Snow
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Snow
Hello all,
I play with a modded map and i played a lot of hours. When it's january or whenever it snows, the game crashed when the first snowlayer needs to be visible. When i adding snow with easy development controls mod, it also crash immediately.
When i removed the snow height in the environment xml in the savegame folder, everything is fine and i could play futher again.
The only two errors i have in the log are the one below:
2024-03-06 20:06 Error: Invalid customEnvironment given for SpecializationManager.addSpecialization. Should be a string or nil.
2024-03-06 20:06 Error: addDensityMapHeightType: maximum number of height types already registered.
Any thoughts?
I play with a modded map and i played a lot of hours. When it's january or whenever it snows, the game crashed when the first snowlayer needs to be visible. When i adding snow with easy development controls mod, it also crash immediately.
When i removed the snow height in the environment xml in the savegame folder, everything is fine and i could play futher again.
The only two errors i have in the log are the one below:
2024-03-06 20:06 Error: Invalid customEnvironment given for SpecializationManager.addSpecialization. Should be a string or nil.
2024-03-06 20:06 Error: addDensityMapHeightType: maximum number of height types already registered.
Any thoughts?
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Re: Snow
I used the Bilk map. (not the big variant, but the normal).
When i remove all mods out the modfolder it's still crashing (only dlc's active).
When i remove all mods out the modfolder it's still crashing (only dlc's active).
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Re: Snow
Yes correct, the one from january. I see on modhub is indeed only one version uploaded.
I tested with a brand new game. The log is from a new savegame.
I tested with a brand new game. The log is from a new savegame.
Re: Snow
OK, I made a new savegame with almost identical dlc/mods loaded as you (Goeweil, Kubota, Vermeer, EasyDev, halfTimberedFarm) - I only don't have Pumps+Hoses.
Using EasyDev, I set month to Dec, weather to snow and made fast forward x360 until Feb. Got some nice snow on roofs and ground and could also use the snow blower. Also no problem to add max. snow height with EasyDev. So, everything as expected and probably not a base problem of the map itself.
This issue only occurs on this specific map, right? Not on any other?
First idea: try again with Pumps+Hoses deactivated.
Second, what surprises me is this in your log on a fresh savegame:
Could it be possible that some files from the map got damaged ? Maybe download a fresh one an try again.
Third, from your initial post, this would normally be a symptom of too many mods trying to add custom fillTypes:
So, we should also have a look at the "densityMapHeight.xml" and "snow_state.xml" in your old savegame and also the list of mods you had active there .
BTW: Probably not related to the issue, but do you also have loose stones on the ground of the starting farm ? This looks weird ...
Using EasyDev, I set month to Dec, weather to snow and made fast forward x360 until Feb. Got some nice snow on roofs and ground and could also use the snow blower. Also no problem to add max. snow height with EasyDev. So, everything as expected and probably not a base problem of the map itself.
This issue only occurs on this specific map, right? Not on any other?
First idea: try again with Pumps+Hoses deactivated.
Second, what surprises me is this in your log on a fresh savegame:
Code: Select all
2024-03-07 23:21 Error: Trying to set DensityMapHeightUpdater collision map with invalid size (33554432 vs 134217728)
2024-03-07 23:21 Warning: No tip collision map defined. Creating empty tip placement collision map.
Third, from your initial post, this would normally be a symptom of too many mods trying to add custom fillTypes:
Code: Select all
2024-03-06 20:06 Error: addDensityMapHeightType: maximum number of height types already registered.
BTW: Probably not related to the issue, but do you also have loose stones on the ground of the starting farm ? This looks weird ...
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Re: Snow
OK, I made a new savegame with almost identical dlc/mods loaded as you (Goeweil, Kubota, Vermeer, EasyDev, halfTimberedFarm) - I only don't have Pumps+Hoses.
