it's time to have an official "Modder Teamspeak Call" again. This time it's at the 19th of April 19:00 BST / 20:00 CEST .
Please make sure to use toe poll, as we would like to get a rough idea of how many of you will show up.
If you need the TeamSpeak IP and PW for the call, please PM me
![Smile :)](./images/smilies/icon_smile.gif)
In case you've never been there and wonder what this is about:
The official "Modder Teamspeak Call" is a place to share knowledge and ideas with other modders as well as the GIANTS team. So, if you are a modder and you want to learn something new, ask questions, provide feedback or help other modders, feel free to show up and say hi. Please keep in mind, that this call is not the place to ask non modding related questions (like what's in the next DLC), keep them for the forums
![Wink ;)](./images/smilies/icon_wink.gif)
Cheers
Lis
edit bassaddict:
transcript:
modding general:
-height nodes and unloadInfo nodes affect the scaling of the ParticleSystems and fillVolumes when unloading a trailer
-Script mods testing tips: modular scripting to support single parts testing, using syntax checker, mostly manual testing/QU due to complexity
-GE 7.1.0 released last week added the prefab support (prefabs from ModHub can be downloaded/imported, internet connection required)
-An extended Blender i3d exporter is planned due to Blender being used a lot, no timeframe though
-The amount of crops you can tip in one place (without moving the tipper while tipping) depends on the crop type (e.g. grain spreads more than chaff)
-solverIterationCount: rigidBody simulation, more iterations results in more accurate positions, but are CPU heavy
-Modding is an important part of the FS series, that's why we do the books, videos, modding sessions etc.
wishes / feature wishes (just wishes, nothing confirmed):
-Changing terrain textures ingame via script
-Allow mod rating from within the ingame ModHub
-Expanding the difficulty system even more
specific modding problems:
-Trailer wobbling: balancing the centerOfMass and the mass
-Changing light setup with the vehicle configs
-GDN improvements
ModHub:
-The ModHub guidelines with a lot of information about the requirements are available as PDF in the "misc" section if you're logged in
-Pre-compiled scripts not possible due to not being to our policy
-Mod search function would be helpful
-Mods can depend on other mods, as long as they are also on ModHub, including automatic download of dependencies
-Placeable fertilizer and seed triggers on console were possible, because the required scripts were added with a patch
Mod Contest:
-Winners DLC proposals can be anything, even scripts, although those might not be available on consoles
-HORSCH will chose the winners for their special prize, all other categories are public votes
-Placeable mods can be entered in the main category