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  1. Version 06.03.24.01

    229 downloads

    Update 06.03.24.01 minor i3d change Update 18.06.23.01 fixed AI/worker working width. Thank you Soas77(Iamjob) for catching this. Sorry for the inconvenience. Update 10.05.23.01 Sped up bale unloading by 4x and fixed issues with the bale not dropping to the ground. Please let me know if you have any issues with bale unloading. Update 07.05.23.01 Added Rivet and decals to the wings, reworked the dirt. This is the John Deere CP690 cotton harvester with an added foldable header, sped up, motor upgrade, and color options. I will add a usage video soon. Once the unit is unfolded you can unfold and fold the header with the lift/lower button.
  2. Version 08.12.23.01

    848 downloads

    Update 08.12.23.01 Added decal color so that they are not switching material with design. Update 07.12.23.01 Magnon Windrow BD Version 07.12.23.01 Per request by Truzedo I have made some changes to this mod. I usually don’t add huge capacity options, but I have had several requests and have seen many streamers with edited versions. So here you go. Major update I suggest selling your old one before adding this version. It should convert over, but you may lose material or get some initial warnings. There are 4 capacity and unload speed options, each option has to be selected independently in the store. I also added decal color selection and the ability to change material and color on the base and design parts. Materials are steel, chrome, stainless, brushed steel, plastic. Base Cost 132500 Option to add or remove windrowers no cost (windrow effects) Capacity 50K - Free 100K – 2000 500K – 10000 1M – 70000 Discharge options free (when matched up correctly the unit will empty in around 10 seconds) 5K LPS 10K LPS 50K LPS 100K - LPS Update 26.12.22.01 Lowered ground ref to help issues with pickup. Update 22.12.22.01 Added the ability to remove windrowers. If you already have one of the units purchased you should be ok I just suggest after inserting the update that you open the game, save the game, then open again. The first time opening your game save you will receive some warnings about effects and the windrowers will not show effects, however after the save and reopen the warnings will go away and everything will work. Update 30.12.21.01 Made loading area for silage additive a little larger for production of silage additive in the fermenting pack added on 30.12.21 The loading wagon is live!!! Huge thanks to Grabby again for testing along the way. Also I would like to be sure to thank HungryCow Design for making the second windrow array image for me, without it I would not have been able to get effects to work on both sides. Another side note. This isn't my original idea. I found a wagon from FS15 that I believe dates back pre FS13 called the drake wagon. This loading wagon is based off that beast. This is the Magnon 530 with some bd upgrades. It has the option of 200,000 capacity with or without silage additive, or 500,000 with or without silage additive. I have added the windrowers everyone has loved in the past however in FS22 I decided to add windrow effects. The effects will only work for hay, grass, and straw. The wagon picks up silage, straw, hay, grass, and chaff.
  3. Version 10.11.23.01

    187 downloads

    Update 10.11.23.01 Updated placeable script by GTX (latest giants update broke original script) Update 19.03.23.01 Placed a light fixture in the correct location after the silo pipe move from previous update. Update 16.03.23.01 Moved unloading grid away from building a bit This building will produce silage from grass, straw, and wood chips, manure and digestate from silage, digestate from water and manure, then convert liquid manure to digestate, or digestate to liquid manure. Fermanure Walkthrough Video Huge credit to GTX and Farmer Andy. The script makes things a little more unique because production, animations, effects and sounds will only start if you have product in each production point/line. Also each line has an icon you can walk up to and start/stop production. Because of how the script works the building will not completely empty or start at 0, the production lines will start at around 7L and the conversion of digestate and liquid manure will start around 75L because of the speed I set everything at.
  4. Version 27.12.22.01

    603 downloads

    Updated version 27.12.22.01 Added the option to add/remove windrowers. Update version 29.01.22.01 Per a request by roar in my discord channel I added a buffer chamber to the baler so that now there is no need to stop you can just keep baling, depending on how much grass is on the ground it may slow down to match the timing of the chamber. This is the in game Impress 185 round baler wrapper with the added windrower arms and silage additive. Silage additive only works with grass it adds 5% yield. The speed is cranked up a bit, for a hired worker to work the best I suggest setting your cruise to around 13MPH if not the worker will not stop quick enough and leave product. Huge thanks to Grabby again for testing along the way. Also I would like to be sure to thank HungryCow Design for making the second windrow array image for me, without it I would not have been able to get effects to work on both sides. Another side note. This isn't my original idea. I found a wagon from FS15 that I believe dates back pre FS13 called the drake wagon. This loading wagon is based off that beast. 2022-12-27 10-08-08.mp4
  5. Version 10.04.20.00