Using EasyDev, I set month to Dec, weather to snow and made fast forward x360 until Feb. Got some nice snow on roofs and ground and could also use the snow blower. Also no problem to add max. snow height with EasyDev. So, everything as expected and probably not a base problem of the map itself.
No, the original map isn't the problem. I think i messed up something with the rowcrop installation. But i don't no what exactly and if it's recovery again. I have watched a few tutorials and i did everything exact the same way (I did it a few times, just to make sure).This issue only occurs on this specific map, right? Not on any other?
I tested it, but it didn't work alsoFirst idea: try again with Pumps+Hoses deactivated.
Second, what surprises me is this in your log on a fresh savegame:
CODE: SELECT ALL
Yes, could be. But when i download the new map, i lose all the progress with the rowcrop. Maybe it's an idea i send you the edited map, and you test it with that? Maybe you see some errors what the exact issue is?2024-03-07 23:21 Error: Trying to set DensityMapHeightUpdater collision map with invalid size (33554432 vs 134217728)
2024-03-07 23:21 Warning: No tip collision map defined. Creating empty tip placement collision map.
Could it be possible that some files from the map got damaged ? Maybe download a fresh one an try again.
It didn't suprise me if i have to many mods with filltypes, i play with a lot of themThird, from your initial post, this would normally be a symptom of too many mods trying to add custom fillTypes:
CODE: SELECT ALL
2024-03-06 20:06 Error: addDensityMapHeightType: maximum number of height types already registered.
So, we should also have a look at the "densityMapHeight.xml" and "snow_state.xml" in your old savegame and also the list of mods you had active there .
You said there is a snow_state.xml i didn't watch this yet. Below the lines it contains:
Code: Select all
<?xml version="1.0" encoding="iso-8859-1"?>
<densityMapHeightUpdater applyUpdateCurrentIndex="-1" applyUpdateType="24" applyUpdateDeltaDensity="0" applyUpdateHeightLimit="0" applyUpdateUseCollisionMap="true" applyUpdateMaxTimePerFrame="1.000000">
</densityMapHeightUpdater>
Code: Select all
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<tipTypeMappings>
<tipTypeMapping fillType="WHEAT" index="1"/>
<tipTypeMapping fillType="BARLEY" index="2"/>
<tipTypeMapping fillType="OAT" index="3"/>
<tipTypeMapping fillType="CANOLA" index="4"/>
<tipTypeMapping fillType="SORGHUM" index="5"/>
<tipTypeMapping fillType="GRAPE" index="6"/>
<tipTypeMapping fillType="OLIVE" index="7"/>
<tipTypeMapping fillType="SUNFLOWER" index="8"/>
<tipTypeMapping fillType="SOYBEAN" index="9"/>
<tipTypeMapping fillType="MAIZE" index="10"/>
<tipTypeMapping fillType="POTATO" index="11"/>
<tipTypeMapping fillType="SUGARBEET" index="12"/>
<tipTypeMapping fillType="SUGARBEET_CUT" index="13"/>
<tipTypeMapping fillType="COTTON" index="14"/>
<tipTypeMapping fillType="SUGARCANE" index="15"/>
<tipTypeMapping fillType="SEEDS" index="16"/>
<tipTypeMapping fillType="FORAGE" index="17"/>
<tipTypeMapping fillType="CHAFF" index="18"/>
<tipTypeMapping fillType="WOODCHIPS" index="19"/>
<tipTypeMapping fillType="SILAGE" index="20"/>
<tipTypeMapping fillType="GRASS_WINDROW" index="21"/>
<tipTypeMapping fillType="DRYGRASS_WINDROW" index="22"/>
<tipTypeMapping fillType="STRAW" index="23"/>
<tipTypeMapping fillType="SNOW" index="24"/>
