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farmLand channels

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Created30.11.2018 05:40


William Rowe (Bonger76) 30.11.2018 05:40
does anyone know what channels are ,I'm not going to have that many mabey 45 and dont know whether it maders if your number in the farmLand.xml 1 to 45 or can they be all mixed up like only 45 spots but have a bunch of randome numbers.

Troy Wild (tawsag) 30.11.2018 06:10
This is what I've found out, and successfully tested.

Be sure to set the channels before you paint the area. Also, be sure to set field dimensions, to get the ai farmers contracts to work correctly, and have their fields work.

Farmid set channel

1 - 0
2 - 1
3 - 0,1
4 - 2
5 - 0,2
6 - 1,2
7 - 0,1,2
8 - 3
9 - 0,3
10 - 1,3
11 - 0,1,3
12 - 2,3
13 - 0,2,3
14 - 1,2,3
15 - 0,1,2,3
16 - 4
17 - 0,4
18 - 1,4
19 - 0,1,4
20 - 2,4
21 - 0,2,4
22 - 1,2,4
23 - 0,1,2,4
24 - 3,4
25 - 0,3,4
26 - 1,3,4
27 - 0,1,3,4
28 - 2,3,4
29 - 0,2,3,4
30 - 1,2,3,4
31 - 0,1,2,3,4
32 - 5
33 - 0,5
34 - 1,5
35 - 0,1,5
36 - 2,5
37 - 0,2,5
38 - 1,2,5
39 - 0,1,2,5
40 - 3,5
41 - 0,3,5
42 - 1,3,5
43 - 0,1,3,5
44 - 2,3,5
45 - 0,2,3,5
46 - 1,2,3,5
47 - 0,1,2,3,5
48 - 4,5
49 - 0,4,5
50 - 1,4,5
51 - 0,1,4,5
52 - 2,4,5
53 - 0,2,4,5
54 - 1,2,4,5
55 - 0,1,2,4,5
56 - 3,4,5
57 - 0,3,4,5

58 and 59 not known yet

60 - 2,3,4,5

Bilbo Beutlin (BBeutlin) 30.11.2018 11:58
As you can also see in the list above: the farmland ID is the decimal value of the binary value/mask.
For number format conversion use eg. the Windows calculator (programmer view).
You must only respect: in binary is the first bit 0 the right one - contrary to GE channel display, where bit 0 is displayed upper left.

William Rowe (Bonger76) 30.11.2018 16:57
Thanks Troy big help, to add to the list 63-0,1,2,3,4,5 is the boarder and parts you dont whant have to buy.


58 - 1,3,4,5
59 - 0,1,3,4,5

61 - 0,2,3,4,5
62 - 1,2,3,4,5 this should finnish the channels havent tested

Troy Wild (tawsag) 01.12.2018 02:18
Your welcome, William! Glad it helped.

F Thomas (theGerman) 01.12.2018 10:45
It's easy with the GE v8.1 Beta.
If the number of channels in the xml and the i3d is increased to 7, 127 areas can be defined. This was important for me, because I have a 16-fold map and 63 areas were too few.

Troy Wild (tawsag) 01.12.2018 14:38
Yeah, the thing is I didn't download 8.1 until about 16 hrs. after I first responded to the post, and I had worked out the channels on the 22nd or 23rd.

If Giants had done with 8.1, as far as choosing channels and stages, with a way earlier version of the editor, theses types of posts wouldn't be needed.

So, yeah! Giants should have done this a long time ago!

Marek Velozoo (Shevil) 02.12.2018 11:36
hey can chow can i add farm land in start game ? ?

William Rowe (Bonger76) 02.12.2018 16:35
Marek , It's in the farmLand.xml ,looks like this

<farmland id="12" priceScale="0.8" npcName="NPC_US_20" defaultFarmProperty="true" /> <!-- main farm -->

add defaultFarmProperty="true" to the farmland id you whant at start up

Andrew Collins (Unknown) 02.12.2018 20:50
i cant seem to get the farmland info layer to paint different colours. so any field i had regardless of the number is all classed as 1 piece of land. am i missing something

William Rowe (Bonger76) 03.12.2018 02:15
Andrew thier are 6 channles 0,1,2,3,4,5 the list above that Troy povided and the last 4 in my post gives you the different colours .

Stefan Geiger - GIANTS Software 03.12.2018 09:11
The easiest way is to use the GE 8.1.0 Beta and use the "Layer Value" drop down. The selected value corresponds to the "id" attribute in the farmland xml.

Bjørn Brynildsen (prawler) 03.12.2018 10:54

Hi.
How do i assign, make a field owned by player in this GE version?
I am trying to get my head around farmland.xml.....but that is really hard

The numbers in farmland.xml does not match the ones in game.
I joined two fileds in GE, but they are not mine ingame.....

Could anyone explain it to me ?

Best regards
Bjørn


Tony Price (brownthumb) 03.12.2018 20:04
This thread kind of makes me think of the kit kat commercial where the two guys back
in medieval time were trying to put a catapult together, they had the tools and the parts,
but not one explanation or clue on how to put it all together to make it work.

