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 on: February 19, 2019, 09:41:23 am 
Started by MrJokee - Last post by Blue Painted
I'd be happy to pay the "usual" £15 for DLC that gave Seasons, and another for Advanced Soil, and another for Precision Farming especially if it meant that FS19 had a longer life cycle. That £15 is half a Nike trainer, or six cappuccinos at Starbucks.

The advantage of a machinery DLC is that it could give another brand for inclusion on the consoles, and I'm all in favour of GIANTS cropping as much console money as possible.

 on: February 19, 2019, 08:51:02 am 
Started by PublicEnemy - Last post by PublicEnemy
I have a question for all a bit more expirienced modders is it posible to import a placable object with function , for example cow husbandry ? how to import it properly so it will keep it s functions is it possible or not ?

 on: February 19, 2019, 07:18:21 am 
Started by MrJokee - Last post by JohnKalel
I would like to see a Pottinger or Amazone DLC I think these two have a lot more to offer in terms of equipment. I could even see a Kubota Expanison with a Asian themed map perhaps....
I sometimes think Seasons 19 should be a paid mod considering how much work and effort that goes into it and the massive change to the game play it provides it is well above and beyond any other mod...

 on: February 19, 2019, 06:49:49 am 
Started by MrJokee - Last post by johndeere167
I called this years ago on the forum: If John Deere ever makes it into FS, there will be a 30 quid JD DLC out soon after. Considering the minimal amount of JD equipment in the base game, this now seems very likely. I just can't see JD finally agreeing to be in FS after all these years and not wanting their full equipment range in the game.

There is so much equipment in the base game, I think equipment packs may be a hard sell, unless they offer new brands that have a big fan base. And it already seems obvious that a CLAAS DLC may be on its way. I have a feeling we might see quite a few brand packs.

I would be very interested in buying expansion packs that add new features, like orchards, small fruit, vegetables, etc. I would not be okay if they end up being paid feature packs that add things that should have been in the game. Could you imagine how miffed the community would be if Giants released a 'Precision Farming' or 'Seasons' or 'Advanced Soil Health' DLC? I would also be interested in paying for new maps, provided that they were made to a much higher standard than the vanilla Giants maps and provided new features.

 on: February 19, 2019, 06:34:04 am 
Started by MrJokee - Last post by Kobaltz
You would like to ask Giants to give up machine packs but you want new fruit types that require specialized machinery.  Cheesy

 on: February 19, 2019, 06:17:53 am 
Started by Boetting - Last post by Boetting
Would anyone happen to know why the game isn’t recognizing the vehicle type from the xml? I believe I have the correct mod description version. And after comparing my mod to another everything seems to be correct. I’m not understanding what might be wrong.

Sent from my iPhone using Tapatalk

 on: February 19, 2019, 05:39:07 am 
Started by MrJokee - Last post by MrJokee
Yes, this post is about 2 yrs behind.  That is the planning cycle for new products out of giants. At least that is what it was when we had the teamspeak conversations

Well, yes. I realize that by now they have it all planned out. Its more so they can adjust their expectations of the kind of welcome a $10 or $14 pack of 4 useless potato harvesters will receive.

 on: February 19, 2019, 04:34:20 am 
Started by milpol - Last post by milpol
As we all know, wheels go round and round but some wheels we want stationary.

For example, if you are creating a Silage roller or even just a ground roller, yes the wheel goes round and round except when the implement is raised and it should be stationary.

As an example I have uploaded a revamped Kelvin Cave silopactor for FS19 and the big bug for me is that the rollers still rotate when raised and the vehicle is in motion. Looking at the vanilla silage roller, the rollers do not rotate when raised.

Why is this so ? took me a couple of days to work it out. Looking at the ModHub there are two silage rollers on offer from two different modders.

The FS19_FlieglSiloroller is a very nice mod but lo and be hold, when raised, the rollers rotate.

The FS19_duevelsdorfSilagewalze is again an excellent mod but when raised, the rollers are stationary.

The FS19_duevelsdorfSilagewalze uses a skinned roller (obviously Maya) where the FS19_FlieglSiloroller isnt skinned (obviously Blender) and there lies the issue. If you have rotating objects created in Blender for an implement and they are classed as a wheel in the XML, and you are unable to create skinned objects your rotating objects will rotate even when raised and not in ground contact.

Not a game breaker but more of a minor annoyance as it accelerates wear and dirt accumulation on the mod as the parts are constantly in use.

Hope you find this snippet of use and hopefully not get frustrated trying to prevent the inevitable whilst creating in Blender, we can hope for an improved Blender exporter but I wouldnt hold my breath waiting.

 on: February 19, 2019, 02:01:46 am 
Started by grh - Last post by akuenzi
Error: Can't load resource 'C:/Users/glen_/Documents/My Games/FarmingSimulator2017/mavericksMultifruitV1/FS17_Bruks_Un_Bigdaddy/brand_lizard.png'.
Hi grh,

This is a somewhat innocuous error indicating the game can't find the 'brand' texture file.  In other words, it won't be game breaking, and you probably wouldn't need to do anything with it if all you want to do is simply enjoy the Bruks Un mod.  Nevertheless, if you'd just as soon eradicate your log from all errors, it's an easy fix.  The texture file it's looking for is stored in the mod's store directory.  Just unzip the mod, and then you can do one of two things. 

1.   Move the brand_lizzard.dds file out of the store directory, and put it in the mod's root directory.  That is, put it in the same place as the mod's modDesc.xml file.


2.  Open the mod's modDesc.xml file using a text editor such as Notepad++.  Near the bottom is a section that tells the game where to find the brand texture file.  Change this to look like this:
        <brand name="LIZARD" title="MODS-HUB.COM" image="store/brand_lizard.png"/>

The mod as-is appears to not direct the game to the store directory to find the Lizard brand, so if you add the directory prefix, as shown, or if you move the file to the root directory... it should now be able to properly find the texture, and get rid of the pesky log error.

Best of luck! Smiley

 on: February 19, 2019, 01:42:05 am 
Started by MrJokee - Last post by JDMFARMS
Yes, this post is about 2 yrs behind.  That is the planning cycle for new products out of giants. At least that is what it was when we had the teamspeak conversations

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