<tipTypeMapping fillType="ROADSALT" index="25"/>
<tipTypeMapping fillType="FERTILIZER" index="26"/>
<tipTypeMapping fillType="MANURE" index="27"/>
<tipTypeMapping fillType="PIGFOOD" index="28"/>
<tipTypeMapping fillType="TARP" index="29"/>
<tipTypeMapping fillType="LIME" index="30"/>
<tipTypeMapping fillType="STONE" index="31"/>
<tipTypeMapping fillType="CHOPPEDMAIZE" index="32"/>
<tipTypeMapping fillType="CHOPPEDMAIZE_FERMENTED" index="33"/>
<tipTypeMapping fillType="CCM" index="34"/>
<tipTypeMapping fillType="CCMRAW" index="35"/>
<tipTypeMapping fillType="GRAINGRIST" index="36"/>
<tipTypeMapping fillType="FEEDPELLETS" index="37"/>
<tipTypeMapping fillType="HAYPELLETS" index="38"/>
<tipTypeMapping fillType="SILOGRASS" index="39"/>
<tipTypeMapping fillType="GRASS_FERMENTED" index="40"/>
<tipTypeMapping fillType="BEETPULP" index="41"/>
<tipTypeMapping fillType="BEETPULP_FERMENTED" index="42"/>
<tipTypeMapping fillType="POTATO_CUT" index="43"/>
<tipTypeMapping fillType="BREWERSGRAIN" index="44"/>
<tipTypeMapping fillType="BREWERSGRAIN_FERMENTED" index="45"/>
<tipTypeMapping fillType="CARROT" index="46"/>
<tipTypeMapping fillType="DRYCLOVER_WINDROW" index="47"/>
<tipTypeMapping fillType="CLOVER_FERMENTED" index="48"/>
<tipTypeMapping fillType="DRYALFALFA_WINDROW" index="49"/>
<tipTypeMapping fillType="ALFALFA_FERMENTED" index="50"/>
<tipTypeMapping fillType="CROP_WINDROW" index="51"/>
<tipTypeMapping fillType="WETGRASS_WINDROW" index="52"/>
<tipTypeMapping fillType="SEMIDRYGRASS_WINDROW" index="53"/>
<tipTypeMapping fillType="HORSEGRASS_FERMENTED" index="54"/>
<tipTypeMapping fillType="CANOLA_WINDROW" index="55"/>
<tipTypeMapping fillType="WHEAT_WINDROW" index="56"/>
<tipTypeMapping fillType="BARLEY_WINDROW" index="57"/>
<tipTypeMapping fillType="OAT_WINDROW" index="58"/>
<tipTypeMapping fillType="HAY_PELLETS" index="59"/>
<tipTypeMapping fillType="STRAW_PELLETS" index="60"/>
<tipTypeMapping fillType="TARP_GREEN" index="61"/>
<tipTypeMapping fillType="TARP_LIGHT_GREEN" index="62"/>
<tipTypeMapping fillType="TARP_BLACK" index="63"/>
</tipTypeMappings>
I didn't see them, but i thought there are some stone planes imported in the map.i3d. Maybe you mean them.BTW: Probably not related to the issue, but do you also have loose stones on the ground of the starting farm ? This looks weird ...
Re: Snow
Well, don't you think it might have been some kind of important information to mention right at the beginning, that you have worked on the map by yourself and changed something? And wouldn't it be somehow obvious to you that possibly these changes could cause the issue?
So, of course you have "messed it up" with whatever you did there! Is RowCrop also changing something with the GDM-files of the map or indexing? That would explain the errors you have in the log.
Regarding the tipping heaps, your are definitely at the limit with 63 items. So you would need to increase the channels if you want to keep playing like that. There seem to be also custom fruitTypes added to the map? Are those correctly implemented at all?
The allocation on snow with index 24 is correct however, so that is probably not the prime issue causing the crash. There is obviously something wrong with whatever was done for RowCrop or any other modification. I have no idea what this is at all and how it works (I see nothing about in on ModHub?). So you should rather seek assistance with the makers of that system.
