Category | Farming Simulator 15 |
Created | 24.03.2015 22:09 |
Ismael Artacho Angel (Unknown) | 24.03.2015 22:10 |
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No 64 in total, is not even 50 including original. |
Emil Drefers (Unknown) | 25.03.2015 09:19 |
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Hi, the computer is always right ;) Somewhere there are more ffill types ... Not only wheat is a fill type, but also wheat_windrow. Also, milk, water, seeds, wool, ... You might cout wrong, or there are more fill types which you don't take into consideration! Cheers, Emil |
Ismael Artacho Angel (Unknown) | 26.03.2015 13:24 |
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This is log: GIANTS Engine Runtime 6.0.2 64bit (Build Date: Feb 5 2015) Copyright (c) 2008-2014, GIANTS Software GmbH (giants-software.com), All Rights Reserved. Copyright (c) 2003-2014, Christian Ammann and Stefan Geiger, All Rights Reserved. Application: FarmingSimulator2015 Main System CPU: Intel(R) Core(TM) i5-4690 CPU @ 3.50GHz Memory: 8133 MB OS: Windows NT 6.1 64-bit Physics System Version: 5.9.4 Thread(s): 2 Input System Keyboard enabled Mouse enabled Gamepad/Joystick enabled Force Feedback disabled Name: Xbox 360 Controller Number of Axes: 5 Number of Buttons: 14 Sound System Driver: OpenAL Version: 1.1 Device: Generic Software Max. sources: 256 Render System Driver: OpenGL Card Vendor: NVIDIA Corporation Renderer: GeForce GTX 760/PCIe/SSE2 Version: 4.5.0 NVIDIA 347.88 Shader Version: 4.50 NVIDIA max_texture_layers: 16 OpenGL initialization successful Hardware Profile Level: Very High (forced) View Distance Factor: 1.300000 Shadow Quality: 2.000000 Skip Mipmaps: 0 LOD Distance Factor: 1.300000 Terrain LOD Distance Factor: 2.000000 Foliage View Distance Factor: 1.600000 Volume Mesh Tessellation Factor: 0.750000 Tyre Tracks Segments Factor: 4.000000 Farming Simulator 15 INT Version: 1.2.1.0 1.2.1RC11 Available Languages: en de fr es it pl cz hu nl ru jp pt cs ct br tr ro kr Language: es Game vehicle types loaded Mod directory: F:\My Documents\My Games\FarmingSimulator2015\mods/ Load dlc: pdlc_itRunnerPack Load mod: aaa_ROS_Krone_Emsland Load mod: AAA_UniversalProcessKit Load mod: AnimationMapTrigger Load mod: CompostMaster_Transportmulde Load mod: FS15_kirovetsK700A Load mod: Gilibert_1800_Pro_v5 Load mod: Kotte_Garant_SlurryTanker Load mod: kw900_v3 Load mod: Low_Loader_GalTrailer_USA Load mod: man_tgs_41480_8x8_v5_5 Load mod: MapBuyableObject Load mod: MapFruitTrigger Load mod: MilkTruckTriggerP Load mod: NH_T6160SCv15 Load mod: No_Collision_Camera_FS_2015 Load mod: Paraguas_olivas Load mod: pisty_trailer Load mod: PlayerCamera Load mod: Schmitz_SKO_Cool_Edeka_H97 Error: invalid key 'BUTTON_3' for input event 'door' Load mod: teletransportacion Load mod: SampleModMap Load mod: WaterMilkZunhammer Load mod: Zunhammer_Diesel Load mod: ZZZ_ChoppedStraw Load mod: ZZZ_compostSoil Load mod: ZZZ_fastForward Load mod: ZZ_GuelleMistMod Register vehicle type: pdlc_itRunnerPack.hookLiftTrailer Register vehicle type: pdlc_itRunnerPack.hookLiftContainer Register vehicle type: pdlc_itRunnerPack.hookLiftContainerTrailer Register vehicle type: pdlc_itRunnerPack.hookLiftContainerDynamicMountAttacher Register vehicle type: pdlc_itRunnerPack.hookLiftContainerManureBarrel Register vehicle type: pdlc_itRunnerPack.hookLiftContainerManureSpreader Register vehicle type: CompostMaster_Transportmulde.compostMaster Register vehicle type: FS15_kirovetsK700A.KirovetsK700A Register vehicle type: FS15_kirovetsK700A.BuyableTwinWheels Register vehicle type: Kotte_Garant_SlurryTanker.garantSlurry Register vehicle type: Low_Loader_GalTrailer_USA.gondola_truck_usa Register vehicle type: man_tgs_41480_8x8_v5_5.MAN_SZM 8x8 V5.1 Map: Buyable Objects(Buyable) v3.1 by Bluebaby210 loaded! Map: Buyable Objects(Icon) v3.1 by Bluebaby210 loaded! Map: Buyable Objects(Master) v3.1 