Seasons mod.

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Hairy Bob
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Re: Seasons mod.

Post by Hairy Bob »

As far as I can work out, the colour of the maintenance cost is pretty meaningless.
I'm guessing it's based on a division of the machine's value by the maintenance fee, but I've never spent long looking at that page.
To my mind, if you can run the machine for another year for less than the cost to change, and it's being useful, then it's worth keeping.
Iirc, I've only once traded in a machine because it was costing too much to maintain, and that was because a glitch in a Dev version of courseplay caused the hours on my JD 7930 to jump from 50ish to 188 when it got stuck. I had about £200k in my account and that wasn't enough to repair it at the workshop, but it was still worth more than half what I paid for it, so I traded it in.
Other than that I've got a Fastrac 3230 with 160+hrs on, which cost about £4500 at the last service. That might seem high, but it's only about 2 silage bales, of which I have hundreds, so I don't sweat it. I kind of want to see how many hours I can put on a tractor before it becomes not worth keeping...
Farming Kandelin and Pellworm on pc
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Rahkiin
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Re: Seasons mod.

Post by Rahkiin »

IseOlen wrote: Thu Dec 07, 2017 3:32 pm Has anyone tried Eurotunnel Pack with Seasons? Snowmask works well with variable length "tunnels"?
I tried it. Snowmask is only at the smallest size. If you extend the tunnel, the extended part will snow in, and bales will rot there.
IseOlen
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Re: Seasons mod.

Post by IseOlen »

Thanks. I'll avoid the mod then. Pity.
Case1370
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Re: Seasons mod.

Post by Case1370 »

Does anyone know if the Horsch Agrovation map, is optimized for this seasons mod? Thanks
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Rahkiin
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Re: Seasons mod.

Post by Rahkiin »

Case1370 wrote: Tue Dec 12, 2017 9:35 am Does anyone know if the Horsch Agrovation map, is optimized for this seasons mod? Thanks
Yes it is
Twl0199
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Re: Seasons mod.

Post by Twl0199 »

I know that it has been up for a 1000 Times. But why season mod work on console, they say autoloder nerver will Come to console, and lot of other thing. Just a question, sorry but im just a stupid swedish ;)
Thefisherj
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Re: Seasons mod.

Post by Thefisherj »

It changes the game scripts that cannot go on the console
trainmann52
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Re: Seasons mod.

Post by trainmann52 »

First off, if this is covered somewhere I have not found I apologize. I am working to pull some seasons data into a webstats page. It is pulling the data from the dedicated server savegame xml file. What I am trying to accomplish is displaying a weather forecast for the upcoming week just like it shows ingame.

I'm no programmer by any stretch so bear with me if I am missing something. I am using Webstats (http://www.modhub.us/farming-simulator- ... ts-v1-3-0/) to pull data from the XML's. The challenge I see with the weather data is that in the savegame xml there is no static field I can use to query for a day as the day # keeps incrementing up.

<day day="92" weatherState="snow" highTemp="3.524399" lowTemp="-5.409683"/>
<day day="93" weatherState="snow" highTemp="4.932559" lowTemp="-3.742304"/>
<day day="94" weatherState="snow" highTemp="0.667292" lowTemp="-4.716970"/>
<day day="95" weatherState="snow" highTemp="1.601842" lowTemp="-2.236996"/>
<day day="96" weatherState="sun" highTemp="-0.154564" lowTemp="-1.397052"/>
<day day="97" weatherState="cloudy" highTemp="9.913925" lowTemp="-1.728548"/>
<day day="98" weatherState="fog" highTemp="12.604221" lowTemp="2.452557"/>
<day day="99" weatherState="cloudy" highTemp="18.161497" lowTemp="8.096337"/>
<rain startDay="92" endDayTime="36680972.000000" startDayTime="5626000.000000"



What I want to be able to do is capture day 92 as "Day 1 Weather" day 93 as "Day 2 weather" day 94 as "Day 3 weather", etc, etc. This way as the day # increments, I can still pull the data for the respective date. I'm not seeing any data that I can query and assign a smarty tag to in order to pull the weatherstate for a given day.
Case1370
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Re: Seasons mod.