So, of course you have "messed it up" with whatever you did there! Is RowCrop also changing something with the GDM-files of the map or indexing? That would explain the errors you have in the log.
Regarding the tipping heaps, your are definitely at the limit with 63 items. So you would need to increase the channels if you want to keep playing like that. There seem to be also custom fruitTypes added to the map? Are those correctly implemented at all?
The allocation on snow with index 24 is correct however, so that is probably not the prime issue causing the crash. There is obviously something wrong with whatever was done for RowCrop or any other modification. I have no idea what this is at all and how it works (I see nothing about in on ModHub?). So you should rather seek assistance with the makers of that system.
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Re: Snow
I thought i did paste it into the first message, i'm sorry there is a part missing with copying from the translate page.
Yes Rowcrop changes the basis files and index. It's not a mod or something. Below the two video's i followed:
https://www.youtube.com/watch?v=vJxi1V35Xd0&t=561s
https://www.youtube.com/watch?v=kirPFGhF7bM&t=505s
It isn't that really difficult if you have a bit knowledge about modding. It's harder to find an error if it isn't fully described into the log.
Rowcrop is a custom fruittype added to the map (maize2). It has it's own images etc and it has the ability to be planted into much sharper edges, so it looks like a curved row crop.
I followed the videos exactly on each step, i did check each step when i save the file and i was alert on making mistakes.
But yes, i also could have make an copy paste fault or something.
Yes Rowcrop changes the basis files and index. It's not a mod or something. Below the two video's i followed:
https://www.youtube.com/watch?v=vJxi1V35Xd0&t=561s
https://www.youtube.com/watch?v=kirPFGhF7bM&t=505s
It isn't that really difficult if you have a bit knowledge about modding. It's harder to find an error if it isn't fully described into the log.
Rowcrop is a custom fruittype added to the map (maize2). It has it's own images etc and it has the ability to be planted into much sharper edges, so it looks like a curved row crop.
I followed the videos exactly on each step, i did check each step when i save the file and i was alert on making mistakes.
But yes, i also could have make an copy paste fault or something.
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Re: Snow
I have searched in the mod map and in the original map, but i seems like there isn't a densityMapHeightTypes.xml.
Do i need to copy it from the main game folder into the mod map, with a direction placed in the map.xml? And add the new filltype i made?
Do i need to copy it from the main game folder into the mod map, with a direction placed in the map.xml? And add the new filltype i made?
Re: Snow
I wonder whether you ever tried to tip anything to ground on that map and got some crash or crazy results as well? It should have been a total mess when you have actually increased the GDM to 7 channels, but the game still thinks it is only at default 6 !
The "Bob" video completely lacks the adaptation of "maps_densityMapHeightTypes.xml" which is required to actually use the increased number of height types for tipping.
So to do that you are right: save a copy of the original "maps_densityMapHeightTypes.xml" into your map folder and change the "numChannels" to 7. In your "map.xml" you add:
Then, you also add a section for any of the fillTypes you have added and need to be able to tip on ground in your "maps_densityMapHeightTypes.xml".
Further to that video, it is also not necessary to change both channel components "symmetrically" neither for fruits nor ground. You do not want to add more growth stages or more height steps, you only need to increase the number of available channels for the different types. It normally doesn't hurt to do it that way, but unless you need this for specific reasons, then it only adds another source of potential problems. Specifically regarding snow, I'm not sure if the additional increase to 7 "heightNumChannels" may result in issues as well.
For terrainDetailHeight we only need:
numDensityMapChannels = 13
compressionChannels = 7
combinedValuesChannels = 0 7 0
heightFirstChannel = 7
heightNumChannels = 6
This will give us 2^7 = 128 tip-type channels.
For the FoliageMultiLayer that hold the map's fruits we only need:
numDensityMapChannels = 11
numTypeIndexChannels = 6
compressionChannels = 5
This will give us 2^6 = 64 fruit channels.