by Bluebaby210 loaded! Map: MapFruitTrigger v1.1 loaded Register Variable: BaseMission.modMapShovelTrigger Loaded: noCollisionCamera Register vehicle type: Paraguas_olivas.paraguas Loaded: PlayerCamera Register vehicle type: Schmitz_SKO_Cool_Edeka_H97.Schmitz_SKO_Cool_Edeka_H97 Script WaterMod v3.1.5 by Marhu loaded! Script SchweineZucht v3.2.7 by Marhu loaded! Support on http://marhu.net *** ChoppedStraw fruittypes registered! [_MultiFruitUtil] Register fruit type: sorghum [_MultiFruitUtil] Register fruit type: fertilizer [_MultiFruitUtil] Register fruit type: kalk [_MultiFruitUtil] Register fruit type: limestone [_MultiFruitUtil] Register fruit type: sunflower [_MultiFruitUtil] Register fruit type: rye [_MultiFruitUtil] Register fruit type: rye_windrow [_MultiFruitUtil] Register fruit type: hemp [_MultiFruitUtil] Register fruit type: cotton [_MultiFruitUtil] Register fruit type: cotton_windrow [_MultiFruitUtil] Register fruit type: oat [_MultiFruitUtil] Register fruit type: oat_windrow [_MultiFruitUtil] Register fruit type: dinkel [_MultiFruitUtil] Register fruit type: dinkel_windrow [_MultiFruitUtil] Register fruit type: hops [_MultiFruitUtil] Register fruit type: beer [_MultiFruitUtil] Register fruit type: sand [_MultiFruitUtil] Register fruit type: gravel [_MultiFruitUtil] Register fruit type: cement [_MultiFruitUtil] Register fruit type: tomato [_MultiFruitUtil] Register fruit type: cucumber Time Controlled Gates Loaded Successfully Register vehicle type: WaterMilkZunhammer.MilkTrailer Register vehicle type: Zunhammer_Diesel.DieselTrailer FruitType registered: compost_soil F:\My Documents\My Games\FarmingSimulator2015\mods//SampleModMap/map/sky/sky_day_night_4Fach.i3d (136.63 ms) data/sky/rain.i3d (1.19 ms) data/sky/hail.i3d (0.94 ms) data/sky/dust.i3d (0.89 ms) Tierras Del Sur Ibérico 1.5: Register Fill type: Oliva, Ternero, Cerdo, Cordero, Gallina, Semillas (2), Semillas, olivaoil, F:\My Documents\My Games\FarmingSimulator2015\mods//SampleModMap/map/SampleModMap.i3d (27262.55 ms) Script WoolPaletteCollector v2.2.1b by Marhu created id 109670! Support on http://marhu.net Error: failed to load particle system data/vehicles/particleSystems/wheatParticleSystemLong.i3d *** ChoppedStraw v15.0.03 specialization loading *** --- fast Forward Mod V1.3 loaded --- (by upsidedown) Disabled withering for: wheat, barley, rape, maize, sugarBeet, sorghum, sunflower, rye, hemp, oat, dinkel, tomato, cucumber F:\My Documents\My Games\FarmingSimulator2015\mods//Gilibert_1800_Pro_v5/Gilibert1800Pro.i3d (138.69 ms) F:\My Documents\My Games\FarmingSimulator2015\mods//NH_T6160SCv15/NHT6210SC.i3d (286.45 ms) dataS2/character/player/player.i3d (241.09 ms) F:\My Documents\My Games\FarmingSimulator2015\mods//WaterMilkZunhammer/zunhammer18500PE.i3d (62.50 ms) data/vehicles/tools/suer/suerSB1000.i3d (9.44 ms) F:\My Documents\My Games\FarmingSimulator2015\mods//aaa_ROS_Krone_Emsland/kroneEmsland1.i3d (320.70 ms) F:\My Documents\My Games\FarmingSimulator2015\mods//kw900_v3/kenworth.i3d (44.58 ms) F:\My Documents\My Games\FarmingSimulator2015\mods//Schmitz_SKO_Cool_Edeka_H97/Schmitz_SKO_Cool_Edeka_H97.i3d (105.26 ms) F:\My Documents\My Games\FarmingSimulator2015\mods//SampleModMap/map/models/natural/trees/Olivos/olivaTree.i3d (54.85 ms) dataS/character/player/playerCCT.i3d (4.94 ms) MapBuyableObjects: Savegame states was loaded. I only removed a fillType to avoid error. They summing these more fillType own game, are 64 in total? Regards. |
Ismael Artacho Angel (Unknown) | 01.04.2015 02:11 |
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In 2013 make Hagenstedt VQ2 with 22 crops, for 2015 converted Iberian Southland with less crops and If I add soil mod to map, show this error: Error: Fillable.registerFillType too many fill types. Only 64 fill types are supported You have changed something and not work the same. What is the correct valor in this line for 17 crops? numChannels="X" numTypeIndexChannels="X" |
