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Bb Mods

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A member registered Dec 31, 2024 · View creator page →

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Still nothing unfortunately.

yep, already on the list to look into. No guarantees but it should be doable.

I have been talking with Mark actually and while he was taking a break, he has been working on some stuff lately and last I heard from him he was planning on remaking QuickBale for 25. I will follow up with him again soon and see.

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hey there!

So I am not sure why it would loose product sometimes but I am pretty sure there is nothing I can do about it. All this mod (and my other baler mods) do is have a custom bale data list with increased capacities and "lose when cutting" is not something the game controls by default, it must just be a little quark of how the game works and it gets exaggerated with these extra large capacities.

The weight of the product in the baler I could probably address pretty easily.

the FS22 QuickBale did this, yes. ProBale was not in 22 (I did not make mods in FS22). This is a feature I intentionally did not add so that if the creator of the QuickBale ever remakes it for FS25, it will still have some unique features.

0 news, still in pending.

I had some things come up (I am in the process or moving) so I didn't get as much ad I hoped done this week. Last night I got everything functioning just need to finish up 1 set of decals then translations and mod description and other small bits.

I'm hoping this weekend. Finishing up some of the little bits and details now.

Possibly, I would need to make all the bale textures which isnt too hard. I will probably wait until I have some other updates (including all my balers) since I don't really want to do an update already just for support on 3 or so maps.

Hey there!

I think you are having a mod conflict. I just checked on the latest version and had no issues with the FlexChopper or FlexMower.

always open to ideas and suggestions 😁

Message me on Discord, that's the best way to get in touch with me! Username Bbdude (there's a link on the top of my Itch page to my discord server too).

Alright, just popped in game and was able to confirm it is this "ground type" issue I mentioned. Long story short there are two types of "harvest ready" ground types and for some reason AI mowers (which swathers are technically a mower) will not acknowledge the "_OTHER" ground type. I noticed this when I was making an update for Swathing Plus and assumed it as unique to sorghum and rice since those do not natively support swathing. This looks like a game bug to me so I will report it and see what Giants says.

If you are on PC you can force the ground type to be the regular "HARVEST_READY" using Easy Dev or Power Tools and it will allow AI to work.

Are you able to swath canola with any other swathing mods or the Macdon DLC?

Across all my mods I have noticed AI being picky with specific ground types, but nothing in this mod messes with that. Aee you on a mod map?

yep, that's on my list of options for the first update.

yes they will work with any standard semi truck as well.

Thanks for the heads up, I will look into it!

I initially opted to make the FillType code seperste so people who dont need it arnt forced too (especially if it has adverse performance). I really think there is 0 performance penalty from changing the bits so I am starting to think I will just include it in Swathing +.

all you need to do is change the "NUM_BITS" in the LUA to 10. I doubt it will cause any noticable performance hit.

I am not entirely sure if it is Giants or my mod, I assumed it was because my mod uses overwrite coding which seems to be more or less deleting basegame info when it has an issue, but I also heard of someone else having this same fillType issue and he was not using any scripts that call the fruitTypeManager functions so who knows.

So, basegame with no DLCs or mods has about 170 fill types with 255 max. Bumping up to 511 should give more than enough but in theory it is just as easy to go to 1023 (going in between like 600 is actually harder lol). I thought that was a bit excessive and in theory, the bigger I make that limit there could be performance issues....in theory.

Thanks for the heads up, I will have to double check (maybe they changed the growth stages, I could have sworn I checked this one). A lot of maps use different growth stages for alfalfa and clover.

Try installing FillType Extender. I have not looked into Cannabis DLC, but I am assuming it adds a lot of new fillTypes. If you exceed 255 fillTypes and try to use Swathing+, the script will break the fruiTypeManager which is responsible for telling mowers and forage harvesters how to work/attach.

Judith is one of a handful of maps I have now that I check things but I must have not checked that one when i first made Swathing+. Can confirm, Judith clover is harvest ready at state 4 where my mod is set to look for state 5. Easy fix but I am also looking into another issue and don't want to push another hotfix until I sort that one out.

