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FS19_estrela32_multiSeed 05.06.20.00

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About This File

Can be used to plant rows or as a sower

 

 

Type: Tools

Cat: Seeders

Capacity:

Seed: 10000

Fert: 15000

Plants: wheat barley canola maize oat sunflower soybean sugar beet

 

Does not plant sugar cane or potato

Screenshot_93.png

 

Load seed and fertilizer per image below.

image.png


What's New in Version 05.06.20.00   See changelog

Released

This update is a huge thanks to a catch by Donna.  I'm going to call this a convenience update.  I'll try to explain, however it will probably be best if I do a video when I get some free time.  

First off if you are using "Seasons" then I don't think this will apply.

Basically Donna found a bit of a glitch in the direct sowers that fertilize.  If you harvest, fertilize, then use a direct sower (that doesn't need a cultivator) that fertilizes the unit uses the fertilizer however if you look at you pda the field is still only at 50% fertilizer.  Donna said if you cultivate right after fertilizing, then use the same sower then you will have 100% fertilizer on the field.  The other option is to let the crop hit its first stage then fertilize.  I found a work around that will make it a bit more convenient.  With this seeder you can harvest, fertilize, sow with fertilizer in the seeder, and the field will be at 100% fertilizer.  I doesn't exactly save you any trips, it just saves you the hassle of having to wait for the crop to hit the first stage, or cultivating first (so in that aspect it would save you time).  

Once again not sure if this makes sense to everyone, however it is a pretty cool find.

 

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Great Seeders 

Hi I always use the seeder's that you make  with every map , but today with a large field the seed and the fertilizer . has been empty when i want to fill it withe the  Auger Wagon for seed and fertilizer  . it fill just the seed and it didn't fill the fertilizer ,  just i can fill the  fertilizer  with the pallets 

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Are you opening the lids for the auger?  It’s the in game seeder edited, unless they updated it it’s identical to the in game one besides me adding filltype and color. 

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My edit is using the original model so it loads the same as the in game one, as you can see those green and white boxes are the fill nodes, they are very small.  Also be sure the lids are open.  I'll see if I can export the model and enlarge the triggers, it is tough to get a small auger wagon over those points.

image.thumb.png.8ff72ea80f1a8d0bea85d870ac3b96a5.png

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maybe  because the seeder  has the same color for seeds and fertilizer  and the  auger wagon  just recognise the trigger as seed 

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You just have to get the auger over the back 2 boxes for seed and the front 2 for fertilizer.   I tried to enlarge the fill nodes however its not as simple as enlarging triggers, they don't work the same.  I did notice some small changes in the in game xml, so I have updated and I am going to upload the changes shortly.  

In short look at the pict above and be sure you fill with a silo or auger wagon on those to pair of boxes.

 

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Has been updated.  Worked fine with the white in game auger wagon as long as you refer to the image im talking about.

 

 

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Great. Check out the last update of the liquid pack. The tanks will now hold fertilizer and seeds and overload. It’s like a large moving pallet. 

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I believe that was a bug on giants behalf, because the in game  estrela did in fact have the cultivate work area, which has now been removed.  Easy enough to add to any seeder though by simply defining a work area for cultivation.  For example my favorite in game seeder is the condor 1500 it just plants well on almost all terrains and rarely misses any spots.  I've adapted my xml as follows:

<workAreas>
        <workArea type="sowingMachine" functionName="processSowingMachineArea" chargeValue="1" needsSetIsTurnedOn="false">
            <area startNode="workAreaStart" widthNode="workAreaWidth" heightNode="workAreaHeight"/>
            <groundReferenceNode index="1"/>
        </workArea>

<!-- Start -->
        <workArea type="cultivator" functionName="processCultivatorArea" needsSetIsTurnedOn="false" >
            <area startNode="workAreaStart" widthNode="workAreaWidth" heightNode="workAreaHeight"/>
            <groundReferenceNode index="1"/>
       </workArea>
<!-- End -->

    </workAreas>

I used the same nodes as the sowingMachine work area and it now is a Cultivating/Seeder.  Unrealistic but more effective for me since I hate waiting for the growth stages 🙂

Note: I also added: 

    <!-- Added Cultivator tag -->
    <cultivator>
        <onlyActiveWhenLowered value="false"/>
        <sounds>
            <work template="DEFAULT_CULTIVATOR_WORK" linkNode="condor15001_main_component1"/>
        </sounds>
    </cultivator>
    <!-- End of Add -->

Just below randomlyMovingParts group, never bothered testing if that in fact was needed or not perhaps I should do that lol... 

Sorry for the long post, I suppose I could of just submitted the modded seeder but this way people learn and can make their own personal edits happy modding... 

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The issue that way is the routine of the fertilization that has to be done unless there was another update. If you watch the video I did with the release I go over it. 

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Hi thanks for this job, but i can;t choose the type seed, in anather it's with button Y, but not on this one ... why not ?

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i would agree with the conflict mod issue.

my guess is that the "creative fields with cultivators" mod is creating the issue.

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Ahh yes that make sense now. Rebecca from discord had mentioned she was getting complaints about them creating fields. I didn’t even know there was a cultivator create fields mod. That will do it since the seeder is setup to be a cultivator. 

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just a quick note that this planter is fantastic. pulls great and the AI is really working well with it.

other than that issue with the 'Y' select seeds conflict when running the creative fields with cultivators mod, the only other issue i have seen is the planter, when lifted at the end of a row, will create a "blank" unplanted area. i would imagine this has something to do with the cultivator region being a little large?

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Yeah it’s because it’s acting like an actual cultivator so it takes out the seed unfortunately. 

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