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ThundRFS

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

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Check your keybinds and version. Earlier versions did not have the menu.

That's all in the xml configuration. The old vanilla way required changing to a new "dry" fillType that the stations recognize and give you a different price for. Converting it back to maize would be the same as converting it back to wet in that case because the regular maize fillType is the wet version.

The new state control system I'm working on is designed to work with the new moisture system. No more need for productions at all. It's a more advanced system, but there are people using and configuring placeables for it as we speak. Not sure on a release ETA just yet, but it should be sooner rather than later.

Malheureusement non, TerraLife est une réécriture complète de nombreuses mécaniques de jeu fondamentales. Il est vraiment destiné à être utilisé seul ou avec les mods qu'ils autorisent. J'ai les mains liées sur ce point

Look at your game log and see if you have a harvest mission error or anything at the bottom.

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I have a few more things I'm working on updating. Once those are done and I have the config pretty set in stone, I'll include some basic instructions.

The defaults right now are min moisture (10%) is optimum. It was done that way for now to provide simple, easy functionality without requiring a config.

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It's just saying requires it or is it also telling you a version number? The message without the version number means you have either renamed or are missing the FS22_TH_AdvancedAddon.zip file. The message with the version number means you have a wrong version main Advanced Addon mod.

Make sure you didn't rename anything and that you don't have both a zipped and unzipped copy of the same mod in your mods folder. Also, make sure no mods have a (1) or (2) at the end of their file name. Windows puts those numbers in the filenames when download a file with a name that already exists in your downloads folder.

What is the exact error/message you are getting?

Dies ist ein bekanntes Problem und wird im nächsten Update behoben.

All good. The AI tire tracks are part of the Conversion System destruction enhancements. Shouldn't need any special configuration to enable that part.

it just needs a trigger really but it will use the default info trigger if there isn't one in the i3d. The rest is all xml config that should work as a map embedded placeable as well

Nothing I know of that does that. Did you download the moisture and/or conversion system? Any errors or warnings in your log?


That is the base menu if you have no addons installed is why I ask.

Check your log for errors/mod conflicts. Also, check your in game setting is set correctly. Finally, make sure the crop you are harvesting has a valid windrow to drop (i.e. in swath dropping mode it should drop something).

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I'll check again on my end. It was saving and loading for me when I tested everything. Is this happening just with vehicles, or with storages, or is nothing saving?

Edit: Just re-downloaded everything from here and tried again. Vehicles and storages (silos) saved and loaded correctly on my end, from what I could tell. Field moistures were also correct. You could open your savegame xml files and look to see if the entries are being saved properly. If they are not in there or are not correct, you may have some sort of mod conflict.

Did you re download just this mod or advanced addon as well? Any errors or warnings in your log? Single player or multiplayer or both? 

Thank you!

I'll take a look. I had to make a lot of changes right at the end there to make it work with MaizePlus, and I'm not sure I re-checked all the save/load code after I did. It had been working right along, so it slipped my mind.

At some point I imagine yes it will. Messing with straw (or tip to ground in general) is quite the task because of all the other script mods that also work with those things. But it is planned for a future version, yes.

That's from the Pumps and Hoses dlc. I'll have to grab that one and see if it conflicts on my end. I'm guessing there is either more to that error or another error or warning somewhere else in your log. That error happens when a specialization is loaded but the specialization table does not exist.

In the meantime, you can download the old version here:

FS22_TH_AdvancedAddon.zip

Hello, I am working on a new version of the entire package. No eta on when it will be ready, but it's all being tested now. In the meantime, errors like that can be from either a crop or fillType not being registered with the moisture system. This version does not do auto-registration, but the new one will. Inside the mod, you should see a thMoistureSystem.xml file. In there is where you set up the crops and fillTypes. Outside of that, check your log for errors. If there are any, let me know and I'll look at things from there.

Hello, it looks like you have a conflict, possibly with InteractiveControl.

Yes if you remove the propane references from the xml it should work without it. The requirement is in the <productions> section. Taking it out of the recipe will make it work without it as well.

I'm actually working on an update to the entire package that I plan on releasing soon here. That one should be easier to configure. In the meantime, you just have to make sure propane can be both dumped and loaded to/from the dryer placeable, and make sure your xml entries are correct. Check your log for any issues/errors, even if they seem unrelated to Advanced Addon itself.

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Unfortunately, there is really never a good place to put anything especially this late into the game. So many hud mods out there, there is just no more room lol. What I might do is add something to modSettings so you can "offset" the default positions of this and any future elements I make.