    1,685 downloads

    Version 10.04.20.00 Decal fixes Version 07.10.19.00 Handling update Huge thanks to Grabby La Toosh for testing and sharing suggestions. He also did some motor and suspension work. Im sure im missing more. Bigger thanks to NcRaiders for extensive xml help, most of all fixing everything i kept breaking in the xml. I couldn't have finished this guy without both of their help. This is the Imperador 3.0 with some cool features. The machine sprays liquid fertilizer and herbicide like the default machine, however rather than just spreading fertilizer, it will spread lime as well(at a wider work width). Base cost: $165,000 Capacity: 10K liquid (herbicide liquid fertilizer) 10K solid (fertilizer lime) Work width: Liquid: 27M Solid: 42M Drive speed: 70mph Work Speed 18mph Color selectable Motor: Base 350HP $0 450Hp $3,000 550Hp $6,000 650Hp $12,000 750Hp $ 18,000 Wheel Base Narrow $0 Medium $1,000 Narrow Dual $2,000 Medium Dual $3,000 Monster Dual $6,000
  6. View File FS22 CP690WHBD Update 18.06.23.01 fixed AI/worker working width. Thank you Soas77(Iamjob) for catching this. Sorry for the inconvenience. Update 10.05.23.01 Sped up bale unloading by 4x and fixed issues with the bale not dropping to the ground. Please let me know if you have any issues with bale unloading. Update 07.05.23.01 Added Rivet and decals to the wings, reworked the dirt. This is the John Deere CP690 cotton harvester with an added foldable header, sped up, motor upgrade, and color options. I will add a usage video soon. Once the unit is unfolded you can unfold and fold the header with the lift/lower button. Submitter bdbssb Submitted 05/01/2023 Category FS22 Harvesters CREDITS bdbssb, Giants  
  7. Version 07.12.22.00

    670 downloads

    Live Updates 07.12.22.00 After converting the Nova Cat mowers I decided to add the option to remove windrowers on the baler. Just a heads up the first time you load you game save with an old baler on the map it will give you a warning about config settings (I added), however once you save the game and re open the warning will no longer be there. 1 (31).mp4 1 (32).mp4 02.11.22.01 Added a hitch to the baler and added a sped up wrapper. If you had the sb1290 bought it will by default now have the hitch, if you don't want the hitch you can upgrade it in the shop to remove it. Again in the shop default is with the draw bar, it is an option to remove it. The wrapper in the pack can either be found by hitting the combination under the baler or simply look for the modded Kuhn 4014. 31.12.21.01 Now live, added sounds for windrow arms. 29.12.21.01 Added siliage additive option (gives you a 5% boost in yield with grass only) 27.12.21.02 Removed light in i3d causing warning This is the SB 1290 (square) baler with some bd upgrades. Simply it has windrowers added to it to widen your work area to 20 meter. Also has the option for silage additive. Silage additive adds 5% yield to grass only. Again please give me feedback and I hope you enjoy.
  8. View File FS22 Fermanure Update 10.11.23.01 Updated placeable script by GTX Update 19.03.23.01 Placed a light fixture in the correct location after the silo pipe move from previous update. Update 16.03.23.01 Moved unloading grid away from building a bit This building will produce silage from grass, straw, and wood chips, manure and digestate from silage, digestate from water and manure, then convert liquid manure to digestate, or digestate to liquid manure. Fermanure Walkthrough Video Huge credit to GTX and Farmer Andy. The script makes things a little more unique because production, animations, effects and sounds will only start if you have product in each production point/line. Also each line has an icon you can walk up to and start/stop production. Because of how the script works the building will not completely empty or start at 0, the production lines will start at around 7L and the conversion of digestate and liquid manure will start around 75L because of the speed I set everything at. Submitter bdbssb Submitted 03/11/2023 Category FS22 Production  
  9. Version 09.02.23.01

