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ThundRFS

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A member registered Apr 05, 2022 · View creator page →

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Hello everyone. If any of you are having issues with the game crashing on the RCS version or hanging or any type of "out of memory" error. This issue came up a few times in development. What it ended up being for the vast majority of people is their view distances.

FS25 is not as tolerant as FS22 was when it comes to cranking up the graphics. In other words, it crashes a lot more easily. So what works for vanilla may be nudged over the top by RCS (and more importantly the allocReg fixed PF). View distances hit the VRAM very hard in this game, and you normally don't notice it until the game just stops. It doesn't slow down first like you'd expect. It'll run full throttle until it hits the wall, then boom.

Most people have found that backing those down in their game.xml to 4.0 or less has worked very well. The recommendation is actually not to go over what the in-game menu allows, but people have successfully.

Just wanted to pass that along for any of you having that particular issue.

I haven't heard anything. Broken how?

If it requires the older Default Types and your game is up to date (v1.9+), you no longer need Default Types for those maps. Instructions on how to remove Default Types from maps that no longer require it are on the main download page.

I received the email. Didn't have time to look at it today, but I will take a look and see if I notice anything. One thing of note is that the stack reads from bottom to top, not top to bottom. So the first thing in the stack is the last thing that ran before the error occurred. DensityMapFilter errors are usually associated with missing or incorrect map layers. Especially when it involves the new function. The parameters there are the layerId, first channel and number of channels. If any of those three things are wrong in that map, that error will occur. I'll grab the map you mentioned and see if I notice anything when I get a chance.

You should be able to upload images here. You can also either send them to my email at thundrfs@gmail.com or my Discord handle is thundr75.

Not sure with that one, the error happens long after PF Config has run. I'd have to know more what map you were on and such. I assume you were planting. What crop? Things of that nature.

If you take a look inside of a map like https://no-creek-farms.itch.io/ray-county-missouri-fs25, which has it already set up, you should be able to mimic the same process on any map you like.

Hello, you can put the lines anywhere in your modDesc.xml. Doesn't have to be before or after anything.

Ah I see. The winch rope is completely different than that one. I guess I didn't realize you could pick up vehicles and walk around with them. In that case, future versions may contain a stand alone chain you can attach to things.

You may have a mod conflict or something causing an error. Check your log for any issues, warnings, or errors.

Leider kann ich da nicht viel machen. v1.0.3.4 wurde nicht richtig geladen, deshalb ist dieser Fehler nicht aufgetreten. Da EasyDevControls jetzt richtig geladen ist, referenziert es viele Fülltypen im Code. Wenn Sie also einen dieser Fülltypen entfernen, treten solche Fehler auf.

Der Fehler entsteht beispielsweise dadurch, dass Baumwolle aus dem Spiel entfernt wurde. Baumwolle lässt sich nicht entfernen, wenn EasyDev installiert ist. Ich könnte nur fehlende Fülltypprüfungen in den EasyDev-Code integrieren, werde aber die Arbeit anderer nicht ändern.

Entschuldigung, ich habe dafür Google Translate verwendet, daher bin ich mir nicht sicher, ob es richtig ist.

For lime, you don't need the nitrogenMap section. All you need this in your modDesc.xml

    <thPFConfig>
        <sprayTypes>
            <sprayType name="LIQUIDLIME" litersPerSecond="0.0900" type="LIME" sprayGroundType="LIME"/>
        </sprayTypes>
        <sprayTypeMapping>
            <sprayType name="LIQUIDLIME" group="LIME" isLiquid="true"/>
        </sprayTypeMapping>
    </thPFConfig>

You can omit the <sprayTypes> part if you want to add that yourself still. You really only need the <sprayTypeMapping> section for lime if you register the fill and spray type yourself. If you want a different application rate for liquid lime, you'd do that in your <sprayType> entry litersPerSecond value. Normally, PF does not take that into account in favor of its own internal value for lime. I put something in that changes that behavior.

I have a new version coming out soon that should address many of the issues people were having with it. The lifting front wheels issue, however, is from an old version that still used dynamic attach points. The current version on here and the new version coming both use kinematic attach points that should not affect the weight of the vehicle like the dynamic ones did.

Hello, the 22 version deals mostly with harvesting and converting inputs and outputs conditionally based on a variety of factors.

The xml is more of an example or something you can use as a start point.

