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Jinkou89

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A member registered Jul 08, 2025 · View creator page →

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Not sure I can make it RCS Ready without Giants Editor and haven't seen a proper tutorial except the pdf instructions. I most certain it requires GE to generate the new ground.gdm and can't be obtained without GE, so most likely, no, because I mod on macOS, only xml editing and re-texturing.

Rabbits: clover or hay pellets for first category, lettuce, apples, cabbage for the second one. 

Geese, ducks, chickens: grains (wheat, barley, sorghum, millet, rye, spelt, triticale etc.) and root cuts: sugarbeet cut, potato cut, taro cut, carrot cut etc. (you can buy them from one of the buying station or shredd them like sugarbeet cut)

Works with animal package and EAS (both, not just animal package) too. Need to feed them both categories for better health. With EAS must enable automatic reproduction.


Will try without any mod, then with animal package and EAS (I usually like to play with them enabled too).

Honestly I have no idea. I just copied the code and files from wingi. But it should work fine, unless mods like Animal Package, Extended Animal System or Realistic Livestock are involved in some way. EAS works with them but make sure to let them breed, also put a male in the hutch (I think is only for rabbits). Will test myself these days.

It should be in animal transport. two trailers are modded for that (noah and silver smtg.). It might not show it carries the new animals though, because of the game limitations.

It is inside the barn. geese and ducks the same as chickens. Rabbits have two categories: fresh clover or hay pellets and lettuce, cauliflower, cabbage, redcabbage, mint, apples...

Not sure why it needed a new save... I never encountered this situation... In the next maor update, 1.6 will add new animals like on Zielonka. O my Discord at tutorials there is a video showing how to migrate an old save to a new one. It helped me on Pichioniere Valley.

on Riverbend? It shouldn't need a new save. See the crop calendar. Should have 6 new crops. The silage should stay the same (maize silage is the normal silage), but now you can't make normal silage from grass, just from chaff. So the changes aren't visible at a forst glance.

Yeast is bought from the store it is not produced.

I am sorry to hear that, but I understand you very well about some toxic persons in FS community.

Good luck and Good Health! God bless!

Both of you must remove the dlc line in modDesc.xml, zip the map and start again. For some reasons, servers don't read the pdlc line. Of course you will need the dlc for the map to work. In the near future my plan is to remove the dependency entirely and if you want onions, just activate it, but for now, this is the method for it. Sorry for the inconvenience.

Have you tried it without mods? To make an idea. Maybe is a mod conflict...

Thanks! Will have more crops on the maps in the next year and maybe another multifruit prefab, extended.

Might be my next map to play on!

Very beautiful. Does it regrow?

It is a simple trigger. The pond must be created or placed near a pond/sea. The trigger has a unloading trigger and icon and a pallet spawner place. Also the production trigger. Nothing else. Check to have the latest version of the game. It is under production points.

Enter Discord. Link in profile. Will need the log

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Might be a mod conflict? I always bought from it with no problem. At least herbicide., pig feed and solid fert. Try it without mods (just the required ones, to double check is not a problem with the map)

I will test the Goweil stationary baler, but it should. Also you can ferment it in a normal bunker.

I just uodated both versions. the old one has also the slaughterhouse fixed. Enjoy and thanks for reporting that bug.

Yes and no. It might be possible to add crops like Giants did (I thought about it too), but it won't solve the gdm problem. If the map isn't prepared for multifruit (12 6 6 instead of 10 5 5 on foliageMultiLayer), I think is not possible to add more than one-two (if they show us how).

I would contribute more but I am limited by being on macos and by my lack of knowledge regarding scripts (I have a couple ideas that might work with scripts)

in map xml (it is in config folder) just remove these 3 lines for now that start with <densityHeight> and end with </densityHeight>, at he beginning. If you are using the iron mine, might need to add the line in the middle to the densityHeight.xml from multifruit folder, just under the line with densityHight and before the first hightType (just the line in the middle, not the first and last one). Update will come hopefully tommorrow.

Good news! Found the culprit in the map.xml there is a densityHeight code that probably makes possible to get the iron ore (something regarding a free zone), this one needs to be moved to my densityHeight,xml and removed from the map.xml

Before thinking of removing that I tried a couple of hours to re-convert the gdms, change the channels for multifruit... Maaaan, a lot of work and it was that simple...

Will update both map ASAP. Thank you very much for noticing and reporting.

Tested again without any mod or DLC, just the map. Same problem, but I don't know what is the "problem"... Hopefully will figure it out.

Hmm. Just tested and it doesn't make any windrow. Odd. No error in log. Also the required densityHeights line is present. Need to do more testing. I have no idea what it is happening. Will see tonight.

I have no idea. Will test. Silverrun has this problem, no?

The log should pinpoint at the error, but i don't know what can cause it. Maybe swathing plus or something like taht? Additional fillTypes caused issues before. 

I have no idea why, but they should harvest either with a normal grain header, either with a swather than picked up with the macdon header for the combine for 20% bonus. You might have a mod conflict or something.

Thanks. The huge pond in the screenshots was bulid by me on a field to place the big fishing production, but was dissapointed to learn that you can't, so I build this...

Does the straw needs a blower, because my bale doesn't unload...

You can ferment it into compost either by baling it with the big Goweil stationary baler, either in a bunker

You own the field it is placed on? Do you have some production management mod (maybe it is on keep, distribute or sell)? Not sure what it is happening. If you replaced the xml with the one on Discord, you should have the same results.

No problem. Will have a look. Thanks for reporting.

Join my Discord. Link in my bio. I uploaded the slaughterhouse xml there till I will update all maps for the DLC.

There is a Grain Crusher in productions to place. It will crack your corn. You can bring either corn or dried corn.

Have you boughted from the Buying points provided? If yes, there are both the rhyzomes and cut miscanthus. For the factory you need the cut.

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That one is the planting rhyzomes. It is used with a modified potato planter to plant myscanthus. The shedding is by harvesting the crop with a forage harvester (like chaff), so now I understand. Sorry for not specify this in description. Although I have no idea of what container you talk about. In store you can buy myscanthus for planting in wooden boxes.

Works fine with both bulk or bale. Did you placed the proper paper factory or the base-game one? Also the recipe is with either flax or hemp fiber, not just miscanthus.