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GRAIN SILO

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Created16.07.2019 04:07


Terry Kalmi (Unknown) 16.07.2019 04:07
I imported a grain silo setup with load and unload triggers from another map into my im playing and placed on my farm I built. it all shows up and in GE it shows the load and unload triggers. if I open mapi3d in note the triggers show up in there, but when in game when I try to unload or load from them I cant get them to work

Bilbo Beutlin (BBeutlin) 16.07.2019 14:21
We need to know about which FS version you're talking.
In newer FS vs. the silos need an additional xml for setup.

Terry Kalmi (Unknown) 16.07.2019 16:07
Bilbo Beutlin yeah fs19 latest patched version. I exported the home farm silo system from the latest FS19_CountyLineKS map release to a map I been editing and playing

Bilbo Beutlin (BBeutlin) 16.07.2019 16:36
You shouldn't import the silo directly into map.
In FS19 the silos are placeable objects with own "silo.xml".
They are inserted by the "defaultItems.xml" at career start.
See for reference the standard maps. Take these as template and adapt your silo accordingly.

Terry Kalmi (Unknown) 16.07.2019 21:00
I exported selection with files to my maps folder in its own folder. sorry I should have said that

Bilbo Beutlin (BBeutlin) 16.07.2019 23:43
Nevertheless you need for your silo.i3d an explicite silo.xml.
The silo must be declared in the modDesc.xml <storeItems>.
Then you can embed the silo in the "defaultItems.xml".

Hint: for reference DL and examine the Giants' map "Estancia Lapacho". There you can see by examples how it works.

Terry Kalmi (Unknown) 17.07.2019 03:52
Bilbo Beutlin I really appreciate all the help u been giving me here. much appreciate it..... I will check out the map

Terry Kalmi (Unknown) 05.08.2019 16:39
Bilbo Beutlin I got every thing to work in game but it will only load and unload in new farmer mode not any of the other modes. what do I need to do different?

Bilbo Beutlin (BBeutlin) 05.08.2019 17:15
Compare your silo xml with the standard silos.
Espec. the entries in silo.xml <storeItem> and the references in defaultItem.xml.
I'd guess you've made a mistake in the last one. Look for 'mapBoundId' vs. 'farmId'.

If an item has a 'farmId' this is indeed only inserted on 'new farmer' mode.
However there's nobody stopping you from starting as 'new farmer' and afterwards changing the difficulty level.

Terry Kalmi (Unknown) 06.08.2019 06:28
Bilbo Beutlin yes it does say 'farmid'. so do I need to change something?
<item className="SiloPlaceable" filename="$moddir$FS19_MidwestHorizon/placeables/HomeSilo/HomeSilo.xml" position="1543.941 101.421 -10.111" rotation="-180 0.001 180" defaultFarmProperty="true" farmId="1"/>

Bilbo Beutlin (BBeutlin) 06.08.2019 12:41
That depends on what you intend.
If you want an always present silo, you must use the 'mapBoundId'.
If it should appear only on start with 'new farmer' use the 'farmId'.
Take eg. the "mapDE" as template and compare the xml entries for farmSilo.. vs railroadSilo.. - in silo.xml <shopItem> and defaultItems.xml.

The start options now determine only the basic preconditions. This is meant to have the choice for instant game (clickNplay) or building up your own farm.
You can always change the game difficulty afterwards.

Terry Kalmi (Unknown) 06.08.2019 16:15
Bilbo Beutlin I want it always be there on my farm I built up. so would it need to look like this then in defaultitem.xml?

<item mapBoundId="SiloPlaceable" filename="$moddir$FS19_MidwestHorizon/placeables/HomeSilo/HomeSilo.xml" position="1543.941 101.421 -10.111" rotation="-180 0.001 180" />

Bilbo Beutlin (BBeutlin) 06.08.2019 21:07
Why do you ask? This is what I said - until you wait for answer you could have tried out yourself. *g*
If something is wrong, check your silo.xml by comparing with defaults.

Terry Kalmi (Unknown) 06.08.2019 23:47
Bilbo Beutlin was simply asking if it looked right to u adding in mapBoundId in place of className and deleting defaultFarmProperty="true" farmId="1" off the end

Ravlie 19.11.2019 23:50
uhm, a bit outdated answer but setting defaultFarmProperty="true" to "false" let's you use the objects in all game modes not only 'easy'.

Bilbo Beutlin (BBeutlin) 20.11.2019 00:41
The problem is: if the item (= silo) is not farm property, it doesn't count to farm silos, but external silo. Bad for a quick overview of silo contents (in menu).


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