I don't add any spray types by default, to prevent conflicts with other mods/maps that do. There should, however, start to be mods and maps that use this to add and link their custom spray types to PF. In those cases, this is just a drag and drop mod to provide the required functionality. No other editing should be necessary.

Glad to hear it!

I have a new version almost ready that should remedy that. It's been working pretty well from what I've seen so far, so it should be out in the next couple of days.

The next version will do more from the modDesc.xml, including allowing setting the required PF variables (i.e. nAmount and application rate) from modDesc.xml as well. All you'll have to do is make sure the spray fill type(s) exist.

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The parts to add are the <applicationRates> and <fertilizerUsage> (nAmount) parts of precision farming. These are required by PF for fertilizer types. After that, you just have to do the <sprayTypeMapping> section to finish linking it to PF.

I have a new version coming out in the next day or so that'll make it easier. I'll post a couple of new instructional images as well. Also, make sure to check your log for any warnings or errors.

I have a new version almost finished that adds some QoL features that will make the process easier. You do have to do a little xml editing to link the spray types to PF. The mods that add the spray types to the game will probably have this feature soon, especially after this next version.

The mod doesn't add anhydrous to the game. It unlocks pretty much the entire PF configuration from within a map, as well as allowing custom spray types like anhydrous ammonia, liquid lime, etc, to be used with Precision Farming. By default, you can only use the vanilla spray types with it.

You have to point the path to a folder inside of your map. Then you can copy the PrecisionFarming.xml from inside of the Precision Farming mod into your map and edit it from there. You also don't need the whole path, just start at your map mods base folder.

So if your map mod has a maps/config folder and you wanted to add a precisionFarming folder to that. Your path would be path="maps/config/precisionFarming". Like that.

Also, the game (or map) has to have a liquid lime fill type and spray type for it to be mapped to PF. I use the values in spray type mapping to figure out what type of spray each one is so I can tell PF how to handle it.

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I plan on releasing it here. If you use this mod with yours, you should (as soon as I get this next version finished) be able to link your liquid lime to PF with just a couple xml entries. I grabbed it just to see if it would work. This is the result. Still a bit to do yet, but it should be released sooner than later.


Getting a little closer to where it should be. I don't play so I had to figure out what it is supposed to look like lol.

I'm currently in the process of testing things with the lime. That one specifically is handled a little differently than the other ones. Liquid manure and digestate is the same way. Does it modify the PH of the field or is it not doing anything at all?

Hello,

What I can do is add the ability to add custom spray types to PF from inside of a mod instead of only embedded in a map. Then you could use the same <sprayTypeMapping> section inside of the modDesc.xml of your mod to add your injected liquid lime to PF. Should all work from there.

The only reason I didn't add that part is because the is currently no vanilla way I know of adding custom spray types to the game outside of the map.xml.

I found the issue I think and am looking into a fix. For some reason, only in some cases, the UNKNOWN fill type is not being created. It's a dummy fill type for a placeholder when things are empty. If that is not created, you get the error you have. It doesn't happen all the time or on every map, which is why I almost missed it. Should have it fixed soon.

It looks like you may have an old configuration or something that shouldn't be blacklisted is. I just bought all three of the vehicles you mentioned. I don't have power tools, but I feel like it would be the same result.

If your map.xml has a <thDefaultTypes> section with <fillTypes> <fruitTypes> and/or <densityMapHeightTypes> as sub-sections, you will have to convert those over to the vanilla format. There are some instructions on the download page on how to do that. It's pretty straight forward, you're basically just switching back to a more vanilla config.

Ok, I'll have a look. My gut feeling is that something that was in the game is now missing or something to that effect.

Is anything blackListed? And what is the default types configuration for that map.xml? Just want to make sure it's not using the old configuration or anything.


In response to the liquid lime questions. I just quick swapped out the anhydrous just to see if it would work. I didn't set it up for accuracy or pick a different ground texture or anything, but the short answer is yes it should.

There are a few places that I'm aware of where lime specifically is hard referenced outside of the PF code. If I have to, I can add some code to this to make the parts not currently working (if any) function.

None that I'm aware of. I did test it a little more today to see if anything broke, but it was all still working as far as I could tell.

Will do. I'll try adding it to my test map to see. You also have to make sure you add the vanilla fill type and spray type entries for it.

It would treat it like vanilla lime with the properties you set for your liquid version. But the short answer is yes, you should be able to do that.