    273 downloads

    Update Version 09.02.23.01 Upped production speed and added descriptions in lines and language translations. Update 16.01.23.01 Moved liquid loading away from silo trigger. Also notice I had an issue with icon textures, now fixed. Update Version 04.11.22.01 Sped up bale deletion. Update Version 03.11.22.01 Added bale trigger to input. This production plant will pump water with the use of diesel, produce diesel and digestate from silage, produce road salt from diesel and water, produce herbicide from water, digestate, diesel, and road salt.
  10. View File FS22 Chemical Plant Update 16.01.23.01 Moved liquid loading away from silo trigger. Also notice I had an issue with icon textures, now fixed. Update Version 04.11.22.01 Sped up bale deletion. Update Version 03.11.22.01 Added bale trigger to input. This production plant will pump water with the use of diesel, produce diesel and digestate from silage, produce road salt from diesel and water, produce herbicide from water, digestate, diesel, and road salt. Submitter bdbssb Submitted 01/23/2022 Category FS22 Production  
  11. Version 30.01.22.01

    350 downloads

    This is simply the NZ Extreme 1425 cultivator converted to a plow, working sped upped, and folding sped up. Colors added as well.
  12. View File FS22 NZ Extreme 1425 Plow BD This is simply the NZ Extreme 1425 cultivator converted to a plow, working sped upped, and folding sped up. Colors added as well. Submitter bdbssb Submitted 01/30/2022 Category FS22 Implements and tools CREDITS BDBSSB GIANTS  
  13. So I have had a couple of people working with vehicle type and specialization and I wanted to pass on how the game engine handles these attributes. So every vehicle has a type name at the top of the xml. Example below. <?xml version="1.0" encoding="utf-8" standalone="no" ?> <vehicle type="carFillable"> <annotation>Copyright (C) GIANTS Software GmbH, All Rights Reserved.</annotation> The "carFillable" tells the game engine to look for specific attributes in the xml. I do not know the specific name however this is how I refer to this process. I will attach a file called FS19_vehicleTypes.xml that will come in helpful and what I will be referring to. So when I search "carFillable" in the file we will see this <type name="carFillable" parent="baseDrivable"> <specialization name="fillVolume" /> <specialization name="dischargeable" /> <specialization name="trailer" /> <specialization name="tensionBelts" /> <specialization name="foldable" /> </type> The xml is telling the game load vehicle type "carFillable" which has the specializations listed below of fillVolume, dischargeable, trailer, tensionBelts, foldable. But then you see parent with the name "baseDrivable" so we need to search the xml for "baseDrivable", be sure to go to the top of the document to find the actual type "baseDrivable" not a listing of a parent like above. You want to see this <type name="baseDrivable" parent="base"> <specialization name="ikChains" /> <specialization name="wheels" /> <specialization name="crawlers" /> <specialization name="slopeCompensation" /> <specialization name="speedRotatingParts" /> <specialization name="enterable" /> <specialization name="fillUnit" /> <specialization name="motorized" /> <specialization name="drivable" /> <specialization name="aiVehicle" /> <specialization name="aiImplement" /> <specialization name="articulatedAxis" /> <specialization name="lights" /> <specialization name="attacherJoints" /> <specialization name="powerTakeOffs" /> <specialization name="suspensions" /> <specialization name="connectionHoses" /> <specialization name="honk" /> <specialization name="wipers" /> <specialization name="frontloaderAttacher" /> <specialization name="bunkerSiloCompacter" /> </type> As you can see there are many more specializations in this vehicle type but we also have a parent of "base" so lets search for base. <type name="base" className="Vehicle" filename="dataS/scripts/vehicles/Vehicle.lua" > <specialization name="baseMaterial" /> <specialization name="tipOccluder" /> <specialization name="foliageBending" /> <specialization name="washable" /> <specialization name="wearable" /> <specialization name="dynamicallyLoadedParts" /> <specialization name="animatedVehicle" /> <specialization name="dashboard" /> <specialization name="cylindered" /> <specialization name="mountable" /> </type> As you can see there is no parent listed so there is no need to reference any further. Now if we simply look at all the referenced specializations we have this list. <specialization name="baseMaterial" /> <specialization name="tipOccluder" /> <specialization name="foliageBending" /> <specialization name="washable" /> <specialization name="wearable" /> <specialization name="dynamicallyLoadedParts" /> <specialization name="animatedVehicle" /> <specialization name="dashboard" /> <specialization name="cylindered" /> <specialization name="mountable" /> <specialization name="ikChains" /> <specialization name="wheels" /> <specialization name="crawlers" /> <specialization name="slopeCompensation" /> <specialization name="speedRotatingParts" /> <specialization name="enterable" /> <specialization name="fillUnit" /> <specialization name="motorized" /> <specialization name="drivable" /> <specialization name="aiVehicle" /> <specialization name="aiImplement" /> <specialization name="articulatedAxis" /> <specialization name="lights" /> <specialization name="attacherJoints" /> <specialization name="powerTakeOffs" /> <specialization name="suspensions" /> <specialization name="connectionHoses" /> <specialization name="honk" /> <specialization name="wipers" /> <specialization name="frontloaderAttacher" /> <specialization name="bunkerSiloCompacter" /> <specialization name="fillVolume" /> <specialization name="dischargeable" /> <specialization name="trailer" /> <specialization name="tensionBelts" /> <specialization name="foldable" /> This seems like a lot to take in but honestly just take the time to search and follow the names. Now if you have a vehicle you are building and you cannot find a default vehicle with the specializations you want then you need to add a custom vehicle type in your modDesc. You would add these lines in your modDesc file. I use a customized vehicle type in my Factory pack but below is an example of the lines you would need to add. <vehicleTypes> <type name="fuelTrailer2" parent="baseFillable" filename="$dataS/scripts/vehicles/Vehicle.lua"> <specialization name="fillTriggerVehicle" /> <specialization name="dischargeable" /> <specialization name="waterTrailer" /> </type> </vehicleTypes> It is important that you use a type name that is not used as a default type or the game will simply load the default vehicle type. The easiest way to do this is to search for your new name in the FS19_vehicleTypes.xml and be sure it is not found. Next you would put "fuelTrailer2" in the vehicle's xml type name and it would be adding the 3 specialization's listed along with every specialization loaded from parent "baseFillable" as I showed how to do above. Hope this helped and please feel free to respond with any questions or suggestions. FS19_vehicleTypes.xml
  14. Version 31.12.21.02

