WrinkleysRule Posted May 17, 2024 Author Posted May 17, 2024 Below are two images which show how I create the farmlands. The first shows the new field dimensions for the farmland area. Note : the farmaland area includes the field boundary as well otherwise you will have to buy a seperate parcel of land as well as the field. The second screenshot shows the farmlands area painted and selected in GE in the Info Layer Painting
Brummie Farmer Posted May 17, 2024 Posted May 17, 2024 That is exactly the same as I have done, I just can't get it to show... Looks like I will have to do it the old way. Thanks for trying to help.
WrinkleysRule Posted May 17, 2024 Author Posted May 17, 2024 You did start off with a blank info layer as that can sometimes affect the result.
Brummie Farmer Posted May 17, 2024 Posted May 17, 2024 yeah, I followed what it said in tutorial and painted entire map after ticking boxes 1-7
WrinkleysRule Posted May 17, 2024 Author Posted May 17, 2024 I will have a play around and see if I can replicate this problem. 1
Brummie Farmer Posted May 19, 2024 Posted May 19, 2024 I have sorted it... In my map.i3D infolayer instead of farmland it said farmlands. I just deleted the "s" and it worked 🙂
WrinkleysRule Posted May 19, 2024 Author Posted May 19, 2024 The base game Alpine shows 'farmlands' mapUS, mapFR both have 'farmland' so to avoid this you can add "farmland.xml" to the local farmLPath array. Though it does say in the instructions at the top of the script :- "if the farmlands.xml is in a different final path or is a different name to the ones in farmLpath then --- ---- just add the new path/name to the 'farmLpath' array." Edit:- Field Dimensions and Farmlands.zip upadate to include "farmland.xml" to farmLPath array.
Brummie Farmer Posted May 19, 2024 Posted May 19, 2024 Thanks for the update, all is working now, but the field numbers are not showing in game...
WrinkleysRule Posted May 19, 2024 Author Posted May 19, 2024 Field numbers are taken from the i3d and positions are taken from the fieldMapIndicator so make sure your fields transform group is correct and the nameIndicatorIndex is set to 1 Hierarchy:- fields | field01, | fieldDimension (index0), | fieldMapIndicator (nameIndicatorIndex(1), Farmlands however are taken from the farmland(s).xml and show up in the map overlay when you select the farmland box at the bottom The numbers may not match depending on farmland size/position
WrinkleysRule Posted May 19, 2024 Author Posted May 19, 2024 Another soloution could be to open the gameSettings.xml (\My Games\FarmingSimulator2022) and look for <ingameMapFilters>0</ingameMapFilters> and set the number back to 0. This problem was caused by a version of Courseplay so maybe your base map has a corrupt gameSettings.xml
Brummie Farmer Posted May 20, 2024 Posted May 20, 2024 12 hours ago, WrinkleysRule said: Field numbers are taken from the i3d and positions are taken from the fieldMapIndicator so make sure your fields transform group is correct and the nameIndicatorIndex is set to 1 Hierarchy:- fields | field01, | fieldDimension (index0), | fieldMapIndicator (nameIndicatorIndex(1), Farmlands however are taken from the farmland(s).xml and show up in the map overlay when you select the farmland box at the bottom The numbers may not match depending on farmland size/position The transform group is correct... These attributes were created by the script 11 hours ago, WrinkleysRule said: Another soloution could be to open the gameSettings.xml (\My Games\FarmingSimulator2022) and look for <ingameMapFilters>0</ingameMapFilters> and set the number back to 0. This problem was caused by a version of Courseplay so maybe your base map has a corrupt gameSettings.xml Changed this setting, but made no difference...
WrinkleysRule Posted May 20, 2024 Author Posted May 20, 2024 This is sometimes caused by GE not recognising the attributes set by the script In GE select the fields TG and in the User attributes delete and then re enter the FieldUtil.onCreate entry. This problem has been addressed in the tutorial fieldsNew -- containing a fields transform although this will have the FieldUtil.onCreate attribute set by the script I suggest deleting the attributes and reassigning them by Add New Attribute --Type --scriptcallback -- onCreate -- Add and in the new onCreate box enter FieldUtil.onCreate as sometimes GE doesn't recognise some script set User Attributes. Also make sure that there is only one Field.Utils.onCreate in the map that you are using in game I have now updated the tutorial to make this a bit clearer fieldsNew -- containing a fields transform although this will have the FieldUtil.onCreate attribute set by the script I suggest if copy/pasting the fields TG from the fieldsNew TG to the gameplay folder, delete the attributes and reassign them by Add New Attribute --Type --scriptcallback -- onCreate -- Add and in the new onCreate box enter FieldUtil.onCreate as some times GE doesn't recognise some script set User Attributes consequently field no's may not appear in game.
pjshiner Posted July 25, 2024 Posted July 25, 2024 Hello I am trying these scripts for the first time, everything seem to be fine and all working ok. When I go into the game there are no errors, so I tried to harvest the barley in my field it cut ok and I can get chopped straw out of the back of the harvester, but when setting the harvester to enable swath I get nothing. Any ideas what could be causing this.
