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Superfly1842

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A member registered Jun 09, 2025 · View creator page →

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If I am not mistaken you can have 2 trains and cover more track this way.

lol

Just remove them from the vehicles xml on the save game file

Cannot bale the corn stalks or soybean straw it immediately bugs out the balers. Tried loading new save with zero mods and still had same issue. It will allow you to round bale if there is a wrapper on the back end of the round baler. But cannot square bale.
Also, could not sell the soybean straw and corn stalks at the designated point on the map. It was loaded loose bulk into a trailer. By the time I figured out the baler that worked (round wrap baler) I had already put in the Sell everything mod.

is it the one with the tiny trigger? 

appreciate the feedback. I will keep this in mind on my next course I do. Game on man!

Thank you! Taking my time with the details.

I am prioritizing changes for playability. Mirroring this town is secondary. Hope you enjoy it nonetheless! 

I dont know, im not the map maker. This is for the autodrive download. But you can press F5 and you will be able to see the triggers outlines.

Thanks Wolfie, are you sure it was at big sky? I just tested and was unable to duplicate the issue.

I will check on this. Thank you!

Thank you. I am glad it meets the expectations. I will add in some paths between the larger fields to help the AI find their appropriate way to the main routes.

Yes and one Open lot. I will be fixing this and adding in some pathing between the larger fields to held AI find their way to the main paths easier.

Its doing it for harvesting contracts as well as cultivating. I think all contracts, those are just the four that I ever do.

I turned visuals to July for this reason. Hah

Its not. You cant lower the top rack before the lower rack. So only the rack that can be moved has an active trigger. It has to be this way or else the animation would clip. And headers would go to the moon. So when you place it first time take note of the numbers. (If youre changing it to concrete pad)

Now on the control panel it will light green for which rack can be operated. 

So place it, and check the control panel for the green light near its corresponding number, go to that trigger(stand on top of the number on the foundation) and activate.

You can't just edit the xml, you have to add a node per each animal and position in the I3D...

It has been pending since late February with Giants. Got tired of waiting so just posted it here.