If you wanna fix it on your end, I could walk you through it pretty easily if you shoot me a message on Discord (username Bbdude) 

Technically clover is not compatible with Tractor Swathing, you must be using Swathing+ as well. What map are you seeing this on so I can confirm the growth states. It seems like a lot of the maps with alfalfa and clover have different growth states set-ups.

Can you send me your log.txt so I can try and see what's going on?

Either copy it into this file share folder; https://drive.google.com/drive/folders/1GiF7KqXvsvK9lwmLxDaOXhljR47o5r3A

Or you can message me on Discord

This mod does not add any additional shop items so you need to also have a swathing mod or the Macdon DLC active as well. Once it is active, you should see grass, sorghum, and long grain rice as availible crops on the bottom info panel when looking at a swathing header.

Are you saying the mod doesn't show on your mod list or it let's you select it and it is not working in game?

No problem, it's out now if you havent seen! 😁

Release is pending, should be today but could be tomorrow.

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That's awesome! Not suprised the unload didn't work. In my testing the unload height can be very picky. This silo technically has 4 unload triggers on the train side to account for different heights (some below the ground if the silo is on a platform, some above the ground if the train tracks are on a little ridge). Placing this on a dock, I would bet the unload triggers are too high.

It is in console testing this morning so hopfully sometime this week it will be out.

I did not test barges but I would be suprised if it worked (at least not a well as trains). The discharge nodes should be able to fill anything but I dont think a barge would be able to empty into the silo. I also do not know if barges would be able to hold the additional multifruit goods I added. Lastly, the pipe doesnt stick out super far (it is about 3m from the building) so that probably isn't far enough without some type of dock or something which idk if this would sit on properly. 

Either way, I had though about looking into in for an update, either barges or potentially whatever new boats are included in the Highland expansion (if we get a boat that can hold bulk goods).

To be honest, probably not. Without fully getting into a tractor model to look, I am pretty sure most of the Giants tractor models, the axles are all part of one big model so to make custom wider axles would be bit of work. I may be able to make the swath a little more narrow, but that will only do so much if you have a massive yield. 

yes is partly related to the last DLC. Straw Harevst added 7 new fill types to the game and it seems to have pushed a lot of players past the 255 base game limit for fill types.

Swathing sorghum adds another fill type and if other mods are causing the game to exceed 255, than Swathing+ will not have its needed fill types to work. This also causes a handful of other issues too.

To fix it, try installing my new mod FillType Extender, this will allow the game to have 511 fill types. Let me know if that still doesnt fix it!

Firat stage is done, waiting to hear if they found any more problems. If not than on to console testing which 100% will not fail just takes a few more work days to get done.

Nope, update still in testing and it seems this whole week is gonna be a pretty big unknown update week as Giants is busy with some events 🤷‍♂️. They said "testing will continue" but who knows it they will release anything or move things to new stages of testing.

I thought it was very strange too until I saw the fillType errors another user sent me and I got it to happen in my end.

Normally when you have a fillType error, the production that is missing its fillTypes just wont work. In this case, if Swathing+ is unable to load its custom fillTypes (used for rice and sorghum swathing), when my script goes to make the modifications to the fruitTypeConverter (that is what tells the game "if you see sorghum, make it sorghum swath") it trips an error and breaks ALL of the fruit type converters. Without a converter loaded to the map, the game thinks the header and harvester are not compatible (a header needs to have the FORAGEHARVESTER converter to be attachable). Side consequence, this was also breaking mowers (mowing uses a converter to go from grass crop to grass_windrow).

Hey Jack, I think I found the issue.

Do you have the Supermarket Productions mod or other mods that add alot of custom production fillType? I have been able to replicate this issue when using too many mods that exceed the 255 limit for fillTypes.

I just tested again on three maps, Swathing+ and Straw Harvest the only mods on and I have no issues 🤔.

What other script mods do you have installed? I sent you a discord message too if that is easier.