WrinkleysRule Posted July 26, 2024 Author Posted July 26, 2024 The scripts only set up the field/farmland areas and have nothing to do with the actual crop planting/harvesting and as everything works when harvesting and getting chopped straw out the rear of the combine the problem with switching to swathe is more likely to be with the combine. Without knowing which combine you are using its difficult to pinpoint any problems.
pjshiner Posted July 29, 2024 Posted July 29, 2024 Sorry for the delayed reply, The Harvester I am using is the in game standard start vehicle the Deutz fahr. I have since then tried with grass instead of the barley in the field and the mower doesn't even cut the grass I have got the two check boxes ticked for grass field missions and field missions allowed. I don't get any errors when the game starts up, but do you think I have something missing from an xml file missing ? I have tried ploughing the field with a worker and that seems to work ok and the worker finds the edge of the field
WrinkleysRule Posted July 29, 2024 Author Posted July 29, 2024 1. Regarding Straw Swathe, check you are using the comma key on the keyboard to change output. 2. Grass how are you planting/creating the grass, if via the script then ensure you are selecting the correct type of grass and not any of the decorative versions. grass field missions and field missions only apply to contracts Also you have to own the field to be able to cut anything, ownership can be set in the script by selecting Default Farm Property to 'True' or by using the EasyDevControl mod
pjshiner Posted July 29, 2024 Posted July 29, 2024 I use a PS5 controller to play the game not the keyboard and it does seem to change between the two but no straw swathe showing on the ground, would it make a difference if I used the comma key. I put the grass in the same as the barley with the Paint Field Ground Foliage Panel . I will check that its not decorative tonight when I get home from work. I have only done one field to check everything was working before doing too many fields and then finding I have a problem, This field is in farmland 1 and that is Default Farm Property to 'True' in the xml. When I stand in the field the field info says it belongs to me and also says that it is the crop I put in.
WrinkleysRule Posted July 29, 2024 Author Posted July 29, 2024 I have just tested both grass cutting and straw/chopped on my test map and everything seems to be working correctly and yes comma key on the keyboard if you haven't got it assigned properly to your PS5 controller One other thing springs to mind after doing any changes in GE a new game must be started otherwise foliage etc will revert to the save game profile.
pjshiner Posted July 29, 2024 Posted July 29, 2024 my controller works ok on other maps, but I will try using the comma key. As for the fields I will try again from scratch and see if it makes any difference. I also don't save the game when testing the map.
WrinkleysRule Posted July 29, 2024 Author Posted July 29, 2024 Quote I tried to harvest the barley in my field it cut ok and I can get chopped straw out of the back of the harvester, but when setting the harvester to enable swath I get nothing I have tried ploughing the field with a worker and that seems to work ok and the worker finds the edge of the field A quick review of your previous posts (shown above) indicates that the scripts are working correctly and the problems you are having with swathing and cutting grass could be a mod conflict or incorrect foliage layer/type used. Also it is wise to turn off the autosave function in the Game Settings (each time you load the map) and rename your mods folder to mods_1 and create a new empty mods folder when testing any map.
pjshiner Posted July 29, 2024 Posted July 29, 2024 Hi Wrinkley thanks for all your help up to now. I have deleted the field and started again when you have created the field TG and the farmlands TG do they both go into the fields TG in game play. As for the mods folder I take it you mean the mod folder where I put the map to play in game, then if I want to play with the other maps/ mods I just have to swap the file names over before I start the game.
WrinkleysRule Posted July 29, 2024 Author Posted July 29, 2024 Sorry I should have been clearer, the new mods folder should only contain the map you are working on, yes to use your original mods (mods_1 ) just rename both folders to suit ir mods_1 to mods mods to mods_2 or whatever name you choose. Only the field TG (field01,02,03 etc) goes into the fields transform group in the Gameplay folder, what I normally do if starting fields from scratch is to delete all the fields (field01,02,03 etc) in the gameplay fields transform group leaving just the fields root TG then as I create the new field dimensions copy/paste the field (01,02,03 etc) into the gameplay fields transform group . The farmlands script only creates the farmland area and adds the correct entry in the farmland(s) xml. See the tutorial for more info regarding painting terrai/foliage using this set of farmland/field dimensions
pjshiner Posted July 30, 2024 Posted July 30, 2024 So does the whole farmlands dimensions TG get deleted from the Scene graph after the farmland has been saved to the farmlands xml
WrinkleysRule Posted July 30, 2024 Author Posted July 30, 2024 No, you have to delete the main Field_Creation_Transform when finished doing all your fields remembering to put the new fields in the fieldsNew transform into the gameplay - fields transform group I find it easier to do all the fields/farmlands before deleting the Field_Creation_Transform that way I can always go back and change a layout. In the case of farmlands if you are modifying/changing any field you will have to delete the field entry in the farmlands.xml. The warning of an existing field is shown in the console this is done to prevent accidental deletion
pjshiner Posted July 30, 2024 Posted July 30, 2024 I have doing the field again but now the combine doesn't even cut the crop as soon as I drive into the crop which the field info says it's mine, the header just stops rotating and I loose control of the machine it just drives off. I also have these errors when the game loads
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