Community Forum

Fruit codes

Forum Overview >> Farming Simulator 19

CategoryFarming Simulator 19
Created16.06.2019 06:26

Josh Stoughton (Unknown) 16.06.2019 06:26
Prolly a simple question that has been answered but I'm new to Giants Editor and wondering how to add fruit heaps in giants editor using fruit codes? IE want to add a pile of gravel using Fruit TP mod? I've searched and searched but cant seem to find any answers, Thanks

Bilbo Beutlin (BBeutlin) 16.06.2019 07:19
I'm not sure what you mean exactly?
If for decoration only, make a 'heap' with terrain edit and paint it with desired texture. Or create it in external 3D-program and import into map.
If you want a real functional heap with a certain amount of fillType, which can be loaded by shovel or pickup, forget it. That's not possible with the editor.

Josh Stoughton (Unknown) 21.06.2019 15:35
Ok understandable! How do they persay put a pile of dirt into a map and make it be able to be scooped up with a shovel? I have what they fruit codes and it claims k can add "piles" using these said codes. Like a pile of gravel, sand, dirt, etc. An example would be the fruit TP map called paradise where you can mine gold, dirt, coal, etc. Or the map La Degue where there's multiple spots or piles to mine from. Just looking to implament such options into a map. If it's another program they use would you know off hand which one? I have opened the map in giants editor but as far as I can tell ( again learning ) there's no way to select it. The codes are example 0-wheat, 1-barley, 34-asphalt, 234-dirt. Thanks agian for your help it's much appreciated I got to start somewhere In the learning curve! :)

Bilbo Beutlin (BBeutlin) 23.06.2019 05:00
You can try fiddling around with the "terrain detail height" (density).
In the bitmask the lower channels represent the type, the upper bits the height of 'heap'.
In GE you'll see always the same texture - this is later inserted by the game.
The bitmasks may differ depending on map properties.

Josh Stoughton (Unknown) 26.06.2019 18:09
Excellent thank you! that worked! Again thank you for your time and the answer to my question much appreciated!

Benjamin Prehm (benjamin01) 14.09.2020 11:19
Schönen Guten Tag,

Ich habe zu dem Thema Codes der Früchter auch ne frage, ich habe zu dem FruitTP Mod noch ein paar andere Sand und Gesteinsarten dazu gefügt und bin jetzt auf der suche nach den Channel Codes gibt es da eine Möglichkeit diese irgendwie zu sehen oder zu finden.

grüse benni

Bilbo Beutlin (BBeutlin) 14.09.2020 11:39
The fillType numbers correspond to the order in densityMapHeightTypes.xml.

Benjamin Prehm (benjamin01) 14.09.2020 12:13
Danke für die schnelle Antwort, das heist wenn ich denn fruittyp an 1er stelle setze muss ich im GE den channel 1 (+10 für gröse vom haufen) einstellen.

Bilbo Beutlin (BBeutlin) 14.09.2020 15:14
Right. But for the amount you must not simply add 10. You must bitwise left-shift the 10 according to number of type channels.

Note: Log in to post. Create a new account here.