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.
Jinkou89
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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.
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.
<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:
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?
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).
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.
















