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Jinkou89

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

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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.

                <soil soilTypeIndex="1" targetLevel="120" reduction="100" yieldPotential="0.8"/>

                <soil soilTypeIndex="2" targetLevel="140" reduction="120" yieldPotential="1.0"/>

                <soil soilTypeIndex="3" targetLevel="180" reduction="140" yieldPotential="1.25"/>

                <soil soilTypeIndex="4" targetLevel="160" reduction="120" yieldPotential="0.9"/>


All looks good, of course you will need soil type 3 (loam) on all field to get 125% .

Did you made ridges before planting, because on vegetables it matters? And because peanuts are planted with the vegetable planter, it might matter too. There is this test for carrots: 

First time I heard that. Will have a look. Maybe is a mistake on my part.

Open with notepad or notepad++. first is already on windows, second is free on the internet. the second one is color coded to ease-up the code writing. after deleting the entire nonSeasonal, save and exit. Make a backup of the file before editing to make sure you don't mess up.

Unfortunatelly for each crop except orchards (grape, hops). Some of them although don't have nonSeasonal group.

After the DLC release of course. Will have to check onion address and modify the i3d and xml accordingly. Also will modify this and add corn stalks to bunker for compost (a thing I missed in all my maps). Would you prefer these shorter growth stages or like base-game for avoiding further errors?  

Haven't played with seasons off from FS19, so I have no idea how it supossed to work, did before let you harvest the crop whenever you wanted after reaching harvest ready stage? If yes, I will consider it when updating onions for the DLC release. Also will fix soybeans.

Till then just enter the multifruit/foliage/crop.xml (crop being every crop) and search for nonSeasonal.

It should look like this

       <nonSeasonal>

            <update startState="invisible"            endState="greenSmall" />

            <update startState="greenSmall"          endState="greenMiddle" />

            <update startState="greenMiddle"          endState="greenBig" />

            <update startState="greenBig"             endState="harvestReady" />

            <update startState="harvestReady"         endState="dead" />

        </nonSeasonal>

And just remove the line that makes harvestReady go dead.  Looked at soybean and I have no idea why it is not growing, because nonSeasonal looks ok (of course with the last line - dead -  included like most of them).

Other thing you can do is to remove the entire nonSeasonal code and will work like base-game (but more months for growth. As I told you, I tried to reduce the time for harvest for seasons off since it is already unrealistical gameplay). But for multiplayer you would have to have the same edited map for everyone. 

Please respond to the first questions, to note for myself to consider in the next update.

It might be because of me. I tried to reduce the growth stages on non-seasonal growth, but kept the withering state after a month. Please tell me more. Does the crop wither imediately and you don't have the one month reserved to harvest? For soybean I might missed something in the code, but which one normal or american?

I have no idea. The map should work. Any error in log?

Coffee will not come, unless I manage to get permission for an NoMan'sLand style map or a South American map (didn't searched for it yet, because I have other projects), but I released the prefab for those who want to install it themselves. FarmerBoB has tutorial on how to add and orchard, afaik. Will probably do a tutorial myself, but not soon.

As I told you before, if the miss-matched bulk is only visual (when picked up is still clover or what it is supposed to be, but visually has a different texture) - the fault lies on the the dependency mod Max HeightTypes by map. It is what it is, but without it, you would have the play without StrawHarvest DLC and many mods that have new bulk fillTypes, because they cause conflicts without this mod. If you want, you can try to remove the dependency line inside modDesc and load the map without mentioned mod to see if it helps or is worse (back-up the map first).

normal tools for grass will work with clover and alfalfa. but when mowing with a normal mower or a swather, clover should give clover, alfalfa > alfalfa. Do you have the latest version of the map?

Both clover types  have  it's own windrow - clover windrow. You might have a mod conflict (or if the problem is just visually, but in a trailer/baler it's clover and not grass, then Max HeighTypes by Map mod might cause this visual glitch).

About other mods with tons of new fillTypes, I have no idea. The script on my map gives you about 1024 fillTypes in total. Try and see.