Emil Drefers (Unknown) | 01.04.2015 09:27 |
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Hi, allthough I am not completly sure about all changes the soil mod does. But it seems that you have to adjust something. Anyhow, the limitation of 64 fillTypes is hard coded, which means you can't change it except you know how to write a script ... and exactly know what you are doing/changing. Cheers, Emil |
Ismael Artacho Angel (Unknown) | 01.04.2015 12:25 |
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Well... I'm not a programmer, but in 2013 it was not, I do not like this change in 2015, severely limits the game. fillType counts as chopped straw, guelle mist mod, ... that are not load types, the logs are not marked on trailers not marke kgs. or quantity. Original filltype: wheat barley wheat_windrow (barley) rape maize potato sugarbeet grass ?¿?¿ where the grass is loaded??? grass_windrow drygrass ?¿?¿ where the hay is loaded??? drygrass_windrow silage seeds fertilizer fuel water manure liquidmanure wool milk eggs forage woodchips logs ???¿¿¿ cow ?¿?¿ sheep ?¿?¿ chicken ?¿?¿? Added filltype: sorghum oat oat_windrow rye rye_windrow sunflower cotton tomato cucumber hemp dinkel dinkel_windrow oliva beef pig lamb chicken2 seeds2 olivaoil kalk limestone hops beer sand gravel cement ------ guelle mist mod ?¿?¿-------- manuresolid manuresolid_windrow manureliquid manureliquid_windrow kalksolid kalksolid_windrow ------ chopped straw mod ?¿?¿------ choppedwheat choppedmaize choppedrape |
Unknown | 02.04.2015 22:11 |
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@Vanquish081 The max 64 fill-types limit also exist in FS2013. - If you take a look at the source for Fillable.LUA, in the method registerFillType() you will see the hardcoded limit check. http://ls-mods.de/scriptDocumentation.php?lua_file=vehicles/specializations/Fillable And yes, there was a mod for FS2013 which managed to "increase" this limit, but at the cost of being a not very stable mod, when combined with other mods. Now, there are some things you could do to "clean up" the number of fill-types. First of, when using SoilMod, the GuelleMistMod should not be used as it will conflict with SoilMod. So do not register any of the manureSolid*, manureLiquid* nor kalkSolid*. If you want your map to support both GuelleMistMod and SoilMod, may I suggest that you make two-maps-in-one-mod, and do not use the <extraSourceFiles> for registering new fruits, but instead via the 'source(...)' in SampleModMap.LUA. Next, could it be possible to reduce some of the animal-mods' fill-types? 'Lamb', 'beef' and 'chicken2' are basically just 'sheep', 'cow' and 'chicken' to be "filled" into a trailer for transport, so maybe the mod-author(s) of the mod could use the game's default fill-types? And when I think about it, maybe the chopped straw mod actually do not need to register those three chopped* types anyway, if it instead could detect and setup its foliage-layers in the same way as SoilMod does for its 'weed' (which is not a fill-type in SoilMod.) Then there will be some other changes required in ChoppedStraw.LUA to know what preparing-output-id to use for what, but I guess it shouldn't be too difficult to change. Lastly, I too hope that GIANTS will reconsider increasing this fill-type limit in any future FS game. Though that will unfortunately also increase the requirement of the players' gaming-computer, as more textures-and-data need to be loaded into RAM. |
Ismael Artacho Angel (Unknown) | 09.04.2015 01:07 |
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I have prepared a mist guelle specific mod and chopped straw to my map, indicating in their own moddesc the extrasourcefiles. So one must add these mods if you want to use them instead of using soilmod. |
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