In general, I am wondering, why you have done the changes to increase fruit channels at all ? It is not a precondition for "RowCrop". So you have made two major changes to vital map components at the same time without thorough testing - this is never a good idea!
Also, if you actually did increased the channels for fruits, then the existing foliages for decoration and crops should have been messed up as well unless you have re-indexed it all.
Concerning "RowCrop" itself, they are obviously increasing the map resolution by blowing up the GDM and GRLE sizes and tweaking the crop and planter parameters - OK. But, it is supposed to allow better "curved" planting also? I don't think so. This would actually mainly be achieved by an increased number of ground angles available through adaptation of the ground map parameters! But this is not mentioned anywhere!
The "Bilk" map has the game default low number of 8 angles only (22.5° steps). Does the curving look as good as you were expecting? For comparison: the "NoCreek" map, where "RowCrop" obviously originates from, has 32 angles (5.625° steps) which makes it look far better. You might want to check that topic as well.
The "Bob" video completely lacks the adaptation of "maps_densityMapHeightTypes.xml" which is required to actually use the increased number of height types for tipping.
So to do that you are right: save a copy of the original "maps_densityMapHeightTypes.xml" into your map folder and change the "numChannels" to 7. In your "map.xml" you add:
Code: Select all
<densityMapHeightTypes filename="yourCustomPathToFile/maps_densityMapHeightTypes.xml" />
Further to that video, it is also not necessary to change both channel components "symmetrically" neither for fruits nor ground. You do not want to add more growth stages or more height steps, you only need to increase the number of available channels for the different types. It normally doesn't hurt to do it that way, but unless you need this for specific reasons, then it only adds another source of potential problems. Specifically regarding snow, I'm not sure if the additional increase to 7 "heightNumChannels" may result in issues as well.
For terrainDetailHeight we only need:
numDensityMapChannels = 13
compressionChannels = 7
combinedValuesChannels = 0 7 0
heightFirstChannel = 7
heightNumChannels = 6
This will give us 2^7 = 128 tip-type channels.
For the FoliageMultiLayer that hold the map's fruits we only need:
numDensityMapChannels = 11
numTypeIndexChannels = 6
compressionChannels = 5
This will give us 2^6 = 64 fruit channels.
In general, I am wondering, why you have done the changes to increase fruit channels at all ? It is not a precondition for "RowCrop". So you have made two major changes to vital map components at the same time without thorough testing - this is never a good idea!
Also, if you actually did increased the channels for fruits, then the existing foliages for decoration and crops should have been messed up as well unless you have re-indexed it all.
Concerning "RowCrop" itself, they are obviously increasing the map resolution by blowing up the GDM and GRLE sizes and tweaking the crop and planter parameters - OK. But, it is supposed to allow better "curved" planting also? I don't think so. This would actually mainly be achieved by an increased number of ground angles available through adaptation of the ground map parameters! But this is not mentioned anywhere!
The "Bilk" map has the game default low number of 8 angles only (22.5° steps). Does the curving look as good as you were expecting? For comparison: the "NoCreek" map, where "RowCrop" obviously originates from, has 32 angles (5.625° steps) which makes it look far better. You might want to check that topic as well.
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Re: Snow
No as far i have played not. I only did grass silage and maize silage tipped to the ground and that worked fine. Only with the snow i expected that there wasn't something wrong, and ofcourse the errors in the log notice me.I wonder whether you ever tried to tip anything to ground on that map and got some crash or crazy results as well? It should have been a total mess when you have actually increased the GDM to 7 channels, but the game still thinks it is only at default 6 !
I assumed no one has tipped something to the ground i think after followed the bobs videoThe "Bob" video completely lacks the adaptation of "maps_densityMapHeightTypes.xml" which is required to actually use the increased number of height types for tipping.
