAKE CEREAL CHEESE CHOCOLATE CLOTHES FABRIC FLOUR FURNITURE GRAPEJUICE RAISINS SUGAR CANOLA_OIL SUNFLOWER_OIL OLIVE_OIL" />
Regarding Start From Zero And Crop Growth- I looked at the xmls in the mod and there is nothing that overwrites growth. So I firmly believe this mod is 100% safe and will not create any conflicts. Its actually a simple but elegant well thought out mod.
I believe LoneWolf5841 observation is correct. Hopefully it was just a glitch and is not a issue moving forward
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Re: Griffin Indiana 22 Support Thread
@ajFarmer - Fabric is not being accepted at the GrocerYmart. I took a supply and delivery mission, dropped them off at the sell point and they just sit on the ground.
- TheGazbeard
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Re: Griffin Indiana 22 Support Thread
I hope Giants get their finger out on approving and releasing 1.2.0.0 to modhub - I now have the situation where any and all harvest contracts require delivery by train (and I despise using the trains in all Farm Sim versions - as farmers we should only deliver to the railhead and not have to drive the train as well).
In the first months of this save, around a quarter of harvest contracts went out by train; now it's all of them regardless of crop to harvest - just rolled into a new month 30 minutes ago and all the new month's harvests are train deliveries. Unfortunately I have a number of the open air gardens integrated into my main farm yard's buildings layout and cannot simply remove them ... so ...
GIANTS - GET A PIGGIN MOVE ON!
Grrrr.
In the first months of this save, around a quarter of harvest contracts went out by train; now it's all of them regardless of crop to harvest - just rolled into a new month 30 minutes ago and all the new month's harvests are train deliveries. Unfortunately I have a number of the open air gardens integrated into my main farm yard's buildings layout and cannot simply remove them ... so ...
GIANTS - GET A PIGGIN MOVE ON!
Grrrr.
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Re: Griffin Indiana 22 Support Thread
this might be a mod conflict. i just tried a new save with no mods and it accepts fabric for me.TAfirehawk wrote: ↑Tue Sep 20, 2022 6:54 am @ajFarmer - Fabric is not being accepted at the GrocerYmart. I took a supply and delivery mission, dropped them off at the sell point and they just sit on the ground.
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Re: Griffin Indiana 22 Support Thread
Not sure if your still wondering my about the train contracts. Giants early game had contracts for the train however it would spawn the bale contract for the train which is impossible. They later removed contracts from the train in an update as a quick fix as the missions lua is the real problem. It’s not any mods causing issues it is base game scripting. As far as contract spawn. That was broken in an update and I have yet to see it fixed so contracts spawn at the rate they did when game released.
- Tranceformer81
- Posts: 58
- Joined: Tue Sep 22, 2020 7:09 am
Re: Griffin Indiana 22 Support Thread
Have you tried using modded sellpoints? Got a couple of the sell everything sellpoints on my save and some contracts get asked to be delivered there.TheGazbeard wrote: ↑Tue Sep 20, 2022 7:49 am I hope Giants get their finger out on approving and releasing 1.2.0.0 to modhub - I now have the situation where any and all harvest contracts require delivery by train (and I despise using the trains in all Farm Sim versions - as farmers we should only deliver to the railhead and not have to drive the train as well).
In the first months of this save, around a quarter of harvest contracts went out by train; now it's all of them regardless of crop to harvest - just rolled into a new month 30 minutes ago and all the new month's harvests are train deliveries. Unfortunately I have a number of the open air gardens integrated into my main farm yard's buildings layout and cannot simply remove them ... so ...
GIANTS - GET A PIGGIN MOVE ON!
Grrrr.
I'm only guessing but I think no mods released yesterday may have been due to yesterdays major event.ajFarmer wrote: ↑Tue Sep 20, 2022 4:19 am @PrincessJessi84-
Update 1.2.0.0 News: I am still showing Tested Completed on my end and no Messages from Giants so I assume everything is ready to go. I noticed no new mods were posted on the ModHub today so they may be setting the stage for something like update or DLC Release Don't take my word on that I was just speculating.
