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farm silo conveyor for woodChips

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CategoryFarming Simulator 15
Created09.06.2015 08:53

Bilbo Beutlin (BBeutlin) 09.06.2015 08:53
In my Bjornholm mod map I added a conveyor to the woodChips farm silo by cloning the potato conveyor, changed fruitType to 'woodChips', adapted particle emission.
However the conveyor doesn't start to fill a trailer (woodChips suitable). Why doesn't this work in opposite to potato/sugarBeet? What is missing?

Emil Drefers (Unknown) 15.06.2015 08:41

maybe you have changed the hierachy?

Does your log.txt show any error message?

Is the storage filled with woodChips before you try to fill a trailer? :)


Bilbo Beutlin (BBeutlin) 17.06.2015 14:06
There's no log error, the silo is filled.
What I have changed: cut&paste the original potato and sugarBeet conveyors into the barn/silo transform to have all together. There I also added the woodChips conveyor.
Potato and sugarBeet conveyors are working, the conveyor adapted on woodChips doesn't start filling a trailer.
Btw: trailer is tested, works with shovel fill.

Emil Drefers (Unknown) 17.06.2015 15:33

sorry to say, but it does not work.
I completly forgot that the SiloTrigger which is responsoble for loading the trailer only works with fruitTypes, but "woodChips" is only a fillType.

Seems like you would have to write your own script ;)


Bilbo Beutlin (BBeutlin) 17.06.2015 15:45
hmm .. I have now added in my ModMap.lua in function ModMap:loadCareerMap01Finished():
FruitUtil.registerFruitType("woodChips", ...)
But still doesn't work. Is there anything else to be adapted?

Bilbo Beutlin (BBeutlin) 18.06.2015 13:09
I found in several mods besides the FruitUtil.registerFruitType() the line:
local orig TrailerLoad = Trailer.load;
Tried this also, doesn't change anything. But what should effect this code?

Isn't there an easy way just to register a fruitType to an existing fillType?

Emil Drefers (Unknown) 19.06.2015 08:03

"local orig TrailerLoad = Trailer.load;"
does overwrite a default function of teh Trailer specialization.
What it actually does or what it is good for - I have no idea ;)

So, "your trick" should work, but you have to register the fruitType at an earlier stage.
The function "loadCareerMap01Finished()" is a bit too late, because when this function is called the map has already been loaded, which also includes the SiloTriggers.
If you place the call to "registerFruitType()" in the "load()" function of your "SampleModMap.lua" just right before:
it should work ;)


Bilbo Beutlin (BBeutlin) 19.06.2015 11:52
*yippi* now it works.
That was the crucial clue. ;)
Much thanks Emil

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