    64 downloads

    Update 31.12.21.02 Fixed a bad line in the xml. Giants Porsche Diesel Junior 108 that does not seem to be showing up in game. Someone did share in my discord how this tractor can be unlocked
  15. View File FS22 Impress 185 Wr BD Update version 29.01.22.01 Per a request by roar in my discord channel I added a buffer chamber to the baler so that now there is no need to stop you can just keep baling, depending on how much grass is on the ground it may slow down to match the timing of the chamber. This is the in game Impress 185 round baler wrapper with the added windrower arms and silage additive. Silage additive only works with grass it adds 5% yield. The speed is cranked up a bit, for a hired worker to work the best I suggest setting your cruise to around 13MPH if not the worker will not stop quick enough and leave product. Huge thanks to Grabby again for testing along the way. Also I would like to be sure to thank HungryCow Design for making the second windrow array image for me, without it I would not have been able to get effects to work on both sides. Another side note. This isn't my original idea. I found a wagon from FS15 that I believe dates back pre FS13 called the drake wagon. This loading wagon is based off that beast. Submitter bdbssb Submitted 12/31/2021 Category FS22 Implements and tools CREDITS bdbssb, Giants  
  16. View File FS22 Junior 108 BD Update 31.12.21.02 Fixed a bad line in the xml. Giants Porsche Diesel Junior 108 that does not seem to be showing up in game. Someone did share in my discord how this tractor can be unlocked Submitter bdbssb Submitted 12/31/2021 Category FS22 Tractors CREDITS bdbssb Giatns  
  17. View File FS 22 SB 1290 Windrower Wrapper Pack BD Live Updates 07.12.22.00 After converting the Nova Cat mowers I decided to add the option to remove windrowers on the baler. Just a heads up the first time you load you game save with an old baler on the map it will give you a warning about config settings (I added), however once you save the game and re open the warning will no longer be there. 1 (31).mp4 1 (32).mp4 02.11.22.01 Added a hitch to the baler and added a sped up wrapper. If you had the sb1290 bought it will by default now have the hitch, if you don't want the hitch you can upgrade it in the shop to remove it. Again in the shop default is with the draw bar, it is an option to remove it. The wrapper in the pack can either be found by hitting the combination under the baler or simply look for the modded Kuhn 4014. 31.12.21.01 Now live, added sounds for windrow arms. 29.12.21.01 Added siliage additive option (gives you a 5% boost in yield with grass only) 27.12.21.02 Removed light in i3d causing warning This is the SB 1290 (square) baler with some bd upgrades. Simply it has windrowers added to it to widen your work area to 20 meter. Also has the option for silage additive. Silage additive adds 5% yield to grass only. Again please give me feedback and I hope you enjoy. Submitter bdbssb Submitted 12/27/2021 Category FS22 Implements and tools CREDITS bdbssb Giants  
  18. View File Magnon Windrow BD Update 08.12.23.01 Added decal color so that they are not switching material with design. Update 07.12.23.01 Magnon Windrow BD Version 07.12.23.01 Per request by Truzedo I have made some changes to this mod. I usually don’t add huge capacity options, but I have had several requests and have seen many streamers with edited versions. So here you go. Major update I suggest selling your old one before adding this version. It should convert over, but you may lose material or get some initial warnings. There are 4 capacity and unload speed options, each option has to be selected independently in the store. Base Cost 132500 Option to add or remove windrowers no cost (windrow effects) Capacity 50K - Free 100K – 2000 500K – 10000 1M – 70000 Discharge options free (when matched up correctly the unit will empty in around 10 seconds) 5K LPS 10K LPS 50K LPS 100K - LPS Update 26.12.22.01 Lowered ground ref to help issues with pickup. Update 22.12.22.01 Added the ability to remove windrowers. If you already have one of the units purchased you should be ok I just suggest after inserting the update that you open the game, save the game, then open again. The first time opening your game save you will receive some warnings about effects and the windrowers will not show effects, however after the save and reopen the warnings will go away and everything will work. Update 30.12.21.01 Made loading area for silage additive a little larger for production of silage additive in the fermenting pack added on 30.12.21 The loading wagon is live!!! Huge thanks to Grabby again for testing along the way. Also I would like to be sure to thank HungryCow Design for making the second windrow array image for me, without it I would not have been able to get effects to work on both sides. Another side note. This isn't my original idea. I found a wagon from FS15 that I believe dates back pre FS13 called the drake wagon. This loading wagon is based off that beast. This is the Magnon 530 with some bd upgrades. It has the option of 200,000 capacity with or without silage additive, or 500,000 with or without silage additive. I have added the windrowers everyone has loved in the past however in FS22 I decided to add windrow effects. The effects will only work for hay, grass, and straw. The wagon picks up silage, straw, hay, grass, and chaff. Submitter bdbssb Submitted 12/23/2021 Category FS22 Implements and tools CREDITS BDBSSB GIANTS  
  19. Version 22.11.21.01

