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theoklahomaaviator

22
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37
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A member registered Feb 19, 2024

Recent community posts

No worries.  I got all the other functions working.  I can’t thank you enough for taking the time to reply.  I sure appreciate all that you do.  Take care. 

Are animations supported ie. <animatedObjects> <animatedObjectGroups>?

I sure appreciate the reply!  I will have to mess around with it some more for sure.  I have everything that the Neuero will do working with my dryer, so dust effects, transferring between storages, and the dryer working.  I just need to mimic the effects functionality to work for objectChange.  When I tried what I thought was correct I got errors.  Definitely something I’m missing but I’ll tinker some more.  Thanks again and thank you for all you do for the game!  

Hello!  I hope the holidays have treated you well!  Did I ask my previous question under the correct module or do those functions now fall under the Advanced Addon?  Thank you! 

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Yes there are modern options available that resemble the ones pictured, however the OEM steps were the two small pads not the stairs.  I’ve been around a lot of 30, 40, 50, and 55 series Deeres and never seen those installed.  All I’m saying is it’d be nice to see the more common steps.

With all do respect, the steps on the cab are all wrong. 

Is it possible to command objectchanges with this script like the original State Controller, and if so, how?  I’m saying for example, if I want an object visibility to switch to true or false when a specific grain storage is selected, where in the .xml does that code go now and how is it worded?


Additionally, is it in the .lua to allow an animation like a fan on a corn dryer to enable/disable when the grain dryer is selected on?  Thank you!  I’m having a lot of fun with these modules!!

I finally just went in the map.i3d and hid the garage doors and their collisions.   There is an animation set up for them with triggers but I can’t find why it’s not working.

Is the garage doors for the seed sales on a schedule?  I can’t for the life of me get it to open.

No matter how much I plow a field, it still says that plowing is required.  Never seen that one before.  Even using EasyDev it still stay plowing required.  The red goes away on the map.   Very strange.

Is it just me or does Alfalfa not re-grow after cutting?  I cut a big field of it and it’s stuck at harvested.

Thank you!  Looks good now.  
This is a really fun and challenging map.  Thank you for all you do!

Yessir, I’ll try.  I started a new game with the Easy option.  In the Map, move the Filters over to Soil Composition, make sure “Mulched” is turned on and mine looks like this:

This is an outstanding map!  Is there any way to reset the mulched areas?

I revisited this today.  I found a solution.  If you manually open the “covers” on any planter it works great.  For the Kenzie or any other that doesn’t allow keyboard commands to open the cover, EasyDevControls mod has a manual open cover command that does the trick.  It would seem since that planter uses all the available tool commands (lift/lower, change seed, start/stop, and row markers) having row markers like that, it doesn’t leave any remaining commands for the covers.  I hope this makes sense.  If you could make the Tender be recognized by the game the same as a pallet of seed then manually opening the planter covers wouldn’t be required.  But I failed to figure out how to do that.  Regardless it’s usable now with the manual workaround.

It’s this one, https://cunningham-modding.itch.io/meridian-seed-titan-2xt

It likely works because of the bulk containers, however, it does pump seed out of the auger into the Kinze.

Thank you!  I really like this trailer.  It works extremely well to reach the taller planters and the fact the boom extends to fill makes operation super easy!  

Hi!  I know this is an older mod now but any idea why the Kinze 3665 doesn’t recognize it and allow you to fill seed with it?  It works with other planters.  Other seed tenders work with the Kinze.  It’s just this seed handler and that planter I cant seem to crack the code with.  Any advice is much appreciated!!

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Gorgeous truck!!  I can’t get the Jake to turn off with IC.  I can click it but no change.  Also the drive lines aren’t animated and no drive line even exists to the rear axle.  But otherwise it’s a great truck!!

Quick edit to the sound.xml fixed the jake and it’s only the short wheelbase that’s missing the rear drive line but neither wheelbase is animated.  

Can you add the fenders back in?  Thanks!

Any plans to make it spit out a hay swath like the Hesston swather that’s out there?  Thank you so much!

In the pack there is a Meridian Grain Bin pack and a duplicate with the Taheton name added.  I assume the Taheton bins are required but are the duplicate bins also required or was that a mistake/duplicate?  Thank you so much for this wonderful map!!!