Post by Case1370 »

Rahkiin wrote: Tue Dec 12, 2017 1:34 pm
Case1370 wrote: Tue Dec 12, 2017 9:35 am Does anyone know if the Horsch Agrovation map, is optimized for this seasons mod? Thanks
Yes it is

OK thanks, I just thought it seemed odd that when I started the map, the trees are all green, so I thought maybe it wasnt. Thanks for the reply
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FordFarmer97
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Re: Seasons mod.

Post by FordFarmer97 »

Twl0199 wrote: Tue Dec 12, 2017 4:48 pm I know that it has been up for a 1000 Times. But why season mod work on console, they say autoloder nerver will Come to console, and lot of other thing. Just a question, sorry but im just a stupid swedish ;)
It has outside scripts. The autoloaders don't have outside scripts
Tryin to make a 9700 Ford mod, one of these days
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StoneC0ld
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Re: Seasons mod.

Post by StoneC0ld »

trainmann52 wrote: Tue Dec 12, 2017 7:28 pm What I want to be able to do is capture day 92 as "Day 1 Weather" day 93 as "Day 2 weather" day 94 as "Day 3 weather", etc, etc. This way as the day # increments, I can still pull the data for the respective date. I'm not seeing any data that I can query and assign a smarty tag to in order to pull the weatherstate for a given day.
It does, all it would take is the value of one tag and one simple math equation.
In the (environment) block, there is a "CurrentDay" tag, whose value matches up with the lowest day number in the list of "day" and "rain" tags in the ssSeasons/weather/forecast block.
So, to determine which specific day numbers to read the weather forecast tags for based off of relative day numbers from the current day, all you need is to use the following pseudocode:

RequestedDay=CurrentDay + RelativeDay
This will refer to the current day as day 0, and day 1 and up would mean that many days after the current day. If you want to refer to the current day as day 1, use this one instead:

RequestedDay=CurrentDay + RelativeDay - 1

Where CurrentDay is the value from the "CurrentDay" tag, and RelativeDay is the relative day number you want to look up; and RequestedDay will be the absolute day number you need to read the tags for.

Hope this helps. :)
Case1370
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Re: Seasons mod.

Post by Case1370 »

Case1370 wrote: Tue Dec 12, 2017 9:45 pm
Rahkiin wrote: Tue Dec 12, 2017 1:34 pm
Case1370 wrote: Tue Dec 12, 2017 9:35 am Does anyone know if the Horsch Agrovation map, is optimized for this seasons mod? Thanks
Yes it is

OK thanks, I just thought it seemed odd that when I started the map, the trees are all green, so I thought maybe it wasnt. Thanks for the reply

I just tried this out with the snow lands geo mod, and there is snow in some of the buildings. I noticed there seems to be several Horsch Agrovation maps. The map Im talking about is the the DLC map, which comes with the Horsch equiptment. It seemed odd, there was snow in certain buildings, and then others there wasnt snow. I noticed the dairy barn had snow in it.
Anyway, sorry about the confusion, as I was meaning the DLC Horsch map. Unless I screwed something up, which is very possible,lol. Thanks
StoneC0ld
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Re: Seasons mod.

Post by StoneC0ld »

I'm just wondering...
At least with the new version and the updated snow melting system that was mentioned, will it still melt any remaining snow on the map even after the snow depth has reached zero? Or would I have to use the console commands to clear away any remaining snow piles left behind?
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Rahkiin
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Re: Seasons mod.

Post by Rahkiin »

Snow will always melt after a while. After some time we force removal of all of the snow.

I will ask Niggels about the snowmask on their map ;)
Case1370
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Re: Seasons mod.

Post by Case1370 »

Rahkiin wrote: Wed Dec 13, 2017 12:33 am Snow will always melt after a while. After some time we force removal of all of the snow.

I will ask Niggels about the snowmask on their map ;)

Thanks, what would be a good geo mod to use for the Horsch Agrovation map, West Germany, possibly? What Ive tried to find online, it seems they really dont get much snow, and the weather seems to be on the milder side. Sounds like it would closely resemble what they would have in North Carolina, in the USA. Thanks
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