In the meantime, you can hit right shift + 1 (by default) to toggle the hud visible/invisible

I have a small example one that will be avaiable shortly. It's a pretty easy process to turn a silo into one as well

Vanilla game allows 255 fillTypes (8 bits) + 0 for no fillType = 256 total values. The script increases the number of bits to 10, raising the limit to 1023 fillTypes + 0 for no fillType = 1024 total values.

Hi, I looked at it and there are some missing and wrong pointed i3dMappings causing part of the issue. The i3d itself looks fine. For some reason, the unload/selling station is failing vanilla load which is causing the whole thing to stop working.

One thing you could try is copying the <productionPoint> section of your xml inside of the <thStateController> section. Looks like I might have a bug in there when using the default <productionPoint> section. That entire mod will be will be getting an upgrade as soon as the one I'm working on right now is finished.

Main thing is, keep an eye on your log file. Everything I found was mentioned in there. Hope that helps!

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This version of State Controller is not compatible with the following mods:
- Production Revamp

The reason for the incompatibility is because of the way Revamp is written. Normal script mods are written using a prepend/append system to add new code on top of the existing, allowing other script mods written the same way to do the same. This is how compatibility is achieved.  Hard overwrites are when base game code is directly overwritten, meaning other scripts that use that same code may no longer work. Sometimes this is necessary to achieve the desired functionality, at the cost of losing compatibility with other mods.

In cases of hard overwrites, compatibility is usually done through the hard overwritten mod (i.e. Revamp). Otherwise, you have to write multiple mods, one for the base game and X other versions for each hard overwritten mod you are trying to work around. This is because mods are not always there like the base game code always is.

For example, the Revamp version would not work if Revamp is missing and the base game version would not work if Revamp is installed. Therefore, you'd have to write two versions.

That being said, I have changed some of my base code to run very late in the mod load process (normally this is alphabetical order) to try and work around issues like these as much as possible.  This will be reflected in future versions when they are finished.

Here you can comment/post about any State Controller related issues you may be having.

There shouldn't be no. The hud for State Controller doesn't convert but that's intentional until I have time to write a UC update. The rest should work though

You mean you want to add a propane tank to a placeable and use separate load/unload triggers for it than the normal grain bin ones? You just follow the process you'd follow to add a loading/selling station to a placeable, and add it to the <loadingStations> and <sellingStations> section(s) of <thStateController>

The vanilla game only allows one of each. State controller allows for multiple loading/selling stations in a single placeable. They all configure exactly like the regular ones do.

Add another <loadingStation> line to the <loadingStations> section and either duplicate the exiting one in the i3d or create a new one. Then you just change the node references in your xml to the corresponding nodes for the new loading station in the i3d.

It sets up just like a vanilla production placeable, just in its own section <thStateController>. What I might do is include a skeleton config that can be copied and pasted into placeables as a jump off point.

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Yes, the code to increase fillType limit is literally one short line:

Two lines if you want to increase the production limit as well. That was actually one of the first things I did when FS22 came out. If you created a mod with one script with just those two lines, mission accomplished. I could probably slap something together one of these days that adds those stand alone and solve that issue.

You're welcome!

The propane is set up the way it is in the example because people wanted to know how to use it with silo extensions. All you need is a placeable that can hold propane and is set up as an extension near the silo. I just changed the DryCorn addon <storage> lines to "isExtension=true" to make them work as an extension.

You could also go into the example placeable, down to the tank01 storage line in the xml and give it a capacity other than 0. That will add propane directly to the silo.

The fillType limit is an easy thing to overcome in FS22. That, I could add to nearly anything or even make a stand alone that does it.

I will look at Revamp again to see if anything has changed in its programming. If not, it'd take me less time and be less of a headache to write my own Revamp mod than to work around that one.

Don't get me wrong, it's a great mod and I like it. It just isn't (or at least wasn't) written with compatibility in mind. Those mods are a hassle to try to work around.

Add

No promises. Last I looked at that one, it really wasn't written with compatibility in mind. Hard to work around. But if it's not too much of a headache, I will try to make it as compatible as I can with that one.

Yes, the placeable must have the productionPoint specialization and have the required xml section to work. You can look at the Farma 800 example placeable for instructions on how to add it here.

I'm almost certain there will be placeables using this coming out soon here as well.

I can't take credit for the idea, only the implementation (programming) of it. Trailer Park Farms was the one who came to me and commissioned my time to create the original version. As far as a vehicle state selector, I'd have to see what the base game is all capable of before writing anything. Always hate writing something just to find out the functionality is already there in some form lol.