Servus, mich würde interessieren wie es um den Bug mit den Hacientafarmen steht. So kann ich den Mod ja leider nicht nutzen wenn ich die neue Welt umbaue.
"The appearance of the tractor barn of the animal farms does not automatically adapt to the region in which it is built. However, you can switch between the 3 variations with shift+V. If you copy an animal farm with the desired variation of the tractor barn together with the barn, the variation remains when building."
What about the farm houses? I cant switch the skins for the farmes, is that normal?
This was not planned, but is probably a side effect of the way I created the barns in the first version. With the new version that has fixed graphics for the barns this is no longer possible.
Die beiden "Animal farm tractors" heben sich gegenseitig aus. Die "Animal farm tractors2.0" und "Farmhouse Tractor-transporter" sind welche du brauchst für das Gesamterlebnis.
Danke Dir - ich hab mir Dein Mod gezogen und läuft alles super :) Eine Frage aber noch- kann man die Traktoren vielleicht ein wenig im Tempo drosseln? Die fetzen ja mit 50 km/h durch die Stadt - kann ich das Tempo vielleicht irgendwie beeinflussen?
Because for the faster silo transporters at the animal farms I use one of the 2 buffs that the tractor barn generates. However, for the farms, these two buffs are already set for the farm itself. Once the tractors which increase productivity when they are supplied with fuel, and once the increased number of fields.
I checked, tractors do not appear on the milk farm. I added them for myself. <ModOp Type="replace" GUID='1500010104' Path="/Values/ModuleOwner"> <ModuleOwner> <ModuleLimits> <Main> <Limit>4</Limit> </Main> </ModuleLimits> <ConstructionOptions> <Item> <ModuleGUID>1010271</ModuleGUID> </Item> </ConstructionOptions> <AdditionalModule>119027</AdditionalModule> <FertilizerModuleData> <Module>269957</Module> </FertilizerModuleData> <ModuleBuildRadius>7</ModuleBuildRadius> <FarmType>AnimalFarm</FarmType> </ModuleOwner></ModOp>
Working on the bug with the elders, I found a fundamental flaw in my concept. I will soon create a version that provides a separate barn for each region with the variations of the respective region. Because this is my first project, there are some mistakes.
Hello, Would it be possible to get your mod to work with the two below, thanks. Free Farmfield Placement - Large radii (created by Finnem) Animal farms bigger size of placement (created by Azornes)
Free Farmfiels works in the original name. Then so it stands after my farm mod in the mod folder. For Bigger Animal it is enough to swap [Cheat] against [Gameplay] that it works. Basically, it is only to make sure that the two desired mods are after my mods in the folder.
24 comments
Anpassung an GU 16
Crash bei Hacienda Farmen behoben. 26.12.22
English
Adjustment to GU 16.
Crash at Hacienda Farms fixed. 26.12.22
Update files are actually old versions?
Thanks
What about the farm houses? I cant switch the skins for the farmes, is that normal?
wie ist das denn, wenn man die upgedatete Version downloaded, ist dann alles drin oder muss man die anderen beiden Files auch runterladen?
Have you tested it ingame?
<ModOp Type="replace" GUID='1500010104' Path="/Values/ModuleOwner">
<ModuleOwner>
<ModuleLimits>
<Main>
<Limit>4</Limit>
</Main>
</ModuleLimits>
<ConstructionOptions>
<Item>
<ModuleGUID>1010271</ModuleGUID>
</Item>
</ConstructionOptions>
<AdditionalModule>119027</AdditionalModule>
<FertilizerModuleData>
<Module>269957</Module>
</FertilizerModuleData>
<ModuleBuildRadius>7</ModuleBuildRadius>
<FarmType>AnimalFarm</FarmType>
</ModuleOwner>
</ModOp>
Cheers
Sorry
p.s. Is it possible to add Jakob's Collection farms? (it would be great)
Would it be possible to get your mod to work with the two below, thanks.
Free Farmfield Placement - Large radii (created by Finnem)
Animal farms bigger size of placement (created by Azornes)
Thanks for your reply, I'm trying that.