    159 downloads

    FS22 Nova 301 Sped up
  20. Version 12.04.20.01

    3,090 downloads

    Latest version 12.04.20.01 Added color decals, added chrome option for wheels. Rapide 8400W with added capacity and windrowers Cat: Loading Wagon Capacity: Standard: 100,000 Extension: 150,000 Working Speed: 30kph/18mph Price: $80,000 Major update, huge thanks to NcRaiders as always for some awesome work. He was able to get the windrowers worked in to the mod as an addon option in the store. By default the wagon will have the windrowers with a 21m width. I set the price to 78k and the addon is 2k. With all the updates, it wouldn't be a bad idea to sell and rebuy the wagon. I can't guarantee its needed, can't guarantee you won't have any issues if you don't. List of changes: Windrower option in store Color selectable rims Fixed foliage bending Added rotating parts into the color scheme, now they change color as well Upped the intake liter per hour(machine was shutting down if you went in to a large pile) Arms now have to be unfolded (another fix by NcRaiders) to start the machine (more realistic). Obviously you can't pick up material with arms folded now. Added sound to arm motors while unfold/fold.
  21. Version 23.11.21.01

    207 downloads

    FS22 Smarag 9 cultivator converted to a plow and sped up.
  22. View File FS22 SMARAG 9 Cultivator converted to Plow FS22 Smarag 9 cultivator converted to a plow and sped up. Submitter bdbssb Submitted 11/22/2021 Category FS19 Implements and tools CREDITS Giants  
  23. Version 22.11.21.01

    158 downloads

    FS22 Nova Cross Flow sped up
  24. View File FS22 Nova Cross Flow FS22 Nova Cross Flow sped up Submitter bdbssb Submitted 11/22/2021 Category FS19 Implements and tools CREDITS Giants  
  25. View File FS22_Nova 301 BD FS22 Nova 301 Sped up Submitter bdbssb Submitted 11/22/2021 Category FS22 Implements and tools CREDITS Giants