Thanks for the info...I didn't realize it doesn't work with the one from the Giants Modhub. I have uploaded the correct one which will work
N0b0dy724
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Thank you for the comment! I am glad you enjoy the map. I am not sure what is going on with the dog, frankly I had not noticed since I really don't mess with the dog too much. I think you are probably correct that it could be the sleep trigger thing. I will try to look into it, but have gotten sidetracked playing on another map, The Holler and also taking some mapping courses. Will try to get back to this one soon.
Ok..I found the issue..it looks like when the map was built all of the placeables are pointed to a .png file for the store icon. The error occurs on everything but does not seem to affect gameplay. I will try to work on fixing it and get it released during the next update. Thanks for pointing this out.
I disabled the Premium pack but am seeing these 2 errors
2023-12-28 12:35 Error: Failed to open xml file 'C:/***/***/***/Documents/My Games/FarmingSimulator2022/mods/FS22_Taheton_County/maps/mapUS/placeables/waterFillTriggers/waterFillTriggers.xml'.
2023-12-28 12:36 Error: Failed to open xml file 'C:/***/***/***/Documents/My Games/FarmingSimulator2022/mods/FS22_Taheton_County/maps/mapUS/placeables/buyLiqFert.xml'
Looks like these files are missing from the zip file.
You can update it yourself..I was able to get it fixed.
Add this line pos *= instanceData.w; to the terrainshader.xml right above the line return pos + instanceData.xy; and rezip the map file.
float2 getPatchCoords(VS_INPUT In, ObjectParameters& object)
{
float4 instanceData = object.terrainInstanceData;
float2 pos = In.position.xy;
uint deltaRaw = floatBitsToUint(instanceData.z);
uint4 deltas = unpackUint4x8(deltaRaw);
if (pos.x == 0) {
uint levelDelta = deltas.x;
pos.y = float(((int)pos.y >> levelDelta) << levelDelta);
} else if (pos.x >= object.terrainPatchOffset.x-1) {
uint levelDelta = deltas.y;
pos.y = float(((int)pos.y >> levelDelta) << levelDelta);
} else if (pos.y == 0) {
uint levelDelta = deltas.z;
pos.x = float(((int)pos.x >> levelDelta) << levelDelta);
} else if (pos.y >= object.terrainPatchOffset.x-1) {
uint levelDelta = deltas.w;
pos.x = float(((int)pos.x >> levelDelta) << levelDelta);
}
pos *= instanceData.w;
return pos + instanceData.xy;