So to do that you are right: save a copy of the original "maps_densityMapHeightTypes.xml" into your map folder and change the "numChannels" to 7. In your "map.xml" you add:
CODE: SELECT ALL
<densityMapHeightTypes filename="yourCustomPathToFile/maps_densityMapHeightTypes.xml" />
Then, you also add a section for any of the fillTypes you have added and need to be able to tip on ground in your "maps_densityMapHeightTypes.xml".
I added the xml and the filltypes.
Tested it after the change and i have no errors, so that's okay
I'm gonna change the channels like you said and test it after.Further to that video, it is also not necessary to change both channel components "symmetrically" neither for fruits nor ground. You do not want to add more growth stages or more height steps, you only need to increase the number of available channels for the different types. It normally doesn't hurt to do it that way, but unless you need this for specific reasons, then it only adds another source of potential problems. Specifically regarding snow, I'm not sure if the additional increase to 7 "heightNumChannels" may result in issues as well.
For terrainDetailHeight we only need:
numDensityMapChannels = 13
compressionChannels = 7
combinedValuesChannels = 0 7 0
heightFirstChannel = 7
heightNumChannels = 6
This will give us 2^7 = 128 tip-type channels.
For the FoliageMultiLayer that hold the map's fruits we only need:
numDensityMapChannels = 11
numTypeIndexChannels = 6
compressionChannels = 5
This will give us 2^6 = 64 fruit channels.
In general, I am wondering, why you have done the changes to increase fruit channels at all ? It is not a precondition for "RowCrop". So you have made two major changes to vital map components at the same time without thorough testing - this is never a good idea!
As far as i can see i didn't have any problems. Everything works like normal.Also, if you actually did increased the channels for fruits, then the existing foliages for decoration and crops should have been messed up as well unless you have re-indexed it all.
I increased the channels because i got the error for maximum types reached. From a tip on the forum i had to increase the channels.
I added rowcrop as index 99999, the i3d created the next available index for this fruit.
Yes correct, they didn't mentioned that. I indeed changed the map already to 32 angles.Concerning "RowCrop" itself, they are obviously increasing the map resolution by blowing up the GDM and GRLE sizes and tweaking the crop and planter parameters - OK. But, it is supposed to allow better "curved" planting also? I don't think so. This would actually mainly be achieved by an increased number of ground angles available through adaptation of the ground map parameters! But this is not mentioned anywhere!
The "Bilk" map has the game default low number of 8 angles only (22.5° steps). Does the curving look as good as you were expecting? For comparison: the "NoCreek" map, where "RowCrop" obviously originates from, has 32 angles (5.625° steps) which makes it look far better. You might want to check that topic as well.
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Re: Snow
I changed the map to these settings you sended. The log contains 1 error and 1 warning after doing this:For terrainDetailHeight we only need:
numDensityMapChannels = 13
compressionChannels = 7
combinedValuesChannels = 0 7 0
heightFirstChannel = 7
heightNumChannels = 6
This will give us 2^7 = 128 tip-type channels.
For the FoliageMultiLayer that hold the map's fruits we only need:
numDensityMapChannels = 11
numTypeIndexChannels = 6
compressionChannels = 5
This will give us 2^6 = 64 fruit channels.
2024-03-09 16:06 Error: Trying to set DensityMapHeightUpdater collision map with invalid size (33554432 vs 134217728)
2024-03-09 16:06 Warning: No tip collision map defined. Creating empty tip placement collision map.
But when i reload the new savegame these from above are gone in the log :S
For the rest keeps the problem with snow the same.
Re: Snow
You cannot change things like that in the base map and expect it to work in the old savegame! This will make things even worse! The files inside the savegame will only work with the settings of the base map they were created with. There are ways to rework some things, but that is not happening automatically.
If you ONLY make the changes with 7 channels in "maps_densityMapHeightTypes.xml" and keep everything else as it was, does snow work then?
If you ONLY make the changes with 7 channels in "maps_densityMapHeightTypes.xml" and keep everything else as it was, does snow work then?
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