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Re: Griffin Indiana 22 Support Thread
Posted: Thu Sep 22, 2022 3:09 pm
by Miketeg
With MaizePlus now launched, Alfalfa and Clover are now a need to have on any maps! Hope you'll soon find time to add those!
Barley straw can add realism too, but not as much as the two crops above!
Re: Griffin Indiana 22 Support Thread
Posted: Thu Sep 22, 2022 3:19 pm
by JonOne
Hi, AJ
First thing is man I appreciate the speedy response.
I completely understand the situation with the bug fixing and all like 100% if it ain’t working for folks that’s gotta take precedent right there.
Glad the crops are under consideration.
As the majority landowner in the town, ain’t no town council gonna stand against me I got me a John Dutton grip on affairs so I’ll be calling time on that ballpark.
Re: Griffin Indiana 22 Support Thread
Posted: Fri Sep 23, 2022 6:23 am
by PrincessJessi84
Ok so I used the train for the first time to sell the soy harvest and really got to appreciate it. A train with more than 5 cars.. no... A FULL LENGTH (by fs standards) TRAIN! I did have what I hope is a minor request. Would it be possible to add crossing signals (not the gates, just the lights and bell) at the other intersections? In Illinois that has become the standard for safety reasons and earlier I learned why. Stopped at the crossing, looked both ways but was in a bit of a blind spot. Pulled forward and wouldn't you know it, that giant train took its frustrations about being a train out on my poor tractor and bale trailer. I have the mod that turns the lights on early but there are no lights lol. It's such a minor thing so don't put yourself out over it but if it is an easy change, it would me a welcomed one.
Re: Griffin Indiana 22 Support Thread
Posted: Fri Sep 23, 2022 12:57 pm
by Honkyfarmer_v1010
The side streets it is much more difficult to tell of the trains coming. But my main worry has been, what happens when, not if, but when the ai gets to those crossings and a train is coming? I'm guessing grieve my lost implements and or rig and head to the store lol
Re: Griffin Indiana 22 Support Thread
Posted: Fri Sep 23, 2022 1:41 pm
by DMZ Commander
My AI has been hit by the train lol. No different than if you or I get smacked
Re: Griffin Indiana 22 Support Thread
Posted: Fri Sep 23, 2022 3:17 pm
by NotoriousWeber
Question for ya guys - not sure if this is map specific or mod specific.
I went to accept a wheat harvesting contract, and noticed that it was going to Mt. Vernon, so I saved my game, backed out and downloaded the "Better Contracts mod so I could tell how much wheat I needed to send to complete the contract, and keep the extra... Here's my question. When I initially saw the contract, it was providing me a Claas harvester and a Claas grain head. After installing "better contracts", I went back into the game and the available equipment was a JD harvester......with a JD CORN head....for a wheat contract. I backed out and disabled the mod, and the original equipment was back.
Now, I'll assume it's a conflict between the Better Contracts mod and something else, but has anyone else had this issue on any other map?
Re: Griffin Indiana 22 Support Thread
Posted: Fri Sep 23, 2022 6:42 pm
by coleislazy
better contracts mod changes the vehicles provided for contracts and so do some other contract mods. do you have any other mods that change contacts enabled?
Re: Griffin Indiana 22 Support Thread
Posted: Fri Sep 23, 2022 7:55 pm
by NotoriousWeber
coleislazy wrote: ↑Fri Sep 23, 2022 6:42 pm
better contracts mod changes the vehicles provided for contracts and so do some other contract mods. do you have any other mods that change contacts enabled?
I do not. If it's a Better Contracts issue, we can leave it alone..this isn't the thread for it! I was just trying to rule out that it was a Griffin issue.
Thanks!
Re: Griffin Indiana 22 Support Thread
Posted: Sat Sep 24, 2022 8:07 am
by Mmtrx
I can confirm BetterContracts issue: the mod is not „save safe“, because it adds extra vehicle combos for possible contracts. The Game keeps those in several lists, for different field sizes and work types.
Now in a savegame file (missions.xml), it only records the index into one of those lists, not the vehicles themselves. And that can have been changed by BetterContracts.
Therefore you should not use the same savegame with and without the mod
Re: Griffin Indiana 22 Support Thread
Posted: Sat Sep 24, 2022 12:17 pm
by DanL58
@ajFarmer
I know you spent quite a lot of time working on the map lighting but you should really try Relight, wow. Might have to turn off Additional Game Settings to get the full effect.
Re: Griffin Indiana 22 Support Thread
Posted: Sat Sep 24, 2022 5:41 pm
by RODHA
I have a question. May be it is something I have missed in this thread but I’m on my 3rd year and I never got a seeding/planting contract so far.
I’m on PS5 so my mod options are limited compared to PC. So I’m not sure if this a mod conflict or an issue with the map. I’m running precision farming though. Anybody have any ideas?
Re: Griffin Indiana 22 Support Thread
Posted: Sat Sep 24, 2022 7:39 pm
by ajFarmer
@PrincessJessi84- Sorry, probably not going to add lights to those crossings for aesthetic reasons. The lights and barrier on main street come on a little earlier they way its set up so you should not need to have the mod to make them come on earlier. It seems like there is plenty of time now. You can also check the mini map to spot train. I could add a invisible bearer but I personally have never been close to being hit yet. I kind of like the thrill of the crossing. You can can always take main street if your scared
@Honkyfarmer_v1010- The Ai should stop if train is through intersection, But if they meet at same time its not going to end well.
@DanL58- I will check the Relight mod out. If I decide to use it I will ask the author for permission first before I copy it into the map. I think its the polite thing to do. This would allow Console players to experience it if its built in
@RODHA- Its most defiantly a mod conflict but not sure which one. Map is completely bug free with no mods. Hopefully you can narrow it down
Re: Griffin Indiana 22 Support Thread
Posted: Sat Sep 24, 2022 9:01 pm
by RODHA
Thanks AJ
At least I’m now sure that it is a mod conflict.
Re: Griffin Indiana 22 Support Thread
Posted: Sat Sep 24, 2022 11:00 pm
by ajFarmer
SAVE SAFE UPDATE 1.2.0.0
Status: In Testing With Giants
Release Date:
Notes:Looks like it will be next week finally if all goes well
Thanks to all for the patience
Changelog 1.2.0.0:
Re: Griffin Indiana 22 Support Thread
Posted: Sun Sep 25, 2022 2:30 am
by JKeller Farming
PrincessJessi84 wrote: ↑Fri Sep 23, 2022 6:23 am
Ok so I used the train for the first time to sell the soy harvest and really got to appreciate it. A train with more than 5 cars.. no... A FULL LENGTH (by fs standards) TRAIN! I did have what I hope is a minor request. Would it be possible to add crossing signals (not the gates, just the lights and bell) at the other intersections? In Illinois that has become the standard for safety reasons and earlier I learned why. Stopped at the crossing, looked both ways but was in a bit of a blind spot. Pulled forward and wouldn't you know it, that giant train took its frustrations about being a train out on my poor tractor and bale trailer. I have the mod that turns the lights on early but there are no lights lol. It's such a minor thing so don't put yourself out over it but if it is an easy change, it would me a welcomed one.
It would be nice, even if it was an old fashioned wigwag. I did a contract on the field north of the westernmost unguarded field crossing and it was a bit nervous even after getting out and checking for a train. In my part of Illinois (central) there are mostly stop signs on posts in rural crossings.