R Youngquist (1aessswitchman) 30.12.2018 23:11
I'd like to add one post to help the less experienced modders like myself. I understood the concepts behind this thread and it aided me greatly... once I put a few more simple things together.

First, farmland id and field number are totally separate things! Once I realized that, I really got rolling.

When first trying to paint the info layer, especially if I've just opened the map, be patient. Sometimes my computer will take an extra several seconds to catch up when I first change the info layer drop-down from tipCol to farmland.

If find, at least on my rig, every time I change to a different farmland id, I have to arrow over the view-port for the change to take effect.

I also find it best to either select the layer value by channel or select it by drop-down, but don't try to go back and forth between the selection methods. If you've selected the farmland id by the Layer Value drop-down, it pre-ticks the info channels boxes but if you then select a info channel box, the other boxed may stay selected but GE only recognizes the one you've selected.

Hopefully this will assist some of the less experienced modders like myself!


Lubomír Jílek (Faraonvideo) 02.01.2019 17:37
Hi, would someone know what the problem is, in FS19 in the editor I do land for purchase and I write it into farmlands.xml but in the log it throws me this error:
2019-01-02 15:52 Warning (script): Unknown entity id 0 in method 'getChildAt'.
2019-01-02 15:52 LUA call stack:
2019-01-02 15:52 dataS/scripts/fieldJobs/FieldUtil.lua (191) : getChildAt
2019-01-02 15:52 dataS/scripts/fieldJobs/FieldUtil.lua (55) : getMeasurementPositionOfField
2019-01-02 15:52 dataS/scripts/fieldJobs/MissionManager.lua (709) : getSprayFactor
2019-01-02 15:52 dataS/scripts/fieldJobs/MissionManager.lua (866) : getFieldData
2019-01-02 15:52 dataS/scripts/fieldJobs/MissionManager.lua (791) : generateNewFieldMission
2019-01-02 15:52 dataS/scripts/fieldJobs/MissionManager.lua (481) : generateMissions
2019-01-02 15:52 dataS/scripts/BaseMission.lua (1589) : update
2019-01-02 15:52 dataS/scripts/FSBaseMission.lua (1990) : update
2019-01-02 15:52 dataS/scripts/missions/mission00.lua (462) : update
2019-01-02 15:52 dataS/scripts/main.lua (1857) : update

to id assign the correct numbers
and this is repeated several times
someone would know what I'm doing wrong.
Thanks
translate google

Jos Kuijpers (Unknown) 02.01.2019 18:24
Make sure you put farmlands everywhere. Also check that your log does not give any errors about missing farmlands.

Then also make sure your field hierarchy in the scenegraph is correct. This error is thrown when it is not. Compare it to the basemaps carefully

Jason Lapointe (leppylep) 03.01.2019 22:07
Anyone else having issues that when you go to edit farmland and use the layer value drop down menu the farm layer wont change? but if you select a info channel it will change to that layer sometimes?

Jos Kuijpers (Unknown) 04.01.2019 18:27
Make the map active so the changes can be seen directly. Click the Play button on the menu bar.

Thomas A. (Unknown) 19.03.2020 16:25
What values is necesary change for duplicate or increase the farmlands avaliable?

Bilbo Beutlin (BBeutlin) 19.03.2020 18:08
See general forum "forum.giants-software.com"
There's a detailed guide in the modding subforum.

Heino Hansen (Heino) 26.12.2020 13:36
6 64
6,0 65
6,1 66
6,1,0 67
6,2 68
6,2,0 69
6,2,1 70
6,2,1,0 71
6,3 72
6,3,0 73
6,3,1 74
6,3,1,0 75
6,3,2 76
6,3,2,0 77
6,3,2,1 78
6,3,2,1,0 79
6,4 80
6,4,0 81
6,4,1 82
6,4,1,0 83
6,4,2 84
6,4,2,0 85
6,4,2,1 86
6,4,2,1,0 87
6,4,3 88
6,4,3,0 89
6,4,3,1 90
6,4,3,1,0 91
6,4,3,2 92
6,4,3,2,0 93
6,4,3,2,1 94
6,4,3,2,1,0 95
6,5 96
6,5,0 97
6,5,1 98
6,5,1,0 99
6,5,2 100
6,5,2,0 101
6,5,2,1 102
6,5,2,1,0 103
6,5,3 104
6,5,3,0 105
6,5,3,1 106
6,5,3,1,0 107
6,5,3,2 108
6,5,3,2,0 109
6,5,3,2,1 110
6,5,3,2,1,0 111
6,5,4 112
6,5,4,0 113
6,5,4,1 114
6,5,4,1,0 115
6,5,4,2 116
6,5,4,2,0 117
6,5,4,2,1 118
6,5,4,2,1,0 119
6,5,4,3 120
6,5,4,3,0 121
6,5,4,3,1 122
6,5,4,3,1,0 123
6,5,4,3,2 124
6,5,4,3,2,0 125
6,5,4,3,2,1 126
6,5,4,3,2,1,0 127



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