Re: Griffin Indiana 22 Support Thread
SAVE SAFE UPDATE 1.2.0.0
Status: Testing Completed with Giants -Failed Testing
Release Date:
Notes:
Map failed testing, I am actually happy Giants decided to have me make the corrections to complete the update. And I am thankful for there detailed response in helping with the fixes. These small changes will make the map completely bug free. This will also allow more time to test and potentially fix some of the issues recently reported. Sorry for any inconvenience but please remember its just a game and were all just virtual farmers. Thanks for your understanding and help in the Update process.
Edit: If you notice the descVersion change to 69 would have caused a fail, That means Giants has recently updated testing methods or game I believe. So I believe they thought go ahead and knock these small bugs we noticed out while your at it and I'm happy to do so.
Notes From Giants:
Changelog 1.2.0.0:
Status: Testing Completed with Giants -Failed Testing
Release Date:
Notes:
Map failed testing, I am actually happy Giants decided to have me make the corrections to complete the update. And I am thankful for there detailed response in helping with the fixes. These small changes will make the map completely bug free. This will also allow more time to test and potentially fix some of the issues recently reported. Sorry for any inconvenience but please remember its just a game and were all just virtual farmers. Thanks for your understanding and help in the Update process.
Edit: If you notice the descVersion change to 69 would have caused a fail, That means Giants has recently updated testing methods or game I believe. So I believe they thought go ahead and knock these small bugs we noticed out while your at it and I'm happy to do so.
Notes From Giants:
Re: Griffin Indiana 22 Support Thread
My save game will only load to 85% on xbox one
Re: Griffin Indiana 22 Support Thread
@Mike61021- Guaranteed Mod Conflict or Console meltdown, You will have to provide more details then "My save game will only load to 85% on xbox one" for help. You can Private Message me with a list of your mods and I may be able to help trouble shoot at a later date. In the meantime You will have to delete mods one by one and test. Remember they have to be deleted for a valid test not just unchecked. Or it could be your console giving up. Just to much for me to test on my own with lack of information.
Re: Griffin Indiana 22 Support Thread
Did you install any mods before this happened?
Greetings, from Central Texas!
Waiting for an Alma update. Playing Fernbus Simulator for now. PS5
Map/Playtime:
Alma, Missouri: 152 Hours (Will be restarting soon.)
Griffin, Indiana 22: 103 Hours
Ohio Richlands: 87 Hours
Edgewater, SK: 79 Hours
Elmcreek: 32 Hours
Big Flats, Texas: 43 Hours
Waiting for an Alma update. Playing Fernbus Simulator for now. PS5
Map/Playtime:
Alma, Missouri: 152 Hours (Will be restarting soon.)
Griffin, Indiana 22: 103 Hours
Ohio Richlands: 87 Hours
Edgewater, SK: 79 Hours
Elmcreek: 32 Hours
Big Flats, Texas: 43 Hours
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- Joined: Thu Jun 16, 2022 7:19 pm
Re: Griffin Indiana 22 Support Thread
Debating if it's worth holding off on farm for changes that need new save or just continue current build
FTF
Re: Griffin Indiana 22 Support Thread
@Honkyfarmer_v1010- Are you on Console or PC?
I plan to add the train car arrangement changes to my GitHub is why I ask. If on PC you will be able to copy/replace the new car arrangement lines to your vehicle.xml and they will show up for you on old saves.
The new train car arrangement is not really necessarily a good enough reason to abandon a save otherwise. So I would play on
The corner lot or terrain changes defiantly don't warrant a new save
Realistically they way mod testing has been lately it wont be until next week before its released
I plan to add the train car arrangement changes to my GitHub is why I ask. If on PC you will be able to copy/replace the new car arrangement lines to your vehicle.xml and they will show up for you on old saves.
The new train car arrangement is not really necessarily a good enough reason to abandon a save otherwise. So I would play on
The corner lot or terrain changes defiantly don't warrant a new save
Realistically they way mod testing has been lately it wont be until next week before its released